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The Grey Divide
Kith and kin


DM Bob and Carla - ”Have ye a moment?” 
Sunday September 8th, 2024 10:24:39 PM

Snark stays home while the rest of the Luck Makers make the midnight trek to the cemetery escorted by the spirit form of Waldo. While Beatrix and Eadric keep a watchful eye, and Urist plays solemnly on the mandolin, Onesimos and Isaac work out how to restore the scarf knit by Waldo’s beloved granny to the ghost and hopefully set right what is preventing him from resting.

The incorporeal undead acknowledges the words of Benni and Isaac with a nod, but no emotions can be read in his blank eyes. Unable to collect the material scarf offered by the paladin, the spirit glides over to the family monument on which is inscribed his name and points a trembling spectral limb at the lamb at its top. When eventually the striped woollen scarf is wrapped around the cold stone grave marker, the ghost merges momentarily with the monument, creating the odd image of Waldo with the scarf wrapped round his neck - before the spectre dissipates - the hint of a sad smile on his pale face.
*******


Having been up quite late sending the ghost of the hapless Waldo to a peaceful rest, some of Luck Makers are still abed when there is a loud wrapping on the stout from door and the call of: ”deliveries from the Catacombs!” Reaching into the messenger bag bumping against his hip, the delivery dwarf hands a small square parcel labelled #2223 to Beatrix and a plain cardboard scroll case marked #2228 to Snark, before wishing those at the door a ”good day” and moving off.

Before the door can be closed, two dwarves of mature age mount the stairs. ”Have ye a moment to spare for me, and me cousin?” asks the foremost, while his companion waits a few steps back. Urist recognizes the duo from her short, unsuccessful, month at the quarry east of town.

“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) 
Monday September 9th, 2024 7:54:17 AM

Benni stays silent and observing approvingly throughout the interaction with Waldo's haunt. "Well done, Isaac!', and leads the way back to Luck Makers House and their beds.

Despite the morning noise, the cleric is refreshed and welcomes the two dwarfs in, offering them refreshments from Maggie's amazing breakfast. For dwarf proprieties, he looks to see if Urist is going to take the lead on the conversation: Benni doesn't want to step on any toes!

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Monday September 9th, 2024 9:14:01 AM

Beatrix is still asleep. Perhaps someone will wake her up to inform her of her delivery.

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Monday September 9th, 2024 1:01:13 PM

Snark happily takes his parcel from the Catacombs. He gives Beatrix' door a couple gentle kicks to summon the Centaur.

When the dwarf brothers show up, Snark says, "Well, don't just stand there. Come on in. 'Course we got a minute for a couple of dwarves!"

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP 
Monday September 9th, 2024 2:32:39 PM

Eadric waits for the dwarves to speak, interested as to what they would be coming to the Luck Makers for, but holds his tongue for somebody familiar with these two to take the lead.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Monday September 9th, 2024 2:51:36 PM

Makis, who never sleeps in, is up and at his morning devotionals when the first of the visitors show up. He believes the visit does not concern himself so he does not come down until he hears dwarven voices below. Then he quickly completes dressing and descends the stairs to listen.

Urist (AC24, HP82of82) (Cayzle) 
Monday September 9th, 2024 9:07:26 PM



Urist grins. "DORI! DWALIN! You guys are sights for sore eyes," she exclaims, using the nicknames she had adopted for these guys. Come in! Come in! How are things at the old quarry works? What can we do for you all?"

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 
Monday September 9th, 2024 9:07:43 PM

Isaac breathes a sigh of relief now that Waldo is finally put to rest.
He is a bit surprised by the dwarfs out here ib the graveyard but awnsers "Sure do you need help?"

DM Bob and Carla - ”An invitation…” 
Monday September 9th, 2024 10:21:48 PM

The duo accept Benni’s invitation to put their feet beneath the long table in the Luck Maker’s kitchen. Snark alerts Beatrix they have visitors. Makis goes down stairs, but hangs back a little - listening.

Despite her jest, Urist recognizes the speaker as Durgan Stonewall, one of the brothers who opened up a quarry outside of town as a side business during their adventuring days, and then turned it into a going concern after they retired. The brothers gave Heranmar their business, but also recruited workers from abroad, giving younger dwarves an opportunity to make their mark in the frontiers of the Southern Continent. Durgan’s companion is the V shaped dwarf who place 4th behind Eadric, Beatrix and Isaac in the triple feat event.

”Durgan - Durgan Stonewall” announces the first dwarf, accepting a cup of steaming coffee from Maggie. His hair is brown with grey streaks at the temples, his beard threaded with silver. Observant eyes take in the party. ”This is me cousin, Lufra” he gestures at his companion. Durgan looks uncomfortably at Urist, down at his coffee, and then back up at the group.

”Me brother Kazak has been doing some prospectin’ south of Fort Wayfarer in the area known as the Grey Downs.. He sent word from the fort asking that an experienced team be sent up to do some development work. That team never arrived. We sent out a search team. That was six weeks ago. They never made it to Fort Wayfarer - either.” The lines across Dugan’s forehead become deep grooves as he frowns mightily before continuing. ”Yesterday one of the search party was returned to us. Hunters found him dazed and severely injured. They tended to his most immediate hurts, and carried him home.”

At this point, Lufra speaks up. ”He is’na in his right mind most of the time. Says they were attacked in the night, though - and t’others captured while he was left for dead!”

At this point Durgan looks apologetically at Urist. ”I know I said quarry work might not have been suited to yer ‘temperament’ when I sent ye off to town wee lassie, but it seems yer’ve made a name fer yerself as an adventurer. Might ye, and yer friends, have it in yer hearts, to help us out?”



Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Tuesday September 10th, 2024 7:44:54 AM

The details are way to light to guess what attacked the dwarves but even so Beatrix's mind runs through all the possible things she might get to fight.

“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK)  d20+8=14 ;
Tuesday September 10th, 2024 8:36:15 AM

Benni listens and keeps his own counsel, waiting for Urist to take the lead but a little worried about what she will say: there has really been no predicting the Troubador of Flower!

So the elf gets ready to diplomatically provide comfort and reassurance after the other Luck Makers have their say: "The loss of two teams of Heranmar folks can really affect the community and prosperity, and Flower teaches deep love is coupled with serving the needs of other loves. So too, the Woldian League of Adventurers ethos is to protect the innocent."

Diplomacy: 14

Urist (AC24, HP82of82) (Cayzle) 
Tuesday September 10th, 2024 11:55:07 AM


Urist bows and puts out a hand. "No had feelings, Dori! Digging stone was not for me, but the life of an adventurer is my true quarry! And I sure hope we can help you out. What do you say, friends? Please can we go check this out?"

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP 
Tuesday September 10th, 2024 1:12:18 PM

Eadric is happy to help these dwarves out with their problem. One adventure in the completed category, and right back into another! Eadric could get used to this kind of life.

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Tuesday September 10th, 2024 3:03:05 PM

Snark gives Urist a side-eye as he says, "Yeah, I can see how quarry work was not really Urist's thing. A mine is a terrible thing to waste. He's better as an adventurer where he can really put the pun in punishment.

"Sure Durgan and Lufra, we'd be happy to look into this matter, 'cause Flower and stuff.

"I think we oughta talk to that fella that came back though. Maybe our Cleric or Bloodwitch here can get him back in his right mind. He might be able to provide some helpful info. Be nice to know what we'll be dealing with. What'd ya say Benni? Makis? Maybe a Divination spell or two as well?"


Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Tuesday September 10th, 2024 4:54:55 PM

Makis is willing to help but is unsure of his charter with the group. Honora had tasked him with helping only in the previous quest and this is something entirely different. I've some healing ability and Divination is within my means. So I'll gladly help. But I need to seek guidance from Honora before I go off for days or even weeks. he admits.

Urist (AC24, HP82of82) (Cayzle) 
Tuesday September 10th, 2024 10:17:47 PM

Urist chuckles at Snark's snarkiness. "Good ones, Snarky! But I'm a girl!"

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 
Tuesday September 10th, 2024 11:03:30 PM

Isaac asks the dwarfs "Could the man you recover describe their attackers? I want to help but we should prepare ourselves. We don't want to go in blind."

DM Bob and Carla - ”An invitation…” 
Tuesday September 10th, 2024 11:32:04 PM

Durgan nods, a grim look on his face. ”Winter comes early in those hills and mountains, so you should prepare accordingly. Come ‘round the quarry tomorrow an’ ye can talk to Dimla, an we can see about a map to the area, and Kazak’s direction in Fort Wayfarer.”

Durgan makes his farewells, and Lufra pockets one of Maggie’s cinnamon rolls. Thanking the Luck Makers for accepting the job, Durgan adds: ”Be sure we’ll be finding a way to compensate ya fer the time an’ all…fer finding’ our kith and kin.”

The heroes have the rest of the day to make plans and prepare, before visiting the quarry the next day to question the survivor.



“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) 
Wednesday September 11th, 2024 6:59:46 AM

Benni keeps a straight face amidst the banter for the benefit of their guests, but he really liked the 'mine' pun: all the more surprising that it came from Snark!

He nods at the suggestions. "Wise words all around. We do want to speak with Dimla and coordinate our travel and greetings with Master Kazak tomorrow. And for today, winter supplies preparations and meet with any mentors and our own kith to make arrangements for an extended absence." Benni doesn't take offense at Makis' caveat; had the cleric been at temple in Plateau City, he would have needed to speak with an elder himself!

After the meeting, Benni takes himself off to Maggie's House to arrange for keeping Luck Makers House looked after. He already has good winter clothes from last winter, but checks them over to ensure they are still serviceable.

At Trade House, he stops by the WLA booth to inform Miles of the Luck Makers plans. Another visit at the Sanctuary of the Sea and an after dinner drink at the Blue Cat completes his quite busy day!

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Wednesday September 11th, 2024 8:11:33 AM

Beatrix arranges things with her teaching stuff so she can be away for a bit.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Wednesday September 11th, 2024 1:56:55 PM

With such short notice Makis wonders if it might be better to send word to Honora about his plans to help the dwarf instead of trying to travel and find his mistress. He decides to send his familiar with a note and hopes that the clever Pseudodragon can find his way quickly and bring back direction either to the house, or worst case to the mine.

ooc: Ellashee has a fly speed of 60. Seems like a good solution to me.


Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+14=30
Wednesday September 11th, 2024 5:42:48 PM

Snark says, "Compensate - I like the sound of that."

Then he looks around a bit chagrined, realizing he said that with his out loud voice.

Later he says to Urist, "Hey, sorry about that pronoun thing. Course I know yer a girl."

The little gnome will lay out his cold weather gear and check on available snacks and provisions. He shoves a bottle of wine in his pocket too. He wonders a bit how his plant companion will fare in cold weather - trees seem to do ok in the cold, so he hopes Herb Alpert will be fine. (Knowledge Nature 30.)

Before going to bed, Snark will cast Divination, asking What type of creatures attacked the dwarves?

Urist (AC24, HP82of82) (Cayzle) 
Wednesday September 11th, 2024 8:39:01 PM


Urist is glad that everyone seems to be on board.

"Thanks, my friends! You are all the best!"

She gets a good night's sleep before the day's adventure.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP 
Wednesday September 11th, 2024 9:48:03 PM

Eadric alerts the WLA that he will be leaving, thanking them for the training so far. He also tries to find some heavier clothing for the winter the dwarves have warned about.

DM Bob and Carla - ”Affairs in order” 
Wednesday September 11th, 2024 11:35:43 PM

With most of the day free, the Luck Makers set their affairs in order.

Benni makes arrangements with the housekeeper to keep an eye on their home during their absence, and he and Eadric alert Miles at the WLA that the party have accepted a mission that will take them into the wilds south of Heranmar. The cleric spends some time in contemplation at the Sanctuary by the Sea, and a little more time in contemplation of his nightcap at the Blue Cat, before turning in for the night.

Beatrix arranges for a leave of absence from the school.

True to his name, Makis is lucky, and discovers Honora at the Sanctuary by the Sea across the street from Luck Makers House. The First Daughter of the Crones speaks quietly with the bloodwitch suggesting that the elf accept that his role for the time being is to help foster better relations between those who practice their type of magic - and work to overcome prejudices against witches. She suggests he continue his alliance with the Luck Makers and endorses the mission to help the dwarves.

As Snark prepares his cold weather gear, he has a thought for his plant companion. He knows that the harsh, dry conditions of winter are not conducive to growth, but hardy plants do not die. They might drop their leaves to conserve water and energy, and this allows them to better withstand the winds of winter storms. Furthermore bark provides a layer of insulation, and sap produces a natural sort of antifreeze by converting starches into sugars within their cells. Herb Alpert’s appearance may change, but the plant companion has reserves he can draw on that might surprise the little wizard. Snark isn’t so fortunate regarding his divination. The spell might provide him with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur in the future (within 1 week) but doesn’t provide details regarding what occurred in the past. It’s of little import, however. He’ll be able to put his question to the injured dwarf on the morrow.

Urist gets a good night’s sleep, and is ready to go bright and early the next day!
*******

There’s a hearty breakfast for all in the morning, and sandwiches, apples, and other simple provisions that folks can tuck into their pockets and that will keep hunger at bay for a day or two. Most have acquired cold weather kit and trail rations for later on.

The party follow the East Road out of town, past the Abbey ruins on their right, eventually leaving the road and striking out for the quarry. On arrival they discover a formidable encampment of offices, storage houses, and bunkies ranged neatly outside the high fencing surrounding the open pit mine beyond. The mining camp is like a little town of its own. The Luck Makers are greeted by a small security detail, until Durgan is located, then brought to the infirmary. When the party enter, the lone occupant of the place struggles to sit up in acknowledgement of his visitors. There’s a bandage ‘round his head and over one eye, and it appears one of his legs has been braced from hip to ankle.

Durgan moves to stand beside the bed, and addresses the trussed up fellow. ”Dimla, these good folks have agreed to go lookin’ fer those that be missin’. They have a few questions…”

“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK)  d20+16=19 ; 5d6=25 ; d6=5 ;
Thursday September 12th, 2024 8:17:25 AM

Benni is impressed with the size and organization of the quarry; he didn't realize it was quite so large and pretty much its own group! He shoves thoughts of talking about Flower to one side and concentrates on why they are here.

A smile and nod to Dimla, the cleric takes a bedside seat. "Hello, Dimla, you may call me Benni, and I am a cleric of the goddess of love. May I see if I can assist you in recovering from your recent experience?"

Benni fills the room with a burst of positive energy, and, if getting permission, touches the invalid to remove some potential conditions. He then concentrates on assessing Dimla's condition and perhaps alleviating some discomfort. He assumes the others can get whatever information is available from the dwarf.

