DM Dan K - First sighting of a ja’Kollu Iss’Wyrm Friday November 4th, 2016 7:16:05 AM
The group stands before the hole and discuss how to proceed. Could they simply let it eat them and go for the gland and teleport out? Is following the creature to its possible lair the best way? If it can Tremorsense, how to mask the groups approach and can that be done now with everyone? Can teh group lure it out somehow? Rillett's Augury goes unanswered, but if the group waits, Zeoll could try and Dream up some assistance.
So where does the group want to pull back to. Camping right next to the hole is not a good choice.
Zeoll sighs and suggests that those who can speak with animals and plants interrogate the local flora and fauna to find out if there is a place that the quarry wyrm tends to frequent. A place it often visits. A watering hole, or a spot in which it likes to sun itself ...
[Zeoll sighs because he recalls a time when he could talk to animals and plants himself. But he has forgotten that art. Maybe some day the Lady will grant him those gifts again.]
When it is time to camp, Zeoll helps to find a good spot [Survival 19].
Then he meditates, trying to picture an ambush of the wyrm. What bait would attract it? What place would be the best to encounter it? He prays for guidance from the spirit world and closes his eyes.
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 November 4th, 2016 5:49:10 PM
As useful as it can be, Terser is glad that he has not had enough magic about him that he has come to rely on it to solve every problem.
"Why doesn't it eat mammoths too? That would put a dent in even that thing's hunger. I think we may be too small to even register on it's tremorsense, or at least small enough that we would be ignored. We don't know anything really. We can send a scout to fly down and see if there is a lair at least. Someone flying shouldn't alert it. Stealth and darkvision would be useful too. I could leave my armor here and check it out, if Tishe' has a spell for me. "
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 Friday November 4th, 2016 8:23:12 PM
Clyde's never been swallowed whole by a creature before. "Seems a mighty risk to assume the creature would swallow us whole instead of chewing us up to bits. I didn't think about tremorsense though, good point on that one. Zone of Silence will only be half useful. I'm not too sure what else we can do. Certainly going to its lair and trying to set an ambush would be good, just not sure how."
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Saturday November 5th, 2016 10:08:02 AM
Tishe' smiles at the dwarf. "I've never travelled with a dwarf before, but it seems the fabled valor is well-founded!" She turns her attention to the hole. "It follows the pattern that we would be too small to attract its trmorsense if mammoths do not; at least up on the surface. It may be more interested in us if we went down there. I vote for camping back at the cliff and using spells to give us a clue. "
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Sunday November 6th, 2016 10:19:22 PM
"Sounds like a plan. We will rest for now. Hopefully Bontown isn't completely froze over by now."
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d100=62 ; Monday November 7th, 2016 12:08:17 AM
Maybe you're right Zeoll.
Rill will rest for the night, and in the morning cast Divination, asking, "What is the best way to pursue and defeat the ja’Kollu Iss’Wyrm?" (He rolls a 62, success!
-------------------- Divination - a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.
DM Dan K - First sighting of a ja’Kollu Iss’Wyrm Monday November 7th, 2016 9:15:43 AM
Zeoll knows the best location would be back at the cliffs, but that is an hour back. He pulls the group away from the hole and into the pines well off the game trail of the mammoths. As camp is set up, Terser wonders why the creature does not attack mammoths as well and that a flying scout could investigate if the creature is still down the hole Clyde casts the 2 Tiny Hut spells and the eveinng and night watches are set
The roar of the falls is relatively subdued in the trees, but so too is the silvery shine of the stars. Some additional clouds pushing into the mountains just after sundown take the area into a darkness resembling the underground. The night is also far more active than is was higher in the mountains. Animals can be heard moving through the snow and trees regularly through the night, though non are ever seen. The trumpetting of mammoths and the vibration through the ground alerts you to a sizable herad moving rapidly somewhere in the dark. Several deep growls that would be from a very large pair of cats is also heard shortly after. The trees nearest the group and out to Tersers Darkvision are never disturbed, so the watch in convinced the ruccus happened much further afield.
Zeoll meditates and dreams for how to possibly ambush the worm and awkens with a start. The great bonfire has died to low embers and the cold has returned. Tishe, Clyde, Reggie and Jozhur all sleep nearby, but Terser, Rillett and Miffune are not immediately noticable. A snapping branch turns the liontaurs head back and to the right where he catches a glimpse of the dwarf making a circuit. A soft voice immediately next to him spins him back. She always had a calming effect and Zeoll feels his heartreat slow and the adrenaline of his initial start fades. He knows he need not look to her and so Zeoll simply stares into the fire and returns his head to his resting place. Her hand slowly stroking down his flank as he closes his eyes and falls back asleep
Rillett awakens in the morning and Casts Divination The cold returns about his person with the same ferocity it seemed to hold when he first stepped through the portal and into this land. Rillett feels his lungs filling deeply with impossibly cold air, his nose and fingers quickly lose all feeling and even the tears of his eyes feel as if they are starting to freeze as a single word rolls though his mind, Directly
Zeoll (Cayzle) (AC26; HP62) Monday November 7th, 2016 1:06:34 PM
Zeoll tells his friends of his middle-of-the-night encounter. That, plus the results of Rill's Divination, makes the old liontaur think that the wyrm will come to them soon enough. He prays for spells and casts Mage Armor on himself and on anyone else who needs it (Reggie? Anybody? Just shout!).
He also casts his Elf Vision spell.
Then Zeoll finds a large tree in the area and climbs it, ten ft up. He ties himself to the trunk, figuring that this will maybe make it easier for him to hide from tremorsense. And not get swallowed whole.
DM Sanity Info: Cleric Spells Prepped, underlined = cast 0: guidance, create water, light, mending 1: command x2, obscuring mist x2, bless, elf vision 2: calm emo, aid, less restore, faerie fire 3: loc object, sum mon III, glibness Sorc Spells 1: cast 1 of 8 (mage armor) 2: cast 0 or 6 3: cast 0 of 4
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Monday November 7th, 2016 5:06:32 PM
Reggie had curled up close to Jozhur during the night. hard to believe she could stand toe-to toe with most men as she looked so innocent and helpless sleeping as she is.
In the morning, Reggie steps outside for a morning stretch and some exercising to keep battle ready.
"If anyone needs to get inside the thing, I'll go I can withstand quite a bit before I go down. as long as you guys can offer to help get me out.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Monday November 7th, 2016 5:21:58 PM
Rill relates the result his Divination spell. He also shivers in the cold that has returned with a vengeance. As he pulls his cloak more tightly about him, he looks around at his friends and quickly sees that they are not affected this sudden cold.
"This is interesting. Soon after we left Frigga'Isa to pursue this great beast, the unnatural cold of this place seemed to abate. I suspect we were granted some sort of protection from the gods of this place so long as we were on our quest.
“I asked how to best pursue and defeat the ja’Kollu Iss’Wyrm. In response, I became instantly as cold as I have ever been in this land, and in my mind was the word, 'Directly'. This could mean a number of things.
“Perhaps it means that attacking the creature directly will subject us to magical cold damage.
“Perhaps it is a warning that failure to pursue the creature directly will result in the gods of this land removing their protection from the cold.
“Perhaps the cold is part of the answer, and we need to attack the creature directly with magical cold. But that can’t be right, because Frigga'Isa said the great worm was a creature of both fire and ice, and not particularly bothered by either.
“I am left with the conclusion that Zeoll was right yesterday when he suggested we go down that hole. That would be the most direct route to pursue the creature. After such a big meal, it is probably still down there. We should all be prepared for both magical cold and fire as best we can. Having a small weapon at hand would also be good in case we are swallowed.”
Without looking at Zeoll, he says, “But don’t tell Zeoll I said he was right. I don’t want him to get a big head.”
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Monday November 7th, 2016 8:09:57 PM
Tishe' listens to Zeoll and Rillet in the freezing morning air. " there may be another reason," says the Psion of the southern continent. " The powers of the seven continent are closer to mortals. We were warm when Friga'Isa's patron cast his eyes upon us. But now that Rillet's spell has brought Celisiun watching, it is cold."
Whichever way it is, Tishe' is sure 'directly' means to follow the beast into its own hole. ...
And she is ready to follow Jozhur and the Black Lions to the same pick.
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 Monday November 7th, 2016 9:08:36 PM
Clyde followed the conversation of the group with great interest. He's never fought a creature of this sort before, and prefers to listen to others for input, and making suggestions only if his ideas seem worthwhile. But who was he to ignore a god's advice to pursue the creature through direct methods?
Stretching his neck and shoulders, Clyde prepares for the inevitable journey down the hole. He's got Feather Fall to descend, and Light in case the sunlight didn't penetrate through the depths, but he's at a loss for what to do if the creature is able to take flight. No point worrying over something he can't control.
Clyde speaks up and tells the group, "I can cast Invisibility Sphere and Zone of Silence, in case we need it. Though if the creature does have tremorsense, it's all but pointless. Still, something to keep in mind should you wish to use it. Just let me know."
With that, he takes out his trusted blade, wiping it down and inspecting its condition as the group finalizes the plan.
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) Monday November 7th, 2016 11:14:40 PM
"A small weapon is always useful, though I favour keeping things at arm's distance. Going underground should abate the cold somewhat as well, or at least reduce the windchill. Either way, I do like this direction, even if it took the word of your God to convince you. "
DM Dan K - The ja’Kollu Iss’Wyrm Tuesday November 8th, 2016 10:12:33 AM
Zeoll and Rillett both tell the party of what their magical divination a revealed and the group speculates on possible meanings. Most conclude that the original thought of going down the hole is the correct choice now.
Zeoll looks for a tree large enough for him to climb and is successful at finding a great white pine to try and do so. The next step is getting up to the nearest low branches that could support his weight, about 35 feet up. Climb check DC 25
The rest of the group wants to get back to the hole, about an hour hike through the pines and onto a wider field where the creature broke through.
Once there, discussions about what spells to cast on who and when will need to be replaced by the action of casting the spells and what to do after
Durations may become important depending on the spells , so please list for DM sanity
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Tuesday November 8th, 2016 12:18:45 PM
Jozhur agrees, they are to follow the beast.
"I have a couple potions of Darkvision, they could prove useful down there. I'm not sure it's a good idea to let the thing swallow us, but if we go with that plan, we should probably all go into the belly of the beast."
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+25=28 ; Tuesday November 8th, 2016 12:32:01 PM
Rill looks up at Zeoll and pushes his helmet back and scratches his head, "Anybody know how to get a cat out of a tree?"
Assuming someone can talk Zeoll down from there, Rill will prepare to move with the others to the worm hole. He will cast an extended Water Walk (Duration 3.7 hours). Once at the hole, he looks down, listening for noise (Perception 28.) Also, how's it smell?
Rill pulls out a continual flame affected amulet, shedding a good amount of light.
He will cast Air Walk on Terser if the Dwarf accepts the spell. If it is a vertical descent, he prepares to Feather Fall with Tishe and the others. On the way down, he continues to invoke power to clean his white robes and furs if they get dirty. Not a big fan of being dirty. ------------------------------------ Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before),
Spells/abilities available, * = cast/used: 0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith 2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy, Resist Energy, Spiritual Weapon 3 (DC19): Divination* (D), Prayer, Searing Light, Water Walk*, Water Walk, Water Walk 4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Summon Monster IV 5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone 6 (DC22): Find the Path (D), Heal, Heal
Zeoll (Cayzle) (AC26; HP62) Tuesday November 8th, 2016 12:57:27 PM
Zeoll laughs and gives up his climbing attempt.
