(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 Thursday September 8th, 2016 8:53:56 PM
Reggie never waited for any "taster" nor any thought of poison, she simply dove right in at the feast presented.
tasting everything across the table. settling back down beside Jozhur with a mug of the local beer.
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 d20+20=38 ; Thursday September 8th, 2016 9:40:37 PM
A feast, now this was something Clyde could definitely partake in. He was disappointed to see the witch go, for he wanted learn more about her, but being protected from the cold with companions is more than enough to lift his spirits.
Clyde makes a conscious decision to go around and speak with as many people as possible. As much as he wants to solve the problem of the open portal, that issue was put on hold until tomorrow, so he makes an effort to speak only about things unrelated, asking the people of their home, their way of life, what they do for fun in such a cold dangerous place, what they do to keep warm aside from the obvious, things of that sort. Getting a great idea from Rill, Clyde casts Tongue for as long as needed so that he could better communicate with everyone, making sure to translate back the common tongue if his own companions may be listening. If asked, he would also regale them with tales of his own past adventures [OOC: Perform Oratory 38!], using simple props and with the help of much alcohol. He then asks for stories in exchange!
DM Dan K - Ice Peak d20+16=28 ; Thursday September 8th, 2016 11:18:39 PM
Kayra nods and smiles at Rillett as he explains himself. Bjorn's eyebrows have about risen from his head as Rillett speaks the ancient tongue of his people. Svanhvit simply sits a bit back in his chair and nods to Kayra. The leader of Ice Peak address Rillett briefly, "I suspected as much, cleric of Gargul." She smiles and adds looking at Bjorn, "Though it is a surprise to some."
Zeoll is able to share some stories and asks more about Celsiun and the lands about. Clyde does excellent in this arena too and finds the villagers warming up to him a bit more as he speaks their more ancient tongue. Stories are shared the yes indeed there are forests of great pine and cedar, just to the north. It is where most of the lumber used for Ice Peak comes from. About 4 hours journey where the great trees rise like mountains and there is a dryad, a friend of Ice Peak that dwells there. Zeoll is told of hot springs and thermal regions where elemental sprites often play and of an ancient story of Celsiun himself.
Kayra stands to recall it, and the entire area becomes quiet as she does so. "Celsiun, A fey of near perfection and upon what Eberyon based nearly all of his other fey creations after. He was of the original royal court and has transcended to the level of Power in the Wold over the Ages. Celsiun eventually left the court of Eberyon and journeyed across the void to the Living Wold. He did this when the Cradle and the Wold were still close together, in near juxtaposition and the journey was as one would cross a street. Celsiun became intrigued by the shorter lived races. Their drive and ingenuity fascinated him, while their perceptions from a finite life amused him. While he was gone, Eberyon was put to sleep by Maab and others and with that act, the Cradle was pulled from the Living Wold to sleep as well. Celsiun found himself trapped and cut off from Eberyon and all others of the court. The First Age ended with a titanic battle between the Gold Dragons and the Gods of Yore and pushed the Cradle away isolating Celsiun from the other created fey. He was alone. The Second Age would bring travelers though. Those of Noble and ignoble blood, the short lived beings that had captured his interest long ago. The lands about him were settled, Celsiun’s fascination for these short lived creatures returned in full and he began to reveal himself in signs and to whisper to those who might listen across the icy winds of the tundra and high mountain peaks. My great great great great grandfather was one such listener. He sought out Celsiun and created the first pact." She turns to look about her, eyes bright and a smile on her face. We are the children of Celsiun! Proud! Strong! And worthy!"
The people about shout back at her "Prúðr! Strerkr! Gilðr!"
With that last she drains the rest of her beer and Bjorn and the rest of the villagers gathered do so as well. The feast is over and the crowd disperces.
Dra'Gul escorts the group back to the long house and things quickly quiet down. You have your own space and can speak in private or simply settle in for the night.
Morning comes and after a hearty breakfast of hot milk over cooked oats with sharp cheese and a tart apple like fruit. The group arrives back at the obelisk.
Mjolka'Frodr, the witch of Burfell is there with Kayra. The witch moves forward as you arrive and extends a gnarled arm to Jozhur. She hands him a white flower that resmebles a lilly. "You must travel to Mt Bal and seek Frigga'Isa. She will help you."
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Friday September 9th, 2016 2:32:42 AM
"Then we will do so." Jozhur asks Dra'Gul how to get to Mt. Bal and find Frigga'Isa.
ooc: Sorry for some short posts, lot of late nights at work lately.
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Friday September 9th, 2016 6:06:03 AM
Tishe' latches onto the telling about the Brevoren Doden, interested to find out the icy undead capabilities and variants from the Villagers, and what evil power creates them.
She is fascinated with the story of Calisun, and enchanted with these proud, strong, and worthy noble's. And as she drains her beer at the signal of the others, she quietly gives her own vow; “Talki fresal, dondit likki”. (Tongues Highlight to display spoiler: { the land, my life })
At the longhouse, alone with the Black Fish, Tishe' again strips and dries, carefully hanging clothes and furs before giving them a good once-over with a Prestidigitation spell to dry. "I like these people!", she exclaims matter-of-factly, "but I sure wouldn't want to weave the rest of my thread here!"
In the morning, warmed by a good breakfast, she listens carefully to the Witch. She ticks off her fingers, thinking aloud. "we'll need a guide or directions to Mount Bal, maybe an introduction token so Frigga'Isa would know we are sent by Ice Peak. Is she a more powerful witch or cleric who can intervene for us with Celsiun?"
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 9th, 2016 4:54:56 PM It is good to have a direction again, and a way to help solve the problem in Bonetown. It is not good to feel powerless.
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 9th, 2016 8:42:40 PM
Clyde bows deeply and offers his gratitude to the hosts. When he steps in front of the witch Mjolka'Frodr, he makes sure to say more to her than the others since he didn't get a chance to speak with her the previous night.
As the others prepare for the journey, Clyde once again walks around to pass his gratitude and say his farewells to everyone he's spoken with.
Overnight, Zeoll explores his options for sleeping in Nature. He wants to reach out to his god, the Fey Queen, and he will not do so if he sleeps under a roof. Usually the old liontaur sleeps under the stars on the deck of the Lionfish. But is there any way to do that here?
Zeoll thinks there is probably not. Alas, the cleric slots he used yesterday, mostly the Endure Elements, will have to be filled with spontaneous cures and spntaneous summonings of fey friends.
However, he can still reach out for truth in his dreams. The old seer meditates on Mt Bal and Frigga'Isa, hoping for guidance or at least a hint in his dreams ... some clue as to the best way to proceed.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Friday September 9th, 2016 11:35:51 PM
Rill will keep a sharp eye out for anyone that may be in need of healing. The will also ask Dra'Gul if anyone in his household is ill or injured.
He can see that Zeoll is unsure about sleeping outside.
"You know Zeoll, Clyde mentioned the ability to create a Tiny Hut - would that constitute sleeping outside for you? I can also make sure you have Endure Elements if that will help.
In the morning, he will address the witch, "Good Mother, what is the significance of the flower? Should we expect to encounter more of those exploding undead? What other perils should we expect?"
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Friday September 9th, 2016 11:40:09 PM
"Also, what can you tell me about this Mount Bal?"
DM Dan K - Ice Peak Saturday September 10th, 2016 1:36:21 PM
Zeoll realizes he has a bit of a predicament here. Sleeping out under the stars is nearly a death sentence in the Ice Vein and so he may have to monitor himself on what spells he casts and when. That night, he dreams again seeking guidance and again he encounters the young woman. This time she walks with the old liontaur along a river flowing though a deep ravine. The banks are entirely made up of round stones, worn by wind and water, about the size of a man's eye. The two walk quietly, enjoying the sound of the water, rapidly flowing past them in the direction they have come. The air is cold, but sheltered from the wind and your body is warmed by the sun to make is quite pleasant. You walk for a long time and the sun drifts over the right side of the ravine casting you into shadow and you can feel the warmth of your body flee. A few moments later, as Zeoll feels the cold pushing in on him, his breathing becoming labored, the woman stops and turns. Her face is sad, a tear rolling down her cheek as she takes your hand. "I'm so sorry. So very sorry dear child." She glances up at the deepening darkness and then shifts to look past you. "But it is dark now.." Zeoll feels the need to lie down, the cold, so tired, cold, exhaustion, just sit and rest. "I would tell you it will be all right." she pauses and Zeoll hears dozens of creatures rise from the river at his back, "But it won't be." footsteps on the stones tell him they are closing in, all around, though all he can see is this women's face. "It will not be quick either." A blast of cold and then adrenaline shoots through Zeoll and he is awake and in the long house, it is just before dawn
The group has an objective and Terser is more than pleased about it. Like many dwarves, he liked goals, objectives and milestone and the solution for Bonetown now had one. Tishes and Rill ask about Mt Bal and a guide perhaps. Kayra answers that Mt Bal lies 7 days to the west and points out the peak, visible from the village. The witch adds that the flower is the token to give. She then mumbles and something softly and leaves Perception DC20 Highlight to display spoiler: {"It was her favorite. My beautiful one." and you see a tear form in one of her eyes and partially freeze as it falls}
Rill has a few more questions, but the witch is leaving, though Kayra responds to him. "The Bevroren Doden are always a possibility. And not all of the frozen dead are the same. As to Mt Bal, it is where you can find Firgga'Isa and it is she who can tell you how to close the portal. Other creatures you could encounter are Sne Jempe, the snow giants, the great Iss Tiger, Iss wurms and it is possible to come across a party from Twin Tusks."
If the party has nothing more, you can begin your 7 day trek through the barren tundra to Mt Bal
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Sunday September 11th, 2016 3:38:12 AM
Rill will rise and pray for spells.
"Karyra, you mentioned snow giants, ice tigers and ice worms. Can you tell me more about these creatures? Are they affected by magic, are they vulnerable to fire? Anything else? As far as a group from Twin Tusks, what should we expect?"
"As far as a 7 day trek, do you have any suggestions how to deal with the cold, or for shelter? Is you Ice Wine for sale?"
Later, "Hey Clyde, you know anything about these creatures?"
To the others, "Wow. 7 days across this waste. Any thoughts on survival? I'm not sure my wand of Lesser Restoration will last us. I can only cast Water Walk a couple of times each day, so the going will be rough for anyone that does not have Boots of the Winterlands. I wonder if any are for sale here in town?"
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Sunday September 11th, 2016 9:51:33 AM
Tishe' sits next to Rillet during the discussions. "And any tactics for the Brevoren Doden, too", she chimes in. "And local traveling clothes and techniques would be shady. Gladly will we pay in helping out, or knowledge, or gold and gems." The last bit is added on but only because Tishe' has some and not by any hope the Ice Peakers actually value the stuff.
And as to getting tired. "Rillet, I would suggest you save your wand while we travel. The first one so exhausted they can't move, why, that's where we stop for the night!" She smiles, all irrepressible optimism and curiosity.
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 Sunday September 11th, 2016 6:28:58 PM
Clyde looks over at Rill. "We know that the Iss'Wyrm is a frost worm. I'm not sure if that's the same as the iss wurms that Kayra's speaking of. Iss Tiger presumably means frost tiger. I imagine that all of these 'iss' creatures would be vulnerable to fire. I'm not sure what Sne jempes are, lemme try to remember..." [OOC: Lore Master to do Knowledge check 36 (assuming it's Knowledge Nature)]
The seven day trek is a major concern for Clyde, so he listens intently as others ask about purchasing the Ice Wine.
Jozhur sighs, seven days out in this frozen wasteland. Oh to be back in Bonetown with a cold ale...then he remembers Bonetown is also iced over. He snugs up his coat and hood, "Let's get this done."
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 Sunday September 11th, 2016 11:25:57 PM
Reggie didn't have many "good-byes" to say, she hardly knew these people, they made good wine but seemed a little reluctant to share it. the're names were a little confusing to her as well, probably due to Reggie's somewhat lack of any formal education. Still the food was good as was a warm bed. though she had though of ways to make her bed a little warmer, but that did not happen.
In the morning Reggie loaded herself up with as much food as she could carry, and poked around for some wine or similar drink for the trip.
bundling up she looks to her Captain, "Right lets go." she adds, reinforcing what Jozhur had said.
{ooc: Reggie will prepare Endure elements each day}
"Well," says Zeoll resignedly, "the Endurre Elements spell I used yesterrday will not serrve me in the days ahead. I'll just have to do my best, wrrapped in these blankets and furrs as I am."
"This old liontaurr will just have to rrely on the help you all can sparre, my frriends." He looks to the casters. "Do we have Rrope Trricks orr Tiny Huts to help us surrvive the nights? Can we build an igloo orr tunnel a nest underr the snow?"
The liontaur tries to think of any survival tricks the party can use to help stay alive, night or day. Survival check 18, Know Nature 21.
Zeoll shares his dream with his friends, and suggests that it may mean that the nights will be deadly if they do not take care.
"On the otherr hand, if we meet an ice wyrrm, give me a chance to charrm it beforre we attack. A frriend like that might serrve us well!"
Zeoll presses on as well as he can as the party begins the cold trek.
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) Monday September 12th, 2016 3:05:42 PM Yes, we would not want to offend anyone else could we avoid it. Would the Twin Tusks folk be friendly towards strangers? We would rather avoid fighting the locals, though any of the frozen dead will be dealt with quickly.
Terser offers to carry Tishe', should she become too tired to walk. Everyone else can make do with their own two feet. =]
He also expresses a desire to take some ice wine on the journey. It could prove useful for many things.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Monday September 12th, 2016 7:50:07 PM
In addition to asking Kayra, Rill repeats any questions she does answer to Úlf-warja'Ingr and Dra'Gul.
Responding to Zeoll, "I'm sure we can help you out with Endure Elements, but shelter is another matter. If we do not have such, we should stay here for a few days to learn the skills we need to camp and survive in this harsh land. "
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 12th, 2016 8:21:10 PM
Clyde smiles at the old liontaur. "I can cast Tiny Hutt, which should keep the worst of the weather out, but not necessarily completely warm and comfortable, depending on just how deadly cold it gets."
