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Hunting for the encampment…


DM Bob & Carla - ”Preparations” 
Tuesday October 29th, 2024 11:33:35 PM

The Luck Makers arise to a cold and frosty morning. The snow squeaks under their boot. Snark can’t help but wonder if magic is contributing to the cold, for it seems early in the season for such low temperatures.

On Onesimos’ request, the gnome casts Detect Magic on the items collected so far and discovers that the two rings emit a faint aura of abjuration while the remaining items (50’ of rope and a rough toboggan) are not magical. Benni suggest they might disguise themselves in some manner as ice trolls escorting prisoners in that way to trick their way into the trolls encampment. Isaac while not in opposition to the plan advises that they would need to know much more about the trolls operations in order to have a chance.

Beatrix is willing to scout from the air but knows that would risk being spotted.

Urist focuses in on the utility of fire spells and borrows Snark’s spellbook to prepare them.

Once prepared the heroes break camp and head towards the southwest. The wind and snow have obscured most tracks but in time the Luck Makers find the river. It is frozen over but pockets of open water appear sporadically where currents are stronger. They find no traps along the way but here and there they find evidence of the passage of trolls.


Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+18=37 ; d20+10=11 ; d20=7 ; d20=14 ;
Tuesday October 29th, 2024 11:38:59 PM

Makis is fine with the cold and he maintains his spell on his familiar to keep the small dragon warm. He asks the group No comment on any of my tactic recommendations? He will try to pick up the trail of the retreating troll caster.

ooc: Nat 1 for an 11 :(

And before he heads out Makis will complete his daily ritual. He once again uses his luck to successfully complete his ritual.



Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Wednesday October 30th, 2024 6:45:10 AM

"It's always a good idea for casters to summon and buff before a fight if possible. We'll see what happens; we may get spotted approaching and have no such chance."

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+8=14 ;
Wednesday October 30th, 2024 7:06:12 AM

Benni pockets the two rings, and puts the rope in his Bag of Holding and rough toboggan: they have other means of getting wounded captives away and it would just slow them down.

In the cold morning, he is able to break fast and meditate for a slightly new selection of spells before resuming their stalking of the giant kidnappers. "Makis, I think that is a very good idea, more information will be better, and we may need to split into 2 groups: one dashing in to protect captives and one making a spectacle of themselves to draw attention. This of course is only if they don't see us first, because we know they have now been warned. I think your Arcane Eye should be used when we see the Bear's Teeth. We probably won't be attacked before then."

"And don't forget about the warning of many more traps."
Benni himself pulls out a staff adorned with delicate vines and blooming flowers from his Bag of Holding and uses it to poke the ground and ice before taking a step. He waits for the others to look over the river for a safe place to cross.

..................
Perception 14

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), Endure Elements**, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+23=42 ;
Wednesday October 30th, 2024 8:27:05 AM

As the group breaks camp Makis asks Brother, before you pack up those rings let me see if I can identify them. As part of his preparations Makis will offer his brand new Rod of Lesser Extent to Snark for him to cast an extended Mage armor on both he and the wizard. Then he will cast Threefold Aspect on himself becoming a younger and more healthy version of himself before taking off a belt and asking pb[This is a belt of increased Dexterity (+2). With the spell I just cast it does not benefit me. Who among you can best make use of it?[/b]

ooc: Spellcraft of 42 to identify the rings. Threefold Aspect - Youth provides a +2 enhancement bonus to both Dex and Con but a -2 to Wisdom.



Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+22=27 ; d20+15=23 ;
Wednesday October 30th, 2024 9:29:45 AM

Snark will use Spellraft to try to identify the lingering spell on the rings (27). Then he rides Herb as we move along.

"Remember, last time they had a bunch of trolls in trees that were invisible. It's strange that when we searched their bodies and the area we didn't find any potion vials, or anything else that would make them invisible. I don't think that troll druid coulda' done it."

"As far as tactics go, it's hard to say what's best until we know what there. We know they hide in trees, we know they set traps. Let's keep our eyes sharp so's we don't walk into an ambush. And if anyone can scout ahead, that would help."


Perception 23

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP  d20+13=31 ;
Wednesday October 30th, 2024 4:04:56 PM

Eadric keeps his eyes peeled for any ambushes and especially traps. (Perception 31)

While walking, he agrees with the tactical recommendations from everyone. "If fire is more effective against them, is there any sort of spell that could imbue a weapon with flame for the non-magically inclined? Not naming any names." he says before gesturing to his rapier and light crossbow.

Urist (AC24, HP82of82) (Cayzle)  d20+12=31 ; d20+12=21 ; d20+12=28 ;
Wednesday October 30th, 2024 7:43:01 PM

Urist tries to figure out Snark's spellbook.

Spellcraft check DC24 for Wall of Fire: YUP!
Spellcraft check DC22 foir Flaming Sphere: 21 NOPE!

Spellcraft DC19 to prep Walls of Fire today: 28 YUP!

Urist's revised Spell List for today:
0: Mending, Message, Arcane Mark, Prestidig
1: Feather Fall, Shield, Grease, Uns Serv, Rose Temp Cont. x2
2: Resist Energy x2, Glitterdust, See Invis, Invis.
3: Fly x2, Shrink Item, Stink Cloud, Haste.
4: Wall of Fire x2, G Invis x2
5: Q Shield x2

Isaac Harker (Justin M) HP91/91 AC27/ T13 / FF23 
Wednesday October 30th, 2024 8:20:43 PM

Isaac thinks over Markis's tactics and responds with, "It's a sound strategy to summon a creature and give out Protection against Ice spells. As for polymorph, it might be interesting to polymorph one of us into a quick flying creature to get into position and then drop the spell at the right moment. Do you have to concentrate on the spell, and can the polymorphed person dispel the charm themselves without your intervention? And are you only able to choose animals or other creatures?"
Isaac shrugs at Eadric's words, " My abilities come from the gods a divine spirit empowers my blade that's why I can set it alight, otherwise it's only an enchanted long sword. With we had some alchemist fire you could light your sword on fire for a few attacks I imagine"

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Wednesday October 30th, 2024 8:31:59 PM

Isaac, I could transform you into an air elemental with a fly speed of 60'. The spell would last for 9 minutes or until I dismissed as a standard action. It would require one of my 4th level spell slots. That is unlikely to be a problem though as I have never used even half of my total spells in a fight and have other non-spelll abilities that are sometimes better that my spells. If you desire such a spell all you have to do is ask. Also, since no one asked and you seem to be without a belt slot magic item please let me lend you this belt of Incredible Dexterity +2 for the upcoming fight. You will find it makes you harder to hit while also increasiing your reflexes and some of your athletic skills.

DM Bob & Carla - ”Preparations” 
Wednesday October 30th, 2024 9:40:33 PM

Makis and Snark are able to identify the two iron rings as Rings of Protection +1 before Benni pockets them and stows the rope for future use. Urist is able to prepare the Wall of Fire spell from the gnome’s spellbook before heading out on the day’s trek.

Benni finds a safe place to cross the river and the heroes continue heading southwest as directed by the now long departed troll. Makis is unable to pick up the trail of the spell caster, but the group keeps a watchful eye and feel confident that they are heading in the correct direction. The mountains are to their south and the river to their north, but they have only been walking for half the day and the ‘Bears Teeth’ must lie some distance ahead. Plenty of time to talk about strategies, spells, and battle tactics along the way.

As late afternoon arrives and the suns rays begin to dwindle Eadric encounters the first concentrations of troll tracks heading somewhere to the southwest.

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+15=26 ; d20+8=24 ;
Thursday October 31st, 2024 9:42:19 AM

Snark is happy to oblige and uses Makis' pearl to cast extended Mage Armor on himself and Makis.

He lacks any scouting skills, so he keeps a sharp eye out for traps or trouble (Perception 26), as he tries to follow the tracks (Survival 24.)

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+8=20 ;
Thursday October 31st, 2024 1:41:02 PM

Late afternoon, Benni tries to guess his friends intentions. Do they want to find a defensible spot to camp again or press on and maybe have a fight in the dark?

"With everyone fresh, we probably have enough flying spells to move to camp without making our own tracks."

..................
Perception 20

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), Endure Elements**, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP  d20+13=29 ; d20+4=23 ;
Thursday October 31st, 2024 3:05:55 PM

Eadric points out the tracks to the group, continuing to keep his eyes out for any further signs as he tries to follow the tracks. (Perception 29, Survival 23).He agrees with Benni's statement, ready to hunker down whenever the group decides they've made enough progress.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Thursday October 31st, 2024 3:25:34 PM

"They probably have the advantage in the dark. Many monstrous races can see without light while many of us can't. Let's camp and attack in the light."

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Thursday October 31st, 2024 7:43:44 PM

I was thinking we would come across the pens today. Makis questions. If we make camp we must be vigilant and defend against attackers in the night.

Isaac Harker (Justin M) HP91/91 AC27/ T13 / FF23 
Thursday October 31st, 2024 10:34:31 PM

Isaac is a bit surprised but accepts the belt, "Thank you for the belt it should help in the next fight. How many people will need the fly spell? I'll definitely need one. Paladins don't fly normally."
Isaac will equip the belt of DEX.

DM Bob & Carla - ”Scouting”  Secret DM roll d4=3
Thursday October 31st, 2024 11:05:37 PM

Having come upon the tracks of trolls in the snow, the party advances further towards where they expect to find the Bears Teeth and the troll encampment. Rather than risk a nighttime encounter, they find a secluded spot and make camp for the night, having taken care to leave no tracks leading to their campsite by flying in.

As they settle in for the night they detect movement in the trees below them as two trolls trudge by. Those that understand giant hear them arguing. “Don’t know why we have to do all these extra patrols way out here, just cause Drayma got her group ambushed. We got lots of traps around the camp to catch anyone dumb enough to come lookin. Lot of panic for nothin if you ask me!”

“Aw shut up! Nobody asked you and nobody cares what you think! Or me for that matter. Just keep yer eyes open and yer mouth shut.”
The voices grow distant as the two move off.

Please post watches and perception checks for the rest of the night.

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+8=25 ;
Friday November 1st, 2024 9:54:11 AM

Listening to Snark relay what the trolls said, he is very very relieved the Luck Makers flew into their secluded campsite. "Let's keep a sharp eye out tonight, shall we? Oh, and can anyone set an Alarm spell?"

For Watches, it is the usual, and Benni tries to follow his own advice.

Nightly Watch (darkvision in deeper hours, 1 powerhouse per watch)
21:00 - 23:30 : Isaac
23:30 - 02:00 : Urist, Snark (luna)
02:00 - 04:30 : Eadric, Makis (ellashee)
04:30 - 07:00 : Beatrix, (tinkerbell), Benni


..................
Perception 25

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), Endure Elements**, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Isaac Harker (Justin M) HP91/91 AC24/ T14 / FF20  d20+6=26 ;
Friday November 1st, 2024 3:15:52 PM

Isaac keeps a look-out, but is a bit concerned that he will be doing it alone. He takes extra precautions to keep himself from getting distracted.

Perception:26 Yeah nat 20!
ooc:Looks like nothing will get past Isaac this night.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=16 ;
Friday November 1st, 2024 5:52:50 PM

Beatrix does not have alarm but she does have her ears open when it's her watch. She keeps from making any lights that might give the party away in the night. (perception 16)

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+6=14 ;
Friday November 1st, 2024 5:53:51 PM

Forgot familiar roll 14 perception

Urist (AC24, HP82of82) (Cayzle)  d20=4 ;
Friday November 1st, 2024 8:41:25 PM

Urist takes her turn on watch, but suggests someone keen-eyed should stand guard with her.

Perception 4



Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+15=27 ; d20+5=6 ;
Friday November 1st, 2024 11:08:52 PM

Snark will quietly translate what the trolls said once they're gone. He'll add, "Increased patrols. We're gonna have to watch out for those. Sure wish we knew more about what we're walking into."

The little gnome will keep a sharp eye out on his watch with Urist and Herb. (Perception Snark 27, Herb 6)



Urist (AC24, HP82of82) (Cayzle) 
Sunday November 3rd, 2024 4:59:01 PM

"Thank you, Snark ol' pal, for standing watch. I am not a one for seeing the details. My brother says I have poor figure ground."

DM Bob & Carla - ”Scouting”  d6=1 ;
Sunday November 3rd, 2024 11:17:29 PM

The night is cold! As skies clear, the temperature drops and the moon and stars cast an eerie dim light beneath the tree canopies.

All is quiet until the early hours when faint voices are heard growing nearer…”Nothin movin out here tonight. Too cold for most critters! Them in the pens won’t like it, but they”ll get warm once Fendhor gets em marching in a day or so.” The voices drift off as the trolls move away.

The heroes awaken to bright skies and cold (10 degrees F/ -12 degrees C) crisp air. Please make Fort saves vs DC 17 for 1 hp nonlethal damage from cold (+5 circumstance bonus for warm weather gear)


Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+14=28 ;
Monday November 4th, 2024 8:42:19 AM

Beatrix wakes up and warms up, quickly limbering up and shaking off any stiffness (fort 28). "Increased patrols can be a good thing. Maybe we can attack the camp and do damage before the patrolling trolls get back, or maybe we can pick off some of these patrols to reduce their numbers."

When she studies her spells for the morning she switches all of her 3rd level spells for Fly. She can cast it on half the party now.

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+15=17 ; d20+8=27 ;
Monday November 4th, 2024 2:14:22 PM

Benni is thankful for their warm clothing, and in the special care they took in camping! "OK, we have a great opportunity to follow the new troll tracks and hopefully avoid most of the traps! Let's meditate, eat, and go! I would really like to get to the pens before they are empty!"

"And if we are within troll patrols, I think it is time to cast any spell that lasts most of the day."


The elf casts Shield Other on Snark, and is raring to go.

..................
Fort 17 (barely!) thank goodness for Endure Elements!
Perception 27

Active Spells: Shield Other (0/9hrs on Snark);

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), Endure Elements**, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+5=18 ; d20+10=11 ; d20+15=35 ;
Monday November 4th, 2024 5:17:36 PM

"Thanks Benni."

Snark will cast extended Mage Armor on himself and Makis.

Herb resists the cold, but Snark does not. He climbs up on Herb and is ready to go.

Perception 35 to keep a sharp eye and ear out as we go.

"Walk in their tracks, and watch out fer traps."



Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20=11 ; d20+17=22 ;
Monday November 4th, 2024 6:59:53 PM

Makis gets one of the rings from Benni and tries to put it on, hoping that it will resize like he has heard some magic rings do. He stays in the warm hut until all his daily preparations are complete. He completes his ritual first, succeeding in both his ritual of Warding and of Sharing. He insists Snark uses his Rod of Lesser Extend for but his and Snark's Mage Armor and proceeds to cast Rose's Temperature Control on his familiar, Barkskin (+4 NA), which he delays using his Ritual of Sharing, Delay Poison, Flying Broom, and Threefold Aspect.

He will plan to cast Extended Detect Invisibility and Resist Lightning once the camp is spotted. He is a little chilled as he exits the cold but is not overly hampered. He asks Can anyone cast Invisibility on Ellashee so she can better scout?

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+21=26 ;
Monday November 4th, 2024 7:01:24 PM

Mais will stay with the group while flying on his broom 10' above the ground and will try to keep a sharp eye out for trouble.

Urist (AC24, HP82of82) (Cayzle) 
Monday November 4th, 2024 9:58:14 PM

Urist casts her Temperature Control to negate the danger (and need for saves!).

"I have one more spell if anyone is cold!"

Isaac Harker (Justin M) HP91/91 AC24/ T14 / FF20 
Monday November 4th, 2024 10:16:02 PM

Isaac gets his shield and weapons ready "We better make our way over to the camp. When we get near i'll cast some spell to buff myself. Until then we should try and be stealthy.


DM Bob & Carla - ”Voices” 
Monday November 4th, 2024 11:37:41 PM

The heroes fortify themselves against the cold, prepare and cast spells to help them in the coming hours.

Beatrix prepares a number of Fly spells. Benni casts Shield Other on Snark who then uses Makis’ rod to cast Mage Armor on himself and the Bloodwitch. Makis rise one of the troll rings on his own finger, and the ring shrinks down to fit his slighter frame. He then casts his daily rituals and readies his broom for travel. Urist casts Temperature Control on herself.

A plan begins to take shape whereby the heroes follow the tracks left by the late night patrol to discern the location of the troll encampment. Isaac wisely recommends taking a stealthy approach.

The Luck Makers depart camp and begin tracking the trolls from last night. The trail is clear and Snark has no trouble following it from his perch atop Herb Alpert. He warns the others to stay in the troll’s prints watch for traps. After several hours the faint sounds of conversation can be heard through the trees.


Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Tuesday November 5th, 2024 8:07:36 AM

Beatrix looks to the sky. Is there smoke from campfires or other signs this might be the troll's camp? If so she'll motion for the party to stop and start buffing people (She has 4 fly, no other good buff spell.)

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+8=11 ; d20+14=26 ;
Tuesday November 5th, 2024 8:20:40 AM

Benni is tense. The following the footprints enables them to get to the camp the quickest without traps, but it also puts the team in the most likely place to bump into a patrol. The voices make him freeze and assess: should they make final spell preparations for the camp or is this just a patrol? He tries to get a sense of the types of noise being heard.

If it is camp sounds, he has 3 more spells to cast: Telepathic Bond to link Benni, Beatrix, Snark, and Urist (the ones most likely to be flanking, flying and generally away from the main party). The next two are Resist Energy-Cold/20 on Isaac and Eadric.

..................
Perception 11
Sense Motive 26 (camp sounds?)

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Urist); Resist Energy-Cold/20 (0/90min on Isaac and Eadric)

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), Endure Elements**, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP  d20+13=30 ;
Tuesday November 5th, 2024 4:43:25 PM

Eadric pulls out his rapier at the sound of conversation ahead, waiting for the rest of the party to make any preparations they need to before continuing along the path, more alert now. (perception 30)

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+9=13 ; d20+9=25 ; d20+9=10 ; d20+9=22 ;
Tuesday November 5th, 2024 5:15:20 PM

Makis sends Ellashee up to scout with mental directions to gain altitude flying away from the voices before circling back at 200 feet. The small dragon is more focused on not being seen than seeing and has a 13 for her initial perception. After a few rounds, or as soon as she spots something she considers important, she will circle back and report telepathically what she sees.

ooc: Her Int is 10 and Wis is 12. Since we are not in rounds Here are three more rounds of perception checks: 25, 0, 22

Makis will prepare to cast Spectral Hand if it looks like combat might be coming. I wish I could cast a Silence spell as I fear any encounter with a patrol might give us away. Alas, I cannot.

Spells Cast:
Level 1: 1 of 6+1
Level 2: 2 of 6+1
Level 3: 0 of 5+1
Level 4: 2 of 3+1
Level 5: 0 of 2+1



Isaac Harker (Justin M) HP91/91 AC24/ T14 / FF20  d20-1=2 ;
Tuesday November 5th, 2024 8:30:48 PM

Isaac tries to stay silent not much he can do with scouting. He tries to make sure he is not visible to any patrols.
Stealth :2...

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78 
Tuesday November 5th, 2024 8:36:14 PM

Snark quietly says, "Be careful. Last time they had a bunch of invisible trolls in the trees."

(To the DMs - did those trolls have empty potion vials on their bodies? Puzzled how they were invisible.)

He will wait to hear back from Makis' and his familiar if we seem to be at the trolls' camp. If so, he will cast an extended Fly on Herb, and Herb will fly up a bit, though careful to remain hidden from the troll camp.

Urist (AC24, HP82of82) (Cayzle) 
Tuesday November 5th, 2024 10:26:58 PM


Urist backs off a bit out of hearing range and quietly casts Invisibility and Message so the group can stay in touch. She approaches as stealthily as she can. "Who will be in the advance stealth team with me?" she quietly whispers.

DM Bob & Carla - ”CRACK!!”  d20+9=28 ; d20+9=14 ; d20+4=21 ; d20+4=12 ;
Tuesday November 5th, 2024 10:44:43 PM

Beatrix casts an eye skyward but detects no smoke nor any other visual signs of an encampment through the trees. (no perception check rolled, passive perception only)
Benni nervously tries to assess the situation, but distracted by the pulsing of his own blood in his ears he only hears the murmur of distant voices,. The cleric cannot judge the number or the intent of those voices. Eadric however hears things much more clearly and knows that there are more voices than just 1 or two patrolling trolls.