.............
Channel Energy: 25hp healing to everyone in the room.
Calming Touch: remove 14 non-lethal damage and the fatigued, shaken, and sickened conditions.
Heal: 19 to assess injuries


Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=5 ;
Thursday September 12th, 2024 9:21:53 AM

Beatrix normally goes around in a skirt/shirt and a thin horse blanket cover in pockets full of either books or adventuring tools. Now she's got a thick coat and a fur lined blanket and much of her pockets of stuff are on the inside, leading to strange bulges all over the place, giving her an odd and non-threatening appearance.

She does her best to keep her eyes peeled while they travel and even once they get to the mine - people have been vanishing after all, and they don't want to be the next victims. (perception 5)

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+15=35 ; d20+6=11 ;
Thursday September 12th, 2024 4:56:08 PM

Snark will instead cast his Divination spell correctly, asking, "In our efforts to free the dwarves that were travelling with Dimla, what types of creatures will we face?"

As we meet with Dimla, Snark examines him, looking for any after effects from any magic that might have affected him (Knowledge Arcana 35.) He also attempts to use his Healing skill to help Benni in examining the dwarf (Heal 11 to aid another, so +2 to Benni's Heal check.)

He suggests to Makis that Break Enchantment might help, as might Restoration.

He asks Durgan for a map, and he asks Dima to point out where they were when they were attacked.

He will ask Dimla, "What sort of creatures attacked your people? What did you see and hear? What did they sound like? Did you hear spellcasting? Did they fly? Where did this happen - how many days into your trek? Were you surprised? How did they sneak up on dwarves that can see in the dark? Anything you can add might help us get them back." If it's helpful, Snark will also ask in Dwarvish.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+5=24 ;
Thursday September 12th, 2024 9:03:41 PM

ooc: Another repeated post that I did not post. I wish that would not happen.

Pleased to have found Honora, Makis readily agrees to her recommendation and promises to check back in when the party returns from helping the dwarves.

At the mining camp Makis helps his brother by assisting with his healing skill (a roll of 24) and by casting a few spells. He starts with Lesser Restoration and Delay Poison and the offers to cast Remove Curse and Remove Disease while consulting with Benni. And he mentions the idea of the more powerful break Enchantment. He admits to Snark [I do not know how to cast a full Restoration spell.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP 
Thursday September 12th, 2024 9:18:35 PM

Eadric lets Snark take the lead in the questioning, all the questions he was wondering already being covered. He takes a back seat as the healing attempts start.

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20  d20+12=13 ; d20+10=11 ;
Thursday September 12th, 2024 9:59:09 PM

Isaac asks the dwarf Dilma " hello we're the Luck Makers we heard you survived whatever befall you team would you be alright with sharing what happened to you and your group?"
Diplomacy 13
Sense Motive 11
Got a 1 on both rolls "oof"

Urist (AC24, HP82of82) (Cayzle) 
Thursday September 12th, 2024 11:00:19 PM


Urist hangs back and whispers to Dwalin, "How long has he been like this? Why is his leg braced? Is it broken? Are you sure his leg is really broken? There's no mechanic in the rules that allows a leg to be broken! None I know of, anyway!"

DM Bob and Carla - ”Dimla’s story” 
Friday September 13th, 2024 2:48:11 AM

Unwarmed by any sunset light, a grey day darkens into night,
A night made hoary with the swarm, the whirl-dance of the blinding storm,
As zigzag, wavering to and fro, crossing and recrossing the winged snow.

Cryptic as these things usually are, the result of the divination sounds more like a weather report than indication of what creatures the party might encounter in the near future.
*****

The injured dwarf is the focus of the Luck Makers attention as he is assessed, treated and questioned. The general impression is that his hurts are physical. There is evidence of blunt force trauma, lacerations, and extreme frostbite as well as some mental anguish. No detectable magic is discovered about his person.

The combined efforts of the healers does much to improve Dimla’s physical health and alleviate the confusion and agitation he experiences during the questioning process. He shares that several days into their trek he and his companions were traversing an open area and spotted a storm sweeping across the plains. Hoping to find shelter, they made for the tree line, but before achieving their objective they were caught up in blinding snow and cold, fierce winds. With zero visibility, the dwarf claims he became separated from his companions. Snow obliterated the trail and the wind shrieked like a banshee. Somehow, he made it to an area of sparse trees - only to be attacked by unseen assailants - and lost consciousness. Coming too, face down in the snow and bleeding, he heard shouting. The storm had abated, and by turning his head, he could just see several large, but indistinct humanoid forms disappearing into the gloom and blowing snow - shepherding a huddle of smaller forms between them, before he lost consciousness again.

Durgan picks up the thread, outlining how two hunters had discovered the dwarf half buried and near death, and done their best to stabilize him before transporting him north - Heranmar being somewhat easier to get to than Fort Wayfarer - from the place where he was found. He points to a spot on the map north and to the west of the fort on the edge of the plains and midway between the two communities. ”When they found Dimla, they looked around for others, but found nowt.”

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Friday September 13th, 2024 10:04:34 AM

Could it have been some sort of storm elemental? Or just something that creates cold or wind? Interesting. They'll need to dress warmly and find some way to ensure they stay together.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+9=21 ;
Friday September 13th, 2024 3:36:09 PM

Eadric is very confused with this phenomena. He tries to recall if there's any creature that he knows of with the effects described. (dungeoneering 21)

Urist (AC24, HP82of82) (Cayzle)  d20+10=16 ;
Saturday September 14th, 2024 7:27:30 AM

Intrigued by the Divination, Urist works it into a bit of a song, strumming on her mandolin.

Craft Song 16

"Sunset light
Twilight bright
Hoary night
Dancing flight"

"Blinding storm
Snowy swarm
Chilling warm
Shapeless form"


“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) 
Saturday September 14th, 2024 11:05:01 AM

Benni stays at Dinka’s side: ”Those hunters did a good deed. Closer to Heranmar the. wayfarer? How many days walking? And it may be not connected, the storm and the humanoids, but I think the others may have been captured or taken for other reasons.”

“Definitely good to bring us into this. Sounds very dangerous.”


He doesn’t want to talk plans and worries in front of the dwarfs.

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+15=31 ; d20+14=31 ; d20+14=32 ; d20+11=14 ; d20+10=14 ;
Sunday September 15th, 2024 12:41:08 AM

Snark shares the result of his Divination spell Dimla and Durgan as well. He frowns and adds, "Maybe the gods are mad at me, cause that don't make no sense as far as creatures we'll face."

The results of Snark's spell are certainly cryptic and it's not clear how this provides an answer to his question asking about creatures, so he thinks about the information. Swarms? Winged snow creatures?

Knowledge Arcana 31
Knowledge Dungeoneering 31
Knowledge Nature 32
Knowledge Planes 14
Knowledge Religion 14

He adds, "I'm sure glad you made it back Dimla. We'll do what we can to bring your folks back."

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Sunday September 15th, 2024 6:19:36 PM

Makis considers the response to the divination before casting his own. It sounds like winter itself is the enemy. I've spells to protect from cold but not to see through a blizzard. Hmm. I am wanting to ask if the other dwarves still live or where to search for them. What were their names?

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Sunday September 15th, 2024 6:35:57 PM

[Please tell me the missing dwarves are Happy, Sleepy, Sneezy, Grumpy, Doc, Dopey and Bashful]

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 
Sunday September 15th, 2024 7:47:13 PM

Isaac is at a loss for what the creatures are "I'm not sure what you saw. Could have been anything from frost giant to yetis. Does anyone have a better idea what lives up in the cold forests?"