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Monday September 12th, 2016 9:30:06 PM
Tishe' shakes her head at Terser, "you are kind but no, I'm sure I can weave the snow as well as most anyone else. Don't warp up about me!" It seems that any overture or entendres are over the head of the short woman. ...... Rose"'s Temperature Control. 12 hours. (From yesterday was 36 hours) As Endure Elements, can chill or warm food and drink at touch, and create a 5 foot Grease spell( ice) which ends the spell.
Mifune | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will Monday September 12th, 2016 11:10:53 PM
Mifune has been quiet for much of the time the party's spent preparing for its departure. His focus seems to have been more on checking the state of his unusual longbow, as well as fashioning arrows from materials available nearby. When one's finished, it goes into his quiver, and so on. Oddly, said quiver never seems to run out of space.
"Nature will provide a way if magic does not," says Mifune, calm and soft-spoken as ever. "In the former case, this makes keeping a keen eye on opportunities for shelter."
He tosses a bear fur cloak around himself, over the dark spidersilk cloak which already seems to cling to his form, and draws the hood. A practical fellow in his service to the guild, Mifune knows where he must go for answers and is apparently willing to chance the journey.
Mifune advises, "We may wish to watch the local fauna, all of it. Even the benign creatures may exhibit behavior which hints at how they survive the climate."
The elf lifts a tome he'd been reading from earlier from the ground, tucking it away, and dips a finger into a vial on his belt. His fingertip is coated in some manner of black paste when it emerges, which he swipes under either eye, refreshing the streaks there. No doubt, this helps to keep his sight keen even when the sun creates a glare against the snow. He seems ready to go.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday September 13th, 2016 11:05:27 AM
"Tishe, I'm sure Terser just wanted to let you know that no one will be weft behind."
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Tuesday September 13th, 2016 7:42:02 PM
Tishe' looks quizzically at Rillet. "That doesn't make sense. You see, in the Sargrass patois weft means... Oh"
curious, but serious, Tishe' smiles. "Yes, that was a good one."
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Tuesday September 13th, 2016 8:40:38 PM
Jozhur watches intently as Mifune crafts arrows. He has always taken interest in archery, but it's never really been more than a hobby for him.
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 13th, 2016 9:37:40 PM
Clyde finishes up his packing, uncertain of the harsh weather, but there wasn't much he could do about it. His Tiny Hut spell will just have to do if they can't find shelter during the nights. It'll be a tough 7 day march.
DM DPurifoy - Frigid Farewells Tuesday September 13th, 2016 9:54:25 PM
Kayra shakes her head as Rill & Terser ask to take more of the potent drink, confirming Reggie's intuition. "Ice wine is not something for Austlanders to become so familiar with. If Frigga'Isa sees your return from Mt Bal we can discuss it then." She gives Clyde a brief, confused look before continuing. "Celsiun does not permit such weakness in Ice Vein. Fire is no more deadly to most here than it is to the creatures in your own lands."
"The Sne Kempe are snow giants; ten-foot tall brutes - dumb as they are strong. I have heard Northerners call them ogres. And the violent barbarians of Twin Tusk embody the harshness of these lands as much as any human can - you would do well to avoid them. Any creature that dies in Ice Vein may rise as the Bevroren Doden." She gives the adventurers a pointed look, a warning, surely, that you all are not exempt from this fate as non-natives. "Unfortunately, the Bevroren Doden tend not to carry their original weaknesses through to their state of undeath, while retaining much of the original creature's strengths."
As the party prepares to leave, the Ice Peakers move about the group, fidgeting with your gear and garments. As the tough villagers pull snug your amalgamated cold-weather gear, you feel a bit warmer with the much improved insulation. They also take time showing you their methods, so you can make yourselves better protected moving forward. Everyone gets +2 on future saves vs cold weather effects.
"This journey is yours to make, Black Lion Austlanders." Kayra says at the mention of a guide. "I hope you all are not so foolish as to lose sight of your goal," She glances toward the looming mountain with a slight smirk, "And it seems to me the Powers wish you to undertake this trial, perhaps as a test, else the magic to close your unwanted doorway would already be within your grasp." The Chieftess' smirk twists more slyly, gracing her hard features with an edge of cold beauty. "Or perhaps Celsiun means to discourage your task & turn your attentions elsewhere; it is not for us to question that which is. We can only use what strength we have to endure and overcome."
"Forsake the journey and seek another solution if you wish, but Frigga'Isa is who you must see if you wish to close the portal, and through your own might alone can you reach her."
Making final preparations, most of the group is ready to go. Rill shares an inside joke in Tishe's Sargrass slang as the weaver declines Terser's piggyback offer. Mifune tucks a few whittled arrows into his bottomless quiver, to the Captain's curiosity, as Mifune, Zeoll & Clyde discuss the abilities and tactics they can use to survive the arduous journey. Are there any final questions for the Ice Peak villagers, or pre-trip preparations to be made, or do the adventurers feel themselves ready to embark on the next leg of their quest?
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 -- +5 Fort/+13 Ref/+7 Will Tuesday September 13th, 2016 11:52:49 PM
Mifune looks less than thrilled to be picked over by the locals, but he tolerates it for the sake of reaching the mountain. The cloak he normally wears clings still to his body even as furs are wrapped over it and adjusted to function best in the cold. He's taken his own precautions, as well, with the paint smudged beneath his eyes and the newly fashioned arrows dropped into his strange quiver. The elf slings his beautifully carved bow over his shoulder and waits patiently for the others to come to readiness.
"The fact that something on an otherworldly level left signs of its involvement tells us the doorway was intentional," Mifune calmly voices to Kayra. "I doubt they would lack the means to hide their dealings from minor magic."
The elf meanders toward the village's exit and looks out upon the path before them, pondering to himself, "Reanimated with all of one's talents, but none of one's flaws. Were it not for the mindlessness, some might seek this place for a desirable death. Peculiar quality for a land to have, certainly beyond any necromancy I've heard of."
Mifune seems to continue holding conversation with himself, covering what they've learned so far and pitting what makes sense against the unlikely.
Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal) Wednesday September 14th, 2016 6:34:05 AM
Zeoll talks to his friends. "Serriously, frriends, what is ourr plan to surrvive the night? A Tiny Hut will not fit us all, I fearr. A Rrope Trrick would be ideal, but I cannot cast one. We need a plan forr dealing with the deadly cold beforre we head out."
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Wednesday September 14th, 2016 6:39:12 AM
The sorceress shakes her head. "I have no magical means of shelter, and I can't shrink something as big as a large shelter for us all. I have a shrunk tent..." She lets that thought slide, knowing a tent will be of little use in this cold.
Tishe' is thankful for the advice of the villagers, sort that she has little that she can give in return other than closing the portal, which she already wants to do. Looking about, a cold breeze makes her shiver and feel that that may be quite enough. "I prefer warm climates myself", she says to no one in particular. "Thank you for your hospitality. May Sargrass and Celisun's blessings be upon you worthy people!"
And she is ready for the trek. .... Ice Peak Winter Gear. +2 vs non magical cold effects
Roses Temp Control. 12 hours.
Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal) d20+8=17 ; d20+12=13 ; Wednesday September 14th, 2016 9:55:44 AM
Before the group leaves, Zeoll prays for guidance and tries to figure out just how cold it is going to be, and whether there will be winds or storms. Knowledge Nature 17, Survival 13. Ugh, Zeoll is out of his depth here.
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 September 14th, 2016 10:16:16 AM Well we do have these anypurpose potions - might one of those shrink you down for the night?
Hmmn - I don't think Gargul would take too kindly to those seeking their death and reanimation. It's bad enough when some foolish mortal animates a corpse, but to wish it upon yourself?
He shakes his head. Knowing there are those that would give up the fire and passion of living for the sake of power makes him a little sad.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Wednesday September 14th, 2016 1:52:00 PM
Rill welcomes the assistance and instruction from these folks in preparing him for the cold weather. He tries to pay careful attention to what they do, asking questions about is so he also understands why they do each thing. Since these natives are also human but do not suffer from the cold as we do, he suspects divine protection, and he thinks that their minstrations may be passing some of this along to us.
He will also ask to purchase or borrow a bear skin to sleep on/in as insulation against the snow.
He thanks all there sincerely for their help, and hopes to see them all again soon.
With that, he's ready to go.
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 14th, 2016 6:27:34 PM
Clyde sighs at Kayra's words that the creatures aren't any more susceptible to fire as cold creatures usually are. He groans at the mention of the Bevroren Doden, the special kind of undead they make here that are faster and stronger than the kind he's used to. "Well, I'll take comfort in one thing, cold blooded or warm blooded, alive or undead, none are immune to steel." He grins at Kayra, and thanks her for her hospitality.
Looking at the horizon, Clyde breathes in the cold winter air deeply. He's ready to go.
DM DPurifoy - Across The Ice Vein d100=68 ; d100=34 ; d100=85 ; d6=4 ; d6=1 ; Wednesday September 14th, 2016 10:12:24 PM
Kayra arches an eyebrow as Mifune presumes to ken the will of powers beyond normal human understanding, but the leader of Ice Peak says nothing more on it.
"To rise again as the Bevroren Doden is a fate worse than death - it is said the Frozen Dead seek out those they were close to in life, to pull their former loved ones into the same wickedness. No villager that falls anywhere in Ice Vein is left to the elements; avoidance of such a fate is a piece of the respect due in proper burial rites." Those villagers nearby mutter in unison a quiet oath in their native tongue.
Zeoll worries about how they will all find shelter; as the least accommodatingly sized member of the party, this is something the traveled seer must put his mind to at times. He checks the weather and notes that Clyde's Tiny Hut spell, as he's described it, should withstand the biting winds on the tundra, which seem to be less forceful than the hurricane gales that infrequently come off the Middle Seas into Bonetown.
With only a few days' reference, the old liontaur can offer no further guidance than to suggest that it will be very cold on your journey and will almost certainly snow sometime in the next few days.
Terser suggests they use the Anything Potions gifted from the Dragon Consortium to shrink Zeoll and easily fit everyone in the Tiny Hut. The seven day journey, however, would require the party to expend all of the granted potions.
The Ice Peakers gladly share extra grey furs and thick skins with the adventurers when Rill asks for further assistance to fight the cold. The few villagers fidgeting about the group mutter quiet farewells as they demonstrate methods for securing an outfit against the chill. All but Kayra remain mostly silent.
"That's the spirit to carry you across the Ice Vein." She says, returning Clyde's grin.
As the group leaves the warmth of the longhouses and the protection of the walls, once again the terrible, driving cold settles in. The faint sense of purpose behind the chill feels almost like a small animal trying to slowly worm its way into your body from everywhere all at once. After less than half a normal day's travel you already feel the land attempting to tighten its hold on your limbs. As you leave the lands surrounding Ice Peak, the scrabbled tundra gives way to low, gradually sloping snow dunes and sheets of snow-covered ice.
Fortitude Save DC 15 or take 4 nonlethal cold damage.and fatigue Fortitude Save DC 16 or take 1 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Same +2 on the saves if you have Endure Elements or similar, and now a +4 from your properly prepped & donned Ice Vein Cold weather gear.
Does everyone have Boots of the Winterland, Water Walk, or similar ability to travel easily over snow and ice? Those without make Reflex Save DC 20 to move faster than half speed across ice patches & through snowdrifts.
I believe a single casting of Water Walk will get you along for about 2 hours?
How far and long do you begin travelling?
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+22=25 ; d3=1 ; d20+22=32 ; d20+10=14 ; Wednesday September 14th, 2016 11:22:44 PM
{ooc: wow I think I missed some days, I thought I posted but must have missed}
{ooc: fort save 1 = 25, second = 32} {ooc: reflex save = 14}
Reggie is slow moving through the snow, but the cold seems to not bother her, she struggles through the deep patches causing everyone to wait for her.
urging everyone to just keep going, she will catch up. not wanting to burden the group.
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (4 nonlethal + fatigue) -- +5 Fort/+13 Ref/+7 Will d20+9=22 ; d20+9=15 ; Thursday September 15th, 2016 12:15:32 AM
Mifune sets out with the others, maintaining his silence as they bid farewell to the inhabitants of Ice Peak. For the moment, he is not of the Black Lions, but a coincidental companion here on contract by the Star Mages. Perhaps it's best that he doesn't grow too attached, given what lies ahead of them.
The elf had cast a spell upon himself to better endure the frigid environs before heading out. At first, he handles the situation well, weathering the cold to no apparent ill effect. Incidentally, he's also walking atop the snow rather than having to wade through it, without first needing the assistance of others' magic. A small peculiarity overshadowed by the fact that the cold does eventually take hold. (Fortitude roll #1 = 22, Fortitude roll #2= 15).
Though the harm to his body is relatively minor, Mifune is left fatigued by the icy temperatures sapping the heat from his blood. This leaves him less than pleased, to be sure. For him to survive and be at his best against the strange beasts and undead of the Ice Vein, he cannot afford fatigue. His eyes must be sharp, his hands steady. The elf ensures that the furs given to him by the natives are in their proper place and presses onward, for lack of a better alternative. Going back certainly isn't an option, not for him.
Every so often, Mifune slows down to allow those less mobile to catch up, but that isn't the only reason. He'll duck down behind snow drifts and other convenient obstacles, concealing himself with some skill as he surveys each new stretch of horizon. Clever, this one, perhaps stealthy. Mifune seems more the predator than the beautiful, graceful elf of common lore.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+20=38 ; d10=4 ; d20+20=28 ; d20+25=38 ; d20+25=30 ; Thursday September 15th, 2016 2:09:19 AM
Rill again thanks his hosts for their help. Before we leave, he will ask if anyone does NOT have Endure Elements on them. We will do what we can to make sure no one travels without this effect - does someone have a wand?. As we go, should anyone become exhausted, Rill will use a charge from his Wand of Lesser Restoration to get rid of the exhausted condition and return them to only fatigued. It's likely that Mifune would not have failed that save in this case, so he should not be fatigued.
Rill looks out at the frozen landscape, his robes matching the white surroundings. He steps out, able to move across the top of the ice and snow with ease.
As we set out, he will cast an Extended Water Walk, which will allow everyone to move on the snow for 3.6 hours, after which we sink, trudging though snow again.
Rill makes both saves, but still feels the cold trying to penetrate his defenses.
"Ugh. See, this is why I live in a coastal area. By Gargul's Teeth, I'm glad I bought these boots."