"Okay, if the wyrmm will not come to us, I guess we have to go to it!"
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 November 8th, 2016 3:58:18 PM
"Best way to get to your goal is a straight line!" Terser will lead the way, a bit ahead of the light, floating down and using his darkvision.
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) d20+14=21 ; Tuesday November 8th, 2016 6:01:03 PM
Tishe' waits for everyone who wants to Featherfall down to gather near before she casts her spell. "No need to hold hands", she tells the group, then steps off the edge to the bottom.
Her hand touches her cloak creating a Light spell in the tunnel.
And then she looks about. She keeps close to Terser, intending to start casting Resist Fire spells when they hear an approaching avalanche of fiery ice worm!
.........
Perception 21
Ice Peak clothes. +2 v cold environment
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. +2 saves v cold in Ice Vein
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 November 8th, 2016 8:01:42 PM
Clyde peers down the wide hole with a certain excited anxiousness. As Terser descended, Clyde whispered a soft word, and slowly descended down, light as a feather. Down into the gaping maw, Clyde touches the amulet hanging around his neck, and flutters another word, causing a soft light to appear. Gripping his curved blade, Clyde continues his descent.
DM Dan K - The ja’Kollu Iss’Wyrm Wednesday November 9th, 2016 10:57:29 AM
Zeoll gives up on climbing the tree and by mid morning the group is back at the hole. The sides are quite icy, but thanks to the Water Walking spell, Rillett is able to examine the edges without fear of slipping in. The morning sun is providing more light at the surace and down the shaft then any current magiclal light source. It is confirmed by Rillett, that the hole extends down at least 100', but that is where natural light ends and it fully appears the hole continues and where the magical light sources will be taking over.
The smell of the area is simply one of cold. Further to the south, the group can spy some reindeer moving through the pines to the river this morning and back into the tundra there are signs of the mammoth herd. Whether or not that herd is approaching cannot be determined right now. The sky is cloudy and there is a feel of snow in air.
Jozhur mentions a pair of Darkvision potions he has, in case they are needed as the group readies to descend. Rillett casts Air Walk on Terser and then prepares to go down himself with Tishe's Feather Fall Tishes casts Feather Fall on Rillett, Clyde, Jozhur, Reggie, herself and Zeoll. She activates a magical light source and steps off. Clyde follows, also activating a Light source.
Thus the group gently floats towards the bottom, but as the shaft is not entirely vertical, you must push off from the side now and again to continue the magical air born version of a lazy river ride. Terser is able to move at greater speed.
Less than 30 seconds later, 4 rounds of spell time the group arrives at the bottom of the shaft where it straighens and continues into the dark. The floors, ceiling and walls of this smooth cylindrical tunnel are comprised completely of ice. Footing is precarious at best. The tunnel is at least 65' long as Terser cannot see an end to to it within his 60' of Darkvision sight. Rillett's Water Walking spell and Air walk on Terser allow each of them to move along the floor without issue. Anyone else might have problems walking and would certainly have concerns trying to fight on such an icy surface.
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 November 9th, 2016 11:17:53 AM
"What if we like holding hands? Though it's a good idea not to. Reggie's is the only hand I wouldn't worry about crushing by accident, and mine isn't the hand she wants to hold."
OOC: Kindly DM -- any chance that having four feet might bestow a stability bonus? :-)
Zeoll casts Light, and looks at the icy tunnel. Would a Spider Climb spell help with that, he wonders? [Spellcraft check 30, if that reveals any spell that might help, Zeoll considers using his level 1-3 Anything Potion.]
Or *do* we all have water walk, and does that help?
Zeoll keeps his shield ready and also keeps alert. Perception 46 nat 20!
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Wednesday November 9th, 2016 5:29:26 PM
Jozhur walks gingerly across the icy surface, "I knew I should've bought those boots." He examines the walls and ceiling, "Kind of looks like it was melted and froze again. This wyrm must be very warm."
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Wednesday November 9th, 2016 7:08:49 PM
Tishe' agrees. "That matches with what we saw at the top of the cliff. And Fridda'Isa said neither heat nor cold will hurt it."
"Maybe I should start protecting people". Tishe' takes some extra time to weave an Extended Resist Energy spell
.... Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
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 November 9th, 2016 9:41:24 PM
Staring into the dark tunnel, Clyde mutters to the group. "I can cast Phantom Steed for myself, and perhaps for one other person, but the rest of my spells need to be saved for combat and Tiny Huts at night. That said, we could always do without the huts, which frees up a couple more spells."
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Wednesday November 9th, 2016 9:54:27 PM
(Sorry if I was not clear. Water Walk will affect everyone in the party for 3.7 hours. Everyone has secure footing on the ice.)
Rill is ready to move forward. He casts extended Resist Energy (Fire) on Reggie and Terser (2 spells cast, 22 min duration.)
"Lead on Terser!"
DM Dan K - The ja’Kollu Iss’Wyrm Thursday November 10th, 2016 10:37:10 AM
Bit of clarification here
Rillett's Water Walk spell can affect everyone providing secure footing as your feet don't actually touch the surface used Extend rod to increase duration
Rillett casts Resist Energy Fire on Terser and Reggie using the last 2 charges of his Lesser Extend Rod
Tishe casts Resist Energy Fire Extending the spell by Weaving it for a bit longer. How long are you weaving?
The others likely have preparations to make as well. Terser can see 60' with his Darkvision Jozhur, Clyde, Tishe, Reggie can see clearly for 20' and into Dim light for the next 20' Zeoll can see clearly for 40' and into Dim Light for 40'
No one can see the end of the passage. As perceptive as some in the party are, the tunnel is quiet and calm, like a cylindrical tomb of ice. The movement of the party and the clouds of your breath are the only perceptible things about.
Due to the misunderstanding on my part i'm giving pause here to anything else anyone wants to do before Terser 'Leads On'
Mifune (MarkB sub for Jay) | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will d20+6=15 ; Thursday November 10th, 2016 11:01:37 AM
Mifune looks around the tunnel (Perception 15,) peering into the darkness ahead. He draws his greatsword "Lightbringer." Light spills from the blade, bathing the elf in a brilliant glow in this dark place. Light glistens off the walls and floor around him.
He casts and extended Resist Energy (Fire, 22 minutes) on himself. Taking a front position in the party, he moves ahead with the others.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Thursday November 10th, 2016 5:22:46 PM
{ooc sorry all, didn't realize i missed so much... working long hours}
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+15=21 ; Thursday November 10th, 2016 5:35:54 PM
Reggie moves along the ice. being as careful as possible on the ice. despite the magic on her. she stays near Jozhur to prevent him from being swallowed.
Zeoll casts Bless. That'll last for the next seven minutes.
If we are not round by round yet, then Zeoll will also cast a Summon Fey Friend III, using a third level sorcerer slot, and setting down his shield as he does so. The creature summoned is random, of course, and turns out to be a rolling a d10 ... a Satyr. Since it is CN and Zeoll is NG, (alignment two steps removed), it will do as Zeoll commands, but it will be surly and may not follow the entire spirit of his commands.
Zeoll bows to the Satyr and asks him to walk along with the group for the next 8 rounds, attacking any foes who attack us first.
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 Thursday November 10th, 2016 9:21:49 PM
Clyde mutters a thanks to Rill, not taking his eyes off of the dark tunnel. "I'll stay at or near the front."
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Thursday November 10th, 2016 10:01:10 PM
Tishe', if allowed, takes less than a minute (7 rounds) and casts Extended Resist Energy; Fire on Herself, Rillet, Terser, Zeoll, Jozhur, Clyde, and Reggie.
"There, and with Mifune taking care of himself, we have over 3 hours protection. And I can recast for three more hours on everyone if we need to hunt longer than that. "
.... Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration. Reduce every fire attack by 30 damage.
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=29 ; Thursday November 10th, 2016 10:12:06 PM
Magic wraps around Terser like a protective blanket. He willingly accepts it, but ignores it and trusts it to do its work while he does his. He keeps heading down the tunnel, alert for the slightest disturbance.
Perception 29
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+15=32 ; Friday November 11th, 2016 2:58:30 AM
Jozhur thanks Tishe for the magic and continues silently creeping through the tunnel, keeping his eyes and ears peeled for any signs of life. (Perception: 32)
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Friday November 11th, 2016 11:16:00 AM
(since we're amending moves, Rillett saves casting that Extended Resist Energy on Reggie since Tishe is doing so.)
Rill will cast Detect Magic as they go, looking at the walls and floors if we pause long enough.
DM Dan K - The ja’Kollu Iss’Wyrm d20+3=10 ; d12=10 ; d20+4=17 ; d20+3=21 ; d20+3=11 ; d20+3=6 ; d20+25=41 ; Friday November 11th, 2016 3:40:23 PM
Mifune draws his weapon, which casts a light about him and then casts Resist Energy Fire; Extended Mifune moves to the front with Terser
Reggie keeps next to Jozhur
Zeoll casts Bless and then summons assistane Summon Fey Friend III A Saytr appears and immediately begins cursing at the Liontaur about the cold. AS Zeoll tells the saytr what is expected of it, the fey curses him, his race and especially Zeoll parentage. The Saytr checks his footing and then carefully moves up alongside Tishe.
It takes Tishe 7 rounds to complete the weaving, but in the end Extended Resist Energy; Fire is protecting Herself, Rillet, Terser, Zeoll, Jozhur, Clyde, and Reggie. It is after this, that Zeoll summons the Saytr.
Clyde moves to the front to walk on Tersers right, with Mifune on Terser's left. The passage is wide enough for all 3 to stand abreast and not be crowded.
Rillet is in the second row on Jozhur's right and Reggie on the other side of the captian
Zeoll and Tish are bringing up the rear with the Saytr trying to walk next to the spell weaver. He is having a very hard time of it on the ice.
Rillett's Detect Magic reveals only the precense of magic as would be expected, given how much is wrapped about the group
The group moves down the passage steadily and the Saytr quickly falls behind. As he tries to keep up, the creature falls several times, cursing Zeoll with every shivering, teeth chattering breath as he collides hard with the ice. In less than a minute, his misery is over as the spell fades and the satyr vanishes
The corridor is silent, save the party once again.
The group travels ofr just over an hour, before Terser notes the tube like tunnel ahead opens into a greater chamber.
Jozhur, Terser and Reggie's sharp sences pick up sound coming from in front of the in the chamber. It sounds like wood or some other fairly solid and sizable object being dragged across the floor. Very suddenly, the sound stops and all is completely quiet.
It has been 60 minutes since the last Resist Energy Spell was cast
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+15=19 ; Friday November 11th, 2016 5:03:20 PM
Jozhur curses the satyr under his breath as it talks loudly and repeatedly crashes onto the ice. He is happy when it is gone. "You and your silly magic, Zeoll."
Jozhur quietly removes a potion of Darkvision from his bag and prepares to drink it, but holds off for now. When he hears the noises, he hold up a hand, motioning for everyone to stop. He ponders their next action in a low whisper, "Shhhh. I can try to go see what we're dealing with, or we all move up and attack."
-------------------------- Readied action: Drink potion if anyone hears/sees wyrm coming towards them.