DM Bob and Carla - ”Preparations” 
Sunday September 15th, 2024 9:49:10 PM

Wisely, the Luck Makers gather as much information as possible, prior to embarking on the mission to discover what happened to the missing dwarves.

Durgan gestures for the group to follow him outside, as Dimla falls back against the pillows and closes his eyes - the rhymes and rhythms of Urist’s melody the last thing he hears before falling into restorative slumber.

Nodding at Benni, Durgan admits: ”I’m encouraged by reports that no bodies were found, and am of the same opinion as you - that they were taken for some reason.” The elder dwarf rubs his brow a couple of times before answering Makis: ”Harold, Hardirr, Theresa and Thorek - all Bloodhorn kin - are experienced with early mine development, and were sent up when me brother asked for reinforcements to expand on his early prospectin’ finds. The next lot - Dimla and his sister Donna Ironbrow, an’ Behlren and Belinda Forgehide are good miners, but have done a bit of adventurin’ an’ volunteered when we went askin’ fer folks to go lookin’ fer the others.”

The quarry owner figures the attack was about half-way to Fort Wayfarer - about 6-7 days travel from Heranmar. Though summer is over, and fall has begun in the north, winter comes early in the hills and mountains to the south. The hunters that brought Dimla in volunteered that the storm had taken them by surprise as well, and after being rewarded for the rescue had wanted to return to check on their trap lines in the area south of the Spirit Swamp and north of Fort Wayfarer.

Snark shares what might or might not impact the party over the coming week, and tries to winkle out details from the cryptic message. The gnome knows the group’s decisions and actions are variables that would impact any result, so specifics aren’t as reliable as generalizations. The greenmage knows there’s all kinds of wildlife that live in the forests, hills, and mountains, and quite a few creatures - both natural and magical that thrive in cold environments - including large, shadowy, weapon wielding humanoids.

Beatrix ponders elementals, and suggests the party dress warmly and stick together.

Eadric ponders what creature Dimla and his party might have encountered, but his dungeon knowledge leans more to cavern aberrations, ooze creatures, and such.

Isaac suggests giants and yetis.

Of course, as Makis points out, it could be winter itself that is the enemy.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Monday September 16th, 2024 7:56:00 AM

"Well sitting here speculating won't get us anywhere. Lets prepare as best we can and get going." Beatrix suggests. She has no spells that will help with the cold sadly.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Monday September 16th, 2024 1:28:34 PM

Choosing one of the initial names at random Makis will cast Divination asking Does Hardirr still live?

Makis is fine leaving immediately as he can cast further Divinations in route.

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Monday September 16th, 2024 6:31:48 PM

Snark gives up on understanding his Divination spell and packs his bags.

DM Bob and Carla - ”On the trail of the missing” 
Monday September 16th, 2024 10:10:30 PM

Snark files the cryptic response to his divination under ‘nonsense’ and readies himself for travel.

Makis finds 10 minutes and a quiet place to ask a question of his own, and hears a whispery response: ”…Hardirr…lives…”. Did he hear aright, or was it the echo of his own thoughts?

(OOC: in future, anyone using Divination please consider the description and examine the wording of the question you are asking. A d100 roll is required, and there is a cost (25GP).)

Beatrix proposes the Luck Makers get going. She is worried she doesn’t have any magicks against cold, but she does have regular cold weather kit.
*******
Equipped with a simple map, and the name of the inn (The Axe and Compass) in Fort Wayfarer where they might find Durgan’s brother, Kazak Stonewall - the party take the road south by southwest - following the trail of the missing dwarves. The group stick to the trail through the woods, avoiding the Spirit Swamp in favour of higher and dryer ground. The mornings and evenings are chilly, but the days warm - typical of fall weather. Layered garments and movement keep the party warm during the day. A campfire, extra blanket, or the luxury of a conjured abode ward off the cold temperatures at night. The deciduous trees, responding to the changing temperatures and light levels, have started to show their fall colours, and drop their leaves, creating small drifts of bright colour across the primitive road.

The party notes the further they go, the higher the ground. After 3 days, the dirt road takes on a more southerly direction, with the forest falling away on the left, and a dry yellow grassland to the right. Here and there, where moisture collects, are scrubby shrubs and small copses of trees, but for the most part the land is a sea of tall undulating grasses.

Please post marching order and roll perception checks.


Urist (AC24, HP82of82) (Cayzle)  d20=4 ;
Monday September 16th, 2024 10:33:46 PM


Urist volunteers to go first!

Perception 4

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20  d20+6=14 ;
Monday September 16th, 2024 11:12:00 PM

Isaac is second in line, ready to defend the group.
Perception 14



Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Tuesday September 17th, 2024 8:13:45 AM

Normally Beatrix plays the roll of the outrider, moving ahead of the party to look for danger, but with the danger here being some sort of storm that separates people she stays close, to the side of the first few marchers. She suggests that, should they worry about an attack, they could tie each other together like mountain climbers with 10 feet of rope between each person, letting them ensure they can find each other in a storm.

“Benni” AC 25/12/24 CMD 24. HP 63/ 63 Onesimos (SteveK) 
Tuesday September 17th, 2024 10:08:08 AM

Benni thanks Durgan for the map and the opportunity for more infomration. Once back at Kuck Makers House, there elf agrees with Beatrix: it is time to get moving. "The surprising winter storm may have been magically achieved, especially if both groups of dwarfs encountered it. And be ready for a 'Swarm': that was in Snark's divination. Area spells or effects."

The elf smiles at Urist's enthusiasm, but reminds the dwarf the Luck Makers have a set
marching order! (And camp watch, too)

In Front: Isaac, Eadric
2nd Line: Makis, Snark
3rd Line: Benni, Urist
(Beatrix ranging around)

The cleric has been setting a special set of spells each morning, and he casts Endure Elements on himself each morning.

...................

Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Greater Command, Flame Strike.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+13=30 ;
Tuesday September 17th, 2024 1:18:27 PM

Eadric takes his spot in the order, keeping an eye out for any signs of movement from their surroundings. (Perception 30)

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+8=12 ; d20+15=28 ; d20+5=25 ;
Tuesday September 17th, 2024 1:53:42 PM

Each day around noon, Snark will cast an extended (metamagic rod) Mage Armor (18 hours.) He will offer to use Makis' Pearl of Power to cast it on the Bloodmage as well (9 hours.)

As we go, Snark will ride his plant companion. Herb's tentacles almost seem to transform into wheels as it slinks down the primitive road under the little wizard's guidance. Occasionally, Snark will light his pipe and puff as he keeps a sharp eye out for trouble (Perception 28.)

As night approaches, Snark will work with the others to scout out a good place to rest (Survival 12,) and he will create an Unseen Servant to clear the site and make a safe place for a fire. The Servant will also make a soft place for folks to rest with leaves and pine needles. Snark he will covert his open spell slot to Tiny Hut to create a warm and somewhat hidden shelter, which will also block the fire's light to those outside the Hut. As we rest, Snark does not take a watch, since Herb does not need to sleep. Herb will watch all night, positioned over the sleeping gnome and ready to wake him at the first sign of trouble (Perception 25.)