He scans the area for any approaching creatures, and listens to any telltale sounds of those Ice Worms bursting up through the snow. (Perception 38 and 30.) ______________________________ Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Deathwatch, Tongues
Spells/abilities available, * = cast/used: 0 (DC16): Mending, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Endure Elements, Endure Elements, Detect 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, Water Walk, Water Walk 4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal 5 (DC21): Teleport (D), Plane Shift, Disrupting Weapon, [Open Slot] 6 (DC22): Find the Path (D), Heal, Blade Barrier
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) d20+14=32 ; d20+14=23 ; d20+2=3 ; Thursday September 15th, 2016 8:53:13 AM
Tishe' is ready to go; furred, carrying an extra furry blanket, and fully charged with energy! She gives Rill a thumb's up sign indicating the sorceress is magically protected too. "Rose's Temperature Control here!", she confirms.
She notes Mifune ducking behind drifts and nods, keeping from the wind would provide some relief! She begins trailing the elf, helpfully pointing out possible things that could help the Black Lions.
.... Fatigue rolls; 32, 23. Pass Pass
Survival Aid Another to Mifune. 3. (No help)
Ice Peak Winter Gear. +2 vs non magical cold effects
Roses Temp Control. 12 hours; +2 vs Ice Vein cold
Water walk: 3 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) d20+16=34 ; Thursday September 15th, 2016 9:28:32 AM fortitude 14 base + 4 endurance + 4 gear + 2 EE = +24 snow walk active
Terser has no problems in the cold after all the preparations, and his boots keep him comfortable and stable, though it was hard to find matching gear on such short notice. Thanks for the tip on these boots, Rill. The designer needs to step up his game though!
Mifune may not feel part of the group, but that doesn't stop Terser from trying to include him in stories and conversation on the occasions that he's with the group and not off hiding and scouting. He must be a bit shy. Terser is fairly confident that anything dangerous will be visible quite far off in this landscape. perception 34
Zeoll uses his CL1 Anything Potion to create the effect of Endure Elements. (removed from sheet) That's for today. Hopefully, after sleeping out in the wilds and travelling out in nature all day, his Lady will grant him another Endure Elements in the morning.
He is also as bundled up as can be! It's uncomfortable, but he tucks his tail into the furs bound around his lion half.
First Fort save at +6 (+2 for cold weather gear, +2 for Endure Elements, +2 for Cradled bonus on first save of the day) ... Fails with a natural 1! Ugh.
Second save of the day at +4 ... 29, A-OK. Zeoll is fatigued almost immediately, but does not fall into exhaustion. The old liontaur mutters, "If I can charrm one of those Ice Wyrrms, we could all rride it!"
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Thursday September 15th, 2016 4:39:39 PM
If the DM will indulge me, Rillett will cast Endure Elements on both Mifune (noted above) and Zeoll (thus allowing him to save his potion.) With a 1 on a save, Zeoll will still be fatigued though.
"Silly Liontaur, potions are for emergencies. You have a week to go in this stuff."
We have not heard from Reggie, but it seems likely that she will use her wand of Endure Elements. If Reggie will also cast this on Clyde, we'll all be good to go. If Reggie will not, Rill will use a scroll of Endure Elements.
(Or maybe I need to stop being such a cleric and mothering everyone on this point.)
Zeoll blinks and puts away his potion. "Thank you, Rrill. I'm getting old, and losing trrack of my frriends. You take good carre of us herre." He offers the fellow his hand.
Zeoll walks around to visit Terser, Tishe, Reggie, Mifune, Clyde, finally coming round to Jozhur. To each he offers a hand, pausing to hug Tishe and Jozhur. His old eyes are rheumy in the cold breeze.
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 d20+14=32 ; d20+14=17 ; d20+13=26 ; Thursday September 15th, 2016 6:27:09 PM
Clyde thanks Rill for the Water Walk spell [OOC: I already have Endure Elements from my Cloak, so no need for a spell]. The bitter cold chills his bones once again, but the new method of wrapping his clothes about himself is helping out, and keeps the warmth just enough for him to not suffer fatigue. Clyde keeps an eye out to see if the snow is bothering anyone. There's not much he can do about the fatigue, but if anyone is having problems walking on snow, he may be able to spare a Phantom Steed, since it can Water Walk at will.
======================= Fort Save 1: 32 vs DC 15: Success Fort Save 2: 17 vs DC 16: Success Ref Save: 26 vs DC 20: Success
OOC: Sad news about longtime Bonetown player Craig Wise. Go check it out on the LnB.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Thursday September 15th, 2016 7:28:53 PM
Knowing the cold was the worst enemy right now, Reggie prepares Endure Elements in all available slots.
{ooc: yes Reggie can cast Endure elements on others (she has 3 available each day)}
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (4 nonlethal) -- +5 Fort/+13 Ref/+7 Will d20+17=29 ; Thursday September 15th, 2016 8:57:16 PM
(OOC: Mifune cast Endure Elements on himself before they set out. However, given the Restoration wand, his Fatigued state is still dealt with.)
Mifune continues to forge a path over the snow, walking upon it without difficulty. How he managed this prior to anyone casting a spell to that effect is as yet a mystery, for he certainly doesn't seem to own a similarly designed and enchanted pair of boots as the others.
When he happens to shift closer to Terser, he listens to the man's stories in silence, occasionally acknowledging points of emphasis with a slight nod. This at least indicates that he's really listening! Never does Mifune shift his attention away from the horizon, however. He's watching carefully for anything telling, be it local fauna or the strange undead found on the Ice Vein. (Perception 29)
"If necessary, I will prepare more spells to resist the cold when next we bed down," the elf says, finally speaking in his deep yet soft voice. "I had only studied a casting for myself, given that you seemed so thoroughly prepared."
Well, he's considerate, at least. Quiet, but considerate. Now that they're well out into the open, exposed to both elements and more sentient dangers, he apparently finds it wise to reach for his quiver. Strangely, two arrows seem to be waiting for him to pinch them between his middle and forefingers, drawn forth and held at his side.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+12=24 ; d20+12=20 ; d20+15=28 ; d20+15=16 ; Thursday September 15th, 2016 9:35:05 PM
Jozhur trudges along through the snow, staying near Reggie and helping her to keep up. He's not comfortable, but he manages to stave off the effects of the cold...for now. He tries to keep an eye out for danger, peering through the blinding glare of the snow.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Friday September 16th, 2016 3:42:29 PM
Rill takes stock of the party's ability to Endure Elements. He notes that he and Terser wear Boots of the Winterlands. Clyde and Jozhur have a Cloak of Comfort. Reggie and Mifune can cast the spell on themselves, and Tishe has a spell that protects her. Only Zeoll is without a means for now, and Rill has cast Endure Elements on him.
As far as moving across the snow, he can see that he and Terser wear boots that provide this benefit. Rill asks Mifune the Mystery Elf, "Hey, how're you able to walk on the snow?"
For the first 3.6 hours at least, we're all walking on the snow.
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (4 nonlethal) -- +5 Fort/+13 Ref/+7 Will Friday September 16th, 2016 5:17:23 PM
Mifune continues to mind the horizon, the black paste he'd smudged under his eyes helping to reduce the glare which might otherwise interfere with his vigil. Even as he looks on, he answers Rill's question by lifting the hand whose fingers still pinch two arrows, extending it from underneath cloth and fur. This reveals a silver band set with a faceted blue sapphire upon his ring finger.
"A perpetual version of the same magic you're using," Mifune continues, "and useful, given that I am not studied enough in the arcane arts to cast the spell. My magic has gone in other directions."
The elf lowers his hand again, commenting, "It was fortunate coincidence that I had the ring on when we came here, and that the spell recognizes ice and snow as water. Then again, my preference is to mobile. I can walk on walls and ceilings, among other things. Whatever may be necessary to get to the vantage point needed for the best shot." Mifune lightly waves his right hand once, indicating the pair of arrows pinched between his digits.
Mifune keeps watching, and when he's afforded the opportunity, he pauses behind any cover to more carefully study the path ahead of them. "We may not be able to escape the elements, but I suspect the vastness of this land plays in our favor. I doubt that countless people have ventured out here to become undead, isolated as the land is."
As he trudges along, Zeoll tries to keep his ears open for living things and their tracks. Perception 39, Survival 16, even boosted by his old pal Toros' cantrip.
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Friday September 16th, 2016 8:22:27 PM
Tishe' gives a hug back to Zeoll, burying her face in his furry side. "We will be here as long as we are, sweetie, and do what we can until a final sleep and the Lands of Rest." She smiles at the old Taur. "It's never a goodbye, more of an 'until we meet again'. "
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 Friday September 16th, 2016 9:53:02 PM
Clyde walks around and talks to each member, trying his best to keep warm by moving as much as possible in the blistering cold, and keeping an eye out for the fast undead.
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) Saturday September 17th, 2016 9:29:44 AM Hey, Tishe', any tips or tricks you have for managing this snarl? He indicates the mass of bushy beard on his chin. I've always fancied a bit of braid or something, keep it from flying into my face in battle. Maybe even a little holster for a flask?
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Sunday September 18th, 2016 8:50:28 PM
Reggie is grateful of Jozur's assistance, he can almost sense that she is purposely sinking in the snow just to get him to help her up.
but still she helps him in return, making sure he remains warm. offering any magic she can to help.
Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 8 nonlethal) Monday September 19th, 2016 10:52:00 AM
Zeoll may be a little tired, but he's more than happy to help a friend! He casts Prestidigitation on Terser's Beard, much as he does every day himself with his mane and tail tuft, taking out tangles and burrs, making it neat.
"Therre you go, my bearrded frriend," Zeoll says, smiling.
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) Monday September 19th, 2016 1:49:58 PM Huh. I guess that's a might easier than trying to get these clumsy fingers to sort out the knots. Many thanks!
Not sure why I didn't think of that earlier! Silly dwarf.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Monday September 19th, 2016 2:17:31 PM
Rill continues to trek onward with the others, seeing to their fatigue and exhaustion as it occurs. He has a second Water Walk to cast that day, saving it for any possible encounter. As such, it is ready to cast it at the first sign of trouble.
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (4 nonlethal) -- +5 Fort/+13 Ref/+7 Will Monday September 19th, 2016 6:19:24 PM
Mifune presses onward, continuing the watch the horizon. Two arrows dangle at his side, held between his fingers, largely concealed by the furs he wears and the cloak which clings strangely to his form.
"I begin to think this is unusual," the elf comments, "for us to travel so far without hazard beyond the elements. As vast as the region is, any undead would doubtless be scattered, but I would've expected to at least encounter the local fauna. Perhaps closeness to this supposedly deific figure upon the mountain has an impact."
As he walks, Mifune pops open a flask on his belt and dips a finger inside, scooping out a bit of black paste. The dark streaks he'd applied beneath his eyes earlier have since flaked off due to the cold, and so he brushes on new ones. "The glare of the sun against the snow can hinder one's eyesight. Always wise to take measures when a long view is one's strength," comments the elf, explaining what might otherwise seem a strange habit.
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 19th, 2016 10:32:28 PM
Clyde smiles amusedly at Terser's beard, and calls out to Zeoll. "That's a handy spell that you got there. It could make some entertaining hairstyles. Might have to learn that somehow."
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Monday September 19th, 2016 10:36:32 PM
Reggie makes her way over the elf, Mifune "so, why the black stuff? you hiding some zits or something?"
DM Dan K - Ice Peak d4=3 ; d4=1 ; Monday September 19th, 2016 10:40:18 PM
The cold continues its unrelenting assault as the group hikes towards Mt Bal. Mifune succumbs early, but a charge from Rill's wand does away with the problem. Eyes and ears are sharp in this hostile land for danger, but other than the the forces of the land itself, there seems to be nothing about. The tundra of snow and ice sweep out before you with seeming endlessness. Though you can easily see Mt Bal, after hours of trudging through the often mid thigh deep snow, you feel no closer. A trick of the flat terrain leading to such an imposing edifice to be sure, but still it plans s on your mind.
Hours tick by and the sun, though giving no warmth it seems, climbs high into the sky marking the transition form morning to afternoon. Fortitude Save DC 17 or take 3 nonlethal cold damage and fatigue Fortitude Save DC 18 or take 1 nonlethal cold damage and fatigue (or exhaustion if fatigued)
To the north, the keen eyes of Rill make out some movement. A hand to shield the eyes helps, but whatever the creatures are, they are too far off to make out very clearly. Phantom shadows against the snow on a blurred horizon
Perception 40 Highlight to display spoiler: { a group of reindeer, numbering 20, stand just over 300 yards away.} Perception 50 Highlight to display spoiler: { a snow bank is slowly closing on the reindeer. }
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (5 nonlethal + Fatigue) -- +5 Fort/+13 Ref/+7 Will d20+9=25 ; d20+9=12 ; d20+17=31 ; Tuesday September 20th, 2016 12:35:34 AM
Mifune glances briefly aside as he's asked about the black paste he keeps under his eyes. "The color helps to absorb some of the light," he says, "so as to better deal with the glare against the snow." Unfortunately, an archer's tricks of the trade still do not keep his eyes sharp enough to notice what's going on ahead of them. (Perception 31)
This may be explained in part by how hard Mifune has been working on the group's behalf. He's been quiet, true, but constantly active. The elf has minded the horizon, scoped out the oncoming landscape from carefully selected cover, kept his arrows at the ready, and slowed down only when others needed him to or he was engaged in conversation. Between his labors, as well as the failure of his magic and the furs to protect him once again, Mifune looks a bit wearied. (Fort 25, Fort 12 -- +1 Nonlethal Damage, Fatigued)
"Speaking of," says a slightly winded Mifune, "the sun's place in the sky would suggest that we've been on the move for some time. We've made good progress, but I still suggest that we find a place to make shelter for the night in advance of sunset. Local dangers aside, for which we do not want to be overtired, it will be a bitter cold evening out here."
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 d20+14=23 ; d20+14=31 ; Tuesday September 20th, 2016 1:00:30 AM
The relentless winter chill continues to gnaw at Clyde's hide, but he staves off the worst of it. He debates whether or not to finally summon a phantom steed, but once again he dismisses the idea. Better to save the spells for when it's really needed.
Taking stock of his companions, Clyde sees Rill putting his hand up to shield his eyes. "What do you see, Rill?" Clyde himself looks in the direction, but could make out nothing but the vista of white death awaiting him.