Makis sends his pseudo-dragon aloft to scout ahead. It is not long before the Bloodwitch receives a message back from his companion reporting the presence of multiple trolls and people in shiny cages.

Snark reminds everyone of the invisible trolls in the trees they encountered before and can’t help but wonder how they were able to achieve that condition. Alas he recalls that no thorough search of the trolls was conducted until their bodies had been consumed in the flames. Little survived the intense heat of those pyres, only 2 magical iron rings of protection. Any glass they might have carried would have been melted into an unrecognizable form. Nonetheless, it is a good bet that potions were involved.

Urist casts Invisibility on herself and message on the group and asks who will go on reconnaissance with her?

Isaac tries to stay out of the direct line of sight of any potential foes, but in the process manages to back into a dead tree limb, snapping it off in the cold air. To the Paladin the crack must surely have been heard across the southern continent.

Any sounds of voices comes to an immediate halt. The Luck Makers hold their breath in hopes that they may yet go undetected.

Please make stealth and perception rolls if your intent is to remain undetected, otherwise, please continue with whatever activities you see fit.

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+8=28 ;
Wednesday November 6th, 2024 7:35:34 AM

"That tears it", mutters Benni with the group being found and Urist already off by herself, any further planning is out the window with last night's chamber pot. At least Makis' pet found not only trolls but people in cages. He casts Telepathic Bond on Benni, Beatrix, Snark, and Makis since he can't see Urist, then holds his StarKnife for a fight.

"Let's move out and free those people!". The cleric advances in line with Eadric and Isaac.

...........
..................
Perception 28

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis)

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, Flame Strike

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+13=31 ;
Wednesday November 6th, 2024 3:37:50 PM

Eadric mentions to the group "Sounds like more than just a patrol." Continuing his walk forward, he cringes at the snap before following Benni's lead, advancing forward, ready for battle.

"We should try to free the prisoners before any full-scale fight, it'll lessen any possibility of collateral damage or any hostage situations with the trolls." (Perception 31 to get a lay of the land, scope out how many, etc.)

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Wednesday November 6th, 2024 5:59:26 PM

I can cast my Arcane Eye spell if we have not already given ourselves away. Can we retreat a like and take the time to do that? 10 minutes to cast. Makis whispers quietly as he mentally praises Ellashee for her scouting.

If it looks like combat will break out Makis casts Detect Invisibility before casting Spectral Hand.

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Wednesday November 6th, 2024 6:00:11 PM

ooc: "retreat a little..."

Urist (AC24, HP82of82) (Cayzle)  d20+26=36 ;
Wednesday November 6th, 2024 7:11:54 PM


Urist whispers, "You can't see me, but we can plan via whispers!"

She is being very sneaky.

Stealth 36

Isaac Harker (Justin M) HP91/91 AC24/ T14 / FF20 
Wednesday November 6th, 2024 8:37:20 PM

Isaac sighs as Bennie starts charging in, "I was just trying to stay out of the way" Isaac takes a moment to cast Bull's Strength and calls upon his Spirit to empower his blade.

Effects
The Long Sword is now Holy for 9 min
Bull’s Strength +4 strength for 9 min

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+6=14 ; d20+14=28 ;
Wednesday November 6th, 2024 8:52:20 PM

With Herb flying, it's not clear how either he or Herb would make much noise since they are not moving on the ground. Still, Stealth rolls are Snark 14, Herb 28.

Snark will cast an extended Haste spell affecting everyone. If he has time, he will also enlarge Isaac.

I'm a bit confused about where we are, where the trolls and cages are, and what the terrain here looks like.



DM Bob & Carla - ”Broooooha Broooooha!!” 
Wednesday November 6th, 2024 10:34:22 PM

Benni casts Telepathic Bond on those he can see and then calls out to his compatriots to move forward and free any prisoners. He then joins Eadric and Isaac at the front. The Paladin casts Bull’s Strength on himself and calls forth the flame to his blade before advancing. Eadric suggests that freeing any prisoners be their first objective.

Sneaky Urist lets everyone know that she is there through her messaging spell, whilst Makis suggests a tactical retreat to employ Arcane Eye however retreat does not seem to be an option and the Bloodwitch casts Detect Invisibility instead.

Snark and Herb Alpert do their best to remain undetected as they fly through the trees (note that stealth is about more than sound).

The heroes do not see the pens perceived by Ellashee during her reconnaissance, and believing their cover blown, move forward through the trees to get a better view of the terrain before them. The rolling small hills are covered in mature conifer forest some 70 feet tall, although the canopy is open below 20 ft. The understory, if there is any, must be short, for it is covered by a good foot of snow. Some 100+ feet away to the west two trolls and two winter wolves are carefully making their way forward, searching for signs of intruders. Eadric spots two more trolls slightly further back taking a wider route, perhaps in an attempt to encircle any quarry they might find. The two wider ranging trolls are 40 feet on either side of the central pair of trolls. The trolls move in and out of cover as they wend their way through the trees. There are no signs of the encampment which must lie further away.

Once Onesimos calls out the advance and all pretence of stealth has evaporated, one of the trolls pulls a curved animal horn from his belt and brings it to his lips. Two deep resonating notes issue forth Broooooha! Brooooha!. The two winter wolves immediately raise their heads and look to the trolls for instruction.

Map

Please note the map is in 10 ft x 10 ft squares. I have positioned Eadric, Isaac and Benni. Everyone else please position yourself accordingly.


“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK) 
Thursday November 7th, 2024 7:16:55 AM

By Flower’s Mask, that wasn’t a wise decision! The only worse
Decision is to flip-flop and do something else. ”I think we need to draw these guys in quickly before all reinforcements arrive. Can we pretend to run so they pursue us? That will keep us together and spread them out. Hopefully.”

Having made one mistake, Benni wants to see if Isaac or Eadric like that idea before moving with the melee warriors.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Thursday November 7th, 2024 7:49:32 AM

"We've made our decision, we must commit! Indecisiveness has no place in a fight!" Beatrix responds. She casts fly on herself and takes off.

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Thursday November 7th, 2024 9:30:55 AM

With the sounding of the horn Makis begins summoning his guardian. He also tucks away Ellashee protectively.

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+15=25 ; d20+5=15 ;
Thursday November 7th, 2024 3:41:37 PM

(Snark has a +4 Dodge bonus to AC against giants, including trolls.)

The litte wizard is grumpy. Having been informed that we found multiple trolls and people in shiny cages, Snark cast spells for battle. But now there seem to be no cages in sight and no camp. He's also puzzled that the trolls heard us from 140' away, though stealth really isn't our strong suit.

"Makis - you said there were people in cages. Where are they? How far away?"

"Benni - I agree this ain't the best situation, but I'd hate to waste a long Haste spell now by running away."


Then he whispers to Urist via the Message spell for him to relay, "Everyone - Advance slowly, prodding the ground ahead of you for traps as you go - nobody wants to get stuck in a pit or a bear trap again. Use missile weapons and trees for cover as you go. Focus on the wolves first. Them trolls regenerate but wolves don't, so take them out first if you can.

"And keep an eye out for signs of invisible trolls - footprints in the snow, snow falling from a tree - stuff like that. Let's go!
(Perception: Snark 25, Herb 15)

Snark will use a wand to cast Enlarge Person on Isaac.
---------------------------------
Spells/Effects Running: Extended Mage Armor, Extended Haste (17 rounds), Enlarge on Isaac (10 rounds)

Spells, * = cast/used:
0 (DC16): Message, Detect Magic, Mending, Prestidigitation
1 (DC17): Grease (C), Expeditious Retreat, Mage Armor, Magic Missile, Protection from Evil, Shield, Unseen Servant
2 (DC18): Glitterdust (C), Glitterdust, Minor Image, Levitate, Flaming Sphere, Scorching Ray, Web
3 (DC19): Summon Monster III (C), Haste, Fly, Fireball, Tiny Hut
4 (DC20): Black Tentacles (C), Black Tentacles, Dimension Door, Fireball
5 (DC21): Cloudkill (C), Baleful Polymorph, Dominate Person

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.
2 Pearls of Power - 1st level
Staff - 0/10 charges used
Extend Metamagic Rod - 2/3 used

Enlarge Person - Increases size category to the next larger one. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.


Isaac Harker (Justin M) HP91/91 AC22/ T12 / FF19  d20+6=17 ;
Thursday November 7th, 2024 7:23:36 PM

Isaac now Large makes his way forward, trying to keep an eye out for any traps in the snow. He then casts divine favor on himself.

Isaac moves to (O,17)
Perception:17
Effects
Enlarge person
Divine Favor +2 attack and damage for 1 min
The Long Sword is now Holy for 9 min
Bull’s Strength +4 strength for 9 min
Str is now 22 (+6)
Dex is now 14 (+2)
Attack (+19/14) damage 2d6+10+(2d6 holy)


Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+14=29 ; d6+11=13 ; d20+13=17 ;
Thursday November 7th, 2024 9:12:11 PM

Eadric pulls out his light crossbow, staying near Isaac and stopping at Q16 thanks to the haste, being careful of traps along the way. Following Snark's advice, he takes cover behind the trees, firing from his light crossbow. (-2 to being just outside range.) (29 to hit W2, 12 damage.)

(perception for traps: 17.)

Urist (AC24, HP82of82) (Cayzle)  d20+26=28 ;
Thursday November 7th, 2024 9:26:39 PM


Urist relays messages and decides that the snow will give her away.

So she casts Quickened Shield and Fly, and then flies 70 feet forward, thanks to Haste, ending in 13H. She is still invisible.

Stealth 28

Urist's Spell List (underlined = cast, bold = active)
0: Mending, Message, Arcane Mark, Prestidig
1: Feather Fall, Shield, Grease, Uns Serv, Rose Temp Cont., Rose Temp Cont.
2: Resist Energy x2, Glitterdust, See Invis, Invis.
3: Fly, Fly, Shrink Item, Stink Cloud, Haste.
4: Wall of Fire x2, G Invis x2
5: Q Shield, Q Shield

Plus Extended Haste from Snark

DM Bob & Carla - ”Broooooha Broooooha!!” 
Thursday November 7th, 2024 9:47:37 PM

Benni regrets his initial decision to advance and offers up the possibility of retreat, but Beatrix is determined to seize the advantage and takes flight (Please indicate your height, remember once you exceed 20 ft the crowns of the trees get thicker and both visibility and maneuverability are decreased).

When the horn rings out, Makis begins summoning his guardian.

Snark wonders how the trolls heard them at that distance, but the same cold still air that allowed the heroes to detect the trolls on patrol also allowed the trolls to hear them. The Gnome agrees with Beatrix and opts for pressing forward, but does remind everyone to beware of traps and invisible trolls in the trees. He casts enlarge on Isaac. The enlarged paladin casts Divine favor upon himself and presses on.

Eadric creeps forward and fires at one of the wolves with his crossbow eliciting a yelp from the winter wolf despite the partial cover it has from the tree trunk. Meanwhile an invisible Urist flies forward as quietly as she can.

The trolls are wary as they advance. Forewarned of the Luck Makers and their previous victory, they do not charge headlong into battle, but instead move from tree to tree trying to get a better handle on the numbers against them. The winterwolves advance with their keepers, snarling in anticipation of the hunt.

Map

PLEASE NOTE** the map squares are 10 x 10 ft given the area covered.

Urist (AC24, HP82of82) (Cayzle) 
Friday November 8th, 2024 10:10:35 AM

Urist is 10 feet up.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Friday November 8th, 2024 10:30:29 AM

Beatrix considers charging, but she would end right next to the enemy and be easily surrounded. She advances 50 feet instead so she has enough space to charge past next round (she'll mimic the others and be right under the treeline at 15)

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK) 
Friday November 8th, 2024 12:01:18 PM

Benni keeps pace with Isaac and Eadric for a meeting engagement. He actiavates his Longstrider Tattoo for some long-time added mobility when the Haste ends.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+17=24 ; d8+11=12 ;
Friday November 8th, 2024 6:27:55 PM

Eadric reloads and then fires again at W1. (24 to hit, 12 damage.) He is ready to engage, but hangs back to see what the enemy does before rushing in.

(OOC: I can close the distance in a round now with 70ft movement thanks to Haste. Ready to go next turn, didn't move this turn to try to get Isaac/Onesimos to end up in melee in turn with Eadric.)

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Friday November 8th, 2024 7:25:05 PM

Makis completes the summoning of his guardian which appears behind a tree 50' away. Makis then casts Spectral Hand and advances to the same tree that the guardian is behind but Makis flies up so that he is a total of 30' in the air.

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Friday November 8th, 2024 7:26:39 PM

ooc: Forgot to include this:

Spells Cast:
Level 1: 2 of 6+1
Level 2: 2 of 6+1
Level 3: 0 of 5+1
Level 4: 2 of 3+1
Level 5: 1 of 2+1

Urist (AC25, HP82of82) (Cayzle)  d20+26=32 ; d20+12=19 ; d10+15=24 ;
Friday November 8th, 2024 9:58:09 PM

Urist casts Greater Invisibility and flies 70 feet to F7, above and within reach of Troll Three. That's a cast and a move, so she's done.

She is sneaky about it ... Stealth 32.

If the Troll moves or otherwise provokes an AoO, Urist takes her chance to bash it! Rolling against the creature's Dex-less AC (i hope), and at +1 hasted, Urist hits AC19 for 24 damage.

[OOC: Upgraded AC to 25 with Haste, not to mention 50% miss chance. ALSO, if it counts as a giant, dwarves get +4 AC vs them, so AC zooms to 29.]

Isaac Harker (Justin M) HP91/91 AC22/ T12 / FF19 
Friday November 8th, 2024 10:08:04 PM

Isaac moves up to get closer he moves up near Beatrix and Eadric.

Isaac moves to O16

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Sunday November 10th, 2024 1:09:57 AM

Snark begins summoning a creature (Monst. Sum. III)

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: Extended Mage Armor, Extended Haste on all (16 rounds), Enlarge on Isaac (9 rounds)

Enlarge Person - Increases size category to the next larger one. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.


DM Bob & Carla - ”Booorah! Booorah! Booorah!!”  W1 dmg 6d6=22 ; W2 dmg 6d6=22 ; W1 recharge d4=4 ; W2 recharge d4=4 ;
Sunday November 10th, 2024 8:01:28 PM

The two sides advance slowly, carefully feeling each other out. Beatrix positions herself, ready to charge one of the trolls at her next opportunity. Onesimos casts Longstrider on himself and moves up to support Isaac and Eadric. The Paladin advances cautiously while Eadric fires again with his crossbow, hitting W1 in the flank.

Urist casts Greater Invisibility on herself and flies towards T3, while Makis also flies forward to join his Guardian which has just appeared. Snark begins a summoning spell of his own.

The trolls advance forward as well, doing their best to move in and out of the cover of tree trunks as they do so. The two winter wolves are less cautious, perhaps egged on by their masters, or perhaps angered by Eadric’s crossbow bolts. W1 expels a cone of icy breath towards Beatrix and Isaac (22 hp cold damage, dex save vs 17 for 11) while W2 does the same at Isaac and Eadric (22 cold dmg, dex save vs 17 for 11 hp).

From somewhere behind the trolls a horn rings out, cleaving the air with its baleful tone ”Booorah! Booorah! Booorah!”

Map

PLEASE NOTE** the map squares are 10 x 10 ft given the area covered.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+3=23 ; d20+3=13 ; d6=2 ; d6=6 ; d6=3 ; d20+3=12 ; d6=6 ; d6=2 ; d6=2 ; d20+15=34 ;
Monday November 11th, 2024 2:11:37 AM

Snark finishes his summoning spell and calls forth a Lantern Archon. The Lantern Archon targets W2 with two beams of light, which hit touch AC 23 (crit confirms on touch AC 13) for 8 damage and touch AC 12 for 3 damage.

Then Snark creates a Flaming Sphere on W2 for 10 fire damage, DC 18 reflex save negates.

"Remeber, wolves first. Those horns suggest company's coming. Keep a sharp eye out!" Perception 34.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: Extended Mage Armor, Extended Haste on all (15 rounds), Enlarge on Isaac (8 rounds), Flaming Sphere (9 rounds)

Enlarge Person - Increases size category to the next larger one. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+6=13 ; d20+16=30 ; 3d8+24=39 ;
Monday November 11th, 2024 9:07:24 AM

Ouch. Flying is supposed to avoid such things! (13 dex save). On the other hand the enemy is lined up perfectly know. She charges past W2 striking it as she does so (30 to hit, 39 damage)

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Monday November 11th, 2024 12:14:53 PM

oo c: We seem to have two W2s...

Makis casts Barkskin (+4 to Natural Armor) on his guardian and it advances.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 72/83HP  d20+18=26 ; d20+18=30 ; d20+14=15 ; 2d6+22=30 ; d20+11=30 ;
Monday November 11th, 2024 1:23:28 PM

Seeing the wolf charge and be lit ablaze, Eadric will draw his rapier and take a full attack action at the W2 in front of him. (26 & 30 hit for 30 damage total.)

(he makes the reflex save with a 30 for 11 damage.)

Urist (AC25, HP82of82) (Cayzle)  d20+12=25 ; d10+15=23 ;
Monday November 11th, 2024 7:07:42 PM


Urist wants to charge the troll T3, but there's a tree in the way! Darn trees! (moved myself on the map)

She just moves around the tree and then engages the troll. She hits AC25 for 23 damage.

[OOC: Upgraded AC to 25 with Haste, not to mention 50% miss chance. ALSO, if it counts as a giant, dwarves get +4 AC vs them, so AC zooms to 29.]

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK) 
Monday November 11th, 2024 9:28:46 PM

The horn rings behind the trolls, thinks Benni, which possibly means the cages are close by, and the horn is calling in other patrols. ”End this quickly, but don’t use all your resources! They will probably get reinforcements soon!”

Benni hustles up to get to combat range soon.

DM Bob & Carla - ”Booorah! Booorah! Booorah!!”  W2 ref d20+6=19 W1 Atk d20+10=26 d8+7=11 d6=1 W1 Trip d20+12=32
Monday November 11th, 2024 11:36:34 PM

With the battle engaged, the heroes counter attack. A silent and invisible Urist hits at T3 with an attack of opportunity, narrowly missing her target and then follows up with a second strike, hitting it solidly with her maul. Snark completes the summoning of a Lantern Archon which fires two beams of radiant energy at W2, hitting with the first beam (Crit not confirmed) and missing with the second, causing only minor discomfort to the beast. The gnome follows up with a Flaming Sphere to further injure the same winter wolf but it nimbly avoids the brunt of the damage (Save 19)

Beatrix charges past W2, striking it with her lance as she passes and killing it in the process. Eadric stabs the carcass as it slumps to the ground.

Makis casts Barkskin on his guardian as it advances, while Benni, concerned about possible reinforcements hurries forward to engage the trolls before that happens.

W1 lunges at Isaac it’s teeth bared and bites at the Paladin (Hit AC 26 for 11 +1 cold damaged) and if successful tries to drag Isaac to the ground [Trip=32 nat 20]

The troll’s heads snap round at the sound of the horn. T2 calls out in giant to his companions ”Back to the river!” The trolls turn and run back towards the west, withdrawing from immediate combat. T3 ducks as low as he can, his first few step made in an erratic path to try and avoid whatever is beating on him (note that Urist still gets an AoO).

Map

PLEASE NOTE** the map squares are 10 x 10 ft given the area covered.


“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+12=15 ; d20+7=17 ; d4+4=7 ;
Tuesday November 12th, 2024 8:53:30 AM

Benni moves slightly to box the Wolf in between himself and the Paladin, and strikes quickly. Assuming Snark relays what the trolls said, the cleric has to admire the tactical plans of the troll clan. Through the telepathic bond, he talks to Makis, Beatrix, and Snark. "Brilliant tactics on their part. Scouts to find and delay us, and an orderly withdraw to prepared defensive positions. They have better intelligence than we and can defend or withdraw with the captives at their choice. Any chance we can get our own information to attack from an unexpected direction but not waiting a day?"