---------------------------------
Spells/Effects Running: Extended Mage Armor

Spells, * = cast/used:
0 (DC16):
1 (DC17): Message, Detect Magic, Mending, Prestidigitation
2 (DC18): Grease (C), Expeditious Retreat, Mage Armor, Magic Missile, Protection from Evil, Shield, Unseen Servant
3 (DC19): Glitterdust (C), Glitterdust, Minor Image, Levitate, Flaming Sphere, Scorching Ray, Web
4 (DC20): Summon Monster III (C), Haste, Fly, Fireball, [OPEN SLOT]
5 (DC21): Summon Monster IV (C), Dimension Door, Wall of Fire, Resilient Sphere
6 (DC22): Summon Monst V (C), Baleful Polymorph, Wall of Stone

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 - 10/10 charges
Extend Metamagic Rod - 1 used

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Tuesday September 17th, 2024 1:55:18 PM

(Humble thanks to our DMs for the reminder to roll percentiles for Divination. I coulda sworn I did that, but I guess I only did it in my head.)

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d100=26 ; d100=13 ;
Tuesday September 17th, 2024 7:25:54 PM

ooc: Divination 1 = 26. Divination 2 = 13. Both successes. I am never sure if I should roll when there is a chance of failure. Maybe GMs I have played with want to roll those rolls. Things like Stealth or Disable Devise where you might fail and not realize it. If I cast Augury should i also roll that? For that spell if I fail I get a false reading...

At the first night's camp Makis will cast Divination again, this time asking what preparations the group should make to help increase the chances of success for their rescue mission.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Tuesday September 17th, 2024 7:26:59 PM

Before Departure Makis asks Snark if he minds bringing that silver mirror. He will also try to buy some cold weather gear for himself including crampons and snow shoes.

DM Bob and Carla - ”On the trail…” 
Tuesday September 17th, 2024 11:52:35 PM

Last minute preparations before hitting the road…

The Luck Makers remember that during the big celebration in town there were vendors selling cold weather kit! Hunters from the hinterland of the downs had furs on display, and local craftspeople had hand sewn clothing, and knitted items. After the celebration, Tessa had opened up a pop-up at the Tradehouse, and anyone with 8GP would have been able to get a cold weather outfit. (OOC: no need to go to the Catacombs. Just make sure a cold weather outfit, and the cost, is accounted for on your PC sheet.)

…and we’re off on an adventure!

Urist and Isaac jockey for the front of the pack, and Beatrix reconsiders her regular job in favour of sticking closer to her companions, however Benni reminds everyone that there is an established marching order based on skills and abilities. Eadric accepts the position assigned to him, and the rest of the heroes fall in.

In addition to cold weather gear, the party takes precautions with routine protective magicks for day and night. Snark in particular pays attention to the group’s safety and comfort at night - finding good places to make camp, and offering a warm shelter (70degF/21degC) in the form of a tiny hut for his companions.

Whilst folks set up camp the first night, Makis finds a quiet spot, lights some incense, and makes an offering (25 GP value) and asks what might help increase the chances of success for their rescue mission. The advice the bloodwitch receives takes the form of a cryptic rhyme:
”Wild at heart the Hiope* herd,
Restless hooves marking circles in the earth,
Where have they been? What have they heard?
Listen…and learn.”

*Knowledge Nature or Geography DC 15 Highlight to display spoiler: { to know that the Hiope are a nomadic tribe of centaurs that wander between the grasslands and the forests of the central continent, and to the coastal downs when winter is harshest.}

A few days later…

The dirt road takes on a more southerly direction, with the forest falling away on the left, and a dry yellow grassland to the right. With the higher ground, come cooler temperatures - but it is by no means frigid! The day progresses, and shadows lengthen. Isaac, Eadric, Snark and Urist scan the road and environs, but it is Eadric and Snark (perched atop Herb Alpert) who spot a small, brief flash of late day sunlight on metal quite far away, the swish of an equine tail, and then - it is gone - disappearing into the tall undulating grasses of the plains.

Before dark, Snark locates a good place to rest. Low shrubs, and a cluster of trees along a shallow creek bed just off the road. The greenmage’s plant companion keeps a protective eye on his master.


“Benni” AC 25/12/24 CMD 24. HP 63/ 63 Onesimos (SteveK)  d20+8=23 ;
Wednesday September 18th, 2024 8:23:10 AM

Benni praises Makis' insight to a question that may help them in the next week, but he is lost on what kind of monster is a Hiope.

The cleric walks well in his cold weather gear, getting into the swing of travel, and tries to help keep watch about them as they travel the plains. "This Tiny Hut sure is useful, Snark. I wonder if we would be able to use it during a fight, too? When we are in a defensive position, it would really help to not be able to be targeted."

...................
Perception: 23

Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Greater Command, Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+10=16 ;
Wednesday September 18th, 2024 9:38:01 AM

Beatrix has heard of the Hiope somewhere in her broad academic knowledge (16). "It's a centaur tribe. They're nomadic and wander the continent. If they're in the area, they might know more about what's going on."

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d100=72 ;
Wednesday September 18th, 2024 4:13:55 PM

Eadric buys the cold weather clothing, and thanks Tessa for the help.

A few days later on the trek, Eadric points out the metal and equine tail he has spotted. "Might be that centaur tribe Beatrix mentioned. We should keep an eye out and see if we can learn more."

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+13=19 ;
Wednesday September 18th, 2024 6:19:58 PM

Makis will cast Flying Broom each morning as the group sets out. He too figures out the riddle to mean centaurs and excitedly points out the likely sign of the beast when the party spies it. We should follow. But lets not offer any offense or threat. I have heard that centaur tribes can be jumpy.

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 
Wednesday September 18th, 2024 7:58:10 PM

Isaac asks Beatrix "do you know any of the tribes or their customs? We should be careful if we do follow them I've seen how well you handle a lance and I'm in no hurry to face a group like that."

Urist (AC24, HP82of82) (Cayzle) 
Wednesday September 18th, 2024 8:30:40 PM


Urist does not bother with cold weather gear, simply prepping Rose's Temperature Control.

Regarding that equine tail, Urist suggests that someone who can track can look for footprints.

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+14=34 ;
Wednesday September 18th, 2024 8:31:14 PM

(Knowledge Nature 34)

As we travel, Snark is glad for his cold weather clothing and his winter blanket, though the Tiny Hut lessens the need for a warm blanket.

He replies to Benni, "Yeah, I've considered that. Tiny Hut can be a good defensive position in the right situation. But not for this group - everyone tends to charge all over the place, an' I'm usually just tryin' to keep up. Besides, I only got so many third level spells and Haste or Fireball tend to serve us better. But it's sure a good place to sleep."

Snark is aware of the nomadic centaur tribe, and when he sees the flash of metal and swish of a tail in the long grass he says, "I agree we oughta follow. But a bunch of wild centaur on an open plain makes me nervous. No offence intended Bea.

"Say Bea - you oughta send your bat out to see where those centaurs are. They might not be evil, but they could be working as mercenaries with the folks that took them dwarves. Be nice to know what we're walknin' into."


Snark rides Herb as we move forward.

DM Bob and Carla - ”On, or off the beaten track?” 
Wednesday September 18th, 2024 11:19:15 PM

The Luck Makers are one quarter of the way to Fort Wayfarer and three or four days from the spot where the dwarves were attacked - when the lone Hiope centaur is spotted in the distance.

Beatrix and Snark explain to their friends what they know of the Hiope - a small tribe of centaur that live in the ancient nomadic ways, and can be found in the plains of the central continent. Isaac asks if they know anything more of the tribe, or their customs?

Knowledge Geography or History vs DC 10 Highlight to display spoiler: { the Hiope have deep connections to the land, and generally keep to themselves. They are wary of strangers who cross their paths, but it is said they share good relations with those who respect their ways.}

Urist, Makis and Snark suggest tracking the lone centaur.