=======================
Fort Save 1: 23 vs DC 17: Success Fort Save 2: 31 vs DC 18: Success
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+26=39 ; d20+14=22 ; d20+14=32 ; Tuesday September 20th, 2016 11:14:07 AM
As they go, Rill is able to resist the effects of the cold. He's thankful for the preparations we revieced from our hosts. (Remember, we have +2 on the saves with Endure Elements or similar, and now a +4 from properly prepped & donned Ice Vein Cold weather gear.)
Rill looks to the north. He squints against the glare of the snow, but can't really make out much more. (Perception 39)
"All I can tell is that there seems to be some movement from multiple creatures up there, but I can't make out what they are. If we cannot see them, it's unlikely that they can see us. Let's move forward, and watch up there to see what happens. If anything comes near, I'll put us up on the snow again."
His white clothing should make him harder to see, and with some of the others pushing through the snow, they may also be hard to see.
"Just the same, it doesn't hurt to be ready" He removes the exhaustion and fatigue of Mifune, as well as Zeoll's fatigue. (3 charges used from wand.) Movement will be slow now as we push through the snow, so as we move, he readies an action to cast Water Walk on those that need it should trouble come our way.
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) d20+16=30 ; Tuesday September 20th, 2016 2:56:37 PM
The cold bites deeper and deeper, but still is not a bother to a well prepared and insulated dwarf. +22 to saves vs cold weather
He peers into the north along side Rill, and points out what may be some movement that he missed. aid another perception - 30 = success for +2
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday September 20th, 2016 3:37:14 PM
Looking to where Terser points, Rillett squints in the bright light.
"Oh yeah, I can see that there are a couple dozen reindeer about 300 yards out."
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK) d20+14=18 ; d20+14=15 ; Tuesday September 20th, 2016 5:00:05 PM
Tishe is puffing after four hours in the unrelenting cold. Quite tired, she doesn't even try to spot what the others say is coming, trusting on their descriptions.
"Reindeer or no, I'm looking forward to warming up beside a big fire", she says brightly.
Zeoll at first refuses the Lesser Restoration. "Oh no, my boy, I am just a bit weary. Save the magic."
But soon, the old liontaur lags and then collapses. "This cold weather is truly wearing down my old bones," mutters Zeoll, as he succumbs to the worst effects of the environment. [OOC: rolled a nat 1 and a 16.]
Assuming Rill spares one or two charges, Zeoll thanks him. "This old liontaurr is not too prroud to rrely on a frriend," he says, leaning on Rill to stand up, and using a cantrip to brush off the snow and to get dry.
He hears that there is something ahead, and he prays and casts for assistance (Guidance, Elf Vision, and Taurs Try Minotaur for a +4). He rears up on his back paws for a moment, rising to a height of eight feet or so and peering out ahead.
Perception 41!
Zeoll confirms that it is reindeer up ahead.
The old liontaur wonders if there is more to it ... are they mounted? He quickly casts Mage Armor on himself and Reggie.
To double check ... we are still all under the affect of the 3.6 hour extended water walk?
============================== DM Sanity Info
Cleric spells (underlined = cast):
0: guidance, create water, light, mending 1: command, Open Slots x4, [u]elf vision[/i]; 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 - used. Hero Points Used: 0 of 6 Pearl of Power lvl 1 unused
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL8 (duration 8 hours) Zeoll and Reggie Endure Elements CL? (duration 24 hours) Zeoll Extended Water Walking (duration 3.6 hours) Taur's Try (Minotaur) CL8 (duration 80 min) Elf Vision CL7 (duration 80 min) Zeoll
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+16=29 ; d20+16=29 ; Tuesday September 20th, 2016 6:33:58 PM
{ooc: fort saves- 33 and 33 with the bonus from the clothing and spell}
"I don't suppose that stuff would work for me. Or is it just an elf thing." Reggie inquires of Mifune
Reggie does not even take notice of any dangers ahead.
{ooc: those DC as impossible for Reggie even with a nat 20}
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+13=25 ; d20+13=14 ; Tuesday September 20th, 2016 8:14:25 PM
Jozhur trudges along, seemingly endlessly. He starts to get suspicious when Reggie repeatedly falls in yhe snow. Is she really this clumsy? The cold finally started to set into his bones, wearing him down. Still, he presses on, if for no other reason than to get this over with and back to the warmth of Bonetown.
When the others jump to alert, he scans the horizon, but sees nothing through the glare of the snow. Rillet and Zeoll mention Reindeer, "Venison for dinner? I'll bet we could arrow a couple of them."
-------------------- Fort saves: 25, 14 (fatigued) Perception: auto fail
DM Dan K - Ice Peak d4=1 ; d12=4 ; d4=2 ; d4=1 ; d12=6 ; d4=3 ; Tuesday September 20th, 2016 9:06:59 PM
The last couple of hours were hard on Zeoll, Jozhur and Tishe. They are tired and getting more so by the moment. Rillett's wand can strip away the fatigue and pain and the cleric does so. (3 more charges Rillett) With Terser's help, Rillett can make out the reindeer group. they are moving casually from the party's right to left in the distance. Zeoll, though, has a different view. The snow drift he spies, slowly creeps in on the back group of the reindeer and then explodes into motion. Vaulting across over 100' of space in the blink of an eye is a great white and grey shape. Zeoll recognizes the feline form when he sees it. As fast as the creature is, the reindeer are even faster. The group bolts in unison and veers hard left. They launch and bound across the tundra, barely seeming to strike the ground before becoming airborne again. The cat turns in midair to land squared up to pursue the fleeing creatures and is off again almost as fast. Zeoll can watch for only a few more moments and then all are too far away.
The party resumes the trek towards Mt. Bal
Hours move slowly, the cold moves quickly and your legs push through the snow. your mind cannot help but look to Mt Bal and realize that this is only day 1 as the sun drifts down towards the west.
4 more hours of marching have gone passed. Fort Save DC 19 or take 1 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 20 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 21 or take 1 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 22 or take 3 nonlethal cold damage and fatigue (or exhaustion if fatigued)
The party makes camp, with little on the tundra other than open space to occupy. No rocks, no mounds or drifts of note, simply flat expanse.
Please note what your evening and overnight plans may be Also keep in mind a natural 1 fails on saving throws regardless
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (10 nonlethal + Exhaustion) -- +5 Fort/+13 Ref/+7 Will d20+9=11 ; d20+9=28 ; d20+9=19 ; d20+9=11 ; Wednesday September 21st, 2016 12:48:08 AM
Mifune glances aside at his companion as the question is asked. "Find out for yourself," is his reply, as he brings up another finger of the paste and swipes a streak beneath either eye. "The blackness dulls the glare somewhat. At least, such is what I was taught."
The elements are not kind to Mifune as he marches along, four more hours of progress made toward Mount Bal. The cold may not be lethal, but it still leaves his blood frigid and his muscles stiff. There eventually comes a point where exhaustion settles in and he shakes his head.
"We should make camp and rest," Mifune advises, though in a tone which acknowledges himself as the outsider among the Black Lions. He's not giving any commands. "Though the magic to relieve our weariness is useful, it will run out if we make a constant trek. We'll have to make it back, as well, and so I suggest we save it and bed down."
This is his advice. He's in no position to give any better. Assuming they do take shelter, Mifune arranges the bear hides in such a way as to best cover himself from the cold in whatever shelter they choose, as well as piling a bit up to prop his head. This is so that he might peruse the pages of a tome he carries with a look of concentration.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+20=29 ; d20+20=34 ; d20+20=31 ; d20+20=25 ; Wednesday September 21st, 2016 1:15:02 AM
Rillett does not succumb to the afternoon's cold. He will spend those three charges, and rely on their rest to address any further fatigue or exhaustion.
"Hey Clyde - how about those sheltering spells you mentioned? That should shield us from sight, and combined with magical protection against the cold, we should be quite comfortable - even without a fire."
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK) d20+14=24 ; d20+14=29 ; d20+14=15 ; d20+14=18 ; Wednesday September 21st, 2016 6:13:46 AM
With a charge from Rillet's wand, Tishe' is reinvigorated for a couple of hours, but in the third hour of trekking after the wand, and then the fourth, the cold has nearly immobilized the sorceress from the hot plains.
"Wwwe hhhave a fffire", Tishe' chatters, and clumsily pulls out of her pouch a scrap of cloth shaped like a fire. "I've bbbeen kkkeeping since Bbbonetown."
Miserable and barely able to remember where she is, Tishe' will just follow direction and invoke the blazing fire where directed. ....
Shrink Item: bonfire. Used and taken off Equipment sheet.
Ice Peak 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.
Zeoll (Cayzle) (AC26; HP62of62, 14 nonlethal) d20+13=16 ; d20+13=30 ; d20+13=14 ; d20+13=14 ; Wednesday September 21st, 2016 10:13:27 AM
The cold continues to treat the old liontaur harshly, and he fails three times. By the time the party calls a halt, he is ready to lay down in the snow. It looks so soft and comfy.
He is of little help in getting the camp ready.
But if we manage to make a snug shelter, maybe there is no need to use the wand: a good night sleep in a hut by a fire may suffice to restore him?
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) d20+22=28 ; d20+22=34 ; d20+22=42 ; d20+22=24 ; d20+22=38 ; d20+22=38 ; d20+16=17 ; Wednesday September 21st, 2016 4:14:01 PM no 1s, no fails! Except at perception, that is
Terser takes up some extra tasks for those that are too weary to help. He also volunteers for the first watch, since he is still relatively fresh, even after the day's harsh journey.
perception 17, darkvision
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 80/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 d20+14=16 ; d20+14=16 ; d20+14=19 ; d20+14=31 ; Wednesday September 21st, 2016 6:05:05 PM
The bitter cold finally took its toll on Clyde, first with fatigue, and then exhaustion settled in. Unable to keep up with the group, he calls forth a Phantom Steed to carry him so as to not burden the group. He began having a difficult time simply keeping his eyes open. Focusing on the white vista, and the cold fog of his breath, Clyde tuned out the rest of the world, concentrating on simply surviving by staying atop his steed.
When Rill finally called out to him, Clyde was ready to fall straight to sleep on the snow. "I can cast the spell as soon as the group is ready."
If we make a stop, Clyde will cast two castings of Tiny Hut to overlap with one another, say a 10ft diameter of overlap. That should provide enough space for me to stay in the middle of both huts so that they can both stay up. He'll collapse from exhaustion and sleep almost immediately afterwards.
=======================
Fort Save 1: 16 vs DC 19: Fail Fort Save 2: 16 vs DC 20: Fail Fort Save 3: 19 vs DC 21: Fail Fort Save 4: 31 vs DC 22: Success
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 -- +5 Fort/+13 Ref/+7 Will Wednesday September 21st, 2016 9:31:19 PM
Mifune hasn't the luxury of sleep, even as they settle down within the magical shelter conjured by Clyde. Though he's fashioned a comfortable enough sleeping spot for himself, he's focused on studying the pages of the tome he holds, taking in the details of various spells for use when they set out upon the morning.
Darkness is a menace, to be sure, and the bonfire created helps to gradually relieve his frigidness. He briefly takes up his bow and draws an arrow from his quiver, aiming it straight upward. As he nocks the arrow, its tip is coated in flame. He sticks the feathered end of the arrow into the snow next to himself, thus creating a candle-like arrow to aid in his reading and warming.
As he finishes his memorization of his arcane arsenal, Mifune carefully secrets the text away and closes his eyes. Best to rest as much as he can, while he can.
(OOC: Removed Exhaustion and Nonlethal?)
DM Dan K - Night on the Tundra Wednesday September 21st, 2016 10:03:42 PM
Many of the group are exhausted and feeling very frozen when the group stops for the night. Only Terser and Rillett are much help in setting the camp, though there is not much to do. Clyde casts a pair of Tiny Hut spells. The interior is warm, but all could stand more and Tishe takes over a magically shrunk bonfire. The fire helps considerably within the hut it exists. That hut warms to a balmy 70 at the exterior and even more so within 5' of the fire. The other hut is still a very comfortable 50 as the sun disappears completely in the west.
Watch is set and a new world is revealed upon the tundra to the men and women of Bonetown. Darkness happens rapidly, the land plunges into a near sightless void without the glare of the sun and snow. Soon, however you realize that it is not near so black, but only seemed that way as your eyes adjusted to the new light spectrum. The day transitions to night and the light from yellow white to blue. The night is clear, impossibly so and the number stars even seem so many more than from the far away deck of the Lionfish when she is far to sea without lights. The dancing blue and silver twinkling stars seem almost close enough to touch and looking out upon the tundra, the land seems magnified in detail.
The huts work, provide the ability for all to warm up and assuming nothing comes calling, everyone should be able to full rest and recover from the days hardships. Lesser restoration cures 1d4 non lethal and makes exhausted fatigued and removes fatigue. So if you are exhausted it takes 2 charges to be not fatigued but you still need to track non lethal dmg and curing
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+22=30 ; d20+22=24 ; d20+22=26 ; d20+22=39 ; Wednesday September 21st, 2016 10:24:40 PM
Reggie is almost unaffected by the cold as she trudges along. her time as a slave has definitely hardened her.
Realizing that Jozhur seemed to be catching on to her little ruse, she stops and simply stays by his side to help keep him warm.
She did her best to help set up camp, but not being on a ship she is of only minimal help. though she does help to keep others warm.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+26=40 ; d6=2 ; d6=6 ; d6=1 ; d6=6 ; d6=6 ; d6=3 ; d6=3 ; d6=6 ; Thursday September 22nd, 2016 1:21:02 AM
Before the huts are created Rill will pray for a spell and create a wall of stone to provide a solid floor for the huts. Then he works with Terserr to help set up camp and assist with the exhausted party members. He worries about the effects of the cold with 6 more days of travel ahead. Rill encourages the others to simply eat and rest. "Gargul has seen us through this day, and we ask for his protections this night as well." He then channels energy for 30 points, ridding the group of any non-lethal damage.
He confers with Terser. "Terser, I'm glad to see the tales of the heartyness of the Dwarves are well founded. I have a ring that limits my my need for sleep. The others all need a full night's rest to shake the effects of the cold. If you can take the first two hours, I can remain on watch the rest of the night."