The cleric himself is out of ideas. Waiting a day will lose the captives, but charging right up the middle with trolls to the right of them, trolls to the left, volleying rocks and thundering: they would be stormed with rock and spell! But the elf sees little other option but to boldly and well into the jaws of death to go the Luck Makers...
(with apologies to Lord Tennyson)

..................
Attack AC 15, 17 vs Winter Wolf AC17, Dam 7

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis)

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, Flame Strike

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=35 ; d8=7 ; d8=8 ; d8=5 ;
Tuesday November 12th, 2024 9:01:46 AM

Beatrix turns right around and charges W1. 44 damage, 35 to hit.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 72/83HP 
Tuesday November 12th, 2024 1:08:29 PM

Eadric will rush after the trolls, rapier still drawn. He doesn't like this, but he doesn't see another option immediately. (move up to Q9.) (he has 20% concealment against ranged attacks now due to Wind Stance.)

Isaac Harker (Justin M) HP57/91 AC22/ T12 / FF19  d20+11=18 ; d20+19=25 ; 2d6+10=14 ; 2d6=10 ;
Tuesday November 12th, 2024 5:46:02 PM

Isaac not wanting to be on the ground stands back up (he gets attacked by the wolf again) and attacks the creature.
Dex save: 18
Attack:25
Damage:14+10 (if it's evil)
Effects
Enlarge person
Divine Favor +2 attack and damage for 1 min
The Long Sword is now Holy for 9 min
Bull’s Strength +4 strength for 9 min
Str is now 22 (+6)
Dex is now 14 (+2)
Attack (+19/14) damage 2d6+10+(2d6 holy)

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d6=4 ; d6=2 ; d6=3 ; d20+3=8 ; d20+3=6 ; d6=6 ; d6=6 ;
Tuesday November 12th, 2024 8:10:45 PM

Snark is frustrated that we were told the cages were in sight by the pseudodragon, and yet we seem to have no idea where they are.

"Makis - where are those cages?"

To his friends he says, "We have Haste on and can move quickly, but moving quickly into an ambush will just get us killed. Don't chase those trolls - fighting a running battle with a regenerating creature is folly.

"Once we finish this wolf, we'll move to where the pseudodragon says the cages are. Remember, we were told about traps - bear traps, pit traps, maybe others. They'll try to lead us into them, and there are sure to be traps around the cages. If you can, focus attacks on anything that can't regenerate first, like the wolves and that frost giant."


Snark will move the Flaming Sphere onto the remaining wolf for 9 fire damage, DC 18 reflex save negates.

Then he direct Herb to zip up into the air to get a view of what's going on. Fly speed is 90, so he can go 180'. He flies at a 45 degree angle to get above the trees, though he will stop if he sees evidence of potential missile fire or boulders. He's just trying to get a lay of the land, not make himself an unnecessary target.

The Lantern Archon targets the wolf with two beams of light, which hit touch AC 8 and 6 for 6 and 6 damage (probably both miss.)

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: Extended Mage Armor, Extended Haste on all (14 rounds), Enlarge on Isaac (7 rounds), Flaming Sphere (8 rounds)

Enlarge Person - Increases size category to the next larger one. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry)  d20+12=32 ; d8+5=13 ; d20+12=18 ; d8+5=7 ;
Tuesday November 12th, 2024 8:31:50 PM

The Guardian charges W1 hoping to bring it down. ooc: 32 to hit. Nat 20. 18 to confirm. 12 damage. 20 if that threat confirms.

Ellashee leaves her master and moves to within 60' range of Snark to communicate where she saw the cages.

Makis, seeing the trolls retreating advances to be in range and then tries to take T4 out with Deep Slumber. ooc: DC20 Will save or sleep - notes max of 10 DH. Note that he has to dive to increase even hasted speed speed to be within short range.



DM Bob & Carla - ”Booorah! Booorah! Booorah!!”  W1 ref d20+6=10 ; T4 Will d20+3=13 ;
Tuesday November 12th, 2024 11:00:42 PM

Benni Moves in to strike the remaining winter wolf and hits with his second swing causing the beast to snarl in return. The cleric correctly surmises the intentions of the troll patrol and the situation that lies before the heroes. Beatrix charges once again with her lance and impales the wolf. It collapses to the ground, its life blood rapidly draining into the snow. The guardian is left with nothing to attack, and the flaming sphere rolls over the corpse for good measure.

Eadric chases after the retreating Trolls, adopting his wind stance should the pursuit open him to attack. Makis flies after T4, diving down before casting Deeper Slumber at his intended victim.

A frustrated Snark leaves his Archon behind and soars up above the canopy and to the west hoping to get a better view of the surrounding terrain. He receives a telepathic image of a wooded hill followed by a rapid dip into the bend of a river and an open area with two rounded glistening pens. True to the vision, the gnome can soon see the over the crest of the next hill and down into the river valley. The southern shore is more open and a glistening dome is faintly visible beneath scattered conifer trees. He estimates that the edge of the river is some 300 feet away from where the majority of the Luck Makers currently are. He himself may only be half that distance but his view is obstructed by the canopies of the trees below.

With both winter wolves laid to rest, only the 4 retreating trolls remain in view, and they seem determined to put space between themselves and the party. They run full tilt toward the west and disappear over the next rise. Snark catches glimpses of them as they move between the trees. All except for T4 who has fallen into a deep sleep, his torso draped over the trunk of a fallen tree.

Urist (AC25, HP82of82) (Cayzle)  d20+12=13 ;
Tuesday November 12th, 2024 11:22:40 PM

Last round's AoO: a nat 1 misses!

Leaving T4, Urist flies as fast as she can -- and hasted, that's pretty fast -- to chase after the trolls. Invisible, she is just following and telling friends via Message what she sees.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d8+3=8 ;
Wednesday November 13th, 2024 2:26:05 AM

Snark will return to his friends.

"Let's let that sleeping troll lie - he'll be out for a bit. We got speed right now. Looks like them cages are about 300' that way, over that wooded hill and down into a river valley. Watch out as you go - they know we're coming. We know there're traps and there may be more trolls with Invisibility potions."

Snark will proceed forward with his friends, keeping a sharp eye out and flying about 15' off the ground. Perception 31.

The Lantern Archon will cast Aid on Benni, giving him 8 temp hit points, and +1 morale bonus on attack rolls and saves against fear effects for 3 min.

Snark will drink an Anything Potion to give himself See Invisibility for 20 min.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (13 rounds), Enlarge on Isaac (6 rounds), Lantern Archon (7 rounds), Aid (Benni, 3 min.)

Enlarge Person - Increases size category to the next larger one. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.



“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK) 
Wednesday November 13th, 2024 9:13:10 AM

Benni agrees with Snark's assessment, and with grounded companions likely to be left behind, he windmills his arm forward. "Right, let's GO people! Stay in the troll tracks as much as you can: that should reduce the likelihood of any traps!"

And, hasted, Benni runs full tilt to keep up with the others, following the trail of Troll 2.

.............
Run (x3 speed [full armor] 40'x3 = 120')

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Haste (from Snark) +20' (up to double speed) +1 AC, +1 reflex save; Longstrider +10' .3/ 60min (not work with Haste)

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, Flame Strike

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Wednesday November 13th, 2024 10:03:39 AM

(don't forget your run action everyone!)

Beatrix in the air has a movespeed of 60 so at a run she can cover 240 feet. She tries to go ahead of and cut off the trolls.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 72/83HP 
Wednesday November 13th, 2024 1:48:56 PM

(Forgot my run action last round! dang it!)

Eadric runs with the group, attempting to catch up with the trolls. (Due to the Run feat, he multiplies his speed by 5 instead of 4, so 5*40 + 30 ) = 230ft.

(OOC: If haste is applied to "normal movement speed" for the purpose of the run action, Eadric actually moves 350ft. I'm not sure if that's how it works.)

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Wednesday November 13th, 2024 6:51:41 PM

Makis notes That troll is only out for 9 minutes. Would be nice if someone would kill it while it is mostly helpless. My guardian was not hasted so maybe he should do it? The bloodwitch will fly with the group looking for dangers while his guardian will move a full move towards the sleeping troll.

ooc: I think we need a new map to move onto.

Spells Cast:
Level 1: 2 of 6+1
Level 2: 3 of 6+1
Level 3: 1 of 5+1
Level 4: 2 of 3+1
Level 5: 1 of 2+1

Isaac Harker (Justin M) HP71/91 AC22/ T12 / FF19  3d6=14 ;
Wednesday November 13th, 2024 8:45:48 PM

Isaac now up heals himself with lay on hands and with a grin he follows the others in there mad dash to get to the caged victims.
Swift lay on hands (14 hp)
full round run after the other party members.

Urist (AC25, HP82of82) (Cayzle)  d20+21=36 ;
Wednesday November 13th, 2024 9:16:54 PM


Per the Fly spell, Urist can fly at 60, +30 hasted, at a hustle, but not at a run. So she is travelling 180 feet per round. She is trying to be stealthy, but at that speed takes a -5 on the check.

Stealth 36

OOC to the kindly DMs Highlight to display spoiler: {I'm hoping since I posted yesterday after the DM Post, that maybe I can get two rounds of flying in to get towards the sound of the horns.}

DM Bob & Carla - ”In Hot Pursuit!” 
Wednesday November 13th, 2024 11:08:58 PM

Following Snark’s advice, the heroes begin chasing down the fleeing trolls. As Herb Alpert navigates from his previous height of 90 feet through the tree canopies and down to 15 feet Snark quaffs a potion and the form of Urist flying off to his left comes into view!

Benni, in full agreement with the blue haired gnome’s strategy takes off. He rallies his friends to follow. Beatrix and Eadric also give chase to the trolls. One flying, one running, they weave left and right between the trees as they go. Makis directs his guardian to see to the sleeping troll and Isaac takes the opportunity for some self healing before he and the Bloodwitch give chase to the others.

(OOC given the distances involved, the uneven terrain of a forest with tree trunks blocking straight lines and dense canopies interfering with straight line flight, normal movement speeds cannot be attained.)

The Luck Makers crest the top of the small rise and look down on the bend in the river below them. The river is some 15-20 feet across and iced over for the most part. A few areas of open water mark places of fast current where freeze over has not yet occurred. On the far bank, the tree cover is sparser and the glade contains two dome shaped enclosures that appear to be crudely constructed cages or pens made from interwoven branches and then frozen in place with ice. Barricades of piled brush, felled trees and briars snake haphazardly between the trees forming a rough perimeter around the encampment some 5 feet in height. The foot of one of three sharp pointed peaks, The Bear’s Teeth, rises up from the south end of the glade. A double wide heavy wooden door has been erected into the stone face - an entrance to a tunnel or a cave?

Three trolls can be seen racing out of the tree line and crossing the frozen river below, they are moving very quickly for trolls.

The party is 80 feet from the edge of the river, and partially obscured by trees. (Approaching from upper right hand corner of map, but not yet on the map.) How do you proceed?

(Fliers, please remember to post your altitudes)

Map

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d8+3=10 ;
Thursday November 14th, 2024 2:07:20 AM

The Lantern Archon will cast Aid on Eadric, giving Eadric 10 temporary hit points, and +1 morale bonus on attack rolls and saves against fear effects for 3 min.

"Be careful to cross the river where them trolls cross. You don't want to hit a weak patch of ice.
I'm gonna guess there are trolls hiding on the other side of that barrier, and plenty of traps!"

"I'll see if I can slow these guys down."


The little gnome pulls a scroll out of his pocket and casts Major Image, creating an illusion of fire 10' high. It crackles and emits heat, though the heat causes no damage. (DC 19 will save to disbelieve, but only if they choose to interact with the illusion.) He concentrates on the illusion.

He is about 60' from the river and 15' in the air. The Lantern Archon comes near him.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (13 rounds), Enlarge on Isaac (6 rounds), Lantern Archon (7 rounds), Aid (Benni, Eadric 3 min)

Enlarge Person - Increases size category to the next larger one. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK) 
Thursday November 14th, 2024 8:38:22 AM

Benni calls for Eadric to slow down: Isaac and Benni can't run near as fast as the grizzled fighter! "We should keep pace together and not get strung out. To easy to pick us off one at a time." He sends the same to the flying Beatrix, Snark, and Makis; and can only hope Urist can see what everyone else is doing.

"I think we should do something unexpected, like the ground force trot along purposefully straight for the door in the mountain (and not the cages) while aerial force does interdiction on the slavers until we make the door. If we cut off the retreat, we gain the captives after any fight anyways. If we don't cut off retreat, we may lose any captive still left."

.............
Hustle (x2 speed 30'x2 = 60')

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Longstrider +10' 1/ 60min

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, Flame Strike

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Thursday November 14th, 2024 10:57:05 AM

As they exit the treeline Beatrix will ascend 60 feet. (Clarification: are we coming from the north end of the map or the south?)

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Thursday November 14th, 2024 7:51:32 PM

Makis' guardian moves up to the sleeping troll (single move, uses it's Haste ability (standard action) and prepares to take a full round action next round to try to kill the troll.

If 90' of movement would put Makis within 45' of Troll he will try another Deep Slumber on T2. If he cannot get into range he will gain some altitude, moving up 40' feet while delaying for the party on the ground.



Urist (AC25, HP82of82) (Cayzle)  d20+12=21 ; d10+15=25 ;
Thursday November 14th, 2024 8:53:16 PM

Urist flies to 17L, maul ready. She tries to see who is inside the pen. If she has an action, she bashes the door with her maul, hitting AC21 for 25 damage.

She is flying (altitude 5 ft) and invisible.

How long did it take to fly from the former battlefield to this one?

Isaac Harker (Justin M) HP87/91 AC22/ T12 / FF19  3d6=16 ;
Thursday November 14th, 2024 9:43:21 PM

Isaac kept running after the others he again heals some of his wounds cursing at him self for getting hit by the wolf that attacked him.
Lay on hands:16hp
"Can any one cast See invisibility?"

DM Bob & Carla - ”Fire and Ice!”  T2 vs Slumber d20+3=19 ; T1 vs illusiond20+3=19 ; T3 vs Illusion d20+3=11 ; breath weapon 6d6=21 ;
Thursday November 14th, 2024 11:09:53 PM

Snark warns the Luck Makers to be careful crossing the river, and watch for hidden enemies and traps, before casting Major Image. A wall of illusionary fire springs up between the river bank and the troll encampment. His summoned Archon provides Aid to Eadric, who continues his pursuit of the others.

Benni continues running after his friends and suggests ignoring the pens and cutting off any retreat for the trolls. Beatrix emerges from the tree line north east of the encampment and rises up 60 feet.

Makis flies out to the tree line and casts Deep Slumber on T2. Meanwhile, his guardian, left behind with the sleeping T4, prepares to end the troll’s life.

Isaac reaches the tree line after a final round of healing.

Urist flies over the encampment and brings his maul crashing down on the door of one of the pens, exploding it inwards in a shower of ice and wood slivers. (OOC Urist has now been flying for 6 rnds).

T1 and T3 are startled by the wall of flame before them and quickly change direction to run around the ends. T2 feels a powerful drowsiness overcome him and he slips to his knees, his head drooped to his chest, he snores loudly.

Inside the pens, cold and weakened prisoners are startled from their listlessness. They are a sorry lot, weakened by days of sleeping on a thin layer of straw over the cold ground and precious little to eat. Huddled close to each other for warmth they struggle to their feet at the sounds of commotion beyond their jail. As they creep cautiously towards the opening created by Urist, those in the second pen begin crying out for assistance.

A single troll emerges from a hiding spot amongst the barricades of brush and calls out a command in the giant tongue. Three winter wolves immediately shake themselves free of snow and bound towards the pens, causing the prisoners to retreat, at least for the moment. W3 senses the invisible dwarf and breathes a cone of cold air at the upper part of the door encompassing Urist in the blast (21 hp dmg, Ref vs DC 13 for 1/2, and ice crystals start to close in the edges of the new opening in the pen. The troll cranes his neck looking for whatever might have smashed the pen door. He too is startled by Snark’s wall of fire.

Two more trolls, emerge from the now open door in the rock wall, Drayma who is familiar to the heroes, and an even taller troll. They drink from a potion bottles as they move, turning invisible to all but the blue haired gnome.

Map

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 72/83HP 
Thursday November 14th, 2024 11:20:36 PM

Eadric slows down and keeps pace with Isaac and Benni, waiting for them to catch up before continuing any movement of his own. (Not really sure what exactly is going on right now, but he will wait for another to make the first move before engaging.)

---------------------
+10TEMP HP

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d8+3=9 ;
Friday November 15th, 2024 12:41:15 AM

The Lantern Archon will cast Aid on Snark, giving him 9 temporary hit points.

Snark says to his friends (but not too loudly for the trolls), "That fire's an illusion. Look for the trolls tracks in the snow and cross the frozen river where the trolls did. Remember, yer all hasted so you're moving faster."

Snark will fly forward on Herb. He looks for Drayma. He waves his staff and casts Create Pit beneath the troll. DC 18 Reflex save for Drayma to jump to safety and avoid the pit.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (12 rounds), Enlarge on Isaac (5 rounds), Lantern Archon (6 rounds), Aid (Benni, Eadric, Snark 3 min)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 18 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 16 Reflex saving to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls require a Climb DC of 25 each round of climbing (generally at one quarter speed.)

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Friday November 15th, 2024 8:38:54 AM

High up in the air and trusting that distance to keep her safe Beatrix flies out over the troll camp to get a good look at the battlefield, ascending another 60 feet.

CDM Jerry [OOC post] 
Friday November 15th, 2024 9:15:52 AM

Woldians, you have email and a decision to make. :)

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK) 
Friday November 15th, 2024 11:05:18 AM

Benni watches the cage's door holding some captives burst open and throttles an angry shout: will that dwarf EVER work as part of a team? All Urist has done is put the captives in harm's way and telegraph her location!! He considers jumping the river, but knows it would be more likely to merely crash through the ice instead. Using the Haste magic while it lasts, he moves across the iced river and ends in the (hopefully) concealed area in the illusion of fire.

He then casts a spell, Invisibility Purge, causing all invisible creatures within 45' of Benni to become visible!

.............
Move (40' across river at AG,8 and AH,9 to end at AD,12
Standard: cast Invisibility Purge 45' radius centered on Benni, Invisibility doesn't work.

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Longstrider (+10' 1/ 60min); Haste (from Snark 8/12rds); Invisibility Purge (0/9min, 45' radius)

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), **Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, Flame Strike


Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 72/83HP  d20+18=34 ; 2d6+11=14 ;
Friday November 15th, 2024 2:26:53 PM

Seeing that things are kicking off, Eadric rushes across the frozen river to T6, and take a stab at the troll there. (Vital strike, 34 to hit, 14 damage.)

------------------------------
+10 TEMP HP (Aid)
+1 AC/REF SAVE (Haste) = 28AC
+1 HIT/FEAR (Aid)

Urist (AC25/29 vs giants, HP82of82) (Cayzle)  d20+26=46 ; d20+12=21 ; d10+15=25 ;
Sunday November 17th, 2024 11:32:17 AM


Urist tells the people in the pen with the busted door to flee! She casts See Invisible and sneaks over to the other pen, ten feet up, at 23P

Stealth: 46 nat 20!

She will take an AoO if the opportunity to attack presents itself: hits AC21 (and target loses dex bonus to AC) for 23 damage (not 25 because no arcane strike in a round when she casts a spell).

DM Sanity:

Underlined = cast. Bold = still in effect

Urist's Spell List (underlined = cast, bold = active)
0: Mending, Message, Arcane Mark, Prestidig
1: Feather Fall, Shield, Grease, Uns Serv, Rose Temp Cont., Rose Temp Cont.
2: Resist Energy x2, Glitterdust, See Invis, Invis.
3: Fly, Fly, Shrink Item, Stink Cloud, Haste.
4: Wall of Fire x2, G Invis, G Invis
5: Q Shield, Q Shield

Short duration spells now active:

Fly: 7 rounds used
Greater Invisibility: 6 rounds used
Extended Haste: 8 rounds used

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Sunday November 17th, 2024 7:36:30 PM

Makis decides to trust Snark's inclination to leave the troll and calls for his guardian to come to him immediately. The guardian, now hasted, uses a double move if Run is not an option. His normal speed is 40, so hasted it can manage 140' in a round.

The bloodwitch uses his spectral hand to deliver Barkskln to Isaac before moving higher and over the illusionary wall.

ooc: Isaac, you have 90 minutes of +4 Natural Armor.