If there is a consensus for him to scout, Jozhur will drink potion and move forward. Stealth checks made at +20
Perception: 19
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+3=15 ; Friday November 11th, 2016 6:05:42 PM
Reggie places a hand on Jozhur's shoulder before he heads off, "be careful, if you need help, I'll be there."
Once Jozhur advances a bit Reggie starts to follow slowly
{ooc: stealth - 15}
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=15 ; Friday November 11th, 2016 10:12:10 PM
Clyde briefly looks at Tishe' and smiles solemnly, before quickly darting his eyes back towards the darkness ahead. He feels comforted by Terser's presence to his left, and Mifune further left of Terser.
After an hour's tense silent journey, the tunnel opens into a chamber. With caution, Clyde pauses and waits for his senses to detect any possible danger [OOC: Perception 15 (rolled a nat 1)]. Looking around at his companions, Jozhur asks the group whether he should scout. "I can cast Invisibility and Silence if you'd like. It won't help against scent or tremorsense, but might still be helpful. What do you think?" [OOC: If Jozhur agrees, Clyde will cast whichever spell(s) Jozhur wants.]
====================
EFFECTS: Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) d20+14=23 ; Saturday November 12th, 2016 11:50:56 AM
Tishe' feels sorry for the satyr and is actually relieved when it's summoning is expired. "I am just uncomfortable around most satyrs", she says to no one in particular.
An hour of travel, and Tishe's magics are still holding strong.
She looks about trying to assist Jozhur.
....
Perception Aid Another 23 for Jozhur
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
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) Saturday November 12th, 2016 12:32:51 PM
"I won't trip any tremorsense as I'm in the air. Let me go ahead. Silence could be useful though. "
Zeoll casts Aid on Jozhur, granting him 8 temporary hit points and +1 to hit and vs fear.
Then old liontaur also casts an extended SFFII. This time he calls a tiger, which will persist for 32 rounds.
DM Sanity Info: Cleric Spells Prepped, underlined = cast 0: guidance, create water, light, mending 1: command x2, obscuring mist x2, bless, elf vision 2: calm emo, aid, less restore, faerie fire 3: loc object, sum mon III, glibness Sorc Spells 1: cast 1 of 8 (mage armor) 2: cast 1 or 6 (SFFII) 3: cast 1 of 4 (SFFIII)
used 1 of 3 meta rod charges
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Sunday November 13th, 2016 11:11:02 PM
Jozhur agrees with Terser and asks Tishe to cast his spells on Terser instead.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Monday November 14th, 2016 12:52:10 AM
Rill will cast Air Walk on Reggie, allowing her to advance with Terser should she wish to.
He moves onward with the others, ready for what awaits.
DM quest. Do you have a second Airwalk? I cannot access Rill for some reason.
------------------------------------ Spells Running: Longstrider (extended from the night before), Water Walk (Extened), Resiste Energy Fire (Extended, from Tishe)
Spells/abilities available, * = cast/used: 0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith 2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy*, Resist Energy, Spiritual Weapon 3 (DC19): Divination* (D), Prayer, Searing Light, Water Walk*, Water Walk, Water Walk 4 (DC20): Dimension Door (D), Air Walk*, Air Walk*, Freedom of Movement, Summon Monster IV 5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone 6 (DC22): Find the Path (D), Heal, Heal
Mifune (Mark B sub for Jay) Monday November 14th, 2016 8:53:17 AM
Mifune casts Greater Magic Weapon on his sword, as he advances with the others.
Zeoll (Cayzle) (AC26; HP62) Monday November 14th, 2016 10:42:50 AM
Reggie, did you want a Mage Armor?
Did anyone else? Please speak up now!
DM Dan K - The ja’Kollu Iss’Wyrm Monday November 14th, 2016 1:27:24 PM
A short discussion occurs and the results are in. Jozhur drinks his Darvision potion Clyde casts Silence on Terser, or an object Terser is carrying which you can verify in your next post Zeoll casts Aid on Jozhur Zeoll summons a tiger and upon appearing, it immediately crouches down and begins to shiver Rillett casts AirWalk on Reggie Mifune casts Greater Magic Weapon upon his sword
Terser and Reggie move forward, with Jozhur inching his way to get a better look as well. The rest of the group is hanging back. The tiger that Zeoll summoned is voicing its likely discontent with the cold and icy ground upon which it finds itself. Terser and Reggie glide forward upon the air, Silenced by Clyde's spell completely and thus also do not hear the tiger's complaints behind them.
40' into the chamber, Terser Highlight to display spoiler: {can make out the ceiling, about 30' above his head. The chamber expanded to about 100' across, and thus the dwarf can see both sides. Ahead of him, at the edge of his vision, is what appears to be a roiling fog bank. It fills the chamber top to bottom and from let to right. The Silence spell prevent you from hearing anything} 40' into the chamber and all light sources held by the group back at the entrance have completely faded and Reggie finds herself, quite factually, completely in the dark. The Silence spell also deprives her of all sound and if Terser had not physically grabbed her she would have kept on strolling as the dwarf took what he sees.
Jozhur moves silently 10' into the chamber, his now magically enhanced sight taking it in. The ceiling is fairly low, perhaps 30', the left and right walls are nearly 50' away from his central position. Ahead, Terser and Reggie have both stopped. Behind him, the low growls of protest from the tiger, resonante through the chamber. Something up ahead, something large is moving, the scraping sound has begun again.
In the tunnel, about 50' from the entrance to the chamber, Tishe, Zeoll, Clyde, Rillett and Mifune, oh and an unhappy tiger, wait and listen. Zeoll Perception 15 Highlight to display spoiler: {Near the edge of your Lowlight vision, you can still make out Jozhur. Currently in a crouch and peering ahead of himself intently. Terser and Reggie are completely out of sight.}
Light sources Rillett - Light Amulet Mifune - Light Sword Clyde - Light on ? an object
Time Hack (because Steve K loves them so) 2.5 hours from WaterWalk casting of the morning 1 hour from Resist Energy spells 5 rounds from the Airwalk to Reggie 5 rounds from the Silence spell to Terser 4 round from Aid spell to Jozhur 3 round Tiger appearing 3 round from GMW from Mifune
Additional prep spells could alter the Time Hack
Zeoll (Cayzle) (AC19; HP62) Monday November 14th, 2016 1:48:50 PM
Zeoll and his tiger pal move so that they stay 35 ft behind Jozhur, or 40 ft forward, whichever is the lesser distance. Zeoll readies his tower shield so that if he is attacked, he will use the shield for total cover and block the attack. His AC drops to 19 when he does that.
PS: Updated sheet to add Dragon Party favors.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Monday November 14th, 2016 5:29:50 PM
Reggie will take the mage armor, but at present she is silenced and cannot make such a request (unless it was done prior to advancing)
Suddenly jerked back Reggie almost was about punch whatever grabbed her, but she saw no target.
quickly pulling out a small stick with a glowing rock tied to it.
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 Monday November 14th, 2016 8:57:06 PM
Clyde nods at Jozhur's advice to cast the spell on Terser instead, walking over to the dwarf to mutter his spell. As Terser and Reggie both move ahead, Clyde nervously awaits behind along with the rest of his companions.
====================
EFFECTS: Light (on amulet) - 1/2 hours Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Monday November 14th, 2016 9:31:31 PM
Tishe' shakes her head at Jozhur. "I don't have many long term spells that I can cast on others; prot v energy is about my only one."
Yet while Terser and Reggie are down the tunnel, Tishe' has one for herself... a wand of Mage Armor comes out of a pocket and she touches herself. Then casts an Extended Fly spell on herself.
....
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
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 November 15th, 2016 1:00:47 AM
Terser sticks the silenced dagger into the ceiling, and taking Reggie's hand, guides her a few feet back out of the silence. He reports back to the others what he saw in the chamber.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday November 15th, 2016 1:47:11 AM
Rill advances with the others. As he does so, he whispers to Jozhur, "hang on a second." Then he reads a scroll of Fly, casting it on Jozhur (duration 5 min.)
"There you go Jozhur. Better than pixie dust."
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+20=24 ; d20+14=19 ; d8+2=4 ; 5d8=22 ; d20+15=32 ; Tuesday November 15th, 2016 2:24:18 AM
Jozhur nods to Rillet and slowly moves up closer to the ceiling, near Terser amd Reggie, and seemingly fades into the shadows. He draws his bow and waits, hoping to catch a glimpse of the creature. Is the fog disapating? They need to attack soon.
-------------- Perception: 32 Hovering 10' up Stealth: 24 (Jozhur can hide in Plain sight) Readied ranged attack is rolled above. Will only fire if enemy comes within 30'
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 1 Tuesday November 15th, 2016 8:08:47 PM
COMBAT ROUNDS
Zeoll moves up 25' to be 35' still behind Jozhur who is just inside the chamber. The tiger moves up with him on much less than sure footing.
Clyde waits further back
Tishe pulls a wand and casts Mage Armor on herself
Terser sticks the Silenced dagger into the ceiling and begins heading back with Reggie to tell the others what he sees.
Rillett advances with Zeoll and passes the liontaur to move up alongside Jozhur. He then casts Fly on the Captain
Before Jozhur goes anywhere, Terser comes over with Reggie and tells him about the odd cloud bank 90' away from where the 4 heroes are standing.
Time Hack (because Steve K loves them so) 2.5 hours from WaterWalk casting of the morning 1 hour from Resist Energy spells 7 rounds from the Airwalk to Reggie 7 rounds from the Silence spell to Terser 6 round from Aid spell to Jozhur 5 rounds from Mage Armor on Reggie 4 round Tiger appearing 4 round from GMW from Mifune 1 Round Fly on Jozhur
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Tuesday November 15th, 2016 8:34:59 PM
Reggie is a little embarrassed that Terser has to guide her out, or maybe just that she is holding hands with him.
"So, We gonna go in and beat this thing, or just get swallowed and get what we need.
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 November 15th, 2016 8:48:55 PM
With Terser's news of a mysterious fog, fight seemed imminent. "Sounds like we may need to battle this thing in the fog, limiting our vision. If the immediate entrance is clear though, it'd be best to go ahead and start moving everyone in."
After listening to everyone else's input, Clyde takes his own advice and moves past the entrance, as close to the fog as his companions are willing to go.
====================
EFFECTS: Light (on amulet) - 1/2 hours Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours
AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Tuesday November 15th, 2016 9:29:51 PM
Tishe' puts away her wand and casts Extended Fly spell on herself.
....
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
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=34 ; Wednesday November 16th, 2016 10:42:00 AM
Terser retrieves his dagger and moves himself close to the fog bank as well, eyes alert and ready to jump out of the way of anything that might come at them out of the underground cloud.
silence perception 34 Total Defense +6AC (28 total)
Zeoll (Cayzle) (AC19; HP62) Wednesday November 16th, 2016 3:00:12 PM
Zeoll calls another fey friend to the party's aid. (Will roll for it tomorrow, takes a round to cast.)
He reaches out to pet his tiger and steady her. He has her stand next to him, not behind.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+20=22 ; d20+15=27 ; Wednesday November 16th, 2016 4:33:37 PM
Jozhur moves further into the room, until he can see the misty area. He keeps his bow ready for whatever comes out.
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 November 16th, 2016 9:01:33 PM
Clyde slowly steps over next to Jozhur as he moves up. "Ready for us melee folks to move in?"