If all agree, Rill will sleep in the side without the bonfire, and will wake after two hours to spell the dwarf. He remains vigilant, peering out into the blueish night, looking for any sign of trouble. (Perception 40) In the morning, he will pray for spells.
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 22nd, 2016 3:23:31 PM Yup, we dwarves are hearty and hardy. Feel free to wake me a couple hours before sunrise and I can ride out of rest of watch with you as well.
Hmmn, maybe there's a way to make a disc of force or something and we can carry that bonfire with us in the morning.
Zeoll sleeps next to the fire and wonders how the party will last another six days of this.
Well, with luck, sleeping in this "tent" will connect him with nature, and with his goddess, enough to let him pray for spells in the morning.
In the meanwhile, the old liontaur prays for guidance for the day ahead, and for a hint as to the best way to move ahead tomorrow. (Read Dream.)
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK) Thursday September 22nd, 2016 6:35:39 PM
Tishe' let's the fire warm herself and the exhausted members of the party for a couple of hours and then casts her Shrink Item spell once more, turning it into a piece of cloth. "I can't see the pattern to know when we will next find something to burn. We have to conserve the heat." She considers what is about the icy land. "In the Sargrass, we would use even dried animal droppings for fuel. I'll have to keep watch for some tomorrow."
She sleeps the sleep of the exhausted, and wakes dreading another day of outing one foot in front of the other. “the land my life” “Talki fresal, dondit likki” She says to herself while gathering her courage.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Thursday September 22nd, 2016 9:21:06 PM
Reggie makes sure Jozhur sits by the fire, taking a seat beside him but a little back from the actual fire.
"you need to keep warm Captain. you can stay here, I'll back up some to give you more room." she says trying to repay him for the help in the snow.
DM Dan K - Mt Bal d4=2 ; d4=4 ; d4=2 ; d12=7 ; d4=3 ; Thursday September 22nd, 2016 9:46:46 PM
The Night Passes and Zeoll discovers that he is able to hear the song of the natural Wold and is able to pray for spells. His dreams, however, are random and patchy, providing little meaning to him. The party is fully rested and begins another long and hard trek through the snow. The weather is again relatively clear and appears to carry the promise of no storms or snow
The march is much like the first day. The cold begins its slow and inevitable assault upon everyone as soon as camp is broke.
For 3 days, the party moves slowly across the tundra. Nearly 24 hours of pushing through deep snow, burning muscles yet frozen stiff. Fatigue and exhaustion are constant companions to most. The cold saps strength of mind and body alike. Endless white into the horizon of fog and the ever present My Bal in the distance. A sharp jagged rip into the sky of impassive and uncaring granite.
At night you find relief within the Tiny Hut spells provided by Clyde. A few hours of a warm fire, provided by Tishe. The silver and blue stars light up the landscape providing a beauty few from beyond the Ice Vein have ever seen. A special peace has fallen over the group the last few nights since the first. A calm, an almost feeling of belonging begins to settle in on the 4th night and into the morning.
It is now midday of the 6th day of travel and you are entering the foothills and crags of the base of Mt Bal. Rock outcroppings can be seen jutting from the snow and with the rock, the welcome sight of pine trees. The tundra is behind you and you have discovered a boreal wood that wraps itself about Mt Bal and winds itself about the mountain like a great serpent.
4 hours of marching have gone passed. Fort Save DC 15 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 16 or take 4 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 17 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 18 or take 3 nonlethal cold damage and fatigue (or exhaustion if fatigued)
The first day Rillett used 6 charges on his wand, I am going to rule each subsequent day will use 4 as it looked like there may have been a couple oddities in saves. Rillett please subtract 20 charges
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 80/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 d20+14=24 ; d20+14=30 ; d20+14=21 ; d20+14=29 ; Thursday September 22nd, 2016 11:11:51 PM
Despite nearly a week's worth of traveling with nothing to distract him but the deadly cold claws of winter swiping him, Clyde surprisingly feels content. The daily struggle has become routine, and the nightly exhaustion feels as much a part of nature as blinking. Sort of. Now pine trees sre around them, providing meagre shielding from the winds, but he'll take any help he can get.
Clyde takes a deep lungful breath of chilled air, letting it out and watching the fog escape his mouth. "We're nearly there," he smiles at Rill. Clyde has become more comfortable around this group. Surviving through a week of treacherous wintry hell could do that, and it was worth it. These were good people, doing good deeds for its own sake. His kind of people. Clyde grinned at the rest of his companions, finally feeling content amongst them.
====================== OOC: Is there a reason why we'd keep wasting charges for exhaustion even though it disappears after a night's rest?
Fort saves: All 4 success
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (3 Nonlethal + Fatigued) -- +5 Fort/+13 Ref/+7 Will d20+9=14 ; d20+9=21 ; d20+9=17 ; d20+9=17 ; Friday September 23rd, 2016 12:59:39 AM
Mifune studies his spellbook well, and for each of the four days they travel, he casts a spell upon himself to better ward away the cold (OOC: Endure Elements, Lesser Angelic Aspect). While this may not serve him well in avoiding exhaustion, it at least prevents his blood from nearly freezing over.
The elf never ceases his vigil, keeping two arrows tucked between his fingers as they venture ever onward. At long last, the boreal wood comes into distant view. "That should break the chill of the wind quite effectively," he comments, "but other creatures who make their homes there will have noted the same. We'll need to be mindful of what's above, as well as around."
(OOC: Lesser Angelic Aspect absorbs the first 2 nonlethal Cold damage from the initial failed roll. Suffer 3 nonlethal cold damage plus Fatigued for the last roll.)
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+13=18 ; d20+13=21 ; d20+13=21 ; d20+13=28 ; d20+15=22 ; Friday September 23rd, 2016 1:24:43 AM
Jozhur refuses to sit in front of Reggie at the evening fires. He may not have always been the most law abiding, but he has learned to be a gentleman.
By the 6th day of travelling, Jozhur seems to be numb to the frigid temperatures. He's certainly cold, he just seems to forget about the chill.
He's almost overjoyed at the sight of plant life. "Trees! Finally, a break from this frozen wasteland." He tries to keep his eyes sharp as the group enters the wooded area.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+20=23 ; d20+20=31 ; d20+20=39 ; d20+20=21 ; d20+25=29 ; Friday September 23rd, 2016 1:31:24 AM
Rill, seeing that Lesser Restoration has become a hot commodity, will pray for two each day. (This would mitigate the charges needed from the wand to an additional 10 instead of 20. His wand now has 17 charges remaining. Let me know if this is not ok.)
Rill makes these saves.
He begins to actually enjoy these nights, with the blueish light across the snow. He continues to do what is needed to keep everyone in good shape as we go. He will check food supplies, and can suppliment with Create Food and Water if needed. He casts Endure Elements as needed as well.
As they near the mountain, Rill looks at it carefully to see if there seems to be any path up and in. (Perception 29.) He also looks to see if there is any obvious threat in these woods.
(Not sure about the pacing here, but if we move into the wood and there is no clear path up the mountian, Rill Casts Find the Path, seeking the safest way up.)
Zeoll (Cayzle) (AC26; HP62of62) d20+13=20 ; d20+13=28 ; d20+13=17 ; d20+13=25 ; d20+23=32 ; Friday September 23rd, 2016 5:57:34 AM
"Ah," says Zeoll, "prraise be to the Lady! It may be cold, but even herre I can feel herr touch on the Wold."
Each other day, the old liontaur prays for an Endure Elements (using two slots for opposed school) and doubles its duration with his lesser metamagic rod. Each day, he also prepares two Lesser Restorations to help deal with the fatigue and exhaustion (conjuration = allowed school). Hopefully that will help reduce/remove the wand load. He saves them for when a person gets exhausted, seeing as fatigue by itself is not so bad.
[OOC to DM: I suspect 5-6 lesser restorations a day is closer to our needs. Zeoll alone needs 1-2 per day.]
On the day the party reaches the base of the mountain and its forest, Zeoll is faring better than he usually does. [OOC: made all four saves for a change!] Perhaps he is learning to survive this environment.
The old liontaur is alert to the concealment afforded by trees, and as the group is guided by Rillett and his spell going forward, Zeoll keeps his eyes and ears open, boosted by a cantrip. Perception 32.
============================== DM Sanity Info
Cleric spells (underlined = cast): 0: guidance, create water, light, mending 1: command x3, endure elements (2 slots), elf vision; 2: lesser restoration x2, 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 1 of 3 Cape of Dim Door - used 0 of 1 Horn of Good/Evil - used 0 of 1 Hero Points Used: 0 of 6 Pearl of Power lvl 1 unused
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL8 (duration 8 hours) Zeoll and Reggie Extended Endure Elements CL7 (duration 48 hours) Zeoll Taur's Try (Minotaur) CL8 (duration 80 min)
DM Dan K - Mt Bal d4=4 ; Friday September 23rd, 2016 4:32:19 PM
DM post will be on Sunday most likely.
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) d20+22=32 ; d20+22=31 ; d20+22=38 ; d20+22=37 ; d20+16=25 ; Friday September 23rd, 2016 4:54:29 PM ooc: would need to use them to keep traveling, instead of having to stop when a couple people collapse from exhaustion
Terser is glad that this part of their journey is almost over. Even at this temperature, burning animal dung for warmth is not the most pleasant way to survive. Still, survival is important, and whatever keeps them alive will be endured.
saves made
Trees will be an interesting change. After so many days of a clear view, he will have to be even more alert for dangers that have a place to hide.
perception 25
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK) d20+14=20 ; d20+14=21 ; d20+14=31 ; d20+14=19 ; d20+15=34 ; Friday September 23rd, 2016 5:35:24 PM
The days are cold and miserable, but slowly she begins to acclimate to the Ice Vein. During the day treks, she picks up any burnables and puts it in her dimensional pockets. Every night, she adds it to the fire to make it last just a little longer. On the sixth day and approaching Mt Bal, she finds she can keep up the entire day!
She also is thankful to see the woods. "Wonderful! Tonight we can refuel the fire and maybe even a pile of wood that I can separately shrink."
More aware than she has been most days, Tishe' keeps her eyes open to be aware of potential dangers. .....
Perception -34
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 80/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 Friday September 23rd, 2016 10:20:03 PM
Clyde strolls up to Zeoll. There hadn't been much chance for conversation during the treacherous journey, preferring to stay focused and concentrating on every step taken. "So, any idea what the plan is when we get there?" Clyde asks the old liontaur.
Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (3 Nonlethal + Fatigued) -- +5 Fort/+13 Ref/+7 Will d20+17=36 ; Friday September 23rd, 2016 11:38:19 PM
Even as the others express their relief at the sight of the trees, their plans for resupplying and what to do next, Mifune's focus is upon the forest itself. He seems almost to not trust it, which is rather ironic for someone who hails from a mysterious forest, himself.
Mifune reaches under carefully arranged furs to ensure his armor is in order and weapons in check. As he does so, though, his eyes never cut away from the treeline. If there are threats possessed of any intelligence ahead, they may be watching upon the branches - if not living in them. Whatever might be there, he wants to spot it before it spots them. If there's nothing at all, that's simply icing on the proverbial cake. (OOC: Perception 36)
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+22=39 ; d20+22=31 ; d20+22=30 ; d20+22=34 ; Saturday September 24th, 2016 6:49:59 PM
Reggie, as usual, is unaffected by the cold.
She kind of longs for something to happen, as she has been nothing more than an extra body in the group the past few days.
Reggie had offered to use her meager skill in magic to help those that need it.
[ooc: all saves made}
"does anyone know exactly where we need to go?" she asks of any that are willing to listen to her.
DM Dan K - Mt Bal Sunday September 25th, 2016 9:43:02 PM
Many of the group have their spririts lifted as they move into a more familiar biome, one with trees and life over the barren deesert like tundra. Mifune and Rillett both keep a shapr eye for danger, but none arise as the group begins to walk into the conifers.. The trees are sparse, thin and yet tall icons pertruding from the snowy landscape towards the sun and sky. The group finds no dead wood upon the ground, so any wood to add to Tishe's magical fire will need to be greenwood freshly cut. There is evidence of what might be called game in the sno under the trees, a track of perhpas rabbit, a fox line and even the more trodden path of reindeer is discovered, but no one n the party ever spies a living creature over the next 5 hours of travel.
The trees have now become numerous enough to consider a wood and the bite of the wind and glare of the sun has become nearly nonexistent. The Cold does remain, and it is an everpresent reminder to the Austlanders that it will always be there, waiting, biding its time when it might take you at a vulenrable moment
5 hours of marching have gone passed. Fort Save DC 19 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 20 or take 4 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 21 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 22 or take 3 nonlethal cold damage and fatigue (or exhaustion if fatigued) Fort Save DC 23 or take 3 nonlethal cold damage and fatigue (or exhaustion if fatigued)
The sun is dropping into the west and the group is staring to set up camp on a jut of land that overlooks a ravine and almost completely frozen river below. The party is finally near the base of the mountain, though the true climb up will not begin until tomorow or perhaps the following the day. Rillett casts Find the Path for the safest way up the mountain. The ascent is revealed to him and dives sharply to the north and away from the mountain to indicate a circling path towards the far eastern side.
Zeoll immediately recognizes the ravine and river from his dream several nights ago. It leads right to the very doorstep of Mt Bal. It is also easily 15 miles away and in this trackless mountain terrain, making that run in a single day wouled be difficult at best
Zeoll fails two of five saves, and becomes exhausted. But nothing can wear out the liontaur's gift of gab!
He explains his prior dream to Reggie and says that he will try to dream again this night to learn the best way to go in greater detail. He suggests that Rill's spell is also a fine guide.
Clyde asks the plan for when we arrive. Zeoll answers, "We arre seeking a frriendly spirrit, named Frrigga'Isa. I do not know herr storry, but she is said to be beneficent. We will ask her for help."
"Howeverr, beforre we meet herr, we should have a plan in mind. Do we ask forr herr to help us close the porrtal, or do we seek to rretain it, making it safe, so that it can be a useful magic, connecting Bonetown with the Southerrn Continent. In trruth, this could be an amazing boon for Bonetown, a sourrce of honest rriches that makes pirracy seem childish. You hearrd them say they had lost touch with theirr trrading parrtnerr rrecently, when the lands shuffled. Well, offerring trrade and frrindship, with Frrigga'Isa's blessing, would help everryone!"