Spells Cast:
Level 1: 2 of 6+1
Level 2: 4 of 6+1
Level 3: 2 of 5+1
Level 4: 2 of 3+1
Level 5: 1 of 2+1



DM Bob & Carla - ”Thats the thing about Pits!”  W3 recharge from last round d4=2 ; T3 Atk d20+12=14 ; d20+12=17 ; d20+12=28 ; d6+6=9 ; T5 Atk d20+12=23 ; d8+6=13 ; Drayma reflex d20+4=10 ; dmg 3d6=13 ;
Sunday November 17th, 2024 11:40:44 PM

With the enemy now engaged, Snark accepts Aid from the Archon and tries to let his friends know that the wall of fire is not real and to cross the river in the troll tracks. He then flies forward and using his mysterious staff casts a pit beneath the Troll he knows as Drayma. Beatrix flies up 60 feet to get a better view of the situation (perception roll please).

Benni curses the dwarven troubadour under his breath before racing across the river. He follows a set of pre-existing tracks and runs into the wall of flames where he now casts Invisibility Purge from the relative safety of the fiery envelope. The illusionary flames dance around him and he feels their heat and hears the crackling. No invisible creatures within the range of his spell and within his view appear.

Eadric runs across the frozen surface of the river and attacks T3, hitting the ice troll with a solid blow.

Urist calls out to the prisoners in the cage to flee, her disembodied voice ringing out across the compound. However as she does so, a 30 foot pit opens up directly in front of the pen, blocking all escape.

Makis recalls his guardian, casts Barkskin on Isaac and flies up over the wall of flame. The Guardian abandons the still slumbering T4 and begins making its way at haste towards the river.

W3 stays back from the edge of the pit but continues to threaten any prisoners that approach the opening of the pen. W4 and W5 also maintain defensive positions near the pens.

T2 and T4 slumber on while their companions prepare to defend the encampment,

T3 turns on Eadric and attacks with all of its fury. It tries biting at the human swordsman and then claws at him twice (Hits AC 16, 19 and 30 for 9HP; added +2 for human favoured enemy bonus)

T5 sees Makis pop up over the flames and hurls a spear at the Bloodwitch (Hit AC 23 for 13HP) before calling out for support from T1 who runs up to the barricade, Ready for action.

Drayma tries to avoid the pit but is caught unprepared and falls to the bottom taking 13 hp damage. She spends the rest of the round standing and examining her new surroundings.

Korn surveys his surroundings and advances towards the barricades. He becomes visible as he moves within the ambit of the cleric’s Invisibility Purge.

Map


Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d8+3=8 ; d20+10=27 ; d6+4=5 ;
Monday November 18th, 2024 1:05:49 AM

(FYI - Makis' Guardian and Snark's Lantern Archon were both summoned after the Haste spell was cast, so neither are under the effects of that Haste spell.)

At Snark's direction, the Lantern Archon flies 60' over to Makis and casts Aid on the Bloodwitch, granting him 8 temporary hit points with other Aid benefits.

Then Herb flies within 30' of the ice troll Eadric is fighting and lobs a blob of acid at it, which may prevent it from regenerating. The acid hits touch AC 27 for 5 acid damage.

Snark can see into the yard over the 5' barrier. Does Korn become visible?

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (11 rounds), Enlarge on Isaac (4 rounds), Lantern Archon (5 rounds), Aid (Benni, Eadric, Snark, Makis 3 min), Illusory Fire (2 rounds), Pit (8 rounds)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 18 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 16 Reflex saving to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls require a Climb DC of 25 each round of climbing (generally at one quarter speed.)

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=1 ; d20+15=24 ; d20+16=23 ; d8=4 ; d8=5 ; d8=2 ;
Monday November 18th, 2024 6:35:59 AM

Well lets be honest Beatrix was more interested in positioning and spotting casters then spotting anything hiding (perception 1). But since none of the trolls cast a spell last round that she saw she'll divebomb a Wolf.

24 fly to turn at a sharp angle for divebomb. Charging down 60 feet then back up to her 60 foot height. Hitting wolf AC 23 for 35 damage

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+17=27 ; 9d6=35 ;
Monday November 18th, 2024 7:20:00 AM

Benni doesn't really care if he can see anything, for his Invisibility Purge spell makes anything invisible become visible whether he can see it or not! Well, not that that is a problem. Now that the cleric is interacting with the illusion, he disbelieves, turning the figment (for himself at least) into only a translucent outline. (ooc: everyone should be able to see Korn since he is within 45' of Benni)

And he has to admit, Urist's actions are keeping at least one Winter Wolf out of the immediate fight, though its taking Urist out too while endangering the very people they have come to save, which is a net loss. No time for that, though!

The elf has no desire to take on two trolls while climbing a barricade. Besides, he thinks, his strength is in teamwork! Benni moves within the illusionary flames to get closer to Eadric, before casting a Flame Strike spell to affect both T5 and Korn!

.............
Move (40' to X,8)
Standard: cast Flame Strike (point X/Y,15/16) 35 [18 fire and 17 divine] Damage Reflex DC 19 for 1/2 fire = 26 damage

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Longstrider (+10' 1/ 60min); Haste (from Snark 8/12rds); Invisibility Purge (0/9min, 45' radius)

Abilities:
Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), **Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, **Flame Strike

DM Bob and Carla - Addendum 
Monday November 18th, 2024 8:09:13 AM

Korn was invisible when Benni first cast his spell, but becomes visible to all when he advances and enters the range of the Invisibility Purge. The troll in the pit remains invisible to all but Snark.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 72/83HP  d20+20=26 ; d20+20=38 ; d20+16=33 ; d6+11=14 ; d6+11=17 ; d6+11=13 ;
Monday November 18th, 2024 1:55:42 PM

Dodging the brunt of the trolls attack, Eadric taunts the troll before taking the claw across his armor. Eadric strikes back three times, taking a full attack action against T3.

(26, 38, 33 to hit for 14, 17, 13 damage, 44 total.)

-----------
1/10 temp HP left
AC still 28 due to haste.

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry) 
Monday November 18th, 2024 7:06:10 PM

ooc: Note that Makis also has See Invisibility running.

The guardian double moves up to and into the "cool" side of the wall of fire.

The spear from T5 finds its mark, hitting Makis's AC exactly. This is mitigated somewhat from the recently gained temp HP from the Lantern Archon. The bloodwitch, feeling exposed and seeing Korn advancing, dives into the wall and, casting Deep Slumber, tries to put T1 to sleep.

Spells Cast:
Level 1: 2 of 6+1
Level 2: 4 of 6+1
Level 3: 3 of 5+1
Level 4: 2 of 3+1
Level 5: 1 of 2+1

Urist (AC25/29 vs giants, HP82of82) (Cayzle)  d20+14=30 ; d10+15=22 ;
Monday November 18th, 2024 8:16:28 PM

Urist just cast See Invisibility.

She charges W3 and whacks him with her maul.

She hits AC30 for 22 damage. She remains invisible (50% miss chance) and 10 feet up.



Isaac Harker (Justin M) HP87/91 AC22/ T12 / FF19 
Monday November 18th, 2024 8:33:55 PM

Isaac quickly makes his way across the ice and stops by the other side of the Flaming wall illusion (AH,16)
He plans on going around the side and attacking T1.

Effects
Enlarge person
Divine Favor +2 attack and damage for 1 min
The Long Sword is now Holy for 9 min
Bull’s Strength +4 strength for 9 min
Str is now 22 (+6)
Dex is now 14 (+2)
Attack (+19/14) damage 2d6+10+(2d6 holy)
Bark skin (Ac is now 24/T12/FF21)

DM Bob & Carla - ”Thats the thing about Pits!”  T5 ref d20+10=15 ; Korn ref d20+4=15 ; T1 Will d20+3=7 ; T3 Atk d20+14=15 ; d20+14=31 ; d20+14=20 ; T3 dmg d6+6=12 ; Korn lightning dmg 3d6(2+5+6)=13 W3 Breath d100=93 6d6(2+3+5+4+3+3)=20. W3 recharge d4=4. Drayma str d20+8=11
Monday November 18th, 2024 10:18:30 PM

Snark directs the archon to cast aid on Makis before maneuvering Herb Alpert over towards Eadric and lobbing acid at T3. The troll howls in pain as its skin sizzles. Eadric adds to its discomfort with a barrage of blows from his sword, hitting three times in quick succession.

Beatrix swoops down on W4 and strikes solidly with her lance before darting back upwards in a display of aerial agility. Benni moves through the imaginary wall of fire and casts Flame Strike on T5 and Korn who unknowingly stepped into the range of the cleric’s invisibility purge. A torrent of flame and radiant energy hurtles down from above, engulfing the two trolls in fire and light. Makis dives into the safety of the imaginary fire and casts Deep Slumber on T1 (Will save = 7) who staggers and falls asleep leaning against the brush barricade. Isaac moves across the river to close in on T1, only to see the troll succumb to the blood witch’s magic. Meanwhile, an invisible Urist chargers at W3 and strike the wolf with her maul.

The prisoners in the cages are now all up on their feet, their spirits buoyed by the idea that rescue is at hand. Some of those in the second pen begin kicking at the door, but alone they do not have the strength to break it down.

T3 gathers itself and once again attacks Eadric with all its might while calling for assistance. It misses with its bite but manages to hit AC 31 with a claw for 12 hp damage.

T5 and Korn both take full damage from Benni’s spell. Korn moves to the east and casts Call Lightning and unleashes a bolt of energy down upon Makis who is visible within the flames for 13 hp (ref vs DC 14 for 6hp). T5 moves toward the west in support of T3.

W3 recoils from the blow of Urist’s maul, raises it’s head and sends a blast of icy breath skyward in a 15 foot cone for 20 hp damage (ref vs DC 13 for 10 hp)

Drayma quaffs a potion and tries to climb out of the pit but fails and remains seething at the bottom of the gnome’s magical hole.

Map


Urist (AC25/29 vs giants, HP62of82) (Cayzle)  d20=3 ; d20+12=15 ; d20+26=31 ;
Monday November 18th, 2024 10:55:28 PM

Urist takes the blast for 20 damage.

She answers with another whack! She hits AC15, a miss.

"Bad Dog!" she shouts, then moves stealthily up 30 more feet. (40 ft total)

Stealth 31

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d8+3=11 ;
Tuesday November 19th, 2024 12:06:16 AM

At Snark's direction, the Lantern Archon flies over to Eadric and casts Aid on him again, granting him 11 temporary hit points.

Herb moves.

Snark can see that this Korn fella is going to be a problem. He casts Glitterdust on Korn. Korn is covered in golden dust and must make a DC 19 saving throw or be blinded.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (10 rounds), Enlarge on Isaac (3 rounds), Lantern Archon (4 rounds), Aid (Benni, Eadric, Snark, Makis 3 min), Illusory Fire (1 rounds), Pit (7 rounds), Glitterdust (Korn, 9 rounds)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 18 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 16 Reflex saving to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls require a Climb DC of 25 each round of climbing (generally at one quarter speed.)

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+15=33 ; d20+16=25 ; d8=5 ; d8=5 ; d8=1 ;
Tuesday November 19th, 2024 9:59:14 AM

Oh hey, caster. Beatrix switches targets, divebombing the guy calling forth lightning bolts. 33 Fly, 25 to hit, 35 damage

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+10=17 ; d8+3=8 ;
Tuesday November 19th, 2024 12:28:49 PM

Benni looks to help for the tough fight and casts Spiritual Weapon, and sends it against Troll 3

Attack 17. Damage 8

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 61/83HP  d20+20=21 ; d20+20=23 ; d20+16=22 ; d6+11=15 ; d6+11=13 ; d6+11=12 ;
Tuesday November 19th, 2024 1:33:04 PM

Eadric takes the bite attack in stride and with the Aid from Snark's Lantern Archon feels almost good as new With renewed vigor, he continues his assault of T3. (21,23,22 to hit for 15,13,12 damage or 40 damage total.)

-----------
11/11 temp hp
+1 AC from haste 28AC

Makis the Lucky (AC 22/13/19, CMD 16. HP 78/78) (Harry)  d20+11=25 ; d20+11=28 ; d8+5=13 ;
Tuesday November 19th, 2024 6:04:52 PM

Reflex save is 25 so Makis takes 6 but the damage is absorbed by the temp hp from the Aid spell.

The guardian moves to attack T3 with a keen longsword. To hit is 28 for 13 points of damage. His current hasted AC is 25.

Makis is unhappy that Korn has somehow disbelieved the illusionary wall without interacting with it. He casts a focused Bestow Curse spell onto his tormentor. DC 24 will save or each turn Korn has a 50% chance to act normally; otherwise, he takes no action. After casting his spell Makis retreats, staying at 20' but now is above the river.

Spells Cast:
Level 1: 2 of 6+1
Level 2: 4 of 6+1
Level 3: 4 of 5+1
Level 4: 2 of 3+1
Level 5: 1 of 2+1

Spells on - Haste, Aid with 2 temps, Barkskin, See Invisibility, Mage Armor, Threefold Aspect, Flying Broom


Isaac Harker (Justin M) HP87/91 AC22/ T12 / FF19  d20+12=19 ;
Tuesday November 19th, 2024 8:29:26 PM

Isaac moves as far as he can into the camp.
(Can isaac move through the brush piles? If he can he moves to AA,16. )
In case Isaac needs to mave a save vs the major illusion:19

DM Bob & Carla - ”Everyone’s unhappy with Korn…”  Korn save vs Glitterdust d20+9=19 ; Save vs Curse d20+9=18 ; 50% chance d100=34 ; T3 Atk d20+14=26 ; d20+14=31 ; d20+14=32 ; T3 dmg d8+6=13 ; d6+6=12 ; d6+6=11 ; Rend d6+9=10 ; Korn AoO d20+10=23 ; d6+5=11 ; Korn lightning 3d6=13 ; T5 Atkd20+12=20 ; Drayma d20+8=10 ;
Tuesday November 19th, 2024 11:36:16 PM

Urist takes a swipe at the winter wolf below her but misses and must settle for admonishing the creature before flying upwards as silently as possible. W3 looks skyward, sniffing, but cannot see the invisible dwarf.

Snark directs the archon to provide Aid to Eadric before flying over and casting Glitterdust on Korn. Beatrix also takes the opportunity to attack the spell casting troll from above, striking solidly with her lance.

Benni calls forth a spiritual weapon to attack T3 but it does not connect. Eadric also swings at T3 narrowly missing three times. However, the Guardian strikes a solid blow on the harried troll.

Makis is annoyed by Korn’s attack and curses the troll cleric. (Note the illusionary wall has not been opaque for either the players or the bad guys). Isaac runs through the same illusionary flames and scrambles over the brush barricades. The going is tough as thorns and branches grab at him as he proceeds (Note that AA 16 is still in the barricade and movement from AA15 to AA16 through the difficult terrain provokes an AoO).

Korn fights off the effect of the Glitterdust but succumbs to the blood witch’s curse. Somehow he manages to still take action. He claws once at the Paladin hitting AC23 for 11 hp before calling forth another lightning bolt on Makis. (13 hp (ref vs DC 14 for 6hp call lightening)

Fighting for his life, a bloodied T3 lunges at Eadric narrowly missing with a bite, but striking with both claws. The beast grips the fighter firmly and tries to tear him limb from limb (Hit AC 31 and 32 for 33 total dmg)

T5 finally has a target move into range and lopes over towards Isaac, striking out with a single long claw, but failing to connect.

W5 moves from between the pens and towards Korn in support of it’s master, while Drayma (invisible to some but not all) continues to languish at the bottom of Snark’s pit. A bloodied W4 guards the pens, while the prisoners kick and shake at the cages and cry out for help.

T1, T2 and T4 continue to sleep.

Overhead the clouds scud stormily across a darkening sky as the wind picks up, whipping snow about. The temperature drops a couple of degrees.

Map

W AC = 17
T AC = 24
Korn and Drayma AC = 17



“Benni” AC 25/11/24 CMD 24. HP 63/ 63 Onesimos (SteveK)  d20+10=20 ; d20+10=29 ; d8+3=4 ; d4+4=5 ; 2d6=8 ; d6=4 ; d6=2 ; d6=2 ; d6=6 ; d6=6 ;
Wednesday November 20th, 2024 8:30:18 AM

Benni sees Eadric is in terrible trouble and he rushes the troll, inviting it to drop the fighter and slash at the cleric! His Spiritual StarKnife attacks, and then Benni is there with his own StarKnife, punching hard with a supernatural Holy Lance effect!

Heroically, he sends forth a healing burst, channeled only to himself and Eadric (Guardian is immune: construct)

.............
Move (to T,7)
Spiritual StarKnife: attack 20 damage 4
Attack: 29 5+8holy = 13 damage
Hero Point: 20 healing to Eadric and Benni

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Longstrider (+10' 1/ 60min); Haste (from Snark 10/12rds); Invisibility Purge (0/9min, 45' radius); Spiritual Weapon (2/9rds d8+3); Holy Lance (on StarKnife 1/5rds)

Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, **Spiritual Weapon. 3(4+1): Prayer(D), **Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, **Flame Strike

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+15=30 ; d20+16=27 ; d8=1 ; d8=7 ; d8=5 ;
Wednesday November 20th, 2024 10:03:20 AM

Beatrix continues to press her aerial advantage (30 to do flying maneuvers). She hopes the wind doesn't get too bad; even as big as she is she can be blown out of the air. (divebomb Korn for 37 Damage)

Urist (AC25/29 vs giants, HP62of82) (Cayzle)  d20+15=32 ; d10+15=19 ;
Wednesday November 20th, 2024 10:38:51 AM


Urist dives down to get that dang winter wolf!

With a +1 diving and a +2 charging, she hits AC 32 for 19 damage.

She braces herself for a blast or a bite ... but maybe that 50% miss chance will help ...

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d8+3=7 ; 9d6=32 ;
Wednesday November 20th, 2024 1:56:44 PM

The Lantern Archon once again casts Aid on Eadric, granting him 7 temporary hit points.

Herb moves.

Snark looks carefully at the battlefield. He can see that if he centers a Fireball at W-X 17-18 he can catch T5, W5, and Korn. He lets fly and a Fireball detonates. T5, W5, and Korn take 32 points of fire damage, DC 19 saving throw for half.

The Illusory fire goes away (not concentrating, expired.)

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (9 rounds), Enlarge on Isaac (2 rounds), Lantern Archon (4 rounds), Aid (Benni, Eadric, Snark, Makis 3 min), Pit (6 rounds)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 18 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 16 Reflex saving to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls require a Climb DC of 25 each round of climbing (generally at one quarter speed.)

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP  d20+20=35 ; d20+20=29 ; d20+16=29 ; d6+11=12 ; d6+11=13 ; d6+11=17 ;
Wednesday November 20th, 2024 3:18:30 PM

Eadric cries out in pain as the claws rake across his armor. The heal from Benni and Aid from the archon boost him back up, but the effects are definitely felt. He will continue to lash out with his rapier, trying to finish this troll off once and for all.

(35,29,29 to hit for a combined 42 damage.)

Makis the Lucky (AC 22/13/19, CMD 16. HP 61/78) (Harry)  d20+11=27 ; d20+13=30 ; d20+13=19 ; d8+5=7 ; d8+5=13 ; 2d6=6 ;
Wednesday November 20th, 2024 6:08:27 PM

Reflex Save vs Call Lightning is 27. So Makis takes 4 and his last 2 temp HPs are expended.

The guardian full attacks, and he benefits from his knowledge domain ability to gain +2 to attacks against a creature he attacked last round. Attacks are 30 for 7 damage and 19 for 13 damage.

Makis partially shrugs off the lightning damage and casts a spell causing him to vomit forth a swarm of wasps. The flying insects appear next to him but fly directly to Korn and thousands of the tiny insects settle upon him and begin to sting. ooc: 6 points of damage and a DC 13 Fort save frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. He also need to roll another DC 13 Fort save vs distraction.

After casting his spell Makis moves higher and away.