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+25=43 ; Wednesday November 16th, 2016 10:53:06 PM
Rill pulls out his sling and a sling bullet that already has Continual Flame cast on it. He slings it into the fog, listening to gauge if he can determine where the back wall is. (Perception 43.)
"I don't think it's a good idea to go after this thing in the fog. Hey Tishe, you know what would really get rid of that fog. A fireball!"
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 2 Wednesday November 16th, 2016 10:56:10 PM
The group talks things over and Clyde moves forward.
Reggie stays where she is and asks if the plan is to get eaten or fight the worm
Tishe stows her wand and casts Fly
Terser turns and heads back to the dagger in the dagger in the ceiling. The wold, once again goes completely silent. The dwarf is 25' above the ground. {this is a double move action. Total defensive is a standard Action and thus Terser is not Total Defensive
Zeoll casts Summon Fey Friend and tries to coax the tiger to squeeze in next to him, which it does and he tiger is now Squeezed
Jozhur glides forward just above the ground, thanks to Tishe's fly spell.
Terser and Jozhur can both hear a grinding against the ice. It seems to come from everywhere, but the pair can both hone in to know it is from the billowing fog. The two heroes can also tell the fog is not abating, but perpetually being created.
Time Hack (because Steve K loves them so) 2.5 hours from WaterWalk casting of the morning 1 hour from Resist Energy spells 8 rounds from the Airwalk to Reggie 8 rounds from the Silence spell to Terser 7 round from Aid spell to Jozhur 6 rounds from Mage Armor on Reggie 5 round Tiger appearing 5 round from GMW from Mifune 2 Round Fly on Jozhur 1 Round Fly Tishe
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Thursday November 17th, 2016 5:56:01 AM
When Jozhur advances, "Hey your not going in without me" and she rushes up to help defend her Captain from giant worms or what ever else that may want to eat him.
Zeoll (Cayzle) (AC19; HP62) d10=7 ; d20+26=36 ; Thursday November 17th, 2016 11:17:56 AM
Just in time to join his tiger pal in the coming fight, Zeoll's Summon Fey Friend II spell calls another tiger!
Zeoll places him 25 ft forward, and then leads his first tiger friend along too (move action). Zeoll will end in L-M-29-30, with his tigers in K-L-27-28 and M-N-27-28. The old liontaur listens and smells carefully to try to figure out just where the grinding is centered in the fog ahead.
Perception 36.
Based on his best perceptive guess, Zeoll casts Faerie Fire right at it, hoping to highlight and illuminate the thing in the fog.
DM Sanity Info:
Cleric Spells Prepped, underlined = cast 0: guidance, create water, light, mending 1: command x2, obscuring mist x2, bless, elf vision 2: calm emo, aid, less restore, faerie fire 3: loc object, sum mon III, glibness
Sorc Spells 1: cast 2 of 8 (mage armor x2) 2: cast 2 of 6 (SFFII, extended SFFII) 3: cast 1 of 4 (SFFIII)
used 1 of 3 meta rod charges Extended Tiger 1 (AC14, 45 hp) Tiger 2 (AC14, 45 hp)
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) Thursday November 17th, 2016 12:04:42 PM
Having taken more time to position himself than he thought, Terser now prepares himself to avoid incoming attacks while peering into the (hopefully) illuminated fog bank.
total defense standing still
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Thursday November 17th, 2016 5:04:11 PM
Rill activates his spell-like ability Greater Insight to give himself Tremorsense 20' for 11 minutes. Then he moves forward to J25, stomping as he goes.
He looks to see if the Continual Flame he threw into the fog last round is visible in the mist. He also thinks back to estimate where if may have stopped from the sound it made when he slung the bullet is was cast on. (Perception roll was 43 - just catching up last move too since I submitted it a bit late.)
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 Thursday November 17th, 2016 6:28:11 PM
Clyde moves forward to join Jozhur and Terser, casting Mirror Image on himself as he does so. "I can't get rid of the fog, but some Glitterdust may help keep it more visible than normal. If anyone has a leftover Fly spell, I could use one."
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Thursday November 17th, 2016 8:36:56 PM
Tishe' rises up, easily flying forward and moving to Clyde. "Mifune, someone needs to make sure it doesn't escape this way. Do you want to take the job?"
She casts Fly on Clyde. ....
Move 60 feet to Clyde Cast Fly on Clyde using a 4th level slot. (Clyde has 11 minutes of Fly)
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 3 Thursday November 17th, 2016 10:42:49 PM
Last Round - Rillet pulls his sling and fires a one of his bullets with Continual Flame into the fog. The fog seems to swallow the bullet and light completely as it sails in. A hiss like sound comes from the direction of the fog and the grinding sound stops.
Reggie moves up to be with Jozhur to protect him.
Zeoll's spell summons a second tiger and the trio of cats move up. Zeoll then tries to see if he can locate their foe by smell. A move Action Zeoll detects the same scent he discovered at the surface, but it is not close enough or powerful enough to give him any good distance guess. The second cat is also quite put out about the freezing conditions it finds itself in.
Terser remains where he is, 25' above the floor and enveloped in a sphere of silence, compliments of the dagger he is holding.
Rillet peers into the fog for the Light Bullett, but it must be deeper or the cavern continues to a distance where the Continual Flame on the bullett cannot reach back to hs eyes. Rill then activates an ability and gains Tremorsense to 20'. Due to a Water Walking spell, Rillett is not actually touching the ground and cannot benefit from Tremorsense...you can change this action in your next post
Clyde moves forward and joins Jozhur and Reggie on the ground undr where Terser is keeping his airial lookout. The bard casts [i]Mirror Image upon himself.
Tishe floats her way forward and as requested by Clyde, casts Fly upon the bard
The fog continues to roil like a stationary wall for a second or two and then becomes briefly backlit with an orange red glow. In that moment, the group of heroes spy the great worm, coiling about itself like a serpent. It is at least 20' into the fog and just off center in the cavern to the groups left. The flash is shortly followed by a wave of heat that rolls past you, like the opening of a hot stove. As the heat wave moves, it reacts with the ice and tendrils of fog sprial up all about you. Unlike the bank about the creature though, the tendrils dissipate quickly.
Im afraid I do not have access to Google drive and thus the map currently. Hopefull with the map and my description, you have a pretty god visual to go off of
Time Hack (because Steve K loves them so) 2.5 hours from WaterWalk casting of the morning 1 hour from Resist Energy spells 9 rounds from the Airwalk to Reggie 9 rounds from the Silence spell to Terser 8 round from Aid spell to Jozhur 7 rounds from Mage Armor on Reggie 6 round Tiger appearing 6 round from GMW from Mifune 3 Round Fly on Jozhur 2 Round Fly Tishe 1 Round Mirror Image Clyde 1 Round from Tiger #2 1 Round Fly on Clyde
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=31 ; Friday November 18th, 2016 4:11:05 PM
Terser peers through the fog as it is briefly lit up, searching the worm for any sign of weakness, or perhaps a bright point that may indicate where the gland they need is located. If he sees none, he will approach with some level of caution, and inspect the worm from a closer vantage.
perception 31 - will move into the fog bank until it's more visible if necessary
Zeoll (Cayzle) (AC19; HP62) Friday November 18th, 2016 5:34:00 PM
Does the heat coming off the thing make the situation more temperate for Zeoll's tiger pals?
Zeoll orders his two tigers to attack if any enemy gets within range. Meanwhile, he summons another fey friend.
"Can't have too many friends," he says.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Friday November 18th, 2016 5:48:25 PM
(Thank for cutting me some slack on the Tremorsense/Water Walk issue.)
Last round, Rill would have cast Prayer on everyone he could reach (40' Radius, +1 Luck Bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.)
This round he will spend a full round to summon a Medium Air Elemental at the edge of the fog, instructing it via Tongues to form a whirlwind to disperse the fog and expose the great worm within.
------------------------------------ Spells Running: Longstrider (extended from the night before), Water Walk (Extened), Resist Energy Fire (Extended, from Tishe), Prayer (10 rd), Medium Air Elemental (11 rd)
Spells/abilities available, * = cast/used: 0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith 2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy*, Resist Energy, Spiritual Weapon 3 (DC19): Divination* (D), Prayer*, Searing Light, Water Walk*, Water Walk, Water Walk 4 (DC20): Dimension Door (D), Air Walk*, Air Walk*, Freedom of Movement, Summon Monster IV* 5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone 6 (DC22): Find the Path (D), Heal, Heal
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) 10d6=27 ; d20+15=32 ; Friday November 18th, 2016 6:02:11 PM
Tishe' is surprised the heroes haven't been attacked, or fled from. "Its as if it is guarding something and it won't move. To get what we need, we're going to have to take the initiative, Captain!"
"Fire and Cold won't harm it, right?" Tishe' hovers in the air and readies a lightning bolt, waiting for two things; Jozhur's agreement, and Line of sight on the great wyrm. . ....
Ready Extended Lightning Bolt (240 feet, 4th lvl slot). Need Jozhur approval and Line of sight on the Wyrm. DC 19 Reflex for half, 27 damage.
Perception 32
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+15=19 ; d20+20=39 ; d20+15=20 ; d8+4=6 ; 5d6=14 ; Friday November 18th, 2016 7:17:06 PM
Jozhur flys forward, staying just out of the fog (hopefully within 30' of the wyrm). He keeps silent and becomes a part of the shadows as he creeps forward. He keeps his bow trained towards where he thinks the wyrm is and will loose an arrow if he catches sight of it.
------------------- Perception: 19 Stealth: 39 Readied ranged attack hits AC 20, 6 damage plus 14 sneak attack if he catches it flat footed
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+15 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 d4+3=7 ; Friday November 18th, 2016 7:50:37 PM
Clyde nods at Tishe' to give thanks for the fly spell.
Finally seeing the great worm lurking in the fog focused Clyde's attention. First thing first, everyone could use a bit of cheer and hope from all the fear and weariness. [OOC: Standard Action - cast Good Hope.] There was no point in trying to hide their presence any more, so Clyde began a speech to embolden everyone, starting off with an epic of a band of adventurers that sought to end a dragon's tyranny. [OOC: Move Action - Inspire Courage.]
============================
EFFECTS: Light (on amulet) - 1/2 hours Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours Mirror Image (7 images) - 1 round; forgot to roll for this last post, so it's rolled here. Good Hope - started Inspire Courage - started
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) Monday November 21st, 2016 4:41:04 PM
Terser tries not to hold his breath, waiting on whatever reaction the worm may have to all of the pain about to come its way.
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 3 Monday November 21st, 2016 5:33:17 PM
sorry guys...composing over the next few hours.....
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+15=29 ; Monday November 21st, 2016 6:49:13 PM
Reggie shows some signs of nervousness as she advances closer to the creature. "we're gonna win...we're gonna win" she repeats over and over as she cautiously advances.
trying to keep Jozhur and as many of her comrades in visual distance.