"Thoughts?"
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) d20+22=23 ; d20+22=40 ; d20+22=39 ; d20+22=37 ; d20+22=34 ; Monday September 26th, 2016 4:15:14 PM Nat 1 - fatigued. 2 NL dmg
If we should like it to stay open, it might be best to move it somewhere more useful, instead of on the open tundra where one could be ambushed by those cold zombies or winter wolves. Maybe if it was placed nearer to the encampment, and a suitable offering had to be made before someone could walk through? Maybe just set up a switch to activate it, and only give the key to a few individuals?
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 6 NL Tishe' (SteveK) d20+14=34 ; d20+14=24 ; d20+14=21 ; d20+14=18 ; d20+14=18 ; Monday September 26th, 2016 4:49:40 PM
Tishe' kept up pretty good until the end of the day, but is now exhausted. That ever-present chill just saps the strength! Again, she barely has enough energy and thought to simple invoke he shrunk fire to its full blaze inside the Tiny Hut.
"Nnneed mmmore wwwood", she chatters, but will wait until the morning to chop some for the fire.
As she gets warmed and stops chattering, Tishe' can think seriously about Zeoll's proposal. "That's a big if, Zeoll. Although it would seem to benefit both Ice Peak and Bonetown, it may be better to close it if we can't guarantee the safety of both towns. And it is so cold here, it may be best if they only visit us!"
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 d20+14=34 ; d20+14=24 ; d20+14=18 ; d20+14=19 ; d20+14=22 ; Monday September 26th, 2016 4:50:27 PM
Clyde succumbs to the bitter cold, exhaustion settling into his bones and worming its way to his heart. He calls upon his Phantom Steed once again, using the creature's ability to water walk and bear his weight and journey.
When Zeoll asks everyone for their opinion on whether to keep the portal open or shut, Clyde rides up next to the old liontaur. He was about to make a joke about riding the old liontaur instead of his steed, but then he noticed the exhaustion in Zeoll's face, and decided to forego his quip. "If it can be kept safely open, it may not be a bad idea. Bonetown would just have to figure out a way of barricading it so that an army can't simply march through. Not sure how likely trade would happen though, this chill is deadly even for the hardiest of us."
=================================
Fort saves: Failed 3 of 5, Exhausted.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d100=3 ; d20=11 ; d20+20=24 ; d20+20=33 ; d20+20=22 ; d20+20=28 ; d20+25=30 ; Monday September 26th, 2016 7:05:52 PM
(Got a little confused posting from my phone, but made all saves.)
Rill will cast Lesser Restoration on Zeoll and Clyde to get them up to just Fatigued before we rest, asking the others to do likewise. He can take the bulk of the watch. Hopefully, someone else Can take the two hours he cannot. I think Reggie and Terser have that ability as well. If necessary, Rill will cast it again to make sure Terser is unfatigued before nightfall.
Rill helps set up camp.
"Zeoll, I agree a passage may be beneficial, but I'm sure you'll agree that if we cannot be assured Bonetown will be protected we have to shut it down. Even if it is made safe, government in Bonetown is not, well, exactly orderly. As pirates, they're not very good at peaceful trade agreements. Do we want to becoming Bonetown's Trade Police? "
Rill keeps a sharp eye for any threats. (Perception 30)
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+13=30 ; d20+13=15 ; d20+13=16 ; d20+13=15 ; d20+13=27 ; d20+15=17 ; Monday September 26th, 2016 10:30:26 PM
Jozhur trudges along, with the cold really getting to him at the end of the long day. The Pines do little to keep the chill from getting below his furs.
He shrugs when Zeoll brings up the possible option of leaving the portal open for travel, "I'm all for leaving it open, if possible. I cant see it being a bad thing for Bonetown. The people here seem to be for it, I think we owe it to them to honor their wishes."
-------------- Three saves failed. Perception 17
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d6=3 ; d6=3 ; d6=1 ; d6=6 ; d6=3 ; d6=1 ; d6=6 ; d6=1 ; d6=5 ; Tuesday September 27th, 2016 12:21:02 AM
Rillett will also channel energy once before we go to sleep, healing 26 points.
DM Dan K - Mt Bal Tuesday September 27th, 2016 8:02:14 AM
Night is descending and the last hours have been harder as the the group has been trekking not only through deep, but uphill. Combined with the insidious cold, even Terser begins to feel the cumulative effects. Tiny Huts are created, a bonfire enlarged and restorative magic is applied. Some cloud cover has moved in about the upper reaches of the mountain, that combined with the mass of the mountain itself and the trees and this night is truly dark. The silver illumination of stars on the snow is all but gone. The night is a land of shadow and darkness, but all is not still. Now that your own blood is not pounding in your ears and your own heavy breathing is not one of the only other sounds to be heard. You can hear an odd deep bass groaning or almost grinding like noise. It does not sound human, or like any other creature you've ever heard. It can almost be felt more than heard. Looking about is nothing, darkness and shadow with an occasional flicker of silvery light through the pines. The sound continues and then a higher pitched cracking pop like sound the echoes and changes pitch as it does so, going lower and than higher along the audio scale.
After listening for a time the seasoned adventurers are able to narrow the the source. The sound comes from the ravine and frozen river. The river is actually a glacier, slowly grinding the land beneath it. Advancing or retreating is impossible to say, but it is moving and tomorrow the party will be traversing along it.
Zeoll opens discussion on keeping the portal open. In general the party feels it a fine idea, but how to protect Bonetown from incursions from this land of cold death and how to protect those traders that might want to venture here? Can the Portal on either end be secured sufficiently or can the portal be moved or activated win some way? Perhaps with redstone. It is something to consider and the group will certainly have time to mull it over.
Another question is, how do you find this being known by the locals of Ice Peak as Frigga'Isa.
Night passes again and once again the party is never in danger from attack. A few small furry nocturnal guests are seen, coming to investigate the new smell within their area, but nothing more
Zeolls dream is the same as before as is his conclusion. If night falls while the party still stands upon the glacier, it will spell disaster
Day breaks and 15 miles of glacier await. 15 miles of broken challenging terrain of snow and ice.
Zeoll thanks Rill for his help and finishes the job with his own Lesser Restore spell ... and another for someone who needs it.
He alerts the party about the danger of the glacier and urges the group to make as fast a transit as possible.
The old liontaur notes that with the Water Walk and the Find the Path, the group can hope to make the traverse as quickly and safely as possible.
Do we need another Water Walk? Rill, are you casting one or two? If we need one, Zeoll can prep the spell himself and extend it with his lesser rod. Zeoll can get 2 hrs and 20 minutes out of his, but it uses both of his third level slots.
Before setting out, Zeoll prays for guidance and recalls the nature lore of the centaurs as he tries to predict the way the weather will turn today. He swishes his tail and ponders how bad it would be to end up trapped on the glacier in a blizzard.
Survival to foretell the weather: 22.
Finally, he looks around and judges his friends' land speed. Is anyone travelling at 20? If so, Zeoll volunteers to carry a friend on his back. Despite his lumbago!
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Tuesday September 27th, 2016 3:33:41 PM
Clyde spends the night wondering if he'll ever make it out of this icy hell. The treacherous 15-mile journey across the glaciers will test them tomorrow, but he's got an idea for that.
"I can cast Phantom Steed for five of us. It can water walk, so crossing it Should pose no problems, unless a water creature attacks us, I suppose. I'll be out of some useful combat spells for the day due to Phantom Steed, but that can't be helped. The other members should be able to use Water Walk, and we should be fine, right?"
Zeoll (Cayzle) (AC26; HP62of62) Tuesday September 27th, 2016 4:07:33 PM
[OOC: Zeoll and Reggie move at 40, Jozhur moves at 35. The other five of us move at 30, but five phantom steeds fix that problem. So we'll be moving at 35, I think?]
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Tuesday September 27th, 2016 5:50:37 PM
[OOC: Phantom Steed moves at 100 ft. as a move action, so double move would put that at 200 ft. If there was a way to get Zeoll and Jozhur closer to that speed, that'd be ideal.
But even at 35 ft. per round, let's say that the terrain is difficult, which means a double move would still put us only at 35 ft. per round, which is 6 seconds, that means.... 21,000 ft. per hour. That's nearly 4 miles in an hour, which means 4 hours to cover the 15 miles of glacial terrain.
If it's not difficult terrain, then it's down to 2 hours. If it's more difficult than just half-speed, then it can be worse than that. Doesn't look too bad though, right?
Of course, a fight out there will be a bit more difficult, as I'll be without Good Hope to give to everyone, and no Haste for Clyde either.]
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) Tuesday September 27th, 2016 5:56:29 PM I bet we'll be slowed by the terrain anyway, so may not matter too much
Terser for one is looking forward to climbing a mountain. It takes him back to simpler (though) much warmer times back in the Scab.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Tuesday September 27th, 2016 7:36:51 PM
"Water walking horses? That sounds like a plan. Or perhaps split the phantom steeds and water walks so as to not completely drain anyone's magic." Jozhur goes to each person and helps adjust their heavy clothing, then does the same to his own.
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 6 NL Tishe' (SteveK) Tuesday September 27th, 2016 8:09:50 PM
Tishe' adds her thoughts to get over the glacier quickly. "I know how to cast an extended Fly spell that can make Zeoll and Jozhur fly as fast as the Phantom Steeds. 4 spells each with each spell lasting 22 minutes will only be an hour and a half. If Zeoll is able to carry Jozhur, that would be 8 22 minute spells and I can do five more 11 minute spells which would be nearly four hours of flying at 120' per round... Would that be enough?"
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Tuesday September 27th, 2016 8:34:35 PM
"If we're able to move at a thousand feet per minute [OOC: that's 100 ft. per round], that makes us hit a mile in just over 5 minutes. We could be done in about an hour twenty. If there's no difficult terrain, that time gets cut in half."
[OOC: The calculation is done with the assumption that we'll be moving in difficult terrain, which would require double-movement to cover the usual distance for a single move action. If there's difficult terrain that makes us move slower than 1/2 speed, then it would take longer.]
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20=9 ; d20=12 ; d20=17 ; d20=20 ; d20=4 ; Tuesday September 27th, 2016 9:09:26 PM
{ooc: missed rolling the fort saves yesterday but I only fail on a nat 1. (made all saves)}
despite the majority looking for a way to keep the portal open, Reggie is silently for a while, but soon offers her opinion. "I suggest we just close the portal. to risky for my liking to keep the thing open."
"Anyway Thanks for the dream stuff. not sure if it really means anything but, hey whatever. anyway. the rough go ahead, I up for whatever. "
{ooc: not mush opinion on the movement stuff, Reggie is gonna go with the flow whatever happens}
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday September 27th, 2016 11:29:29 PM
With the morning, Rill prays for spells and gives thanks to Gargul for his providence and protection.
He adds to the discussion.
"I can cast Water Walk 3 times, two of them extended, so that would be good for 9 hours. This time does not change if I include fewer people. I can also cast Air Walk twice lasting nearly 2 hours each. Find The Path will also last nearly 2 hours. Since it guides us to the safest path across, it should protect us from most of the pitfalls across the ice. We will likely be conspicuous going across the ice, so I would expect trouble and perhaps an ambush at the end of our journey.
"I suggest this: We will rope up, at the start, using water walk and just a couple of phantom steeds. I will make Terser Air Walk, as he is likely the strongest among us and can help should anyone fall through the ice. Once we are about half way, I will cast Find the Path, which should guide is safely the rest of the way without ropes, allowing us to be ready for trouble at the end."
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) Wednesday September 28th, 2016 5:02:08 PM ooc: actually, since I did surgery to add some points into CHA, Reggie is the stronger character
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Wednesday September 28th, 2016 5:04:52 PM
In which case, I will make Reggie Air Walk if she agrees.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Wednesday September 28th, 2016 6:04:32 PM
Clyde continues his discussion of the traveling method with the group.
"Really, I'm up for any options that get us across fast and safe. Whatever combination of Water Walk, Air Walk, and Phantom Steed, that you need, just let me know, and I'll cast it. Jozhur mentioned that it may be best to save some spells for combat instead of burning it all for the steed, but unless there's a way to get at least 3 people moving as fast as the steed for a couple of hours, I don't see any other way."
Unless the group figures out a way to get 3 people using Air Walk for a couple hours, or manages to shrink a couple people small enough that a single steed can carry both passengers, then Clyde will cast 5 Phantom Steed for the group to use.
Zeoll (Cayzle) (AC26; HP62of62) Wednesday September 28th, 2016 6:26:45 PM
"I love it when a plan comes togetherr," says Zeoll. He is well pleased with the ingenuity of his friends, and agrees. With the Fly option and the Air Walk option, he thinks it should not be too hard to trim the travel time considerably.
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 6 NL Tishe' (SteveK) Wednesday September 28th, 2016 7:05:23 PM
Tishe' is happy that the others have enough longer lasting spells to not need to burn through all of her magical ability just for movement. But thier strongest opponent is the cold, so going at the problem like a combat made sense.
DM Dan K - Mt Bal d4=3 ; d4=2 ; Wednesday September 28th, 2016 9:08:47 PM
The group begins discussing things and finds out quickly they have a consider list of options to choose from. Phantom Steeds with Water walking capability and great speed, but Clyde can only cast 5 and the spell only allows a maximum of 1 rider per steed. Jozhur, Zeoll and Reggie are naturally the fastest in the group and so it is decided that they should get a Water Walk spell cast on them and the group should then all be able to make the crossing in about 4 hours. Barring something horrible
Water Walk allows you to hover an inch or two above the ground and so, anyone on a steed or using the spell will exert no pressure to the surface of the glacier. Assuming no one intentionally jumps into a hole, there should be little danger
Zeoll is unsure on what the future may bring precisely. Mt Bal is a large mountain with little about it and if the weather continues as it has from the far side, sudden storms without warning in the area would not be unusual at all. Still Zeoll is fairly certain he could at least provide a couple hour advanced warning if such a system spins up. The higher the group gets on the mountain, the less forewarning to storms they might have
The Plan is put into motion and the group begins on phantom steeds and with Water walk spells. Out on the glacier it self, the wind sweeps down from the mountain and seems to not even pause as it tears straight through everyone to the bone. The ice creaks and groans beneath you you and every few moments a loud reverberating popping sound is heard. To add to the cold, the glacier itself radiates it as well. The group is able to move as planned for two hours with little issue outside of the disturbing noises coming from beneath your feet.