Spells Cast:
Level 1: 2 of 6+1
Level 2: 4 of 6+1
Level 3: 4 of 5+1
Level 4: 2 of 3+1
Level 5: 1 of 2+1

Spells on - Haste, Aid with 2 temps, Barkskin, See Invisibility, Mage Armor, Threefold Aspect, Flying Broom


DM Bob & Carla - ”The Upper Hand…”  Drayma escape d20+8=20 ; d20+8=16 ; Korn save vs fireball, d20+4=11 ; T5 ref d20+10=18 ; W5 ref d20+6=17 ; Korn Fort d20+15=16 ; d20+15=33 ; Korn lightning 3d10=17 ; W3 atk d20+10=25 ; W3 dmg d8+7=11 ; d6=5 ; W3 miss chanced100=18 ; T5 Atks d20+14=28 ; d20+14=31 ; d20+14=27 ; T5 dmg d8+6=7 ; d6+6=12 ; d6+6=8 ; d6+9=12 ;
Wednesday November 20th, 2024 11:33:01 PM

Despite the darkening skies and rising wind, the heroes appear to be gaining the upper hand. Benni’s spiritual weapon stabs at T3 but misses. The cleric’s star knife does better and draws blood. Onesimos then sends a burst of healing energy into the badly injured Eadric as well as himself. The archon also provides aid to the swordsman. Partially healed, Eadric slashes out three times at T3 leaving bloody wounds each time. The troll staggers briefly and collapses unconscious to the snowy ground.

Urist hits W3 with her maul and hopes the wolf will be unable to pinpoint her location.

Beatrix directs her focus to Korn and dives down with her lance, striking the troll before rising back up. Snark casts Fireball partially enveloping Korn, W5 and T5 in its blast. As the flames recede, Makis vomits a swarm of wasps which also attack Korn.

Drayma attempts to climb out of the pit she finds herself in but is once again unsuccessful. She curses in a most unladylike fashion.

Korn is surprised when the illusionary wall of fire dissipates, and is even more surprised when a ball of fire erupts to his left and engulfs him. Although he is unable to avoid the flames (ref 11) they seem to wash over him, only scorching him slightly. The fireball also hits T5 and W5 with much more noticeable affect. The winter wolf is charred beyond recognition as the flames consume its flesh. T5 survives but is badly wounded.

Korn withstands the swarm of wasps and calls forth another bolt of lightning. A brilliant blue streak of energy 5 ft wide and 30 ft long arcs down from above with an increased ferocity and sound, as if augmented by the turbulent skies overhead. It strikes Makis for 17 hp (ref vs DC 14 for 8hp)

W3 leaps up and bites at the Invisible dwarf that has been harassing him. It’s jaw clamps down on Urist biting her calf. (Hit AC 25 for 11 + 6 cold damage; miss chance 18 = success)

T5, scorched raw continues its defence of Korn and attacks Isaac striking with a bite and two claws. (Hits AC 28, 31,27 for 7+12+8 damage) and then proceeds to try and tear the enlarged Paladin apart with a rend for 12 additional hp. (Total damage 39 hp)

W4 moves into position to surround Isaac

The prisoners in the pens take a keen interest in the goings on. With each attack by the heroes there are cheers and exclamations, then gasps and eerie silence as Korn and the trolls inflict wounds on the Luck Makers.

Map

W AC = 17
T AC = 24
Korn and Drayma AC = 17


Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d8=7 ; 9d6=36 ;
Thursday November 21st, 2024 12:57:46 AM

(Does Korn needs to roll each round to be able to act because of Makis' curse?)

Snark is worried about Makis and Isaac continuing to take damage. The Lantern Archon is too far away to help Isaac, so he directs it to cast Aid on the Makis, giving him 10 temporary hit points.

"Hey Makis, sorry this is gonna wreck your bugs." The little gnome casts Fireball, catching T5, W4 and Korn. They take 36 points of fire damage, DC 19 saving throw for half. (The fireball is outlined in red on the map. Would it eliminate the barrier within its area?)

Herb moves.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (8 rounds), Enlarge on Isaac (1 rounds), Lantern Archon (3 rounds), Aid (Benni, Eadric, Snark, Makis 3 min), Pit (5 rounds)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 18 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 16 Reflex saving to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls require a Climb DC of 25 each round of climbing (generally at one quarter speed.)

DM Bob & Carla - ”The Upper Hand…Addendum”  d100=37 ;
Thursday November 21st, 2024 8:23:00 AM

Korn makes his save vs the curse although I am not sure he needs to as the bestow curse is a touch spell, and no touch attack was ever made.

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=34 ; d8=5 ; d8=8 ; d8=4 ;
Thursday November 21st, 2024 8:45:34 AM

Aerial superiority is the best. Beatrix will continue to batter the spellcasting until he drops and there's little he can do about it. 33 to hit 41 damage.

“Benni” AC 25/11/24 CMD 24. HP 63/ 63 Onesimos (SteveK) 
Thursday November 21st, 2024 10:14:16 AM

Benni assesses the situation. "Eadric, I think Isaac needs help. I'll be along after I make sure this troll doesn't get up." And the cleric begins to cast a complicated spell; Summon Monster IV , intending to bring into the battle a set of fire elementals who can burn trolls.
...................

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Longstrider (+10' 1/ 60min); Haste (from Snark 11/12rds); Invisibility Purge (0/9min, 45' radius); Spiritual Weapon (3/9rds d8+3); Holy Lance (on StarKnife 2/5rds)

Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, **Spiritual Weapon. 3(4+1): Prayer(D), **Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, **Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, **Flame Strik

Isaac Harker (Justin M) HP57/91 AC22/ T12 / FF19  3d6=9 ; d20+19=23 ; d20+19=21 ; d20+14=19 ; 2d6+10=12 ; 2d6+10=19 ; 2d6+10=13 ; 2d6=2 ; 2d6=8 ; 2d6=9 ;
Thursday November 21st, 2024 10:34:38 AM

Isaac closes the most serious wounds with lay on hands.(9hp)
Isaac lays his full might into striking the troll (T5)
Attack 1:23
Attack 2:21
Attack 3:19
Damage 1:12+2=14
Damage 2:19+8=27
Damage 3:13+9=22
Effects
Enlarge person
Divine Favor +2 attack and damage for 1 min
The Long Sword is now Holy for 9 min
Bull’s Strength +4 strength for 9 min
Str is now 22 (+6)
Dex is now 14 (+2)
Attack (+19/14) damage 2d6+10+(2d6 holy)
Bark skin (Ac is now 24/T12/FF21)


Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP  d20+20=33 ; d6+11=16 ;
Thursday November 21st, 2024 12:07:05 PM

Eadric nods at Benni's analysis before springing into action! (Spring Attack at T5!) (33 to hit, 16 damage), ending at Y14.

Makis the Lucky (AC 22/13/19, CMD 16. HP 61/78) (Harry)  d20+11=27 ;
Thursday November 21st, 2024 12:08:33 PM

ooc: Please forgive my oversight - I guess I am a little rusty with these 1st ed rules. Makis is good with his touch attacks and Spectral Hand. Sorta his thing. I have bought the D&D 2024 payers manual and am reading up on those rules. Touch Attack was a 27. Also, I do not see where you included the Guardian's attacks. Did I somehow miss that? Will post full turn later.

(OOC: Benefit of doubt to player - Korn will roll vs the curse for as long as he’s alive. The Graven Guardian did 7 dmg and this was subtracted from T3’s total HP, but we forgot to give it credit for the role it played in rendering the troll unconscious. -DM Carla)



Makis the Lucky (AC 22/13/19, CMD 16. HP 53/78+10 temps) (Harry)  d20+12=13 ; d20+12=23 ; d20+3=6 ; 2d8+10=13 ; 4d8+9=31 ;
Thursday November 21st, 2024 7:32:59 PM

Makis fails initial reflex save and uses his Luck feature to reroll the save, getting a 23 and takes 8 points of lightning damage. The wasp swarm fails its reflex save vs the fireball and is destroyed.

The guardian, standing next to T3 uses a full round attack to Coup De Gras. Damage is only a 13, which requires T3 to make a DC 23 Fort save or die.

Makis, growing tired of the strikes of lightning casts Resist Energy, Lightning on hiimself gaining Resist 20 to that element. He then uses a heropoint to cast Cure Critical Wounds and delivers the spell to Isaac via his Spectral Hand. 31 points of healing to Isaac.

Spells Cast:
Level 1: 2 of 6+1
Level 2: 5 of 6+1
Level 3: 4 of 5+1
Level 4: 3 of 3+1
Level 5: 1 of 2+1

Spells on - Haste, Aid with 10 temps, Spectral Hand, Barkskin, See Invisibility, Mage Armor, Threefold Aspect, Flying Broom, Resist Energy Electricity 20



Urist (AC25/29 vs giants, HP45of82) (Cayzle)  d20+12=30 ; d10+15=24 ;
Thursday November 21st, 2024 10:30:47 PM


"BAD DOG! BAD DOG!" shouts Urist. She whacks the beast with her maul, hitting AC30 for 24 damage. Then she flies up 30 feet and then her invisibility expires.

DM Bob and Carla - ”It’s not over…”  T5 Ref d20+10=24, W4 Ref d20+6=24, Korn Ref d20+4=9 ; T3 Fort d20+17=29 ; W3 Bite d20+10=28 ; dmg d8+7=15 ; cold d6=3 ; d100=83 (fail) W3 cold dmg 6d6=21 ; W4 bite d20+10=17 (fail); Drayma climb d20+8=12 W3 recharge d4=1 d4=1 (error - not required)
Thursday November 21st, 2024 11:12:41 PM

The wind whips up swirls of snow and the trees creak and sway, shedding their coats of white on to the ground. The flyers are buffeted by the wind, but it is a nuisance rather than a threat. On the ground, the slavers are being pressed hard by the Luck Makers.

Snark directs his Lantern Archon to deliver aide to Makis while the greenmage causes a Fireball to detonate. With a low roar, a searing explosion of flame rolls out over T5, W4, Korn and the stinging swarm of insects, cindering a section of the brush barricade, and missing the paladin by the narrowest of margins!

Beatrix targets the caster, making a concerted effort to end Korn’s existence.

Benni sends Eadric to Isaac’s side, and concentrates on bringing forth allies with a firey disposition.

Quickly ministering to his worst hurts, Isaac fights on. His first attack narrowly misses the troll, and the creature manages to avoid those that follow.

Eadric springs across the compound and deals harshly with the troll attempting to flank his paladin friend.

Makis gets busy, assigning his guardian the task of terminating the unconscious troll’s existence before creating a magical buffer to better protect himself from lightening strikes. He finds the resources to send his spectral hand on a mission of mercy - delivering a boost of healing energy to the beleaguered Isaac.

Urist slams W3 with her maul before flying off - provoking an AoO. The wolf makes a valiant effort but its jaws clamp down on empty space as the troubadour flies 30 ft up, becoming visible in the process.

Troll #5 and Korn succumb to the combined forces of the Luck Makers surrounding them, however W4 manages to cheat death.

W3, seeing the sword wielding guardian over it’s master’s prone body, bolts for the barricade and breaths a 15ft cone of cold catching Benni, the Guardian, and possibly Herb Alpert and Snark (who’s elevation has not been identified!) for 22 HP cold damage, Reflex save vs DC 17 for 11.

Jaws snapping W4 lunges at Eadric, but misses the wily fighter.

Drayma invisible to all but Snark, Makis, and Urist claws at the stone sides of her prison, but fails to make any headway.

T1, T2, and T4 (who was left back in the forest) slumber on…

Map

W AC = 17
T AC = 24



“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK)  d20+8=21 ; d20+13=33 ; d4+1=2 ; d20+12=25 ; d20+7=27 ; d8+3=7 ; d8+3=8 ; d20+7=18 ; d4+4=6 ;
Friday November 22nd, 2024 8:54:24 AM

Benni notices the Winter Wolf just in time and manages to avoid some of its chilling breath, and manages to keep his concentration and complete the spell, and 2 Small Fire Elementals begin dancing on the prone body of Troll #3, trying to set it afire!

With a little gesture, the cleric sends his Spiritual StarKnife against Winter Wolf #3. And then he throws his StarKnife, wounding the Wolf still more!

(ooc: When Benni charged Troll#3, he moved more than 45' from Korn, who is no longer affected by Invisibility Purge

......
Reflex: 21, 11 dam
Concentration DC25 to maintain spell: 33, yaaaas!!
Move Action: redirect Spiritual StarKnife to Wolf #3 Attacks: 25, 27 Dam: 7, 8
StarKnife ranged attack: 18 Dam 6

Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Longstrider (+10' 1/ 60min); Haste (from Snark 12/12rds); Invisibility Purge (0/9min, 45' radius); Spiritual Weapon (4/9rds, A:+12/7 D:d8+3); Holy Lance (on StarKnife 3/5rds)

2 Small Fire Elementals AC 16 HP 11 (Saves F3/R4/W0) +4 Att 1d4+Burn [+1d4 +Reflex DC11 or catch fire]

Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, **Spiritual Weapon. 3(4+1): Prayer(D), **Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, **Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, **Flame Strike


Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+15=17 ; d20+16=18 ; d8=3 ; d8=3 ; d8=7 ;
Friday November 22nd, 2024 10:08:19 AM

Beatrix will try to finish off W4 (17 to fly, 18 to hit, 37 damage)

Makis the Lucky (AC 22/13/19, CMD 16. HP 53/78+10 temps) (Harry) 
Friday November 22nd, 2024 4:23:59 PM

The guardian moves to engage W3. If this move can be done with a 5' step he attacks twice. If it requires a move action he can only attack once.



Makis the Lucky (AC 22/13/19, CMD 16. HP 60/78+10 temps) (Harry)  d20+11=28 ; d20+11=14 ; d20+11=19 ; d8+5=7 ; d8+5=13 ; d8+5=9 ; d8+5=7 ;
Friday November 22nd, 2024 4:37:52 PM

ooc: Hit submit instead of Roll...

The first attack of his keen long sword will confirm if a 19 hits. Damage is 7, or 20 if the threat confirms. The second attack is wild, likely from the depth the weapon sunk in and likely misses, but does 9 if somehow a 14 hits.

Makis takes a moment to heal some of his own wounds casting Cure Light Would on himself healing 7 points.

___________________________
Spells Cast:
Level 1: 3 of 6+1
Level 2: 5 of 6+1
Level 3: 4 of 5+1
Level 4: 3 of 3+1
Level 5: 1 of 2+1

Spells on with durations:
Extended Haste from Snark - 18 rounds total
Aid with 10 temps from Lantern Archon - 30 rounds
Spectral Hand - 9 minutes
Barkskin AC +4 Natural Armor - 90 minutes on both Makis and Isaac.
See Invisibility - 90 minutes
Mage Armor from Snark - 18 hours
Threefold Aspect - 24 hours. Currently using Youth
Flying Broom - 9 hours
Resist Energy Electricity 20 - 90 minutes

Note that there are 3 sleeping trolls from Deep Slumber that will last a total of 9 minutes.



Urist (AC25/29 vs giants, HP45of82) (Cayzle)  d20+15=29 ; d10+15=21 ;
Friday November 22nd, 2024 4:51:48 PM


Urist casts her second Greater Invisibility and dives down to bust open the door to the pen.

Hits AC29 for 21 damage.

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19  d20+19=36 ; 2d6+10=12 ; 2d6=5 ;
Friday November 22nd, 2024 5:00:16 PM

Isaac calls our to Markis "Your a life saver" and runs over to help put the winter wolf attack Eadric down he swings his sword at the beast.
Attack:36
Damage:17

Effects
Enlarge person
Divine Favor +2 attack and damage for 1 min
The Long Sword is now Holy for 9 min
Bull’s Strength +4 strength for 9 min
Str is now 22 (+6)
Dex is now 14 (+2)
Attack (+19/14) damage 2d6+10+(2d6 holy)
Bark skin (Ac is now 24/T12/FF21)

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d8+3=7 ; d20+9=16 ; d20+9=17 ; d20+10=21 ; d6+4=6 ;
Friday November 22nd, 2024 5:15:49 PM

Snark and Herb would indeed be caught by the Winter Wolf's breath weapon, as he was down behind the barrier and not up in the air. Snark fails, but Herb succeeds on the save, so 22 and 11 damage.

He can see Isaac has taken a lot of damage. He says to the Lantern Archon, "Hey Sparkie - go cast Aid on that guy." The Lantern Archon does so, giving Isaac 7 temporary hit points plus the benefits of Aid.

Korn may be invisible, but the Glitterdust spell still outlines his prone body. The little greenmage will have Herb fly up 15' into the air as he casts a blob of acid on Korn, hoping to prevent any regeneration. He hits touch AC 21 for 6 points of acid damage to Korn. He keeps a close eye on all the fallen trolls to see if any are regenerating, and he will shout out of any are.

The Enlarge spell on Isaac ends.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (7 rounds), Lantern Archon (2 rounds), Aid (Benni, Eadric, Snark, Makis, Isaac 3 min), Pit (4 rounds)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 18 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 16 Reflex saving to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls require a Climb DC of 25 each round of climbing (generally at one quarter speed.)

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP  d20+20=28 ; d20+20=31 ; d20+16=30 ; d6+11=12 ; d6+11=13 ; d6+11=15 ;
Friday November 22nd, 2024 6:22:12 PM

Eadric full attacks the wolf who attempted to take a bite out of him. (28,31,30 to hit for 12,13,15 or 40 damage total.)

DM Bob & Carla - ”Combat Round 13”  Drayma d20+8=12 ;
Sunday November 24th, 2024 8:27:15 PM

Benni shakes off the cold damage from the winter wolf attack and completes his summoning spell. Two fire elementals pop into existence and set T3 alight. The troll, vulnerable to fire can no longer regenerate and after a short time is consumed by the flames. The cleric then hurls both his spiritual star knife and his own personal blade at W3 striking with both weapons. Makis assists his brother and his Guardian strikes a critical blow to the wolf ensuring it will not rise again.

Beatrix dives down on W4 striking it with her lance. Both Eadric and Isaac join in the attack, striking the same wolf. It is impossible to determine who struck the killing blow, so rapid and thorough were the attacks. W4 lies dead in a growing red stain on the snow.

Snark directs his archon to provide assistance to the Paladin before dropping a blob of acid down on the body of Korn thus preventing any regeneration for the moment. The troll is completely visible after having cast attacking spells earlier in the battle.

Urist recasts greater invisibility on herself and proceeds to shatter the door on the second pen.

The troll encampment is in complete disarray. The winter wolves are dead, T3 and T5 are dead and burned beyond recognition and Korn is charred and acidified although may yet be alive. T1 and T2 continue to slumber and presumably T4 is also still asleep back in the forest although he cannot be seen from their current position. Only Drayma remains conscious, albeit invisible at the bottom of Snark’s pit.

Those prisoners brave enough to venture out of the second pen stumble into the open and cast their eyes about at the carnage. The prisoners in the first pen, gaze out from within it, unable to leave until a new hole in the pen is created away from the pit that blocks the current opening. They call out for assistance in weakened voices.

Map

T AC = 24
Drayma AC 18


Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+14=22 ; d8+3=5 ;
Monday November 25th, 2024 2:31:16 AM

Snark thinks about what he knows about Ice Trolls. (Knowledge Nature 22.)

The Lantern Archon flies over to Snark and casts Aid, granting the little gnome 5 temporary hit points. It will be gone next round.

He looks at Korn to see if the creature is still able to regenerate. If it is, he will hit it with another acid blob. (should be auto hit on a helpless creature.) If Korn is indeed dead, Snark will instead use a wand to cast Enlarge on Isaac.

"That pits gonna disappear in a few rounds. We oughta gather around it to put an end to Drayma when it does. With Benni near the pit, Drayma won't be invisible no more neither. Once we put and end to Drayma, we can do he same with the sleeping trolls.

"Hey Benni - maybe you can march your little firemen there down into that pit to give Drayma something to think about."


(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (6 rounds), Lantern Archon (1 rounds), Aid (Benni, Eadric, Snark, Makis, Isaac 3 min), Pit (3 rounds)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 18 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 16 Reflex saving to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls require a Climb DC of 25 each round of climbing (generally at one quarter speed.)

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Monday November 25th, 2024 7:58:59 AM

"On it, Snark!", confirms the cleric, and Benni leaves his StarKnife where it rests in the snow (counting on to pick it up later), and hustles towards the Pit with his Spiritual StarKnife and the small fire elementals in tow. He's a little far away and he can't talk whatever it is fire elementals speak, but he's hoping walking and pointing will do the trick. "Hey Snark! What's the word for 'enemy' in Ignan?"

He calls louder to the prisoners. "Stay there for your safety! We will get you out after there is no danger!"