{OOC: rolled a 29 perception if needed}
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 4 d20+21=30 ; 3d8+32=49 ; 2d6=6 ; Monday November 21st, 2016 9:22:13 PM
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 4
Other than the creature, Terser sees nothing of great interest in the breif glimpse provided by the heat wave that emenated from the wyrm. The Dwarf moves cautiously forward. Still 25' above the floor and in perfect silence, Terser vainshes from sight into the darkness and fog
Zeoll begins casting for another friend. The heat was all too brief and the cold rushes back in stealing any comfort that was temporarily gained
-Last ROund Rillett casts Prayer The spell reaches everyone Rillett then begins summoning assistance appears on your turn next round within range
Tishe hovers and readies a Lightning bolt
Jozhur glides forward and upwards, gaining 20' of height as he approaches the fog
Clyde casts Good Hope Jozhur and Terser are beyond the limits of the spell
Reggie moves forward to keep an eye on the Captain Jozhur
Ahead in the darkness there is another red orange flash. Most see little, but feel a second heat wave wash over them. Tishe spies only a brief glimpse of fog with a shadowy form within. There is a sound of a loud hiss that suddenly goes quiet.
Terser Highlight to display spoiler: {The intense heat and flash blast away the fog in an instant and you alomost wished it hadn't. A wall of teeth with 6 great mandibles emerges from the disapating fog with the speed of an arrow. The blow is sends you flying backwards and leaves a deep gash in your side. A hideous cold stabs you at the point of the wound turning your blood to ice. In the aftermath of the attack, the fog returns from the cold surroundings to envelop the creature. In the attack you also spied a clutch of eggs}
ALL: Terser suddenly appears in the dim light of Reggie's everburning torch. His side torn open, but no blood falls. It has been flash frozen where it sprayed
Time Hack (because Steve K loves them so) 2.5 hours from WaterWalk casting of the morning 1 hour from Resist Energy spells 10 rounds from the Airwalk to Reggie 10 rounds from the Silence spell to Terser 9 round from Aid spell to Jozhur 8 rounds from Mage Armor on Reggie 7 round Tiger appearing 7 round from GMW from Mifune 4 Round Fly on Jozhur 3 Round Fly Tishe 2 Round Mirror Image Clyde 2 Round from Tiger #2 2 Round Fly on Clyde
Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Monday November 21st, 2016 10:18:06 PM
The air felt heavy in Clyde's lungs as he tries to anticipate the creature. Clyde's voice booms through the cavern as he continues his tale of courage and heroism, but such words seemed paltry against the force that knocked Terser back in the blink of an eye.
With the hypnotic calm broken, Clyde whispers a spell, and immediately felt elated, more free somehow [OOC: Casting freedom of movement]. He rushes closer to the front of the fray, his mirror images moving in perfect unison, ensuring he stays away from the captain's and Terser's cone of silence.
Clyde's voice still booming, he addresses his friends, though the message was clearly aimed the creature. "My friends, I had heard a god beast ruled this land! But what manner of monkey is this that hides behind a fog of cowardice? Perhaps the fog permeates from its yellow soiling!"
============================
EFFECTS: Light (on amulet) - 1/2 hours Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours Fly - 2 rounds Mirror Image (7 images) - 2 rounds Good Hope - 1 round Inspire Courage - 1 round Prayer - 1 round Freedom of Movement - started
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 102/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 1/5) 4d6=17 ; Tuesday November 22nd, 2016 10:51:59 AM
Terser flings the dagger to the side of the cavern when he is pushed back through the air, seeing as the silence did nothing to prevent the worm from detecting him. It must have some other means of finding them.
No need for stealth it seems, perhaps being a mother has given this thing some extra sensory abilities. Also, ouch. Didn't imagine it could move that quickly from a standstill.
reduced damage by 1 for DR - channel heal for 17
Zeoll (Cayzle) (AC19; HP62) d10=8 ; d20+11=18 ; 2d6+9=19 ; d20+14=28 ; d20+15=26 ; d20+15=25 ; d20+15=31 ; 2d6+7=15 ; d8+7=10 ; d8+7=15 ; d8+7=10 ; d8+7=8 ; Tuesday November 22nd, 2016 11:00:12 AM
Lets see what Zeoll summoned ... an 8 means that a Shambling Mound appears!
Zeoll places the Shambler at 20-21-I-J, and then it charges the worm! It moves straight to I-J-12-13, stopping five ft from the worm because it has reach. It attacks once, at +2 to hit and -2 AC for the charge, using its power attack to slam the worm for -2 to hit and +4 damage. It hits AC18 for 19 damage. (Grab and constrict = nope, foe too big)
Zeoll casts Mage Armor on the Extended Tiger and sends it charging into battle too! The Extended Tiger charges 80 ft to K-L-11-12, and then pounces on the worm. That gives it a bite, two claws, and two rakes, all at +2 to hit with the charge, +2 with Good Hope, and +1 Inspire Courage. It hits ACs 28, 26, 25, and 31 for 15, 10, 15, 10, and 8 damage, respectively.
Zeoll and the Normal Tiger move up 40 ft to 21-22-K-L (Tiger) and 23-24-J-K (Zeoll)
DM Sanity Info:
FRIENDS: Shambling Mound AC19 (17 charging), HP67of67 Extended Tiger AC18, HP45of45, good hope, inspire courage, mage armor Normal Tiger AC14, HP45of45, good hope, inspire courage
Cleric Spells Prepped, underlined = cast 0: guidance, create water, light, mending 1: command x2, obscuring mist x2, bless, elf vision 2: calm emo, aid, less restore, faerie fire 3: loc object, sum mon III, glibness
Sorc Spells 1: cast 2 of 8 (mage armor x2) 2: cast 2 of 6 (SFFII, extended SFFII) 3: cast 2 of 4 (SFFIIIx2)
used 1 of 3 meta rod charges
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+17=25 Tuesday November 22nd, 2016 3:31:42 PM
Rill sees the creature dart out of the fog for a moment before the dwarf goes tumbling back from the blow.
“Gargul’s Teeth! That thing’s big! Good job Terser - you found the worm!”
He knows that he’ll have to be more mobile if he is to keep this group alive. As he moves forward to H20, he draws a FLY scroll out and reads it. (Fly - duration 5 min.)
“Now let’s see if we can get a better look at this thing.”
As the Medium Air Elemental he began summoning last round appears at H16, Rill instructs it (via Tongues) to form a whirlwind at that location (30’ tall, 5’ wide at it’s base, 15’ wide at the top) to begin clearing the fog away. So the whirlwind moves 100' through the fog and the creature's squares, clearing fog as it goes (Fly check = 25, does not provoke AOOs.) ------------------------------------ Spells Running: Longstrider (extended from the night before), Water Walk (Extened), Resist Energy Fire (Extended, from Tishe), Prayer (2/11 rd), Medium Air Elemental (1/11 rd), Fly (5 min)
Spells/abilities available, * = cast/used: 0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith 2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy*, Resist Energy, Spiritual Weapon 3 (DC19): Divination* (D), Prayer*, Searing Light, Water Walk*, Water Walk, Water Walk 4 (DC20): Dimension Door (D), Air Walk*, Air Walk*, Freedom of Movement, Summon Monster IV* 5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone 6 (DC22): Find the Path (D), Heal, Heal
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d6=5 ; Tuesday November 22nd, 2016 6:35:29 PM
Reggie catches a glimpse of Terser and his wounds. she also knows Jozhur is near by. Reggie rushes forward to make sure everyone is alright.
almost instinctively and without any planned thought, a sudden wave of energy emanates from Reggie.
{ooc: she channels to heal Terser for a whopping 5 damage, She seems to have no idea that she actually did that}
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Tuesday November 22nd, 2016 6:36:19 PM
{ooc forgot to say I am moving to L-17}
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+20=40 ; Tuesday November 22nd, 2016 7:17:34 PM
Seeing that he is about to head off into the darkness, Jozhur drinks his potion of dark vision, then taps his heels together flies off, swiftly circling around the wyrm. He seems to vanish into the darkness, hopefully the wyrm cannot determine where he is.
------------------------------ Drink potion of dark vision Use boots of haste (swift action, hasted for one round, 1/10 uses): fly speed =90, +1 AC dodge bonus/reflex save) Fly to M2, circling around the wyrm and staying 10 feet from the mist. This can be done with all 45 degree turns, shouldn't need a fly check.
Stealth: 40
Jozhur has the rogue talent Fast Stealth (can move at full speed without penalty to stealth) and hide in plain sight (stealth while being observed).
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Tuesday November 22nd, 2016 7:21:57 PM
Stealth roll should be 41 with prayer
Active effects:
Aid (+1 morale attack rolls, save vs. fear), 1d8+caster level temp HP Prayer (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks) Darkvision: round 1 of 2 minutes
Current AC is 24 with haste
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) 10d6=32 ; Tuesday November 22nd, 2016 9:31:50 PM
Tishe' doesn't get the word from Jozhur and so she only watches as the great creature takes a bite out of Terser. That won't happen again!
The sorceress flies to the left and further into the cavern to get a good shot for the Wyrm.
Tishe' again Readies her Lightning bolt, only waiting to get a good head on the ja'Kollou Iss'Wyrm. . ....
Ready Extended Lightning Bolt (240 feet, 4th lvl slot). Need Line of sight on the Ja'Kollou Iss'Wyrm DC 19 Reflex for half, 32 damage.
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Tuesday November 22nd, 2016 10:03:58 PM
Clyde watches as Rill commands an air elemental to enter the fray. Here we go, Clyde thinks to himself.
Zeoll (Cayzle) (AC19; HP62) d20+13=33 ; Tuesday November 22nd, 2016 10:39:56 PM
Zeoll makes a spellcraft check -- 33! Nat 20!
The old liontaur calls out to Tishe: "Tishe, zap my Shamblerr with that lightning too please! He likes it!"
[OOC: Why do you need line of sight to target the lightning bolt?]
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 4 d20+3=23 ; d20+21=35 ; 3d8+32=43 ; 2d6=6 ; d20=3 ; Tuesday November 22nd, 2016 10:46:15 PM
Terser throws the dagger aside and channels energy to heal his wounds
Clyde castsFreedom of Movement and moves up towards Terser
Zeoll summons a Shambling Mound and urges it to attack the wyrm. The shambling Mound cannot see the wyrm in the dark or through the fog. The creature does move forward in search of his foe. Zeoll casts Mage Armor on a tiger and urges it forward intot he fray. The tige moves forward, but is unable to charge due to the ice. Zeoll and the other tiger then also move forward
A medium air elemental appears to answer Rill's summons. Rillett then moves forward and takes out a scroll from his magical pants. move action to advance and move action tu get a scroll, you haven't cast the spell yet
The Air elemental becomes a vortex and moves into the fog, dissipating it as it does so
Reggie moves forward and releases a burst of energy, healing more of Terser's wounds. Channel Heal Terser 5
Jozhur drinks his Darkvision potion, activates his Boots of Haste and flies off into the dark.
AS The shmabling mound and tiger vanish into the fog. There is a hiss, flare of heat and a snapping of branches
Terser sees teh Wyrm strike the Shambling monund and lift the hulking creature easily into the air. The mandibles have impaled the creature thoroughly.
Shambling Mound Dmg 49 and is Grappled
Terser also sees that the fog is only pushed away by the elemental for a moment as right after the heat wave from the Wyrm, a wave of cold pulses from it as well
Time Hack (because Steve K loves them so) 2.5 hours from WaterWalk casting of the morning 1 hour from Resist Energy spells 11 rounds from the Airwalk to Reggie 11 rounds from the Silence spell to Terser 10 round from Aid spell to Jozhur 9 rounds from Mage Armor on Reggie 8 round Tiger appearing 7 round from GMW from Mifune 5 Round Fly on Jozhur 4 Round Fly Tishe 3 Round Mirror Image Clyde 3 Round from Tiger #2 3 Round Fly on Clyde
Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Wednesday November 23rd, 2016 3:01:06 AM
With a harsh whisper, Clyde feels his blood rush through the veins [OOC: Cast Haste]. Exploding with newfound speed, Clyde moves towards the earth elemental, his mirror images blazing by in sync, and finally lays eyes upon the mighty wyrm. A mocking sneer twitches upon his face.