Eadric suggests the group keep their eyes open and see if they can learn more, whilst Isaac lets his friends know he’s not in a hurry to meet a group of armed Beatrix’s

During autumn, the tilt of the Wold means the sun is lower on the horizon, casting a longer, weaker ray of light, hence the glow associated with this season, but also the shorter days and longer nights. The party have about three hours before sunset. The direction taken by the centaur is tangential to the road and westward through the tall grasses of the plains.

Nearby, Snark locates a good place to rest. Low shrubs, and a cluster of trees along a shallow creek bed just off the road. Benni notes some crescent shaped prints in the damp ground alongside the creek. Survival vs DC 15 Highlight to display spoiler: {the tracks belong to more than one individual, and are at least 24 hours old.}

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Thursday September 19th, 2024 1:07:40 AM

(Snark will take 10 on the Kn:Geo check for 20 - success)
(Snark will take 10 on the Survival check for 18 - success)

"The tales I heard from my ma were that the Hiope have deep connections to the land, and generally keep to themselves. They're wary of strangers who cross their paths, but it's said they get along with folks who respect their ways. Anybody know much about their ways?"

Take 10 on Knowledge Nature for 24 to know their ways.

As Benni mentions the tracks, Snark hops off Herb to take a closer look. "Hmmm. These tracks belong to more'n one individual, and are at least 24 hours old. I say we keep goin' for a couple more hours. Beatrix should lead so we're putting our best hoof forward, so to speak.

"Say Bea, maybe you can send your bat out to find where that fella we saw went."


Snark looks around to see if he can pick up the more recent tracks of the cenatur we saw in the distance. Take 10 for 18 survival to find those tracks. Otherwise we follow the ones Benni found.


Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+6=26 ; d20=19 ;
Thursday September 19th, 2024 8:01:51 AM

Beatrix's bat usually sleeps during the day to stay up on watch during the night but it's late enough she's awake and willing. Tinkerbell will fly ahead and scout (26 percpetion) and Beatrix will gamely take the lead and keep her eyes open (19)

“Benni” AC 25/12/24 CMD 24. HP 63/ 63 Onesimos (SteveK) 
Thursday September 19th, 2024 8:16:54 AM

Benni thinks aloud. "If this centaur tribe has deep connections to the land, I really miss Jasper's insight! A single centaur from a touchy group probably means they are a Scout and making sure we don't mess things up. I think we should stay on the caravan path and only take what we absolutely need: small controlled cooking fires, avoiding trampling lots of grass, and things like that."

The elf thinks if they follow tracks or the lone centaur, it will only raise suspicions. Better to leave an offering at the edge of the campsite each night to see if they want to come and talk. From his Bag of Holding he brings forth a quarterstaff that he won last Yuletide and sticks it in the ground on the edge of camp. With some thread, he ties his small steel mirror on top so it might catch the light and draw the eye.

.....
Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Greater Command, Flame Strike.

Urist (AC24, HP82of82) (Cayzle)  d20+10=24 ; d20+10=22 ;
Thursday September 19th, 2024 9:20:23 AM


Urist says that that's a good point. "We don't want to scare them off. If we camp, they may come visit us. Especially if we sing songs appealing to centaurs!"

If the party agrees with that, when the camp is made, Urist makes up a song, strumming her mandolin as she cogitates.

Craft Song 24

The song has verses about running free across the plains, and something something free fly manes, and revels when the day is done, and something something we got fun. There's a pun or two in there as well, but Cayzle does not have the mind space to conceive of it. Urist makes it a good one, though:

Perform Comedy 22

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Thursday September 19th, 2024 12:34:14 PM

Makis takes 10 for a 21 on the knowledge rolls and will ask Ellashee to fly up and stay above the group to provide recon in case there is an ambush or if anything is approaching them.

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20  d20+3=15 ;
Thursday September 19th, 2024 9:56:45 PM

Isaac confirm Snarks assessment of the tracks. "If they are not fond of outsiders we shouldn't impose to much on them. Hopefully they let us rest with them and answer our questions."
Isaac gives a small clap after Urists song." Excellently done can we get a round of 10,000 miles?" He smiles in jest.

DM Bob and Carla - ”Hiope ways” 
Friday September 20th, 2024 12:03:19 AM

Snark shares what he knows of Hiope ways. Family is of paramount importance, including deference for elders. Next comes respect for the land as a giver of life and a sacred trust. Benni isn’t far off the mark when he suggests the party should stay on established routes, take only what they need, keep fires small, etc.

The Hiope scout was spotted almost a league (3 miles) to the west of the trail, and neither Snark nor Isaac can find any signs of a path through the grasses leading in that direction. The tracks alongside the creek can be followed, but the terrain is challenging. A little exploration reveals whoever stopped by the water source did not travel along the creek bed for long, but moved up and over the embankment and into the grasses in a northwest direction - as if circling around and moving away from the group of heroes journeying south!

Beatrix wakes Tinkerbell and sends her ahead of the party. The bat has a lot of grassland to cover. (OOC: how far/long will she fly before returning to Beatrix?)

Makis sends Ellashee aloft to provide arial reconnaissance directly above the group. The pseudo dragon registers dry grasslands punctuated occasionally by small copses of trees that have sprung up in spots wherever moisture has collected.

Benni and Urist share an inclination to make camp and let the centaurs come to them - if they are so inclined. Benni crafts a standard to plant at the perimeter of any encampment they make, and Urist works on a composition that might lure any curious about their camp into making their presence known.

The party are no longer on the road heading south in the direction of Fort Wayfarer after electing to follow the tracks along the creek going west, and north. The sun is slipping low on the horizon, taking the day’s light and warmth with it. Does the party press forward into the unknown, return to the road they were travelling, make camp?

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Friday September 20th, 2024 12:45:14 AM

Snark is a little grumpy that the party would rather wait here than pursue the centaurs. But he will acquiesce to the wishes of his friends. He returns to the road with his friends and finds a suitable place to have a fire and camp.

"When the Wold gives you a gift, you best not ignore it. Them Hiope could really help us out. If y'all wanna wait for them to come to us, we oughta let 'em know we're waiting."

He finds a nearby high point we can see from camp. There, he will place a stick and hang his magic bell that can be heard a mile away when rung.

Returning to camp, he to will cast Minor Image on this high point, creating a huge image of Beatrix. Her white-blond hair streams majestically as if blown by the wind, contrasting with her dark skin and dappled grey coat on her horse half. The image is about 20'x20'x20' in size, and he will concentrate on it for about 10 minutes.

"There. That oughta get their attention, and Urist's song will draw them in. If they ring my bell, we'll hear it. You look pretty good there Bea, if I do say so myself. And if it gets the attention of whomever took them dwarves, well, that serves our purpose too."

“Benni” AC 25/12/24 CMD 24. HP 63/ 63 Onesimos (SteveK) 
Friday September 20th, 2024 6:53:45 AM

Benni also elects to return to the road to camp, and is pleased of the efforts of his friends to make the message clear they would like to talk to the centaurs.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Friday September 20th, 2024 8:32:46 AM

Tinkerbell would have been doing the outrider thing, flying far enough out to see ahead of the party but close enough to fall back in a round to rejoin them if danger presented.

Beatrix is for going back to camp. "Look at it this way; It's late and you're getting ready for bed when a large, heavily armed group walks up. It doesn't matter if we act friendly, that kind of thing can scare people and we want to make a good first impression. Lets go when it's daylight and they won't be constantly worried we're distracting them while our bandit buddies move to surround them in the dark."