...................
Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Longstrider (+10' 1/ 60min); Invisibility Purge (0/9min, 45' radius); Spiritual Weapon (5/9rds, A:+12/7 D:d8+3)

2 Small Fire Elementals AC 16 HP 11 (Saves F3/R4/W0) +4 Att 1d4+Burn [+1d4 +Reflex DC11 or catch fire]

Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, **Spiritual Weapon. 3(4+1): Prayer(D), **Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, **Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, **Flame Strike

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Monday November 25th, 2024 8:56:43 AM

Unable to see any active combatents Beatrix flies down to consult with people. It's hard to hear when you're 60' up and there's any wind.

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Monday November 25th, 2024 4:06:10 PM

Isaac looks over at the large hole and starts heading over to where the trapped combatants is since he can't see any more mosterd to fight.
Isaac moves as close as he can over to the pit stopping a good 20 feet from it.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry)  d20+11=20 ; d8+5=12 ; d8+5=9 ;
Monday November 25th, 2024 6:38:01 PM

With a word from Makis the guardian Hated moves over to Korn stabs him with the magical and keen longsword. ooc: DC 20 to hit prone and helpless opponent for 12 points of slashing damage.

Makis flies to within 20' of the ground and closer to Benni before healing himself again with a Cure Light spell, healing 9 points of damage. I could send down wasps. he offers.

___________________________
Spells Cast:
Level 1: 4 of 6+1
Level 2: 5 of 6+1
Level 3: 4 of 5+1
Level 4: 3 of 3+1
Level 5: 1 of 2+1

Spells on with durations:
Extended Haste from Snark - 18 rounds total
Aid with 10 temps from Lantern Archon - 30 rounds
Spectral Hand - 9 minutes
Barkskin AC +4 Natural Armor - 90 minutes on both Makis and Isaac.
See Invisibility - 90 minutes
Mage Armor from Snark - 18 hours
Threefold Aspect - 24 hours. Currently using Youth
Flying Broom - 9 hours
Resist Energy Electricity 20 - 90 minutes

Note that there are 3 sleeping trolls from Deep Slumber that will last a total of 9 minutes.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP  d20+16=19 ; d6+9=12 ;
Monday November 25th, 2024 6:45:00 PM

Eadric approaches the pit, pulling out his crossbow and firing a crossbow bolt down at Korn. (19 to hit, 12dmg.) He asks everyone "What's the plan with the sleeping ones? Leave 'em there?"

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Monday November 25th, 2024 9:09:32 PM

Urist helps free the prisoners by bashing a new hole, then ferrying / flying people out.

DM Bob and Carla - ”Combat Round 14”  Drayma’s climb check d20+8=27
Monday November 25th, 2024 9:36:11 PM

Things start to click for the blue haired gnome. Between what he has read, and what he has already experienced during previous encounters with trolls, Snark determines these ice trolls are more intelligent than normal trolls, but like their brethren, possess regenerative powers that enable them to recover from almost any wound. Damage from acid and fire does, indeed, slow them down - and can actually kill them if it is the mortal hit or administered once they are struck down by other means. Though smaller (10ft and 900 lbs) than Korn and Drayma (who are closer to 13ft and 1000 lbs) the troll rangers are hard to wound. Unlike them, Korn and Drayma bear ritualistic scarring Snark recognizes as caused by searing with acid and fire. He has heard of troll acolytes who have magical power and knowledge of the natural world sporting such markings.! Snark is pretty sure Korn won’t be a problem for the heroes, so he casts a spell on the paladin. The gnome gets boosted by his lantern archon before it winks out.

In response to the greenmage’s summons, Benni moves towards Drayma’s temporary prison, after first calling to the escaping captives to stay put for their safety! He is close to the corpse of Korn and the sleeping T1 draped over the barricade of mounded brush. The fire elementals dance about the cleric unsure how to proceed.

Beatrix rides the wind down towards her companions, unsure what to do next.

Having learned from past experience, Isaac approaches the magical pit warily. He can not yet see what it contains, but has a pretty good idea. If he accepts the enlarge spell from Snark he is once again super sized.

The flashing blade of the Bloodwitch’s gardian slices Korn up like rare roast beast, while Makis suggests sending a swarm of stinging insects down into the pit.

Eadric has the good idea of shooting at one of the troll acolytes. Korn is no longer a threat, but Drayma, according to those who can see invisible things, looks to be in great shape - though confined in a 30ft deep pit. (OOC: please clarify which troll you wished to hit and position Eadric on the map accordingly. If targeting Drayma in the pit, roll a d100. If 50 or lower, it’s a hit - with the AC and dmg from your post. - DM Carla)

An invisible Urist bashes a hole in the cage by the pit. Frightened by the violence of the assault on their prison from an unknown source, the individuals inside draw back against the opposite wall.

Invisible to everyone except Makis, Urist and Snark, Drayma hauls herself out of the greenmage’s magical pit - and begins running to the west!

Map

Drayma’s AC = 18

(OOC: please position your PC on the map. The dead wolves have been removed. The trolls that are ‘dead’ have been identified. Drayma is invisible to all but Snark, Makis and Urist, since Benni and his purge invisibility is not yet close enough.)


Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Tuesday November 26th, 2024 9:06:54 AM

Beatrix moves over to the hole. "I don't actually have any ranged spells prepared. My general policy is to speed up to close in quickly rather then attack at ranged."

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Tuesday November 26th, 2024 10:44:59 AM

Benni trots over to the pit, careful not to fall in, and is disappointed to not see Drayma inside. Looking up, he sees his Invisibility Purge is juuust close enough to suppress the Ice Sorceress' invisibility, but if she keeps hustling west, the cleric is never going to keep up. He satisfies himself with shaking his fist and shouting. "Don't let us catch you a third time, Drayma! It will be the Estates of Unrest for you, then!"

And in a more conversational tone, he turns to the 2 small fire elementals. "Well, shucks, guys, I'm afraid I don't have any more enemies for you to burn." He has no idea if they understand, but maybe a couple more troll corpses will satisfy them. He points them over to Troll #5.
...................
Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (0/90min on Benni, Beatrix, Snark, and Makis); Longstrider (+10' 1/ 60min); Invisibility Purge (0/9min, 45' radius); Spiritual Weapon (6/9rds, A:+12/7 D:d8+3)

2 Small Fire Elementals AC 16 HP 11 (Saves F3/R4/W0) +4 Att 1d4+Burn [+1d4 +Reflex DC11 or catch fire]

Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, **Spiritual Weapon. 3(4+1): Prayer(D), **Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, **Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, **Flame Strike


Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Tuesday November 26th, 2024 11:31:27 AM

With a shouted command to the guardian to guard Benni the hasted Makis flies close to the fleeing troll (25" up) and casts Waves of Fatigue. A greenish yellow cone of necromantic energy washes over Drayma fatiguing him (no saves).

ooc: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP  d100=24 ;
Tuesday November 26th, 2024 3:13:27 PM

(Drayma is hit by my previous attack with a 24 on the d100, positioned correctly.)

If Eadric can see Drayma, he rushes after her, drawing his rapier. (Moves to J25.)



DM Bob and Carla - ”…we interrupt your regularly scheduled programming …” 
Tuesday November 26th, 2024 7:19:54 PM

Bob and I are boarding a plane for Zurich in 10 minutes, and will be off line for the night. Since some folks haven’t posted their actions yet, we will defer the next game post to Wednesday, and then follow with Thursday and Friday DM posts.

An e-mail notification will be sent out when the game post goes up on Wednesday.

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Tuesday November 26th, 2024 8:17:18 PM


Urist cancels her invisibility and descends to help freed prisoners and slaves escape the pens.

"Don't worry, I'm Urist! I'm here to rescue you!"

[OOC: Have a great trip!!]

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Tuesday November 26th, 2024 8:54:41 PM

Isaac see ing the running troll looks to the others "We're not going to give chase? We still have that frost giant to deal with if we want to snuff out these trolls slavers." Isaac goes to the other slave pen and opens it if there are no objection.
"Don't worry we're The Luck Makers we're he to rescue you." Isaac indicates they should step back and then brings his large sword down to destroy the door.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Wednesday November 27th, 2024 1:39:22 AM

Benni's Invisibility Purge would make one corner of Drayma visible, and Snark can see the fleeing troll, but he's not sure it's worth pursuit. Still, he will cast Glitterdust on Drayma. Covered in glitter, Drayma must make a DC 19 saving throw or be blinded.

Now that Drayma is no longer unseen for a little while, maybe he'll think twice about doubling back on us. "We've had about all the Drayma drama we're willing to put up with. I'm surprised you're still around. The Luck Makers are here to put an end to this little slaving operation. Where's that stupid frost giant?"

He has Herb move closer.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (5 rounds), Aid (Benni, Eadric, Snark, Makis, Isaac 3 min), Pit (2 rounds)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 18 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 16 Reflex saving to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls require a Climb DC of 25 each round of climbing (generally at one quarter speed.)

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Wednesday November 27th, 2024 7:58:33 AM

Drayma drama? That was worthy of Urist. Onesimos groans.

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Wednesday November 27th, 2024 9:01:00 AM

Beatrix debates options. She could send Tinkerbell down there but that could end badly.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Wednesday November 27th, 2024 9:19:38 AM

This troll will is a spiritual leader and will continue to hunt and kill people if we do not end her here and now. She cannot run. I say pursue! Makis encourages.

DM Bob and Carla - ”Combat Round 15”  d20+9=15
Wednesday November 27th, 2024 11:02:38 AM

Beatrix checks out the pit, and volunteers that she’s kind of a one trick pony when it comes to combat situations.

Continuing his forward momentum trailed by his elementals, Benni, catches sight of the runaway troll, and threatens her with an audience with the god of Life and Death. The cleric is guarded by Makis’ guardian, as the Bloodwitch zooms by on his broom, targeting Drayma with a spell that will slow down her escape, and calls to his companions to pursue the troll acolyte.

Having successfully drawn the troll’s blood, Eadric sights her on the opposite side of Snark’s pit before his view is blocked by the prison hut. A trail of blood droplets in the snow marks her progress. Then Snark targets Drayma with glitterdust and the troll’s form is outlined in sparkles for all to see.

Urist becomes visible and along with Isaac effects a rescue of the captives held in the pens. They count 2 dwarves, 1 centaur, 4 humans (3 male, 1 female) and 4 half-elves (2 males and 2 females). They look cold and thin.

(OOC: if Isaac accepted Snark’s enlarge person spell, he would take up 4 squares.)

The paladin reminds the heroes that there’s still a frost giant out and about. He remembers learning that a frost giant with a crippled arm comes to collect the prisoners and takes them away. Snark ponders the mystery of the giant’s absence.

Drayma is struck by Makis’ and Snark’s spells and claws briefly at her eyes, cursing at her opponents. She casts a spell before staggering off into the surrounding trees. Spellcraft vs DC 18 Highlight to display spoiler: { the troll acolyte has learned from her past experience with the Luck Makers and has prepared her spells accordingly! She has cast remove blindness on herself.}

Map

Drayma’s AC = 18



Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Wednesday November 27th, 2024 7:17:18 PM

Isaac asks Bennie "Do we have any create food spells everyone looks pretty hungry. We should try and get them home as soon as possible.

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Wednesday November 27th, 2024 10:41:59 PM


Urist has everybody gather together to keep warm. She casts a Rose's Temp Control to make a heat source to one side. and takes out a shrunk campfire and drops it to the other. Those should help with the temperature.

She calls out for all the prisoners to come over this way.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP  d10=10 ; d10=6 ; d20=20 ; d20=11 ; 4d6+11=32 ;
Wednesday November 27th, 2024 11:02:05 PM

Eadric continues to rush after Drayma, agreeing with Makis. He takes a vital strike at her. (natural 20 to hit, confirms with a 31. 32 damage.)

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+10=24 ; d6+4=8 ;
Thursday November 28th, 2024 2:11:07 AM

Snark hollers at his friends. "Oh for the love of ... HEY TEAM! I know we all want to talk to the prisoners, but one of our TEAMmates is still fighting a troll! Eadric's gonna get himself killed if we don't help out."

(Everyone still has Haste for 4 more rounds.)


Herb will move closer and Snark will lob a blob of acid at Drayma, hitting touch AC 24 for 8 points of acid damage (and hopefully impeding it's regeration for a round.)

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: See Invisibility, Extended Mage Armor, Fly (Herb), Extended Haste on all (4 rounds), Aid (Benni, Eadric, Snark, Makis, Isaac 3 min), Pit (1 rounds), Enlarge (Isaac 8 rounds)

Aid - Temporary hit points, +1 morale bonus on attack rolls and saves against fear effects.

Enlarge Person - Increases size category. +2 size bonus to STR, a -2 size penalty to DEX, and a -1 penalty on attack rolls and AC due to its increased size. A large has a space of 10' and a reach of 10'. An enlarged melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.

Haste - +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex saves. Movement increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+15=19 ; d20+16=31 ; d8=6 ; d8=3 ; d8=7 ;
Thursday November 28th, 2024 7:09:46 AM

(I totally missed she got out of the pit last round).

Beatrix spins around and spots the fleeing troll. Rearing up she lets out a roar cry before charging her! 19 fly to go up and over the pens, 31 to hit, 40 damage.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Thursday November 28th, 2024 7:35:25 AM

Makis flies close enough to the fleeing troll to use his Mislead ability on it. (-2 insight bonus or penalty on the target's next attack roll or skill check)

___________________________
Spells Cast:
Level 1: 4 of 6+1
Level 2: 5 of 6+1
Level 3: 4 of 5+1
Level 4: 3 of 3+1
Level 5: 2 of 2+1

Spells on with durations:
Extended Haste from Snark - 18 rounds total
Aid with 10 temps from Lantern Archon - 30 rounds
Spectral Hand - 9 minutes
Barkskin AC +4 Natural Armor - 90 minutes on both Makis and Isaac.
See Invisibility - 90 minutes
Mage Armor from Snark - 18 hours
Threefold Aspect - 24 hours. Currently using Youth
Flying Broom - 9 hours
Resist Energy Electricity 20 - 90 minutes

Note that there are 3 sleeping trolls from Deep Slumber that will last a total of 9 minutes.

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Thursday November 28th, 2024 10:03:21 AM

Benni assesses he will never be able to catch up in heavy armor, even with Haste. [b]”Beatrix, Snark, Urist, and Makis, back up Eadric and take Drayma down! Isaac and I will clean up here and keep the prisoners safe.

He points his fire elementals to Troll 1, and follows
To burn it down. The Guardian presumably follows.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Thursday November 28th, 2024 10:56:49 AM

"Benni no! Don't wake that sleeping troll until we're all ready!"

"And Isaac, you can help kill Drayma."


As I recall, Isaac had moved over to the prisoner pens in his previous post, so with Haste, Isaac is probably closer to Drayma. Also, Snark enlarged Isaac which gives him reach.

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Thursday November 28th, 2024 11:09:14 AM

Benni changes his mind and goes to the prisoners to calm things down.

DM Bob & Carla - ”Combat Round 16”  3d6=8 ;
Thursday November 28th, 2024 11:37:03 AM

Eadric, Snark, Makis and Beatrix continue to chase down Drayma as she attempts to flee. All of their attacks hit the mark but the sturdy troll does not falter despite her obvious and substantial wounds.

Benni and Urist usher the prisoners from the pen into a central area where the dwarf uses her magic to create a warm zone. While Isaac inquires about feeding the prisoners and getting them back to safety.

The sleeping trolls continue their restful positions while Drayma fights on. The desperate troll acolyte presents a scarred open palm and utters a brief request to her god. A pulse of negative energy sweeps out 30’ in all directions hitting Eadric, Makis, Snark and Beatrix for 8 points of necrotic damage (Will vs DC 14 for 1/2). Drayma then continues to trudge towards the west.

Map

Drayma’s AC = 18


“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Thursday November 28th, 2024 3:58:01 PM

Benni, when the prisoners are all together, channels positive energy to heal the prisoners. ”we are her from Heranmar and the Centaur tribe to find and free you. Your community is strengthened by you, and want you back.”

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP  d20+20=25 ; d6+11=15 ; d20+20=30 ; 2d6+11=16 ;
Thursday November 28th, 2024 8:25:56 PM

(do we get an AoO for when she leaves? If so, 25 to hit for 15 damage.)

Eadric will continue chasing after her, attempting to strike her down. (30 to hit, 16 damage.)

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Thursday November 28th, 2024 9:11:50 PM

(Didn't realize Drayma was still so close. Isaac should be at I,17 when the post starts)
Isaac see's the others giving chase of the troll runs to catch up.
Isaac moves as far as he can (I,21)

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=16 ; d20+14=34 ; d8=8 ; d8=5 ; d8=2 ;
Friday November 29th, 2024 9:19:14 AM

Beatrix calls for the trolls surrender. "This fight is over, surrender and live, refuse and die." Should she refuse Beatrix will run her through (to close to charge, rolled a crit anyway. 39 damage)

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry)  d20+12=27 ; d20+10=27 ; d8=3 ;
Friday November 29th, 2024 11:45:12 AM

Will save 27 so looses 4 hp from his temp hp.

Wanting to end this fight, Makis draws his longbow as he moves a little closer and fires a cold iron arrow at the fleeing troll. 927 to hit for 3 damage.)

___________________________
Spells Cast:
Level 1: 4 of 6+1
Level 2: 5 of 6+1
Level 3: 4 of 5+1
Level 4: 3 of 3+1
Level 5: 2 of 2+1

Spells on with durations:
Extended Haste from Snark - 18 rounds total
Aid with 10 temps from Lantern Archon - 30 rounds
Spectral Hand - 9 minutes
Barkskin AC +4 Natural Armor - 90 minutes on both Makis and Isaac.
See Invisibility - 90 minutes
Mage Armor from Snark - 18 hours
Threefold Aspect - 24 hours. Currently using Youth
Flying Broom - 9 hours
Resist Energy Electricity 20 - 90 minutes

Note that there are 3 sleeping trolls from Deep Slumber that will last a total of 9 minutes.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+10=11 ; d6+4=7 ;
Friday November 29th, 2024 1:47:12 PM

Snark looks at Drayma. "You know, your mother and I are very disappointed in you."

Then he lobs a blob of acid at the troll but somehow manages to miss (rolled a 1.)

DM Bob & Carla - ”In woods on a winter’s eve…” 
Friday November 29th, 2024 4:12:44 PM

Eadric, Snark, Makis and Beatrix continue to chase Drayma . Combined, their attacks render the troll acolyte unconscious and she falls face first into the snow. Isaac moves over towards Drayma should further support be required. Close observation reveals that some of her wounds are very slowly beginning to heal.

Benni and Urist tend to the freed prisoners and the cleric channels recuperative energy into the huddled group, easing some of their accumulated discomforts.

The former prisoners begin to adjust to their new reality. They stare in wonder at the heroes, and the carnage spread across the encampment.

With Drayma out of commission, her companions in deep slumber, the prisoners freed, and a cold night approaching the Luck Makers must decide on their next course of action.

* Please note, we are now out of timed combat rounds.

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Friday November 29th, 2024 6:00:12 PM

Isaac looks down at Drayma and then at the others " We're should finish the trolls off . No is going to want to formal charge and imprison trolls" Isaac will volunteer to do the deed if no wants to.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Friday November 29th, 2024 7:55:36 PM

Once we search Drayma's body and maybe stab it again to make sure it doesn't rise, Snark will spread oil over Drayma and use a Tindertwig to set it alight, ensuring an end the troll.

"Yer right Isaac. We got three trolls dreaming their little troll dreams of pulling gnomes apart and roasting dwarves for dinner. I figure if we all crowd around each one, we can put an end to their threat to the good folks of the Wold."

How would our DMs like us to handle this. Do we need to map this all out? Do you want individual coup de grace hits rolled? Do you just want to assume we succeed in this?

Once we are dealing with the prisoners, Snark looks the lot over. He says to them, "I think we're short a few here. Seems like we're looking for four centaurs and about six or seven dwarves. I see one centaur and two dwarves.

"Where's the rest of your lot?"


Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP 
Friday November 29th, 2024 9:30:38 PM

Eadric is willing to help take the trolls out, whatever that ends up looking like. Afterwards, he sheathes his rapier and gets to helping any prisoner that looks to be needing assistance.

To the party, he says "Are there multiple encampments? That would explain the missing numbers?