"Hello, monkey," he goads the creature."Enough with the tricks. Your death comes."
EFFECTS: Light (on amulet) - 1/2 hours Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours Fly - 3 rounds Mirror Image (7 images) - 3 rounds Good Hope - 2 rounds Inspire Courage - 2 rounds Prayer - 2 rounds Freedom of Movement - 1 round Haste - Started
Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Wednesday November 23rd, 2016 3:05:05 AM
[OOC: Probably should've been more clear, but Clyde has moved to H-11, right in front of the creature. Hopefully he doesn't get impaled in one go.]
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) 10d6=32 ; 05d4+5=16 ; Wednesday November 23rd, 2016 10:07:03 AM
Last Round. "flies to the left and further into the cavern to get a good shot for the Wyrm. "
This round. Tishe' is frustrated at not being able to see the ja'Kollou Iss'Wyrm. So she continues to move forward, this time seeing the mists part with the Air Elemental and flying behind it. "There you are!", she cries aloud, and targets the Wyrm and Shambling Mound with a Lightning Bolt! (use 4th level slot)
The sorceress follows up with a series of Quickened Magic Missles!
. .... Move to F, 16
Lightning Bolt (120 feet, 4th lvl slot). DC 19 Reflex for half, 32 damage.
Quickened Magic Missles (5th lvl slot). 16 damage
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
Mage Armor. +4 AC. 10 minutes.
Fly. 22 minutes. Move 60'
Good Hope +2 morale on all rolls Inspire Courage. +3 morale on fear and charm, +3 competence on attack and weapon damage Prayer. +1 luck on all rolls
Terser (Warren G) Raging HP 140/172, AC20 [AC22/13/19 -- CMD 27 (29) -- HP 107/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used d20+22=38 ; d10+15=18 ; Wednesday November 23rd, 2016 11:42:44 AM Maybe we don't need to fight this thing at all, Captain. Think you could get one of those eggs?
Regardless of his statement, Terser doesn't mean to waste time while the worm is occupied with the mound. He darts in through the air and channels some frustration into his glaive, swinging mightily at the scaled monstrosity. When a second wave of healing comes from somewhere, he is momentarily confused, but he'll investigate that later.
rage on, power attack Move to H12 AC 38 for 18 damage
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+17=22 ; Wednesday November 23rd, 2016 12:27:49 PM
Rill reads his FLY scroll and moves forward to F16 (Fly - duration 5 min. - sorry about too many actions last round.)
He instructs Medium Air Elemental (via Tongues) to continue in whirlwind form (30’ tall, 5’ wide at it’s base, 15’ wide at the top) to continue clearing the fog away. So the whirlwind moves 100' through the fog and the creature's squares, clearing fog as it goes (Fly check = 25, does not provoke AOOs.) ------------------------------------ Spells Running: Longstrider (extended from the night before), Water Walk (Extened), Resist Energy Fire (Extended, from Tishe), Prayer (2/11 rd), Medium Air Elemental (1/11 rd), Fly (5 min)
Spells/abilities available, * = cast/used: 0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith 2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy*, Resist Energy, Spiritual Weapon 3 (DC19): Divination* (D), Prayer*, Searing Light, Water Walk*, Water Walk, Water Walk 4 (DC20): Dimension Door (D), Air Walk*, Air Walk*, Freedom of Movement, Summon Monster IV* 5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone 6 (DC22): Find the Path (D), Heal, Heal
Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Wednesday November 23rd, 2016 3:38:07 PM
[OOC: Everyone should have gotten hit with my Haste spell. It can affect up to 11 creatures, but if there are more, Clyde would've given priority to all the martial combatants first.]
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+21=35 ; d20+17=23 ; d20+20=38 ; d6+7=10 ; 5d6=22 ; Wednesday November 23rd, 2016 3:58:27 PM
When Terser mentions eggs, Jozhur looks around and shrugs at the dwarf. He wastes little time when he sees the others moving in the attack. He flies silently at the creature, losing some altitude and drawing his sword as he goes. He does his best to slip his blade between the wurm's scales.
---------------------- Move to J7 to flank with Terser Perception: 38 Stealth: 35 Attack hits AC 25 (27 with flanking, should have been rolled at +19 with all the buffs), 10 damage plus 22 sneak attack damage
Active effects:
Aid (+1 morale attack rolls, save vs. fear), 1d8+caster level temp HP Prayer (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks) Darkvision: round 2 of 2 minutes Inspire Courage: +3 morale on fear and charm, +3 competence on attack and weapon damage
boots of haste used 1/10 Current AC: 23
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Wednesday November 23rd, 2016 5:50:24 PM
Reggie continues to advance, she seems lost as Jozhur took off into the darkness.
"Well, we gonna go get this thing?"
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 5 Wednesday November 23rd, 2016 10:08:06 PM
Last Round - Tishe flies further into the cavern and Readies a Lightning spell
Current Round Clyde catas Haste and closes with the Wyrm. AS he closes, the light from his amulet lights up the Wrym. Jozhur is not affected by the Haste spell
The Air elemental and Especially Clydes light source, now provide Tishe with a definitive target and she makes the most of it. Lightning and Magic Missiles fly from her hands to strike the creature
Terser calls out that maybe they should get one of the eggs, even as he comes in at the creature and strikes with his glaive. As the glaive strikes, a blast of heat radiates from the point of impact. Terser Reflex save DC 19 or your glaive takes Dmg 29 your fire protection applies
Rillett casts fly and moves to the left, caling out for the air elemental to continue trying to clear away the fog. The creature does what it can, but the cold of the cavern, the heat from the creature and the pulses of cold from the creature, seem to recreate the fog almost as fast as the elemental is blowing it away. The air elemental is able to keep a channel along the left side clear
Jozhur descends as he closes and attacks with his sword, but the blade skips off of the Wyrms scales. Johzur Reflex save DC 19 or your sword takes Dmg 32 your fire protection applies
Reggie closes to melee range with the others
Most of the party can now easily see the wyrm. It is blue and white in coloration with snake like skin covering most of its body. Its head is disproportionately large with a massive set of 6 interlocking manibles which can all split apart allowing it to grab prey larger than itself. Strips of white and grey fur run dwon the length of the body on either side. Currently it is coiling about itself, the Shambling mound trapped in the powerful jaws.
The mandibles close and the shambler is gone, eaten.
Supernatural cold gnaws at Reggie, Terser, Clyde, Jozhur, the tiger and the Air elemental. Dmg 11 It seems to surge from the creature, a palpable field surrounding it
All Flying PC's must either attempt to hover DC 15 as a move action, OR move First in their round See Fly skill for more information
Time Hack (because Steve K loves them so) 2.5 hours from WaterWalk casting of the morning 1 hour from Resist Energy spells 12 rounds from the Airwalk to Reggie 12 rounds from the Silence spell EXPIRED 11 round from Aid spell to Jozhur 10 rounds from Mage Armor on Reggie 9 round Tiger appearing 8 round from GMW from Mifune 6 Round Fly on Jozhur 5 Round Fly Tishe 4 Round Mirror Image Clyde 4 Round from Tiger #2 4 Round Fly on Clyde 1 Round Haste on party minus Jozhur
Clyde (Riki) -- AC 25, Touch 15, Flat 21, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W d20+22=25 ; d20+22=36 ; d20+17=26 ; d10+30=37 ; d10+30=40 ; Wednesday November 23rd, 2016 11:30:49 PM
Finally face-to-face with the fearsome beast, Clyde explodes into a blur of action. Flashes of Last Verse can be seen reflecting light as it hits the blade.
QUESTION: Did I read that correctly, we take 11 damage from cold?
ACTIONS: Free: Continue Inspire Courage Swift: Activate Arcane Strike Attacks 1: 27 (I assume this missed, since Jozhur's attack vs AC 27 glanced off the scales) Attacks 2: 38 for 37 damage Attacks 3: 28 for 40 damage Note 1: My attack rolls forgot to include the +2 from flanking, hence the adjusted scores. Note 2: Between the Resist Fire 30, and weapon's hardness of 14, any damage to the weapon should hopefully be sufficiently negated that the attacks shouldn't have been hindered.
EFFECTS: Light (on amulet) - 1/2 hours Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours Fly - 4 rounds Mirror Image (7 images) - 4 rounds Good Hope - 3 rounds Inspire Courage - 3 rounds Prayer - 3 rounds Freedom of Movement - 2 rounds Haste - 1 round
Yes you read correctly on 11 Dmg from cold
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) d20+16=35 ; 10d6=40 ; 5d4+5=16 ; d20+9=27 ; d20+18=38 ; Thursday November 24th, 2016 8:10:21 AM
Tishe' hovers, easy after many flying hours of practice, and keeps herself aligned with the window the Air elemental is providing. Weaving spells, she again targets the ja'Kollou Iss'Wyrm with a Lightning Bolt and follows up with a series of Quickened Magic Missles!
She uses Terser's light to look at the creature and see if there are any magical augmentations that she might be able to dispel to make it easier for the others to strike the great creature. Tishe' will call out any information she sees to the others.
. .... Hover at to F, 16. (Fly check: 35)
Know Arcana 27 Spellcraft. 38
Lightning Bolt (120 feet, 4th lvl slot). DC 18 Reflex for half, 40 damage.
Quickened Magic Missles (5th lvl slot). 16 damage
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
Mage Armor. +4 AC. 10 minutes.
Fly. 22 minutes. Move 60'
Good Hope +2 morale on all rolls Inspire Courage. +3 morale on fear and charm, +3 competence on attack and weapon damage Prayer. +1 luck on all rolls
His tiger attacks, hasted, with two claws and two bites: AC33, 32, 19, and 29 for 9, 10, 19, and 15.
His other tiger does not charge because the ice is too much. It moves up to 70 ft forward with a move action and then makes a standard attack with a paw. It hits AC21 for 8 damage.
Zeoll backs up five feet and casts Extended Summon Monster III to call a lantern archon next round.
DM Sanity Info:
FRIENDS: Extended Tiger AC19, HP34of45, good hope, inspire courage, mage armor, haste Normal Tiger AC15, HP45of45, good hope, inspire courage, haste
Cleric Spells Prepped, underlined = cast 0: guidance, create water, light, mending 1: command x2, obscuring mist x2, bless, elf vision 2: calm emo, aid, less restore, faerie fire 3: loc object, sum mon III, glibness
Sorc Spells 1: cast 2 of 8 (mage armor x2) 2: cast 2 of 6 (SFFII, extended SFFII) 3: cast 2 of 4 (SFFIIIx2)
used 2 of 3 meta rod charges
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+16=26 ; d20+16=29 ; d20+16=28 ; d20+16=26 ; d20+20=23 ; d20+20=38 ; d20+14=15 ; d6+7=9 ; 5d6=18 ; d20+20=37 ; d20+6=11 ; Thursday November 24th, 2016 4:05:19 PM
After watching the wurm swallow one of Zeoll's poor Fey friends, he decides he doesn't want anyone to be swallowed by this thing. He unleashes a fury of attacks, but seems to have trouble finding his mark. He also glances around, looking for the eggs Terser was talking about.