Fortitude Save DC 18 failure indicates fatigue and 3 non lethal damage Fortitude Save DC 19 failure indicates fatigue and 2 non lethal damage; exhausted if already fatigued
The group is making excellent time, and Rillett casts Find the Path, but instead of continuing up the glacier, the spell steers more directly at the mountain and to its higher slopes
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+20=27 ; d20+20=29 ; d20+25=44 ; Wednesday September 28th, 2016 10:39:04 PM
Rillett is able to resist the cold, but keeps an eye on his friends to see how they may be affected.
Once the glacier is crossed, we will rest for a bit. He looks up at the mountain, pushing his helmet back on his head as he rubs his forehead.
"Hmmm. How do you suppose we can climb that? Fly spells won't last long, and I don't have enough Air Walk spells to get us far. Anyone here know much about mountain climbing?"
Rill scans the area for any sort of path or stairway, or for any creatures lying in wait. (Perception 44)
"We need some sort of stairway to heaven. It makes me wonder..."
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20=16 ; d20=6 ; Wednesday September 28th, 2016 11:15:01 PM
{ooc: Fort saves - only fail on a 1... no missed saves}
Reggie had reluctantly agreed to the spell, she has been gaining more confidence in magic and does not fuss to much like she used to. though she is always a little leery.
Reggie looks at the mountains before them. "ya know, we are sailors, aren't we. climbing these mountains can't be much harder than the rigging of a ship. even during a storm. Right?"
Looking at the group, "we did bring rope, didn't we?"
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 2 NONLETHAL, FATIGUED d20+13=32 ; d20+13=16 ; Thursday September 29th, 2016 6:30:22 AM
"I have some rope." Jozhur pulls two 50 foot lengths of silk rope from his bag. "Don't suppose we have some magic available to help with the climb if it gets too difficult?"
One save failed: 2 nonlethal damage, fatigued
DM Dan K - Mt Bal Thursday September 29th, 2016 7:37:29 AM
Secondary note, The climb, as it stands from what you can see, will be strenuous, but not overly difficult. It is NOT a technical climb or vertical ascent
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) d20=3 ; d20=13 ; Thursday September 29th, 2016 9:28:13 AM
Terser adds his own rope to the pile. What adventurer leaves home without a rope? no 1, no fail
Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will d20+17=36 ; d20+17=28 ; Thursday September 29th, 2016 4:12:17 PM
Mifune continues to advance with the group, having largely been silent for some time. Perhaps he's contemplating the breadth of the situation. Difficult to get a read on some elves.
"The gate should not be left open," he eventually comments, "as powers beyond our understanding somehow participated in its creation - and a man died for it. Even this place is wrong in many ways. The dead who fall here unfailingly rise into undeath. The cloak I have woven through my armor, it should shrug off weather colder than this, yet it bites at my flesh even still. Dangerous forces are at work in this place, possibly capable of passing through the breach, and I think it safer to keep this land settled only by those who were already here."
Of course, Mifune's contributions are offered humbly. He remains a guest, a companion in the search for truth about an individual's demise and the reasons behind it. What the larger group elects to do is beyond his control.
He continues, "I am neither a climber nor a sailor. Esilvyn - my companion, a horse of sorts - can ascend any roughly flat path surface without issue. Climbing would likely see me doing poorly. Gods willing, not too much so. Having said that, I do have a coil of rope in my pack. Fifty feet's worth."
----- DM Sanity List
Spells Prepared 1st-level: Cure Light Wounds, Divine Favor, Lesser Restoration, Protection from Evil 2nd-level: Bull's Strength, Zone of Truth 3rd-level: Greater Magic Weapon, Prayer Smite Evil: 3 uses Lay on Hands: 10 uses Summon Esilvyn: 2 uses Channel Positive Energy: 9 uses
DM Dan K - Mt Bal Thursday September 29th, 2016 10:15:30 PM
The group veers with Rillett's guidance on where his spell is directing. An odd thought occurs to him, even as the group moves. He had cast the spell with the intent on the safest way to journey across the glacier. yet the spell has taken him completely away from it. The rock and slope before the party does not look to require pitons or even rope, at least not to climb, but perhaps for safety. There will be some scrambling over boulders and steep narrow trails. One promising detail that Rillett also spies is that there is little to no snow and ice on the trail. The group can also easily see that if Rillett's spell had not directed them to this spot, they would surely have not found it
According to the spell, the rest of the day will be spent heading straight up the mountain. The cold air still pulls at you and presses in from everywhere about you
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Thursday September 29th, 2016 10:58:42 PM
Concerned for Jozhur's safety, Reggie hurries to help him keep moving, "I can carry you if need be. You gonna be alright Captain?"
{ooc: the failed save by Jozhur had raised Reggie's concerns.}
Zeoll (Cayzle) (AC26; HP62of62) Thursday September 29th, 2016 11:28:34 PM
Zeoll joins his friends in the ascent.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 2 NONLETHAL, FATIGUED Friday September 30th, 2016 12:39:49 AM
A muffled laugh can be heard from beneath Jozhur's furs in response to Reggie, "I'll be fine, this is just a little hill. I'm just a little...worn out."
Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will Friday September 30th, 2016 2:48:14 PM
Mifune falls back a touch as those sharp ears of his catch upon the conversation between Reggie and Jozhur. The elf comments, "We know not what may be between us and the destination. Nothing sociable makes itself this difficult to speak with. Better that you are not worn out."
Lifting a hand, he places it briefly upon Jozhur's shoulder and exhales a slow breath, eyes closed. There's a brief flash of light, and his hand slips away. "Pantheon willing, you should feel more than invigorated for the path ahead," he offers.
Simple as that. Mifune advances back toward the fore, adjusting his own furs so as to better warm himself and hide glints of his mithril armor.
(OOC: Expanded one use of Lay on Hands, applying the Fatigued mercy on Jozhur. Should also heal all damage - mathematically impossible for it not to.)
----- DM Sanity List
Spells Prepared 1st-level: Cure Light Wounds, Divine Favor, Lesser Restoration, Protection from Evil 2nd-level: Bull's Strength, Zone of Truth 3rd-level: Greater Magic Weapon, Prayer Channel Positive Energy: 9 uses Lay on Hands: 9 uses Smite Evil: 3 uses Summon Esilvyn: 2 uses
Zeoll (Cayzle) (AC26; HP62of62) Friday September 30th, 2016 6:19:46 PM
"Do let us prress on without delay, my frriends!: says Zeoll. "Ourr magics will be expirring soon, and we should be as farr up the mountain as we can be when they end."
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 6 NL Tishe' (SteveK) d20=2 ; d20+14=27 ; d20+14=27 ; Friday September 30th, 2016 7:09:50 PM
Tishe' is able to overcome the cold and keep her concentration on the task at hand. Keeping up with the team and ready for whatever may come
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) d20+6=16 ; Friday September 30th, 2016 11:08:32 PM
Terser will lend a helping hand as needed. (Climb 16)
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Friday September 30th, 2016 11:38:37 PM
Rill will dispel Jozhur's fatigue, and will tend to anyone else suffering from the cold.
"I'm worried about this climb, but if it must be done... " Rill begin the ascent with the others. He keeps a sharp eye out, and is ready to cast Fly or Air Walk at the first sign of trouble.
Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will Saturday October 1st, 2016 8:06:02 PM
After having laid his hand upon the Captain, transferring divine power and merciful relief of his fatigue, Mifune advances forward once again. He seems to find it more comfortable to be at the fore.
"There's little reason to be uncomfortable now. We're already here," the elf says calmly to Rill in passing. "Best to embrace calm and keep both a clear mind and a steady hand. These will serve you better, given that there's nothing we can do to change what lies ahead."
Mifune produces a rod from beneath furs and robes, extending it over his shoulder so as to touch its tip to the hilt of a sheathed greatsword. His other hand grasps a silver holy symbol as he whispers a verse. The hilt of the sword glows faintly, with the energy flooding down into the back sheath, presumably sinking into the blade.
(OOC: Mifune casts Greater Magic Weapon on Lightbringer, making it +3, and uses a daily charge from his Rod of Extend to make the spell last for 22 hours.)
----- DM Sanity List
Spells Prepared 1st-level: Cure Light Wounds, Divine Favor, Lesser Restoration, Protection from Evil 2nd-level: Bull's Strength, Zone of Truth 3rd-level: Greater Magic Weapon (used), Prayer Channel Positive Energy: 9 uses Lay on Hands: 9 uses Smite Evil: 3 uses Summon Esilvyn: 2 uses Rod of Extend: 2/3 daily charges remaining
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Sunday October 2nd, 2016 5:39:53 PM
Reggie smiles, "you need more protein and rum, that is what keeps me going. when we get abck, you need a big steak dinner with fresh brewed ale, and a bottle of rum and me for desert."
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 2 NONLETHAL, FATIGUED Sunday October 2nd, 2016 10:44:13 PM
Jozhur bows his head as Mifune puts his hand upon his shoulder and he suddenly feels reinvigorated. "Thank you."
He looks to Reggie and smiles, but the expression is hidden by warm furs, "That sounds nice."
DM Dan K - Mt Bal d4=3 ; d4=4 ; d4=4 ; d4=4 ; Monday October 3rd, 2016 9:02:06 AM
The party begins the ascent and while it is a tough steep climb, it is not a technically challenging climb. Mifune, through the grace of Pantheon is able to banish the fatigue from Jozhur. The cold, always, gnaws at your face and tries to push through your protections and always it seems with maligned intent. Rillett's spell has put the party on a steep inclined set of switchbacks that plot a course up Mt Bal. The climb goes on for hours, as you steadily move up the mountain side. Below and to the right, the glacier can be seen easily and from your new vantage point, you can spot darker discolorations of blue and black snaking along under the ice and snow. The popping and groaning has now become almost a simple backdrop of audio with an occasional higher pitched crack. Midday passes and you continue ascending, now perhaps 1000' above the glacier. Rillett's spell has ended, but its last indication was the continuation of your present coarse, and so that is the heading you maintain.
Several more hours pass and as the sun begins its final descent from the sky, you spy a cave. Perhaps 1 more hour of this and it appears your destination will be at hand
Fortitude Saves DC 20 Failure Non lethal Damage 3 and fatigued or exhausted if already fatigued Fortitude Saves DC 21 Failure Non lethal Damage 4 and fatigued or exhausted if already fatigued Fortitude Saves DC 22 Failure Non lethal Damage 4 and fatigued or exhausted if already fatigued Fortitude Saves DC 23 Failure Non lethal Damage 4 and fatigued or exhausted if already fatigued +2 Circumstance for cold weather gear +2 Circumstance for magical cold protection
All party members get 1000xp for so efficiently solving the glacier crossing
Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will d20+14=25 ; d20+14=22 ; d20+14=24 ; d20+14=30 ; d20+6=17 ; Monday October 3rd, 2016 4:09:25 PM
Mifune seems to cope well with the frigid temperatures accompanying night's approach. Although he's no doubt as uncomfortable as everyone else, between furs and the robes woven through his armor, he remains warm enough to preserve his stamina.
The elf's attention shifts regularly between their surroundings and the Black Lions who he accompanies. If it should be the case that any of them are in a bad way, he's prepared to go back and call upon Pantheon to aid them. The other half of Mifune's vigil watches the switchbacks for anything of a menacing nature. As he said earlier, no one who wants to be visited lives in so unwelcoming a place. (Perception 17)
Mifune pulls the furs covering the lower half of his face down for a moment as he gestures ahead, when the cave comes into view. "Our possible destination," he says, "but I suggest we take advantage either way. We've not taken the time to rest in some time now." The furs are pulled back over his face, and he marches on.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) d20+22=41 ; d20+22=26 ; d20+22=34 ; d20+22=34 ; d20+22=30 ; d20+9=27 ; Monday October 3rd, 2016 4:47:38 PM saves passed
Upon finding the cave, Terser casts about, looking for tracks or other indicators of its inhabitants. It would not do to surprise some creature in the middle of a nap. He peers inside with his darkvision and all about the entrance and potential other paths to the cave.
survival 27
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 13 NL Tishe' (SteveK) d20+14=16 ; d20+14=23 ; d20+14=16 ; d20+14=25 ; Monday October 3rd, 2016 8:10:41 PM
The cold seeps in, sapping strength and will. Tishe' is glad Rillet, Clyde, and Mifune have been able to get them to the top of the glacier.
..... Exhausted. 2 missed saves.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+18=28 ; d20+18=26 ; d20+18=29 ; d20+18=28 ; Monday October 3rd, 2016 11:06:41 PM
Rill feels bolstered by Gargul's life giving powers as he resists the effects of this unnatural cold. As they climb, he can see Tishe shiver against the cold, and draws on the power of his God as he casts Lesser Restoration twice on her.
"We can take heart that Gargul's power penetrates even this frozen hell. I'll be glad to be quit of this place, but until then we'll do what must be done. Perhaps it's also due to Mifune's infectious optimism." He smiles at the archer.
"Now, about this mysterious cave. It certainly seems like a good place to rest. Let's see if that's true."
Before we enter the cave, Rillett will pause. "I know we are all cold, but if you will give me a minute..."
Peering into the cave from the ledge, he will cast Detect Magic followed by Augury, asking "Will entering this cave bring weal or woe to the Black Lions." (He has an 81% chance of success.)
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+20=26 ; d20+20=33 ; d20+20=25 ; d20+20=29 ; Tuesday October 4th, 2016 1:05:01 AM
{ooc made all fort saves}
Reggie makes her way to the front of the group. "I can take point if ya need me to."
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+13=26 ; d20+13=24 ; d20+13=32 ; d20+13=24 ; d20+15=20 ; d20+20=28 ; Tuesday October 4th, 2016 2:13:15 AM
Jozhur shrugs off the cold for now, thoughts of returning to the warmth of Bonetown, or even Icepeak, allowing him to push through.
As they come upon the cave, he pushes into the mouth of the cave and peers into the darkness.