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 
Friday September 20th, 2024 6:12:07 PM

Isaac looks up at the Beatrix illusion "We might be attracting the attention of less than desirable company if we announce our presence so brazenly Snark. Let's hope the centaurs find us soon."
He heads to the road to camp "The wilderness is not my expertise. Let's hope the centaurs are willing to also act as guides."

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP 
Friday September 20th, 2024 9:15:50 PM

Eadric doesn’t mind which route the party takes, and with the decision to make camp chosen, he helps set up and prepare the camp. Eadric approves of Snarks illusion, and hopes the Hope will come in diplomatically and not warlike.

Urist (AC24, HP82of82) (Cayzle) 
Saturday September 21st, 2024 6:05:20 PM


Urist laughs in delight to see the illusion of Bea. "Good one, Snark," she says. "That will really be the centaur of attention!"

She plays her new song, per the plan.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+10=18 ;
Sunday September 22nd, 2024 10:25:52 AM

Makis helps find a good place to camp, hoping to find at least one tree for Ellashee to perch in. (Survival roll of 18) He is happy to wait to try to entice the centaurs to come to them and will cook a simmering stew of root vegetables with some aromatic spices to add aroma to the lure.

DM Bob and Carla - ”The centaur of attention”  d6=3
Sunday September 22nd, 2024 9:05:31 PM

Before backtracking with his companions Snark gets an idea of the terrain beyond the road - large stretches of flat grasslands, dotted with a few trees. The tall dry stems bend and rustle with the wind, creating the effect of golden waves for as far as the eye can see. There’s as good a chance of getting lost as there is of following the tracks across the land.

Beatrix points out that a large, heavily armed group walking into a centaur encampment at night, isn’t the kind of thing to make a good first impression, and suggests a daylight encounter would be better received.

Benni and Eadric are happy to make camp, and Makis locates a good spot a little farther down the road behind a hillock 20 yards off the established road. A low mound topped by a single wind stunted conifer - it offers shelter and privacy from the road.

The party makes camp, finishing with their setup after dark. Whilst the bloodwitch tends to an aromatic vegetable stew, Benni plants his standard, Snark hangs his magical bell (is this the dog collar bell?), then entertains the Luck Makers and any one else within one league with a huge image of Beatrix. Her white-blond hair streaming against a midnight sky sparkling with stars, whilst Urist strums her mandolin and sings a song about running free across the plains.

Isaac ruefully comments that he hopes a centaur band locates the Luck Makers before anything else does!

Lure or deterrent, there does not appear to be a response to the measures taken by the heroes to draw attention to their campsite. Watches are set, but other than a few small nocturnal critters that skirt the periphery of the camp - all is quiet. However, those on watch note a definite chill in the air as the night grows colder, and colder - and in the morning the pale light of the sun reveals a vast plain of palest white-gold as each blade of long grass is covered by feathery crystals of frost. (Fort Save vs DC 15 (temperature 30degF/-1degC) 3 pts non lethal dmg from cold. add +5 bonus for cold weather gear)

The hoar frost is a temporary thing, and disappears as the sun climbs higher in the sky, however the day does not become detectably warmer, with the temperature hovering just above freezing.

(OOC: Only one Fort roll vs cold weather required for the day.]

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+15=35 ; d20+10=18 ;
Monday September 23rd, 2024 1:12:08 AM

Snark gives a half smile as he says to Urist, "OK. Centaur of Attention - that was a pretty good one."

He's a bit disappointed there was no visit from the centaurs though.

Fortunately, Snark's Tiny Hut spell keeps the temperature at 70 degF through the night. He wakes in the morning and after memorizing spells he leaves the Tiny Hut, causing it to disappear, and he is hit with the cold! "Brrrr. What the heck? It's colder than the shady side of Gargul's arse. I hope it warms up later." (Fort save 35)

He checks on Herb Alpert, who seems unaffected by the cold (Fort save 18.) He climbs up on Herb and rides the short distance to recover his magic bell on the nearby hill. (Yep, it's the bell from the dog collar.)

Then he's ready to go.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+14=33 ; d20+8=22 ;
Monday September 23rd, 2024 7:59:38 AM

Beatrix and Tinkerbell both deal with the cold well (33 and 22). After a long night of keeping watch the bat flies into a pocket and goes to sleep where it's warm. "After breakfast lets look for tracks and see if we can find signs of the centaurs, they're still our best lead."

“Benni” AC 25/12/24 CMD 24. HP 63/ 63 Onesimos (SteveK)  d20+15=26 ; d20+8=25 ;
Monday September 23rd, 2024 9:43:33 AM

Benni has a good night and is glad he slept in Snark's Tiny Hut, and quickly renews his Endure Elements spell for another 24 hours. The cleric misses Jasper's weather prediction abilities, but Makis seems to know quite enough in things Nature. "Makis, could you predict what the weather will be each morning? That may help us determine what is natural and what is magically induced."

No centaurs, ah well. It looks to the elf that the only thing to do is keep on the road and towards Wayfarer while keeping an eye out for danger.

.....
Fort 26 (with +5 cold weather clothing)
Perception 25

Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Greater Command, Flame Strike.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+17=34 ; d20+7=13 ;
Monday September 23rd, 2024 6:01:46 PM

Makis also sleeps in the tiny hut and seems prepared for the cold as he exits. But Ellashee comes down from the tree where she slept and seems chilled to the bone. She climbs into Makis' cloak and disappears into its warm folds. Good idea Benni. I shall study the sky before we make camp tonight. But we should prepare and plan for each day to be colder I think. He has no recommendations on how to best contact the illusive tribe.

Urist (AC24, HP82of82) (Cayzle) 
Monday September 23rd, 2024 9:49:44 PM

Urist casts Rose's Temperature Control to stay warm.

"Maybe we should just stay camped right here for a day to see if anyone comes by?"

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+16=34 ;
Monday September 23rd, 2024 10:31:02 PM

Eadric wakes up to the chill of the air, (Fort save 34) but pays it no mind as he prepares for the day ahead. Packing up his gear, he's ready to continue when the party decides to leave.

The Centaur of Attention


DM Bob and Carla - ”The centaur of attention” 
Monday September 23rd, 2024 10:51:00 PM

Snark’s tiny hut provides a warm respite for his friends during the course of the night. On facing the reality of the cold weather in the morning, the blue haired gnome and his herbaceous companion, Beatrix, Benni, Makis, Urist and Eadric all manage to fight off the frosty conditions. Tired from a long watch, Tinkerbell finds refuge in a pocket of the centaur’s lumpy coat. Ellashee takes a chill, and gets wrapped up in a fold of the blood-witch’s cloak. The heroes take their usual care with preparations before breaking camp.

As the party discuss the merits of continuing down the road south vs searching for a trail that might lead to the centaurs, Benni glances backwards, down the road towards the north, and sees a shadow, a dark moving blur. The party hear the beat of galloping hooves. The Hiope following the road, and bearing down on the Luck Makers from behind. Sweeping up with a noise like thunder, and with astonishing speed and skill they split and flow ‘round the group, before checking, and wheeling back.

The party find themselves in a ring of centaurs moving in a running circle, round and round, drawing ever closer. Without a word or cry, the centaurs halt. A thicket of spears point at the party, and bows , their arrows already fitted to the string ready to be loosed. Then one rides forward, taller than the rest. Long black hair flowing back from a noble face. Tawny skin melding into golden brown fur.