------------- Fly check to hover: 11 (failed, not sure what happens, will use a hero point to add +4 if failing the check results in no attacks) Perception: 37 Use boots of Haste (swift action) Full hasted attack Attacks hit AC 25, 40, 15 with flanking
The one likely hit does 9 damage plus 18 sneak attack if able to flank
Reflex save: 26 (pass) Rolled three reflex saves for these attacks, they all pass (29, 28, 26)
Active effects:
Boots of Haste (Extra attack, +1 to attack/+1 dodge AC/+1 reflex save) Aid (+1 morale attack rolls, save vs. fear), 1d8+caster level temp HP Prayer (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks) Darkvision: round 2 of 2 minutes Inspire Courage: +3 morale on fear and charm, +3 competence on attack and weapon damage
boots of haste used 2/10 Current AC: 24
Clyde (Riki) -- AC 25, Touch 15, Flat 21, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W Thursday November 24th, 2016 6:30:12 PM
[OOC: Don't forget Haste everyone. I think Jozhur was the only one that didn't get hit with it apparently.]
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+14=30 ; d8+3=8 ; Thursday November 24th, 2016 6:32:49 PM
Rill casts Spiritual Weapon and moves up to H14.
Spiritual Weapon hits AC 30 for 8 damage.
Zeoll (Cayzle) (AC20; HP62) Friday November 25th, 2016 2:45:42 PM
When his lantern archon arrives, Zeoll asks it to blip (ie fly) around the battlefield giving aid to those fighting the worm.
Terser (Warren G) Raging HP 129/172, AC20 [AC22/13/19 -- CMD 27 (29) -- HP 107/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used d20+9=17 ; d20=18 ; d20+22=38 ; d20+22=35 ; d20+17=21 ; d20+11=14 ; d20+11=24 ; d10+19=23 ; d10+19=28 ; Monday November 28th, 2016 1:25:58 PM Saving throw vs heat - 19 (with haste and prayer)
Forgot to mention before, but Clyde, air elemental, and the tiger are welcome to share Terser's rage from when he activated it. Also, per the description of air walk, do I need to make a hover check? Sounds like I'm just standing as if on solid ground. Roll of 18 makes this question moot this round.
Terser's nearest allies feel his strength radiating in an aura around him, ready to support them to should they allow it. He channels this into his strikes, hoping that the worm dies before his glaive melts into a pile of slag.
2 hits - one save fails AC 40 and 37 (with flank) 23 and 28 damage
DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 6 d20+9=26 ; d20=17 ; d20=15 ; d20=3 ; d20=17 ; 8d6=30 ; 3d8+32=54 ; d6=1 ; d6=2 ; d20=17 ; 3d8+32=45 ; d6=5 ; d6=5 ; d6=5 ; d6=3 ; Monday November 28th, 2016 5:34:29 PM
CLydes blade flashe3s repeatedly, but only penetrates the thick hide of the wyrm once
Tishe hovers without really gibving it a thought. She then delivers another lightning bolt and Magic Missile spell into the Wyrm. Having a bit of extra time, see tries to see if she can tell if any magical protections are upon it, and sees no evidence of any
Zeoll's tiger attacks, scratching the wyrm with 2 great swipes. The other tiger moves up as well but as it does so, the wyrm strikes and the tiger explodes into light as it is destroyed Zeoll begins another summoning spell
Jozhur has a bit more trouble than Tishe to maintain his hover, but through a heroic last effort, he keeps his airial position use the hero point...you would have lost your rounds action Jozhur is able to strike once as well.
Rill casts Spiritual Weapon and moves up to H14.
Terser attacks twice and tears into the wyrm with each mighty swing
A great hiss erupts from the creature and it strikes out again, grabbing Terser into its massive maw. The dwarf is strong,but the sheer power of the wyrm is far more than he can fight off. Terser Hit AC 42 Dmg 45 Cold 10 Terser is Grappled Terser Highlight to display spoiler: {The Wyrms CMD is 39} Terser's glaive took 30 Dmg minus your fire protection
Terser, Rill, Clyde, Tiger, Jozhur, Air Elemental Cold Dmg 8
Time Hack (because Steve K loves them so) 2.5 hours from WaterWalk casting of the morning 1 hour from Resist Energy spells 13 rounds from the Airwalk to Reggie 12 rounds from the Silence spell EXPIRED 12 round from Aid spell to Jozhur 11 rounds from Mage Armor on Reggie 10 round Tiger appearing 9 round from GMW from Mifune 7 Round Fly on Jozhur 6 Round Fly Tishe 5 Round Mirror Image Clyde 5 Round from Tiger #2 5 Round Fly on Clyde 2 Round Haste on party minus Jozhur
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d6=1 ; d6=5 ; d6=4 ; d6=6 ; d6=6 ; d6=4 ; d20+21=36 Monday November 28th, 2016 6:08:15 PM
Rill flies up and to Terser (move action), and then uses his Dimensional Step ability to shift both of them 5' left (move action, Concentration check 36 vs DC 23 succeeds) placing Terser at G12 and Rill at G13.
Then he will use a hero point to channel energy, healing all he can reach (excluding the worm) for 25 points!
Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 87/106 -- +12 F/+16 R/+15 W d20+24=39 ; d20+24=44 ; d20+24=34 ; d20+19=27 ; d10+33=42 ; d10+33=36 ; d10+33=38 ; d10+33=38 ; Monday November 28th, 2016 6:26:17 PM
Clyde witnesses Terser's ferocity as the dwarf's glaive lands its massive swings successively. Clyde himself began to feel the rage of the dwarf take hold of him, and he burns with renewed intensity.
That rage was nearly undone as the wyrm overpowers Terser with a bite, but Rill flew in and disappeared in a blink, seemingly taking Terser with him. That concern out of the way, Clyde continues to goad the creature. "It's over, monkey."
======================================
ACTIONS: Free: Continue Inspire Courage Swift: Activate Arcane Strike Attack 1: 41, crit confirmation (if applicable) 46, for 78 damage (42 only if crit doesn't count) Attack 2: 36 for 38 damage Attack 3: 29 for 38 damage Note: Forgot to add flank +2
EFFECTS: Light (on amulet) - 1/2 hours Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours Fly - 5 rounds Mirror Image (7 images) - 5 rounds Good Hope - 4 rounds Inspire Courage - 4 rounds Prayer - 4 rounds Freedom of Movement - 3 rounds Haste - 2 rounds Rage - started (from Terser)
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+15=16 ; d20+15=30 ; d20+10=18 ; d20+15=27 ; d10+8=16 ; d10+8=10 ; d10+8=11 ; Monday November 28th, 2016 7:32:32 PM
As her friend is attacked by this creature and it tries to swallow him.
"hey you overgrown maggot, let him go, It will just give ya indigestion anyway!"
Reggie unleashes a series of punches on the creature.
{OOC: three attacks with flurry plus one haste attack, hits AC: 16, 30, 18, Haste attack 27} {ooc: first attack was a nat 1 so that is a miss, second attack 16 damage, third attack - 10 damage, Haste attack does 11 damage}
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) d20+16=22 ; 10d6=31 ; 5d4+5=20 ; Monday November 28th, 2016 8:05:35 PM
Tishe' watches as Rillet moves to the very teeth of the Wyrm, trying to dimension out. "Sly like a fox!", the sorceress calls, thinking that as long as the ka'Jollou Iss'Wyrm's maw is occupied, it can't bite anyone else! ( or so she hopes!)
The air elemental and lights about the great beast keep a line of sight on the monster, and Tishe' continues to demonstrate the advantage of being a sorcerer! Another Lightning Bolt! Another Quickened Magic Missles!
. .... Hover at to F, 16. (Fly skill 22)
Lightning Bolt (120 feet, 4th lvl slot). DC 18 Reflex for half, 31 damage.
Quickened Magic Missles (5th lvl slot). 20 damage
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
Mage Armor. +4 AC. 10 minutes.
Fly. 22 minutes. Move 60'
Good Hope +2 morale on all rolls Inspire Courage. +3 morale on fear and charm, +3 competence on attack and weapon damage Prayer. +1 luck on all rolls
Zeoll's mage-armored hasted raging inspired good-hope tiger shivers violently and then tries to rip again into the worm, with two bites and two paws. It attacks at +6 to hit and +3 damage. It hits AC19, 30, 20, and 18 for 17, 14, 15, and 20 damage.
Cleric Spells Prepped, underlined = cast 0: guidance, create water, light, mending 1: command x2, obscuring mist x2, bless, elf vision 2: calm emo, aid, less restore, faerie fire 3: loc object, sum mon III, glibness
Sorc Spells 1: cast 2 of 8 (mage armor x2) 2: cast 2 of 6 (SFFII, extended SFFII) 3: cast 2 of 4 (SFFIIIx2)
used 2 of 3 meta rod charges
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+6=8 ; d20+17=31 ; Tuesday November 29th, 2016 2:35:09 AM
Jozhur struggles to maintain flight and is unable to strike for the time being. He will the others to keep up their assault.
Fly: 11
Active effects:
Fly (scroll from Rillet, caster level 3? Aid (+1 morale attack rolls, save vs. fear), 1d8+caster level temp HP Prayer (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks) Darkvision: round 2 of 2 minutes Inspire Courage: +3 morale on fear and charm, +3 competence on attack and weapon damage
boots of haste used 2/10 Current AC: 24
Terser (Warren G) Raging HP 100/172, AC20 [AC22/13/19 -- CMD 27 (29) -- HP 107/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used d20+22=24 ; d20+22=40 ; d20+17=19 ; d20+9=17 ; d10+19=22 ; d10+19=21 ; Tuesday November 29th, 2016 4:13:11 PM
Terser is momentarily confused by being dragged forward, then zapped back by his helpful friend. He doesn't get much chance to use his divine powers, and Rillett has robbed him of the opportunity! Not to sound unappreciative, but save yer hoppin about for those as can't escape a bind on their own! non-serious grumblings
Still, he remains in attack range and in relatively good fighting form, and Tishe''s spell has kept his glaive safe from harm. The sudden movements disorient him a bit though, and only one strike makes it through the worm's defenses.
AC40 for 22 damage, save 19
please disregard extra damage roll
Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 106/106 -- +12 F/+16 R/+15 W Tuesday November 29th, 2016 9:45:50 PM
Clyde takes a quick glance at the battlefield to ensure no one is in dire need of help. He couldn't see much, but no one seems to be screaming in pain, which is always welcome. "Let's end this!" He shouts.
[OOC: Forgot to add Rill's 25 hp healing, so I've fixed my header accordingly.]
DM Dan K - The ja’Kollu Iss’Wyrm - That wasn't such a Chore Tuesday November 29th, 2016 10:05:06 PM
Rill moves in and rescues Terser, or rather moves him out for the creatures mouth before he gets swallowed and thus allows Terser to continue the fight
The fight is quickly concluded as the wyrm is no match for the onslaught of magic and steel
The creature lies slain, thought still giving off some strong waves of heat and cold, it is quickly diminishing and no longer harmful
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 Tuesday November 29th, 2016 10:11:28 PM
Reggie gives the worm a quick kick to make sure it isn't moving.
"good thing I was here to keep ya'll form gettin swallowed." She adds taking credit for her part (maybe a little more than it really was though)
"So what do we do now? should we go find another one?"