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Saturday November 30th, 2024 8:57:40 AM

"If we're missing people we'll need to know why. So we need one alive to question." Beatrix points out. She doesn't participate in the finishing of the trolls. Killing in combat is one thing but it feels weird to have to kill someone helpless, even if she had already killed them in a fight.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Saturday November 30th, 2024 4:27:01 PM

The frost giant knows of this place. Can we move the survivors to a place of safety where we can keep them warm? It might be that the cave will provide the most shelter and security for the night. I would like to know what secrets it contains anyway. Makis muses. We have found little of value with these trolls yet I suspect they are paid by this frost giant. Hmm. I wonder if we should set an ambush for the frost giant. Questioning him might provide the information we truly need.

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Saturday November 30th, 2024 10:34:03 PM


Urist is happy to help finish off trolls. She follows Snark's advice in this matter.

She thinks the prisoners need to be brought to safety right away.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Sunday December 1st, 2024 10:17:49 AM

ooc: What time of day is it now? How long til sunset? And how many days back to the centaur camp? Remember that the nights are cold enough to do damage and by now maybe even the days are...

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Sunday December 1st, 2024 11:54:44 AM

Benni looks about, giving solace to the prisoners, checking to see if any are dwarfs or centaurs to pass along messages from the clan or herd.

He waits for the others to come back before together, with regret of the necessity, dispatching each sleeping troll one at a time. ”Mercy to unrepentant evil is injustice to Good. I hope the lands beyond Gargul’s judgement allows a change.”

“Come my friends, night is falling fast and we have many in our care. Let us see if this Door in the Hill can keep people safe and warm!”


Benni anticipates the Door only leads to the troll’s hideout, and not to something more extensive.



DM Bob and Carla - ”To Watch the Woods Fill Up With Snow” 
Sunday December 1st, 2024 4:09:54 PM

Isaac volunteers to perform the gruesome task of finishing off the sleeping trolls.
Snark concurs with the paladin, and searches Drayma’s ruined corpse, afterwards setting it on fire.
Eadric has no scruples when it comes to doing his duty, and works alongside the paladin to dispatch the sleeping trolls.
Beatrix prefers her opponents to be conscious. The centaur occupies herself with the dilemma of sorting out the survivors and dealing with the mystery of the missing dwarves and centaurs.
Makis worries about the frost giant, as well as the safety of the survivors and the security of the encampment. He’s also curious about what’s behind the door at the base of the rock face. He proposes a plan that involves setting a trap for the giant.
Urist will help where she is needed. The dwarf is also concerned for the well-being of the now freed prisoners.
Onesimos checks to see what is behind the mysterious door in the side of the mountain, once the fate of the sleeping trolls has been resolved.

The two unsuspecting trolls are quickly dispatched by Isaac and Eadric with back-up from Urist. The captives begin claiming their belongings from items bundled and tied to sleds near the rock face. One of the humans and the two dwarves grab axes and rush to help those dealing with the trolls. They tear apart the cages, breaking off the ice and mounding the branches over the trolls. Once the pyres are set alight with the help of Benni’s fire elementals, they tend the fires, adding fuel gathered from the barricades set up around the encampment.

Snark salvages some empty vials off the body of the female troll acolyte, as well as a an amulet, a ring, and 50 GP - before it is added to the small inferno consuming the trolls.

One of the half-elves responds to the questions posed by the greenmage and the white haired fighter. My travelling companions and I were captured on our way to Fort Wayfarer almost three weeks ago. There were no other captives here when we arrived. Later we were joined by these other unfortunates.” The gaunt half-elf gestures in the direction of the other captives. ”We were forbidden speech, but managed to communicate a little. The others are hunters, woodsmen, and farmers captured after us.” The dwarves, understanding giant volunteer that they overheard the trolls discussing someone named ‘Feldor’, who was expected any day in order to collect ‘the slaves’ and escort them to the work camp. The dwarf thought he heard their captors refer to their eventual destination as the Bitterhorn Mountains. They don’t know anything about any other dwarves - he and his brothers were working in the woods felling trees for timber when they were overcome.

If anyone goes to check on the troll left sleeping in the woods, they find nought but his tracks heading away from the encampment. It would be safe to assume that having been awakened he decided to flee as far as possible from the site of his brush with death, and the party will likely never see him again.

Maneuvering the heavy doors open Benni is assaulted by the stench of troll. Once his eyes grow accustomed to the darkness of the cave beyond, he discovers a short passageway leading to a cavernous chamber with alcoves around its perimeter. It is large enough to accommodate quite a few trolls, or possibly a tribe of up to two dozen normal sized individuals.

As is expected at this time of year, it quickly grows dark, and with the disappearance of daylight, the temperature begins to drop and it starts to snow. It won’t be long before all traces of the encounter at the encampment will disappear under a blanket of white.



“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Sunday December 1st, 2024 7:16:19 PM

Benni suggests that, despite the smell, tha caves and alcoves will be the best solace to spend the night with so great a group.

He helps to seek valuables by taking his time through each alcove before allowing another group of prisoners to settle down.
…….

Perception Take 10. 18
Invisibility Purge 45' shoud be still active for several minutes to explore the cave and alcoves.

...................
Active Spells: Shield Other (4/9hrs on Snark); Telepathic Bond (2/90min on Benni, Beatrix, Snark, and Makis); Longstrider (+10' 3/ 60min); Invisibility Purge (2/9min, 45' radius)

Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), **Endure Elements, Obscuring Mist, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): **Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, **Spiritual Weapon. 3(4+1): Prayer(D), **Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Order's Wrath, Freedom of Movement, Freedom of Movement, **Summon Monster IV, Summon Monster IV. 5(2+1): **Telepathic Bond(D), Wall of Stone, **Flame Strike

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Monday December 2nd, 2024 3:08:00 AM

Snark makes sure to check all troll bodies before burning by searching them and with Detect Magic.

Entering the cave he says, "Ugh. I thought they smelled bad on the outside. Before we rest, let's check the area for traps, both outside and and in the Cave of Bad Smells."

Snark will scan the cave and it's alcoves for magic as well. He conjures an Unseen Servant to help him as he searches the cave to make sure it's safe.

He has Continual Flame cast on some items that should provide decent light in the cave. Is there a place to make a fire that won't fill the place with smoke?

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Monday December 2nd, 2024 9:21:24 AM

"This is a bit of a dilemma. We should probably track down and rescue the other captives before their captors learn we've taken out the trolls, but those we've already rescued also need escort back to town. In the morning perhaps we try to track down the work camp while the captives stay here? No, then the ones coming to pick them up might arrive while we're gone and not only alert the enemy but possibly harm those we saved. Do we wait here for the pick up perhaps and ambush them?"

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Monday December 2nd, 2024 1:44:48 PM


Urist does no think she could stand waiting around when there are other prisoners at some horrible work camp. "I'm in favor of pressing on."

"These former prisoners can either stay here until we get back, or do their best heading home on their own, as they prefer."

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Monday December 2nd, 2024 2:03:34 PM

Makis checks out the freed, assessing their physical states and with a few words of encouragement and a few questions their mental state as well. AS he sees them into the cave to get out of the worst of the cold He asks each their name and their story. I know the smell is bad but each night grows colder and you do not have the clothing to survive long exposed. I think must shelter here for one night before we make our way home.

Speaking to the party Makis urges We must see these folks at least to the centaur camps. between us them, were many dangers including frost giants, trolls and winter wolves. If we see them part of the back at least I can arrange for rapid travel to the Bitterhorn Mountains with a Shadow Walk spell.

ooc: Shadow Walk lets us move 50 miles an hour for up tp 9 hours on the edge of the shadow plane. This should allow us to arrive in the general area of the Bitterhorn Mountains but will not let us scout along the way.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP 
Monday December 2nd, 2024 5:15:21 PM

Eadric thinks that getting these people to safety should be the first priority. He agrees with the idea of bunking in the cave for the night, regardless of how terribly it smells.

DM Bob and Carla - ”A Smelly Cave” 
Monday December 2nd, 2024 5:58:25 PM

Searching the troll bodies and the cave yields a modest collection of loot. In addition to the troll acolyte’s amulet of natural armour and ring of protection the party collects an additional 2 rings, 1 potion of bull’s strength, and 3000GP. There are some rough furs piled in one of the alcoves, as well as the partial carcasses of what appear to be two four legged animals in another.

Benni suggests the party and freed captives spend the night in the cave. There are no dangers lurking inside - either visible or invisible.
Snark conjures an unseen helper and provides some sources of light. There’s evidence that some previous occupant of the cave might have had a fire, and the ceiling overhead is quite far up. No traps are found inside the encampment or inside the cave.
To track down other captives or escort those recently released - that is the question plaguing Beatrix’s mind.
Urist is in favour of pressing on and let the newly freed folks make their own plans.
Makis discovers the naturally slim elves, who had been held the longest are a little underweight, but otherwise healthy. The young Hopi hunter appears to have suffered some wounds, but is mending after the care provided by the heroes. The humans and dwarves seem fine. The freed captives converse in low voices as they sort through their recently recovered belongings.
Eadric’s fine with bunking down in the cave for one night.

The gaunt elf speaks up: ”We are aware there may be other captives with a greater claim on you than ours. We have discussed amongst ourselves what to do next. Some of us are for Fort Wayfarer and the others for taking the road south. We need but some hot food in our bellies, and a good night’s rest, and we will be on our way. My friends here,” he pauses and gestures at the dwarves before continuing, ”are concerned about the arrival of the one called Feldor, the Cursed who would make us slaves. We choose to leave tomorrow, keep to the marked roads, and separate into two groups when we reach the crossroads.”

The half elf’s thin mouth turns down, and he wrinkles his nose. ”For tonight, we take shelter in this Cave of Bad Smells.”



Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Monday December 2nd, 2024 6:20:52 PM

Isaac looks over at Snark "Any chance you can get rid of the smell in the cave?" During the night Isaac asks the various captives how the trolls kidnap them if they we're on the road when they were taken or did the trolls attack farm houses.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+22=33 ; d20+22=32 ;
Monday December 2nd, 2024 8:12:16 PM

Snark looks up at the Paladin. "I wish. Prestidigitation won't do much about the smell, and I didn't bring any room fresheners. I'll see what I can do. You know, a Detect Evil might help. I'd hate to think that any of our new charges fell under some bad influences during their captivity. And maybe make sure there ain't no evil spots in this cave."

To that end, Snark will use Detect Magic on the freed prisoners and their gear as well.

He checks the two rings. Spellcraft 33 and 32 should identify up to CL 18 and 17.

Once that's done, he will use Prestidigitation to clean the furs here so folks can use them without the stink and fleas.

He also checks the door to see if it's sturdy and has a latch. He can use Mending to put things right if needed.

"Hey Bea or Makis - can you have your familiar fly up and check that dark ceiling. We don't need no surprises in the night.

Benni - can you make some magic Flower food for these folks in the morning?"


Snarks own food supplies are meager, but he pulls out some snacks he carries. Nuts and dried fruit mostly, but its more than nothing.

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Tuesday December 3rd, 2024 8:32:51 AM

Benni nods, ”Yes, I can do that and a little more tomorrow. For tonight, can someone make sure the carcasses aren’t centaurs or other intelligent creature? If animal, I can Purify Food and Drink and ensure any stew we have is healthy for all. We also needs to get cold weather clothing from the furs for everyone.”

“For tonight, we definitely need to keep the Door shut and our usual Watch awake.”


Benni plans for a new spell set when he wakes in the morning. For that, he asks among the freed people who is the most experienced.

……
Benni plans on 2 create food and water spells and an Imbue with Spell Ability. He’ll cast both ‘create’ spells, and then Purify so it can all be good for 2 days. Then, the most experienced in the freed group, he will Imbue w Spell ability and as many spells as he can (depending on their level)

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+6=24 ;
Tuesday December 3rd, 2024 9:09:08 AM

Beatrix will send Tinkerbell to check out the cave (24 perception). She isn't happy about the civilians trying to get home without escort - it's dangerous in the wilds in the wold. It still seems the best option though.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Tuesday December 3rd, 2024 9:47:38 AM

Makis creates fresh water in abundance for all and assists Snark with the casting of Prestidigitation to clean and purify enough times to at least reduce the smell. He will cast and maintain dancing lights up near the ceiling until he is confident there is no threat and make sure the cave is completely explored.

Snark, your tiny hut could still be useful if cast near the entrance as it provides concealment in cast we get visitors. If you have it memorized why not cast it?

He sets his familiar up high somewhere to keep watch while he sleeps.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Tuesday December 3rd, 2024 12:20:43 PM

Good thinking Makis!

Snark will gladly create a Tiny Hut. With a radius of 20', it should both cover the doorway and be mostly in the room. Snark will need to remain within the area of the Hut for the duration, but that shouldn't be a problem.

Herb will stand guard while Snark sleeps.

DM Bob and Carla - ”A Smelly Cave” 
Tuesday December 3rd, 2024 5:01:13 PM

Everyone pitches in to make the cave bearable - maybe even comfortable - with the Luck Makers leading and setting an example.

Various sources of light are used to illuminate the inside of the cave and alcoves, whilst a very thorough search is performed of the area. There really aren’t any threats for the heroes or the 4 half elves, 4 humans, 2 dwarves, and the young centaur to worry about. As they work side by side to make the place they will share for the night habitable, Isaac asks about the method of their capture. The paladin learns the elves were ambushed after straying from the main road to find a camp site. They were surprised by nets cast from the trees above. The human farmers were harvesting the last of their root crops and were simply overwhelmed by their foe. One of the humans identifies the carcasses as the remains of his draft horses. With a sigh, he figures the meat could be used in a stew. The dwarves were selecting trees for harvest, when one of them fell into a pit hidden by tree branches covered with snow. The young Hopi brave admits he got lost while scouting, and sought shelter in the forest where he stepped onto a trap, and was captured by a troll patrol.

The rings are familiar to Snark. It appears most of the trolls had been equipped with +1 rings of protection. When he casts Detect Magic on the recently released captives, one of the female humans raises an arm as if to protect her face and head from a blow, and the gaunt elf asks: ”why are you using magic on us?”. The others look startled and draw back. The blue haired gnome detects no magic on the persons of the 11, and their possessions are all mundane. For most of the evening the ex captives are careful to avoid the greenmage, and avert their eyes if Snark looks in their direction.

Better safe than sorry, Benni says a prayer over the horse meat and renders it safe for consumption. The farmers’ women go to work chopping it up into smaller pieces in preparation for cooking. Trail rations and other contributions are evaluated as they figure out how best to feed the large group.

Beatrix continues to worry about the safety of the ex-captives. Tinkerbell’s reconnaissance reveals a few puffs of fresh air from some cracks in the rock face directly above the spot where Snark believes a fire was once built by earlier occupants of the cave.

There’s no having to melt snow! Makis conjures water that is safe for consumption in sufficient quantities to provide for everyone.

Cleaning the furs gets rid of the worst of the troll smell, and the captives are appreciative, recognizing that they will serve very well as winter clothing for those who do not have sufficient layers to keep out the cold.

Meal preparation underway, thoughts turn to posting watches and planning. The two dwarves volunteer to patrol or take a watch. The gaunt elf - who appears to be the spokesman for the group confirms the 11 will all depart together on the morrow. They will use the sleds to transport whatever they cannot easily carry, and make for the main road with all due haste. Are the Luck Makers sure about heading further into the Grey Divide? about finding the Bitterhorn Mountains? About confronting Feldor, the Cursed?

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Tuesday December 3rd, 2024 6:17:42 PM

There may be some misunderstanding about how Detect Magic works. Detect Magic is cast once and lasts for 9 minutes. Then you concentrate on a 60 cone area for 6 second to know if there is any magic there, which is a pretty big area. He's been checking the whole cave area over. Snark would not have cast anything directly on the prisoners.

As the prisoners react to him concentrating in their general direction for 6 seconds, he get a little annoyed.

"Relax, I'm just checking for any lingering enchantments, compulsions of foul magics that could be affecting you folks. I figure that'd be something you'd want to know about. You'll be glad there ain't none.

"I know you folks been through a lot and are kinda on edge, but we just risked our lives to rescue you and are working to keep you safe and warm and fed as best we can. If I'd a' meant you harm, you'd have known it long before now.

"Speaking of keeping you warm, anybody that wants to sleep near the door will be plenty warm. I'm making a magical area to help keep the door hidden through the night."
Note that the Tiny Hut has a 20' radius, and he will make it opaque to block any light seeping out around the door.

Snark will suggest building a fire. He will also share what he learns about the magic rings, amulet and potion.

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Tuesday December 3rd, 2024 10:57:16 PM

After the meal, Urist brings out 10 clay mugs and a barrel of ale from her Bag of Holding. SHe starts pouring and offers a toast to freedom.

Urist also has three extra lady dwarf outfits on offer if anyone needs clothes or has skill to adapt them. She has sewing needles too.

And she offers to take a watch, of course, though she is not all that alert.

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Tuesday December 3rd, 2024 11:36:47 PM

Isaac thinks about the former captives have said "Going after travelers and lost individuals I can understand. But going after people on their farms seems desperate. I think this giant has a forced the trolls to work for him but why are they in such a hurry to get more people?"

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Wednesday December 4th, 2024 9:55:01 AM

Beatrix is instantly interested in the rings of protection. "How many total? They could help ensure the travelers safe passage, and they could sell them to help recover from the event." she suggests. After all time and possessions had been lost, and a few rings the party doesn't need could ensure their safe return home, that they didn't end up in poverty after losing their stuff, and be a windfall to perhaps let them improve their future lives overall.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry)  d20+11=17 ;
Wednesday December 4th, 2024 11:17:07 AM

How long do we expect this trip to the Bitterhorn Mountains to take considering distance, terrain, and weather? Makis ponders as he sketches a map on the floor with chalk. Here is what I recall of the area. he adds as he draws. ooc: Knowledge Geography 17



“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Wednesday December 4th, 2024 12:10:12 PM

Benni considers and puts in his 2 coppers. "Feldor the Cursed is the frost giant and it seems the trolls and prisoners were expecting him soon. I think we try to stay here a couple of days and ambush the giant."

"Remember, we don't know where the other dwarves or centaurs were taken; we need to capture him alive so we know where to go next. Walking around blindly in the mountains in winter is not my idea of a good plan!"

Neither can we escort these good people to safety. By the time we did that and returned, Feldor would have seen the destruction and would never return to this camp: we will have lost our best chance to recover the other kidnap victims."


DM Bob and Carla - ”Cold with a chance of frost…”  d6=6
Wednesday December 4th, 2024 4:50:08 PM

Snark admonishes the jumpy folks for their overreaction to his magical concentration, explaining it is for their own good.
Urist provides drinking vessels and the equivalent of a barley sandwich when she taps into her barrel of ale. Her offer of clothing is declined, but the sewing supplies come in useful.
Isaac is puzzled by the frost giant’s indiscriminate collecting of ‘workers’
Beatrix suggests giving the troll rings to the freed prisoners
Makis and Benni discuss strategy. How best to find the missing dwarves and Hopi? The Bloodwitch is for better understanding the geography of the area. He has only just heard of the Bitterhorn Mountains from the dwarves, who only know that it is located somewhere south in the largely unmapped Grey Divide . Meanwhile, Benni advances the idea of setting a trap for the frost giant, and taking him alive!

Dinner is cobbled together - a sort of goulash cooked over a small fire built in the spot pointed out by Snark. It is washed down with clean, clear water provided by Makis and ale supplied by Urist. The food settles well, thanks to Benni’s intervention. Tired from their travails and sated by their first hot meal in days - if not weeks - the freed prisoners bed down in alcoves or in proximity to the tiny hut. They use their cloaks, blankets, and the salvaged furs as bedding.

The two dwarves accept the watches assigned to them by the Luck Makers. They do not initiate conversation, but are open to answering any questions their watch partner(s) might have. The night is quiet, and made quieter by the heavy fall of snow. Visibility isn’t so good, but the observant can see that all traces of earlier activity in the compound has been obliterated under a thick blanket of snow. There is a slight mounding where some of the barricades delineate the encampment, and a depression beyond, where the frozen river curves through the small valley.

By morning, after everyone has had a good, long, rest, the snow has tapered off to light flurries. It’s cold beyond the relative comfort of the cave and the tiny hut. (Fort Save vs DC 16 (temperature 20deg.F/-7degC) 6 HP non lethal dmg from cold. add +5 bonus for cold weather gear)



Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP  d20+11=31 ;
Wednesday December 4th, 2024 7:07:43 PM

(Passes Fort Save)

Eadric enjoys dinner, thanking everyone for their work. When he wakes in the morning, he says "So, what's the plan now?