--------------- All saves pass Perception: 20 Stealth: 28
Zeoll struggles with the weather, which seems to be getting worse as the group ascends. He is exhausted after three hours, and is honestly worried. At the cave mouth, he casts Lesser Restoration on himself, so that at least he is fatigued, not exhausted, and drains his own (renewable) resources rather than the party wand.
He also channels energy twice to rid himself (and anyone else nearby) of some of their nonlethal damage. Everybody, please cure 7 damage.
Zeoll stands at the cave mouth and looks for tracks. He sniffs deeply, trying to tell with his liontaur scent ability if anything has passed in or out recently. Survival 13.
He peers into the cave and also listens. Perception 43.
Currently: Fatigued
============================== DM Sanity Info
Cleric spells (underlined = cast): 0: guidance, create water, light, mending 1: command x3, endure elements (2 slots), elf vision; 2: lesser restoration, lesser restoration, 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 2 of 8. Fey Domain Hide Away: used 0 of 8. Meta Rod: used 1 of 3 Cape of Dim Door - used 0 of 1 Horn of Good/Evil - used 0 of 1 Hero Points Used: 0 of 6 Pearl of Power lvl 1 unused
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL8 (duration 8 hours) Zeoll and Reggie Extended Endure Elements CL7 (duration 48 hours) Zeoll Taur's Try (Minotaur) CL8 (duration 80 min)
DM Dan K - The Cave on Mt Bal d100= 95; d100= 01; d100= 39; d100= 88 d100=90 d100=89 Tuesday October 4th, 2016 8:44:53 AM
At or just before the cave, Rillett casts 2 lesser Restoration spells on Tishe, removing the exhaustion and fatigue from her body. Zeoll casts a spell upon himself and Mifune uses a second Mercy to remove all fatigue and exhaustion from the liontaur. Zeoll then channels positive energy to teh entire group healing the pain left behind by the cold.
Terser looks into the cave, his darkvision allowing him to see quite well. He sees no signs of habitation by animal, monster or noble race. Nor were there indications on the switchback path to get to the cave that anything has ever come up here. The cave, frost covered walls and what appears to be a very slick floor, extends further than Terser's vision.
Rillett casts detect magic and beyond the party's own equipment, he discovers nothing. To his augury spell about entering the cave, he also receives nothing
Jozhur steps just into the cave itself. The walls area darker stone with clusters of grey and rust red rock. The captain neither see or hears anything out of the ordinary.
Zeoll comes to the same conclusion as Terser, though he cannot see quite as far as the dwarf. His sharp ears hear nothing other than the shifting of the glacier far below, and that of leather and mail as his companions move about.
The cave becomes dim light within 20' and visibility drops to 0 within 30 as the angle of the sunlight outside is cut off by the mountain itself. The sun is also setting fast and here upon the high trial, some 2,500' above the glacier it is getting dark fast
Clyde (Mark sub for 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 Ma d20+12=25 ; d20+12=19 ; d20+12=14 ; d20+12=24 ; Tuesday October 4th, 2016 10:40:08 AM
Riki climbs with the others, but his usual cheerfulness begins to fade as the cold of this land seeps into his bones. He barely makes it up and collapses with exhaustion as they stand before the cave entrance.
As Rillett steps over to remove his exhaustion and fatigue and the warm healing of Zeoll flows through him, his usual cheerfulness bounces back as he springs to his feet.
"Thanks! That feels much better. Let's get out of this wind!"
With a gesture and a word, he conjures forth some glowing balls of light and sends them into the cave to light the way as he enters with the others.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday October 4th, 2016 11:10:27 AM
Rill steps forward, casts a spell on Clyde, and pulls out his wand to fully restore the bard. (Cast Letter Restoration using a Pearl of Power, and then use one charge out of his wand.)
As he peers into the cave now partially lit by Clyde's spell, Rill reaches beneath his furs and pulls out a glowing amulet. The area around the cleric is filled with a warm glow as he proceeds with the others into the cave. The light shines on his white furs and clothing, and he is anything but inconspicuous as he moves forward. If the floor is slick due to ice, his boots will aid him. If not, he will use his Agile Feet ability to be sure he does not fall.
"Hmmm. My spell gave me no insight into the threats in this place. Not sure what awaits us in here, but it can't be worse than this cold! Well, I take that last part back, but I am glad for the shelter. We should explore this cave a bit before we rest in it."
He turns to the sharp eyed Dwarf, "Hey Terser, how's this stone look to you?"
Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will Tuesday October 4th, 2016 6:39:44 PM
Mifune makes the final steps up into the cavern and looks around with care. Unfortunately, however far his gaze may reach into the dim light, they can't pierce the deeper darkness.
Reaching over his shoulder, the elf grasps the hilt of his sheathed greatsword and draws the beautiful weapon, the blade of which sheds bright light all its own. Mifune holds the weapon ahead as they advance, but he remains with the Black Lions he accompanies.
"For us, far better than the outside with respect to having genuine rest. The time to recuperate and, in my case, pray would be welcome," he says. "The deeper we go, the less exposed we are to the cold and winds, assuming something else hasn't already laired here with the same concept in mind."
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) d20+16=35 ; Tuesday October 4th, 2016 10:10:23 PM
Terser examines the stone at Rill's request. (Perception 35, 37 for stone)
"If you take point, Reggie, I can back you up withmy extended reach."
Zeoll casts a Light cantrip, just to be on the safe side. He looks at the slick floor and flexes his claws, ready to dig in if he feels himself slipping.
He grips his shield and enters, keeping to the middle of the pack.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+15=29 ; Wednesday October 5th, 2016 3:17:55 AM
Liking Tersers plan, Jozhur takes up a spot in front of Terser, next to Reggie.
"It would probably be wise to check the entire cave before setting up camp, as long as it's not too big.
Perception: 29
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 13 NL Tishe' (SteveK) d20+14=31 ; Wednesday October 5th, 2016 5:27:27 AM
Tishe is relieved to be out of the wind and in the cave! Her spirits and body ( thanks to Rillet) revived, she makes more Dancing Lights to follow her in a diamond shape around her head, providing yet more light for her and the group.
Perception. 31
DM Dan K - The Cave on Mt Bal Wednesday October 5th, 2016 10:43:42 AM
Clyde draws his sword and casts Dancing Lights Rillett takes out an amulet that was glowing under his armor and clothes fully out acting as a Light spell Mifune draws his blade which also sheds Light Zeoll casts Light and dons his shield and not to be left out, Tishe casts Dancing Lights to form up over her head
Needless to see the area within 20' of the Black Lions is quite well lit, Dim light extending an additional 20' before becoming black to all those without enhanced vision.
The cave walls sparkle and glitter as if precious gems have been crushed and embedded into them. the floor and ceiling sparkle as well and as the lights move the twinkling from all of the surfaces around you is stunning and beautiful in its affect. The floor is slippery, but not treacherously so. If you move with some caution, there should be no concerns. The wind is no longer your enemy and the general temperature of the cave feels quite a bit warmer the outside as well. As you move deeper in the air becomes pleasant as compared to the last weeks travel on the tundra.
Terser's best guess is the cave is mostly granite with a heavy quartz content. Resulting in an extremely hard substance that could endure against extreme temperatures of both heat and cold
The group explores and examines the immediate cave opening as well as the first set of recesses. In all, your current exploration has found a cave that varies from 20' to 40' wide, 15' to 25' high and extends 140' deep with more beyond Tersers vision. You find no sign of habitation. The cave has no stalactites or stalagmites, but Terser's knowledge of the rock and earth assures all that this is not extraordinary. The floor remains uneven and frost covered and to the best of the dwarf's knowledge, this is a natural cave.
The sun has completely set at this time and the only source of light now is that of your spells. All Dancing Light spells expired.
The party has headed 140 ft deep and there is more continuing onwards.
"Now is not the time to flag, frriends! Let us head onwarrds! Into the deeps! Arre we not adventurrerrs? Let us seek adventurre!"
He urges the group forward, keeping alert (and sniffing) as the group heads on.
Perception 32
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Wednesday October 5th, 2016 9:07:43 PM
Reggie pulls out her magic torch, "we are pirates, or so I was led to believe." she says as she takes point to advance further.
She nods her approval of Terser's idea.
{ooc: using everburning torch for light (Reggie only had bright light vision}
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+15=17 ; Wednesday October 5th, 2016 9:08:34 PM
{ooc forgot to roll perception = 17}
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Wednesday October 5th, 2016 10:50:31 PM
Tishe' pauses to cast her cantrip again, bringing forth four more lights in a diamond shape and each ten feet away from the sorceress. "It's not a problem keeping this spell renewed", she tells the others. "It's just a bother having to re-do it every minute."
"Maybe we should find an alcove and bed down?"
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Wednesday October 5th, 2016 11:31:06 PM
"Reggie, my dear, er I mean Jozhur's dear, we are not pirates. Pirates take what is not theirs and prey upon the weak. We do not tolerate such behavior. Indeed, we remain committed to showing the pirates of Bonetown that there is a more noble way to behave."
"I'm game for pressing on for a bit, but not for too far. We are in no hurry, and should rest soon. No need to press our luck in this unforgiving place."
Rill's light source is Continual Flame cast on a ring attached to a cord around his neck.
Clyde (Sub by MarkB) Wednesday October 5th, 2016 11:34:07 PM
Clyde smiles broadly to the others.
"I've used most of my more powerful spells, but I'm game for pressing on if the rest of you are!"
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+15=30 ; Thursday October 6th, 2016 1:55:35 AM
"We're more like privateers, I suppose." Jozhur's curiosity is getting the best of him and he nods in agreement when Zeoll suggests pressing on. He stays at the front and keeps an eye out ahead.
Jozhur also suggests that he could drink a darkvision potion and sneak ahead at the edge of the dim light, where everyone could still see him.
------------------------ Perception: 30
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) d20+18=23 ; Thursday October 6th, 2016 9:57:45 AM
Terser continues along, second in line, and continues to scan the stone for any abnormalities, instabilities, traps, or pitfalls. perception 23
Yar, thar be no use scoutin' ahead if yer stayin in sight of us. Save yer potion, laddie!
Terser's attempt at piratey talk is poor and unpracticed. He shakes his head and promises never to do it again.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Thursday October 6th, 2016 11:55:58 AM
"We'll stick together then, it's probably unwise to venture off in here.
DM Dan K - The Cave on Mt Bal Thursday October 6th, 2016 6:24:38 PM
The group has light in abundance, between cantrips that are second nature to items that glow. Despite the lateness of the hour, the group decides to forge ahead and explore. And so ahead they go. The cave continues and Terser can detect as they pick their way up and over various formations, having to hop up on some natural shelf formations, dropping down others, that the party is slowly descending.
Jozhur makes a suggestion about using a darkvision potion and taking point about 40' up. Terser in his best, or perhaps worst, piratey voice and jargon, says he shouldn't do so.
After another hour of picking your way deeper into the cave, the light you are using begins to reveal strange glyphs upon the wall to your left in blue and silver Linguistics DC 40 or or if High Woldian is a language for you Highlight to display spoiler: {
Elf Songs and dreaming kings through longing lost united will sing Herald an age of truth untold and Bring about the end of the Wold Sacrifice will be given by the pure As clean and powerful as the driving snow Here she will rest unyielding Sacred forever more
}
Written in glyphs of red, just past the silver and blue Linguistics DC 40 or if High Woldian is a language for you Highlight to display spoiler: {
De Kyll' Dreyni The Pack of Blood
}
Perception DC 30 Highlight to display spoiler: {Just past the writing on the right hand wall is a section of smooth rock with the a dagger embedded in it}
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) d20+15=31 ; Thursday October 6th, 2016 6:41:56 PM
Tishe' takes a moment to lament her choices in life. If she pursued being a Mystic instead of allowed no Sargrass to change her to follow the path of a Spellweaver, she would have been skilled in High a Woldian. As it is, she only recognizes the glyphs but not their meaning.
Her eyesight is better than her knowledge of ancient languages. "Um, what's a dagger doing embedded in the wall there?" She asks. And renews her diamond of Dancing Lights.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) Friday October 7th, 2016 7:08:40 AM
"Maybe someone was using it to carve and left it there for safekeeping?"
Zeoll says a prayer and stares at the runes, but they do not mean anything to him.
He sighs, and ponders how much he has forgotten over his varied careers. He feels sure that he used to be able to cast Comprehend Languages, but he has forgotten how. Well, on the off chance, he casts Read Magic and inspects the runes again.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+25=34 ; d20=7 ; d6=6 ; d20=9 ; Friday October 7th, 2016 7:46:25 PM
Alas - Rillett lacks any skill in linguistics, at least written words. He is unable to puzzle anything out.
"I can't read any of this stuff. Anybody know what this says? How about you Clyde - bards are supposed to know everything. Anybody have Comprehend Languages?" He rifles through his scrolls, "Curses - I didn't make scroll of that spell."
(Perception 34.) "Oh, I see the dagger you talking about Tishe."
Rill walks over and tries to pull it out the dagger. Does it move? Also, are we at the end of the cave? We're still looking for someone.
"You know, that Mjolka'Frodr woman said we were supposed to find Frigga'Isa somewhere around here."
A bit exasperated, he'll shout down the cave, "HEY - FRIGGA'ISA! YOU HERE?"
Then he waits for a cave bear or worse to come charging out of the darkness. He'll ready an action to cast a spell should anything threatening charge the group.
Clyde (Sub by MarkB) d20=14 ; d20=1 ; Friday October 7th, 2016 7:54:03 PM
Clyde frowns at Rill, both because of his assumption that bards know everything, and for his general impatient and complaining attitude.
"You know, Rill, grabbing a mysterious dagger embedded in the wall may not be the best move. This is just a puzzle to solve. You need to relax a little. What's your hurry?"
He looks at the messages but cannot figure out any of them initially, so he casts Comprehend Languages. Assuming this works, he will read the messages aloud to all there.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+15=20 ; d20+8=23 ; d20+15=19 ; Saturday October 8th, 2016 1:16:43 AM
Jozhur stares at the glyphs for a few minutes, scratching his temple. "I sure can't make any sense of these."
After the others point out the dagger embedded in the wall, he tries to examine it more closely. Does it look like it could be removed? Could act as a trigger for something? (Perception: 19, 24 vs traps).
He nods to Clyde, "Now may be the time to slow down a bit and investigate. It's also getting late, we may want to think about resting, who knows where we could find ourselves next."