{ooc: I never did update my header for damage and healing but I know that Reggie is at full anyway.}
Alas, Zeoll's summons cannot be stopped! He calls another Shambling Mound!
Well, Zeoll has it stay alert as he goes over to look at the corpse.
"What do we need to dig out of this beastie?" he growls. He casts Locate Object to find the object -- the organ, that is, no longer a creature -- that the party seeks. He asks for the Lady's blessing and uses his knowledge of nature and natural butchery to begin the job of extraction. Plus Good Hope plus Aid Another, anybody?
Know Nature: 14 Survival: 34, nat 20!
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Wednesday November 30th, 2016 12:43:57 AM
(I assume we are no longer going round by round.)
"Wow. At least it didn't blow up like those frozen zombies." He looks at it with Deathwatch to ensure it is dead and does not rise as one of those zombies this land creates. Assuming he sees that the creature is dead, Rill moves to Terser and casts a Heal spell, restoring the dwarf to full hit points. Then he looks around to see if anyone else is still injured.
As the fog from the creature abates, Rill will thank the Air Elemental for its help and release it from service. And onece the fog is clear, he will cast detect magic and begin scanning the chamber.
"Hmmm. This thing has eggs. You guys think there's any chance its mate might be around?"
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+2=16 ; d20+15=33 ; Wednesday November 30th, 2016 2:19:28 AM
Jozhur looks at the slain wurm in amazement, "Good work, gang. No one got eaten, I'm impressed."
He pokes and prods at the beast, trying to help Zeoll find what they're looking for.
Terser (Warren G) Raging HP 100/172, AC20 [AC22/13/19 -- CMD 27 (29) -- HP 107/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used d20+9=10 ; Wednesday November 30th, 2016 2:20:20 PM
Terser adds his two copper to the discussion of animal parts that is being thrown about in the frosty cavern while he catches his breath from the battle.
He also let's Rillett know that his assistance really was appreciated, but for future reference, he can extricate himself from binds several times a day, thanks to some divine assistance.
survival aid another: 10
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Wednesday November 30th, 2016 2:30:57 PM
Rill pushes his helmet back on his head as he smiles at the dwarf.
"Sorry Terser, I'm not used to nimble dwarves. But I can focus my rescue hops on those not as well prepared. Like Jozhur. That guy's always getting into trouble. 'Course, now he has a girlfriend that can bail him out."
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) d20+16=21 ; d20+14=25 ; Wednesday November 30th, 2016 5:41:37 PM
"Light! That was tough!", exclaims Tishe'. "I am nearly out of thread to weave higher level magic. I'll hover here and watch for any dangers while you black handed packmates get the organ, OK?"
It's easy for Tishe' to hover and look around. . .... Hover at to F, 16. (Fly skill 21) Perception. 25
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage. Mage Armor. +4 AC. 10 minutes. Fly. 22 minutes. Move 60'
Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W Wednesday November 30th, 2016 8:30:08 PM
Clyde leans down to catch his breath, hands on his knees, a tired grin on his face. "That went rather well, I thought."
Walking over to Terser, Clyde pats the dwarf on his back. "Thanks for that rage, renewed my strength just in time. What would you have done if Rill hadn't bailed you out?"
========================================
EFFECTS: Light (on amulet) - 1/2 hours Water Walk - 2/3 hours Extended Resist Energy (Fire) - 2/3 hours Fly - 6 rounds Mirror Image (7 images) - 6 rounds Good Hope - 5 rounds Prayer - 5 rounds Freedom of Movement - 4 rounds Haste - 3 rounds
DAILY USAGE: Inspire Courage - 5 rounds used Lore Master: 0 used
DM Dan K - The ja’Kollu Iss’Wyrm - That wasn't such a Chore Wednesday November 30th, 2016 9:37:09 PM
The wyrm is checked on quite thoroughly and it is determined that it is indeed very dead. Magic and mundane sources concur. Over the next rather disgusting hour with direction of Locate Object the gland required is extracted from the wyrms back. As it is revealed, you can feel the heat pouring from the gland. The creature may be dead, but the lingering heat from this particular gland is tremendous. Currently it feels as if you are next to a lava flow. Handling and carrying the thing over for the next several weeks across the tundra could be problematic. It certainly cannot simply be scooped up and dropped in a bag.
A small side conversation takes place about the clutch of eggs. Could there be a mate and could it be nearby?
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Thursday December 1st, 2016 12:48:57 AM
Rill takes a piece of cloth and touches it to the gland to see if it catches fire. He moves over to the eggs and looks at them. Are they hot? How big are they? Do they seem to move? How heavy are they? He tries to carefully pick one up.
"Well, those eggs weren't affected by the heat of that monster. Maybe we can crack one open and use the shell to carry this thing that's too hot to handle. Anybody up for an omlet?"
"Hey Tishe, why do you keep calling us black handed? I don't think that means what you think it means."
Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) Thursday December 1st, 2016 4:46:55 PM An omelet would just make me miss the brothers' bacon. But the eggshell carrying case is a sensible idea. Unless Tishe' can shrink it an carry it like she does the bonfire?
I wouldn't say I'm nimble, Clyde, but the ancestors provide me with a little insight now and again that can show me a path out of a sticky situation. They also taught me that little trick of sharing my strength with my allies. He pats the leather bag around his neck. functionally - liberation domain power.
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Thursday December 1st, 2016 5:32:52 PM
Tishe' comes on down as the gland is extracted and the heat comes out in waves. "Well! We won't need to weave a fire at night, that's for certain! "
The sorceress has a couple of possible solutions. The first is to try Clyde's idea and to cast Shrink item on the gland. If that doesn't work... "I can weave a series of Fire Resistance spells over the person to carry the gland to last an entire day's march. "
The sorceress is confused by Rillet's question for a minute, then laughs as if sharing a joke. "Maybe it is that YOU dont know what it means, sweetie", she replies to Rill. "You are all decent, trustworthy, and hardworking people. Like people who work the land and their hands are always dirty; they have Black Hands. See?"
. ....
8 2nd lvl Resist Energy spells at 110 minutes each Good for 14.5 hours
Ice Peak clothes. +2 v cold environment
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein
Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage. '
Zeoll (Cayzle) (AC20; HP62) Thursday December 1st, 2016 5:43:58 PM
After using his spell and carefully extracting the object of the quest, Zeoll is careful to pack the magic giblets away carefully. He is still sad to think that the party's object is to close the gateway between Bonetown and Ice Vein. But a demigod cannot be denied.
Zeoll tells Tishe to feel free to try her Shrink spell, but he is very doubtful. "My underrstanding of that spell is that it fails when cast on magical objects. And this is no naturral heat; it is clearrly magic. Still, strrangerr things have worrked in this Wold."
Rill's excellent eggshell case idea may be workable, says Zeoll, though it seems a shame to kill the baby wyrm in the egg. Does anybody have a Fabricate spell to turn the egg into a box? He wonders aloud who would buy these eggs, and at what price, for the right customer.
Zeoll also voices the chance that a mate is nearby, and suggests moving away posthaste!
Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W Thursday December 1st, 2016 8:04:52 PM
Clyde grins at Terser's answer. "Good to know for future encounters! Or if this one's mate returns. Speaking of, anyone here an expert at tracking? Perhaps we should ensure that this dead one's mate isn't going to catch us unaware. If we carry its egg, perhaps it might even be able to track us by scent long after we've gone. Might be best to kill it now."
DM Dan K - The ja’Kollu Iss’Wyrm - That wasn't such a Chore Thursday December 1st, 2016 11:06:09 PM
A discussion is had on how to carry the fire gland. Tishe thinks of but quickly dismisses magical protection from fire. It would be like carrying lava.
Using one of the eggs comes up. It may work and the only stopping point is Zeoll current reluctance to use one as it would mean the death of the egg, but then again it is only an egg and may not even be fertilized or developed and thus no different from eating eggs at breakfast.
The egg conversation bleeds into could they be valuable. The short answer is almost certainly, but who would you trust to sell them to to hatch one of theses things, which is really the only logical result of buying one.
What of the mate? Could it track you by the scent of the egg like some crazied super dinosaur of the Cthonian jungles? Unknown.
Did you slay the male or female and what could be the issue depending on the answer to that question? Again, the group is not sure
Tishe tries and find Zeoll's reasoning sound, the gland is somehow still magical and her spell fails to shrink it.
Using an egg as a container seems the most likely route
******** Excellent work all I would like to award all members a Hero Point for your efforts and play thus far in Ice Vein also XP yay xp of 18,125 each
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Friday December 2nd, 2016 12:17:05 AM
Jozhur picks up one of the eggs and examines it, "It has to be done, Zeoll. Unless someone can think of another way. I don't think removing these eggs is a good idea. I would hate to see one of these things domesticated in the wrong hands. This is where they belong."
He pokes at the egg with one of his daggers, "So what, just cut the top open?"
Zeoll (Cayzle) (AC20; HP62) Friday December 2nd, 2016 3:48:14 PM
[OOC: PC sheet updated, thanks Dan!]
"Sorrry captain, let the prrofessional do herr worrk." The old liontaur takes the egg gently from Jozhur.
Zeoll gathers whatever hairs and guts of the beast he can find. He hands these and the egg to Tishe.
"Weave us a giblet carrrierr, my crrafty frriend. No one else can do it."
Then he says to Clyde, "Please, use yourr barrdic powerrs to aid Tishe in herr crrafting." [OOC: inspire competence.]
Zeoll himself casts Guidance to help his friend in her work.
Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W Friday December 2nd, 2016 8:01:39 PM
Clyde watches Zeoll and Tishe' prepare the egg, unsure what they were doing exactly. Whatever it was, seemed like a dirge would be fitting. Clyde takes a deep breath, inhaling the scent of the ice, and sings a melancholy song of the eternal circle of life. [OOC: Inspire Competence]
AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK) Friday December 2nd, 2016 9:07:33 PM
Tishe' sighs, knowing it wasn't going to be that easy, but Zeoll's non-Magic solution perks her up. "There are several eggs and spinning the ka'Jollou Iss'Wyrm's own fur into a net that we fill with some eggs and then put the gland in the nest of eggs... well, that should be a shady pick!"
She takes her time, making sure the hair is weaved into rope and then the rope is woven into a net to place eggs, and then taking two eggs like oven mitts, picks up the gland and places it in the carefully woven net of eggs. ....
Weave 25: Take 10: Inspire Competence 3 = 38
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20=13 ; Friday December 2nd, 2016 9:15:14 PM
Rill raises an eyebrow at Tishe's description of being black-handed. "Well, coming from Bonetown, I can tell you that having your hands dirty is not the hallmark of a good heart. Rather the opposite, I would say. But I take your meaning, and thank you for the kind compliment." With little more than a thought, he wills his white robes and furs to clean themselves.
He watches with interest to see this special egg-shaping skill the Sargrass sorceress is purported to have. As he watches Tishe, and considers the remaining eggs. He will cast a Divination spell, asking, "What will be the effect of bringing some of these eggs to the Village of Ice Peak?" (81% chance of success. Rolled a 13 - success!)
------------------------- Divination - Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 d20+15=27 ; Saturday December 3rd, 2016 7:46:52 PM
{ooc: got side tracked a little really sorry...new expansion to Star Wars the old republic game}
Reggie simply does her best to check the surrounding area. looking for anything unusual or dangerous.