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Wednesday December 4th, 2024 8:35:04 PM

You make a good point Benni. Perhaps some divination magic could help?

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Wednesday December 4th, 2024 8:53:58 PM


Urist ponders this weather.

"My fear is that this coldness is not cool. If we left these good folks behind while we continue with our quest, they will perish. If they have to walk home alone, they will perish. My heart says we should escort them all back home now, protecting them from the weather -- and all the other dangers -- with our resources."

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+14=19 ;
Thursday December 5th, 2024 8:35:01 AM

Beatrix agrees with the Urist's thought, but reluctantly feels they should continue on. "If we take the time to escort them home then our attack here will likely be discovered, leading to the other prisoners either being moved, used as hostages against us, or otherwise endangered." (Fort 19)

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK)  d20+15=21 ;
Thursday December 5th, 2024 9:16:10 AM

Benni tells the dwarf that keeps the fourth watch his name, that the Luck Makers are from Heranmar, and shows him his WLA badge before asking any questions. As the watch continues, the occasional companionable silence is broken by questions from the elf. Does he know of the dwarfs at the Heranmar quarry? Has he heard of the dwarfs at Wayfarer? What does he know of the likely lair of the frost giant?

In the morning, Benni casts Divination: "What is the best action for the Luck Makers to ensure the safety of both the newly freed people here and those dwarfs and centaurs still missing which were taken by Feldor the Cursed?"

Pending the answer, the elf blesses his cold weather gear, and makes sure the band of free peoples are as well stocked as he may. He casts 2 create food and water spells, casting purify food and drink on both to give the group 2 days of food. On the experienced elf, he casts Imbue with Spell Ability, then gives him Cure Light Wounds, and Obscuring Mist in case he may need them during the trek. Finally, he provides Endure Elements to the three strongest who are going to be pulling the sledges, so they can ensure the group can get to civilization. And finally, a non-magical blessing on all of them.

"You are together for a common purpose, to return home, alive, which is a practical love. You must depend on each other, trust each other to this goal, and being companions of mutual benefit is another type of Flower's love. And we wish you all good in your welfare, an 'agape' of universal love, with the hope we will see you again."

He turns to his friends, Urist wants to return, Beatrix wants to continue travelling for Feldor, Benni wants to lay a trap. What do the others think? The majority will for the Luck Makers, thinks the cleric.

Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), ***Endure Elements x5, *Cure Light Wounds, *Obscuring Mist
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), *Imbue w Spell, Freedom of Movement, Summon Monster IV, *Divination. 5(2+1): **Telepathic Bond(D), Wall of Stone, Flame Strike

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Thursday December 5th, 2024 11:05:20 AM

Makis intends to cast Divination in the morning as well but will wait for the results of Benni's spell before casting his own.

ooc: Also I want to make sure the night passes uneventfully and am hoping to get more info about the area from my previous post with Knowledge Geography

(OOC: “The Bloodwitch is for better understanding the geography of the area. He has only just heard of the Bitterhorn Mountains from the dwarves, who only know that it is located somewhere south in the largely unmapped Grey Divide .”
“By morning, after everyone has had a good, long, rest,…” -DM Carla)

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Thursday December 5th, 2024 5:22:27 PM

"Bea, traipsing off after that Frost Giant? We don't even know where to go."

"Since the troll said the frost giant was coming here, I think we should wait and watch. And maybe set an ambush. I'm sure he won't be alone though."

"I think the prisioners should be safe travelling back if they stick together. Since there been trolls patrolling this area, I don't think much else to worry about out there. There might be a troll running around out there that got away, but he recently got his butt handed to him, so I figure he's gonna think twice about attacking stuff."


Snark will give the centaur a small dagger that has Continual Flame cast on it, in case they need light on the way back. He also hands the centaur his flint and steel to make a fire.

He hands a couple sunrods to the humans along with a couple tinder twigs, instructing them on how to use both.

DM Bob and Carla - ”The hand which strikes also blocks” 
Thursday December 5th, 2024 5:27:45 PM

The Luck Makers are divided over what to do next: return to relative civilization with the folks heading North? Attempt to locate the place in the Bitterhorn Mountains where the captives were to be delivered? Or ambush Feldor, and the crew coming to collect them?

Eadric is flexible
Usist’s heart is with the simple folk
Beatrix is torn, but believes their duty is to continue forward
Benni would like to set a trap for the frost giant
Makis wants to gather as much information as possible
Snark figures the freed folk will be okay, and the Luck Makers should focus on setting a trap for Feldor

During his watch Onisimos learns from his companion that the dwarf knows of the mine set-up outside of Heranmar, but that he has no kin there, and actually prefers the deep, dark forests and fresh air that can be found in the lightly populated area at the base of the mountains. He does have kin in Fort Wayfarer and in fact many dwarves live there, since it is a good place to stock up on supplies when prospecting in the The Grey Divide. The dwarf admits that he knows little of where he and the others were destined to go - other than it was somewhere the trolls referred to as the Bitterhorn Mountains - a place he had never heard of. He does volunteer the trolls referred to the captives as ‘slaves’ and ‘workers’, and not as ‘food’ - for which he was thankful.
*****
In the morning the cleric asks for guidance and receives a short, but clear response:

The hand which strikes…also blocks.

The heroes have one less decision to make when the freed folks rise early and make haste to quit the place of their imprisonment. Their belongings restored, outerwear augmented by furs, and survival assured by the cleric’s copious blessings, and the greenmage’s gifts, they depart post-haste dragging two sleds carrying provisions after effusive thanks to the Luck Makers. The Hopi brave is first to break trail for the others, the dwarves bring up in the rear. In a matter of moments they are gone, a snowpacked trail weaving through the encampment, across the frozen river, and into the dark woods.


Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Thursday December 5th, 2024 8:50:00 PM


"Well!" says Urist. "I guess that settles that!"

"I suppose that means we're headed for the Bitterhorn Mountains!"

Before departing, Urist casts Shrink Item to put a burning campfire into her inventory.

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Thursday December 5th, 2024 9:35:48 PM

Isaac looks on as urist tries to pick up a small bunch of buring sticks that was a campfire a moment ago. "Urist please stop before you burn yourself."
Isaac decides to start preparing to move out either to trap the giant or investigate the mountains.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Thursday December 5th, 2024 10:51:19 PM

Makis is not sure of what to do. We do not know this area and the Mountain range is vast. I fear we have little choice but to wait here for the frost giant. He will cast his own Divination asking If we head to the Bitterhorn Mountains will we find those we seek?

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Friday December 6th, 2024 8:50:54 AM

Benni shares the results of his Divination with the others, completely sure that to block more people from imprisonment and slavery, they need to strike! But where? No one other than the trolls have even mentioned the Bitterhorn Mountains: not even the dwarf who has spent most of his life around the area knows it! "We have to eliminate these slavers, and to do that, we need information on how to get to the Bitterhorn Mountains. If we had a Ranger or Druid, I might agree to follow the old tracks, but our best bet to know is to trap Feldor when he arrives."

"So, any ideas on how to set up this encampment to lure in a frost giant and trap him?"
Benni is best at thinking strategically, the tactical plans he looks to his friends.

...............
Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), ***Endure Elements x5, *Cure Light Wounds, *Obscuring Mist
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), *Imbue w Spell, Freedom of Movement, Summon Monster IV, *Divination. 5(2+1): **Telepathic Bond(D), Wall of Stone, Flame Strike

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Friday December 6th, 2024 9:56:38 AM

"Well first we should clean things up so it doesn't look like a battlefield. If it looks abandoned from afar they might notice." Beatrix points out. (remind me - how sheltered is the camp? Is it surrounded by things blocking line of sight or is it easily viewable from afar?)

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Friday December 6th, 2024 4:21:52 PM

"OK, no matter how much we clean up, the camp is a mess. We beat open the pens and burnt up thier fence. It's pretty clear something bad happened.

"Maybe if we station a couple familiars outside to watch, one of you can let me know when Frosty the Bigman is coming to town with his little entourage. Then I can make an illusory Drayma that can tell Frosty they was attacked. He'll say the attackers were run off and some taken prisoner. They moved all the prisoners into the cave for safe keeping. Then we'll invite ol Frosty in and murder him. Er, I mean fight him. How about that?"


Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP 
Friday December 6th, 2024 5:47:31 PM

Eadric nods in agreement with Snark's plan. "If the familiars spot him, the melee combatants can rush to that side of the camp to set up an ambush, as well. Some tidying up woudn't hurt either, even if it can't completely mask what happened here." With that said, he goes to start tidying up however he can.

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Friday December 6th, 2024 10:32:53 PM

"We could cast some repair spells on the most damaged parts and cast a illusion on the pens. Make it seem like there was an escape attempt that the trolls put down. If we have some sort of disguise we could impersonate the trolls." Isaac points out the least damaged pen and describes the illusion he is thinking about " We could have a bunch of people illusions in then pen tied up with a few that looked rouged up and one of us disguised as a troll guarding them. That might be enough to get them close before we attack."

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Friday December 6th, 2024 11:36:59 PM


"OOH, good ideas, you guys. I can Fabricate some repairs for sure."

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Sunday December 8th, 2024 6:31:18 PM

Unless Makis' divination provides more specific guidance the bloodwitch reluctantly agrees that their best plan is to wait for the frost giant to show up. He will help clean up the camp as best he can.

DM Bob & Carla - ”Preparations…” 
Sunday December 8th, 2024 10:36:44 PM

The Luck Makers watch the free-folk strike out for home and begin to discuss the results of Benni’s divination. Makis’ own divination is equally clear. Those you seek toil deep beneath the ice in bitter cold. Your path leads to their discovery”

A plan begins to unfold…send up the familiars as scouts, clean up the encampment, add some illusions, and trick Feldor into getting close enough to be overcome in an ambush and interrogate him for information about the location of the other prisoners.

Beatrix notes that the camp is in a small opening along a bend in the river, and is surrounded by steep terrain and coniferous forest and a fresh overnight snowfall has obscured traces of the previous battle. Anyone approaching the site would be unlikely to notice any changes in it until they were almost upon it. A good place for an ambush.

Urist and Isaac ready their own gear for departure and then set to cleaning up and fabricating what they can to repair the appearance of the encampment.

(OOC: Please identify what actions you take and what spells, if any, you use in preparing for Feldhor or have or readied for his arrival should that transpire. It is still early in the day and you have all had a good nights rest.)

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Monday December 9th, 2024 8:38:23 AM

Having cast (and given) many spells to the refuges, Benni is limited to helping brush away the sledge tracks and footprints to look like the leaving group was only a troll patrol. He plans on staying in one of the cages until the ambush is sprung. He wears some rags left be the refugees to loo like a prisoner himself, shuffling about the cage area.

(He plans on not being locked in, and so he can rush out to attack when the trap is sprung.)

...............
Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), ***Endure Elements x5, *Cure Light Wounds, *Obscuring Mist
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), *Imbue w Spell, Freedom of Movement, Summon Monster IV, *Divination. 5(2+1): **Telepathic Bond(D), Wall of Stone, Flame Strike

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Monday December 9th, 2024 9:12:14 AM

Unfortunately most of Beatrix's buff spells have durations measured in minutes. With no way of knowing when the enemy will arrive she cannot pre-buff or take position in the air. She will change some spells around (this would have happened in the morning on preparing, but she had a night to consider the terrain and make the changes). She'll also set Tinkerbell somewhere the enemy is likely to pass through so she can alert the party.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+14=30 ;
Monday December 9th, 2024 4:50:30 PM

Snark sets out his plan.

"Me and Herb will go outside up on that hill above where we are. I'll be in the shape of a bush and Herb, well, hell be a bush too. When one of your familiars see Frosty coming, you give me the signal - like maybe a whistle. Then I'll create an illusion of Drayma coming out of the doorway and he'll address the giant and who ever is with him.

"The rest of you either hide outside if you can, or wait inside until that giant goes in or until I holler for your to come out and attack. We good?

"Anybody wants to be outside disguised as a tree or bush, I got a potion that'll make two of you into a tree or bush."
(Herbal concoction of Treeshape, and it can be dismissed as a free action. You can see and hear as normal while in treeshape.)

"Boy I hope this works."

Snark will go up on the hill with his trusty steed Herb. Herb hides to just look like a big bush - Stealth 30 (I assume there is other vegetation there.) When Snark is notified that Feldor is near, he will cast Fly on Herb and drink a potion that turn him into a bush (treeshape).

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP 
Monday December 9th, 2024 5:42:49 PM

Eadric decides to stay inside the cave. He's quick enough to make it to the combat without missing anything - and, though he's fairly stealthy, avoiding any risk on his part of ruining the plan is more of a priority.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry)  d20=8 ; d20=6 ; d20+19=21 ; d20+23=37 ;
Monday December 9th, 2024 7:22:52 PM

Ellashee receives Roses Temperature Control and then takes up a spot 40' in a tree with good vantage of likely approaches.

Makis dresses warmly and completes his rituals before going outside. He succeeds at his ritual of Grimalkin (DC 20 with a 23) and ritual of Sharing (DC 30 with a 31) Once outside he notes the chill in the air but his warm clothes and natural fortitude prevent any damage from the cold. (save of 12+6+5 = 23 with cold weather gear).

After getting his familiar settled he casts a few buff spells, including asking Snark for an extended Mage Armor using his own rod of Lesser Extend and pearl of power. He also casts Three Fold Aspect, choosing the youth aspect so he can once again lend his belt of Dexterity to Isaac. He will hold off on casting Flying Broom until after lunch but will cast Barkskin on himself. delaying its effects with his ritual of Sharing power.

With breakfast eaten and spells cast Makis makes his way to a tree close enough to Ellashee to be in telepathic communication with his familiar, shift into cat form, and climb up to find a safe perch at least 30' off the ground. The goal is to be close enough to communicate but also cover more directions of approach.

ooc: Stealth Ellashee is 21. Stealth cat-Makis stealth (+8 for being tiny) is 37.

___________________________
Spells Cast:
Level 1: 1 of 6+1
Level 2: 1 of 6+1
Level 3: 0 of 5+1
Level 4: 1 of 3+1
Level 5: 0 of 2+1

Spells on with durations:
Rose's Temperature Control on Ellashee - 24 hours
Barkskin AC +4 Natural Armor - 90 minutes on Makis, but delayed
Mage Armor from Snark - 18 hours
Threefold Aspect - 24 hours. Currently using Youth



Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Monday December 9th, 2024 7:24:32 PM

oo c: Note that Ellashee has +4 too stealth in forests of should be a 25.

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19  d20+1=6 ; d20+8=23 ;
Monday December 9th, 2024 7:53:54 PM

Isaac will help repair and hide the worst of the damage by hauling any burnt or destroyed debris into the cave out of sight.
He also thinks on his training to help set up the abush.
Proffession:Soilder:23
He also thanks Markis for the continued lending of his belt.


DM Bob and Carla - ”Nice looking shrubbery…not too expensive” 
Monday December 9th, 2024 10:16:15 PM

Benni wisely transforms the trail left by the folks when they departed the encampment. He’s ready to play the role of prisoner when the timing is right.
Having taken note of the geographical features around the encampment, Beatrix prepares her spells. She sends Tinkerbell aloft to reconnaissance . (Please roll the bat’s Fort Save vs DC 16 (temperature 20deg.F/-7degC) 6 HP non lethal dmg from cold.)
Snark outlines a plan, then he and Herb locate a vantage point where they take on the appearance of nice looking shrubbery…
Eadric hides inside the cave
After sorting out his magics, Makis assumes his cat form and climbs into a tree - within range of Elashee.
Isaac does what he can to restore the appearance of the troll encampment and helps Benni reconstruct a dome shaped cage. He then prepares for the ambush

Tinkerbell returns excitedly to squeak a message in Beatrix’s ear while Ellashee simultaneously sends a telepathic image of what she sees to Makis. There are four large beings accompanied by two large four legged beasts making for the encampment. The companions recognize the trolls and wolves, but the other two - larger than the trolls are unknown to them. One of the unknown creatures is dragging what looks like a cage.

Oblivious to the plans of the stealthy Luck Makers the slavers make their way noisily towards the encampment. There is hollering, and the hurling of insults. Those who understand Giant hear: Highlight to display spoiler: { ”put your back into it you dumb clod rust for brains!” } followed by the whistle and crack of a whip. A muscular but thin humanoid - large, with grey skin, flaming red hair, and sharpe fangs moves into the clearing. He is muzzled, and harnessed to a sled contraption with a large cage affixed atop. He is followed by a shorter, stocky but still large blue haired humanoid with a misshaped arm.

Map



“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK)  d20+8=25 ; d20=14 ; d20+6=23 ; d20+6=12 ; d20+11=20 ;
Tuesday December 10th, 2024 7:26:23 AM

Benni shuffles about the cage, trying to pretend to be a starved and scared prisoner. He's not a very good actor, but the cleric reminds himself that people tend to see what they expect to see. 'Just another poor sot picked up by the Ice Trolls and Winter Wolves. That's all.' His thoughts are fervent enough to be a prayer.

He uses his time to study the arrivals, trying to identify the gray-skinned red-haired humanoid.

...........
Perception 25
Bluff 16 (forgot +2 in Bluff)
Know Arcana 23 constructs, magical beasts
Know Planes 12 outsiders
Know Religion 20 undead

...............
Abilities:
Channel 6/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 0/1
0(4): Light, Purify Food/Drink, Detect Poison, Stabilize. 1(5+1): Bless(D), ***Endure Elements x5, *Cure Light Wounds, *Obscuring Mist
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Spiritual Weapon. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), *Imbue w Spell, Freedom of Movement, Summon Monster IV, *Divination. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=19 ; d20=10 ;
Tuesday December 10th, 2024 8:27:59 AM

Beatrix passes on the message that the enemy is coming (22 fort for bat). She hides as best she can (14 stealth) and casts fly on herself while the enemy gets closer.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Tuesday December 10th, 2024 11:10:04 AM

Snark would, of course, see that both he and Makis already have Mage Armor on them.

As the familiars spread the word and someone signals Snark, he casts Fly on Herb. Then, he realizes that he cannot be in tree form and cast a spell. So he instead reads a scroll of Invisibility. Once the Giants and trolls come in sight, Snark casts Persistent Image.

Drayma appears to open the door to the hillside hideaway. Drayma says in giantish, "Ugh. Feldor. We were attacked! They killed Korn and a couple of the others. We killed most of them before the rest ran off. We moved the prisoners into the cave. Well, except for that crazy one there - he wouldn't come out of the pen so we left him there. Come in here and help what's left of us move these prisoners into your cage."

The image of Drayma will stand at the door, looking around worridly, gesturing for Feldor to enter the cave.

Beatrix and Tinkerbell (Mitch) HP 50/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Tuesday December 10th, 2024 11:20:34 AM

Ah, right, tree potions! Beatrix would be smart enough to take the offer and be a tree to assist her hiding. Since she can't cast spells until she dismisses it she will hold her fly spell until the fight looks like it's about to start.

Urist (AC25/29 vs giants, HP45of82) (Cayzle) 
Tuesday December 10th, 2024 3:40:37 PM

Urist preps as the enemy approaches.

Are we in round by round? If so, she casts Quickened Shield and Fly (as noted below)

If we are not round by round, she casts Haste on herself and as many friends as she can. (second round)

DM Sanity:

Underlined = cast. Bold = still in effect

Urist's Spell List (underlined = cast, bold = active)
0: Mending, Message, Arcane Mark, Prestidig
1: Feather Fall, Shield, Grease, Uns Serv, Rose Temp Cont., Rose Temp Cont.
2: Resist Energy x2, Glitterdust, See Invis, Invis.
3: Fly, Fly, Shrink Item, Stink Cloud, Haste.
4: Wall of Fire x2, G Invis, G Invis
5: Q Shield, Q Shield

Short duration spells now active: Fly, Shield

NOTE: Used my wizard spell pick on the Fabricate.

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19  d20-1=0 ; d20-1=18 ;
Tuesday December 10th, 2024 6:14:38 PM

Isaac keeps still and tries to not make any noise. He almost steps on a loud cracking stick again but see's it before crouching down.
Stealth:0 can't make this up. Using a hero point:18
He casts Bull’s Strength on himself and uses his divine bond to make his sword flaming and +2.

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Tuesday December 10th, 2024 10:11:50 PM

Makis in cat form sends calm throw the link to this familiar. He waits for the giants and trolls to draw closer.

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