”Who are you, and why are you on this land?” he asks in a strong voice, addressing the group. Then, fixing his dark eyes on Beatrix he asks ”Why do you travel with these…people? Are you their captive? We will free you if you are! But we saw you running with the stars in the night. What was that?! Do they venerate you? “

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Tuesday September 24th, 2024 1:10:06 AM

The little gnome frowns at this unwarranted threat. Remarkably, he bites back the retort that was forming on his lips. Instead he will hop off his plant companion and bow low to this lead centaur.

"Greetings to the noble Hiope. My name is Snark Riverstone. I'm just a little gnome and I don't pose no threat to one so mighty. May I have the pleasure of knowing your name?"

He's pretty sure if they wanted us dead, they'd have attacked already. Still, he readies an action to cast Dimension Door if they do attack.

Snark waits for others to add information about the dwarves we seek.

“Benni” AC 32/19/31 CMD 24. HP 63/ 63 Onesimos (SteveK)  d20+7=26 ;
Tuesday September 24th, 2024 6:48:54 AM

Benni was just about to shake his head at Urist's suggestion; the slim benefit of meeting the Hiope by staying in camp for a day weighed against the waning hope of any alive captives from the two attacks on the road.

And then the Hiope make their appearance. As the centaurs conduct their battle ring, the armored elf is fully defensive, just in case, but anticipates a bit of parlay first. Snark is the first to respond, and the cleric expects Beatrix to take the lead on these negotiations, but will diplomatically put in his two coppers.
"All of us are friends, called the Luck Makers, a heroic group from Heranmar and travelling to Wayfarer. I am Onesimos Elpis, cleric of Flower, and I also greet you in love in our temporary time in the Wold."

............
Full Defense/ Combat Expertise: +7AC, -7 attack
Diplomacy (if needed): 26

Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Greater Command, Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+1=9 ;
Tuesday September 24th, 2024 8:13:08 AM

Oh joy, racism and assumptions much. Beatrix winces as the party try to calm things down, they probably should have let her speak first given the Centaur's attitude. "I'm no one's prisoner, these are my friends. I'm Beatrix, I live in a town near here. We learned of some dwarves who went missing in the area and hoped to rescue them. We saw signs your people were in the area and hoped to ask if you'd seen them; their families are very worried." (Diplomacy 9)

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+5=14 ;
Tuesday September 24th, 2024 1:05:57 PM

Makis considers casting Spectral Hand before the centaurs arrive but will do so only if he is sure the casting will not be seen and possibly taken as an offensive action. When the tribe arrives he will try to assist his brother in diplomacy by adding We were camping here precisely in the hope that you would come and speak with us.

ooc: Aid to Diplomacy successful with a 14

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP 
Tuesday September 24th, 2024 2:52:20 PM

Eadric takes his hand off his rapier hilt and raises the two up in a placating gesture. He wasn't looking forward to being made a whole tribes pincushion. He lets his more diplomatically aligned party members handle the situation, aware that his attempts would most likely be met with hostile responses.

Urist (AC24, HP82of82) (Cayzle) 
Tuesday September 24th, 2024 8:14:06 PM

Urist lends her effort to Beatrice's Diplomacy. "Her image in the sky was a magical way to communicate our hope for friendship with you," says Urist. "We do not mean to offend, but rather the opposite."

Diplomacy +26 gives an auto +2 to Bea's effort.

DM Bob and Carla - ”The centaur of attention” 
Tuesday September 24th, 2024 10:58:10 PM

Surveying the party keenly, the tawny centaur listens as the Luck Makers make themselves known.

Snark states he is no threat, gives his name, and asks the rider his.
Benni proudly identifies the heroes as the Luck Makers and himself by his formal elven name.
Beatrix asserts she is no prisoner, and that her companions are also friends. In plain speaking, she identifies the gist of their mission. (+5 circumstance bonus due to being a centaur!)
Makis adds his genial welcome, adding the party had hoped to meet the Hiope.
Eadric removes his hands from proximity to weapons, and raises them in a placating gesture
Urist supports Beatrix and provides an explanation for the image in the sky.

Lifting his spear in his left hand, the tawny centaur places his right hand over his heart and bows his head to Beatrix first, then once more - but less deeply - to the Luck Makers. ”I am Rigel, son of Leander. We are Hiope. We have crossed these lands for as long as they have existed. Each winter we travel to the coastal downs and camp there. The tribe has quit the shadows of the Grey Tooth Mountains and the cold that is creeping across the plains for more temperate climes - as is our tradition. We are the rearguard. We… he gestures at the centaurs encircling the party before continuing, ”….also, seek some of our people who have gone missing. That is why we have stopped you.” He looks at Beatrix ”we thought you were one of ours.”

Rigel looks like he would say more, but he pauses, and waits for a response from the Luck Makers.

Perception vs DC 10 Highlight to display spoiler: { the scouting party of 20 individuals is made up equally of males and females - all young and fit. }

Sense Motive vs DC 10 Highlight to display spoiler: { though pressed in close to the heroes, the centaurs are cautious, but without animosity. They are also very curious about Beatrix}

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Wednesday September 25th, 2024 1:53:30 AM

(Snark will Take 10 on both rolls for a success.)

The little gnome grips his staff as he looks up at the towering centaur. He rests his other hand on his plant companion.

"So listen Rigel. You seem like a nice enough guy. Think you could tell your folks to point all their pointy things somewhere else? It's kinda making you seem like a bad host.

"We seem to have a mutual problem - you're missin' some centaurs, and we're missin' a bunch of dwarves. Maybe we can work together? Do you know anything about the missing dwarves? Has this happened to your people before? Any idea what might be causing this? Are there new creatures in the area? Our information suggests they attacked at night. Would you like to accompany us?"


“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK)  d20+8=10 ; d20+18=32 ;
Wednesday September 25th, 2024 7:21:07 AM

Benni doesn't notice much with his eyes, but his heart immediately sees a lack of hostility and their curiosity about his friend, Beatrix. He drops his defensive crouch and nods to Bea. "They seem to want to know more about you, Schoolmarm, perhaps you would be able to increase your educational classes and connect the region's good peoples into an ever growing community of mutual help."

The cleric thinks it wise not to follow Snark's usual staccato series of questions with still more from many people, and looks to Beatrix to lead the discussion.

...........
Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Greater Command, Flame Strike.


Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Wednesday September 25th, 2024 8:03:16 AM

Beatrix is sympathetic. "Sorry, no. I grew up in a distant city with people of all species and am only passingly familiar with many Centaur customs and cultures. I learned with the great Sages Guild there and came here to teach small children what they need to thrive in the wold, though I also help when things go wrong like our missing Dwarves.

We should compare notes. Perhaps together we can figure out what to do next."


Unless someone objects Beatrix will share everything the party has learned so far about the disapperences.

Urist (AC24, HP82of82) (Cayzle) 
Wednesday September 25th, 2024 11:36:41 AM


Urist smiles and encourages everyone to get along. "We have a common interest in missing persons," she says.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP 
Wednesday September 25th, 2024 3:10:54 PM

Eadric is relieved that they seem to not be connected in any way to the missing dwarves. He was worried the party might have to face a tribe of centaurs! Letting the others take the reins socially, he relaxes.

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20  d20+13=16 ; d20+6=23 ; d20+12=23 ;
Wednesday September 25th, 2024 8:03:59 PM

Isaac endures the night and shrugs off the cold. He notices the guard of centaurs are all young and fit, but something seems off. "Are you looking for an older centaur?" he ask cautiously, "I would guess commanding a guard would be taken up by an older centaur. But many of you look young. Is your commander among the missing?"

Fort:16
Perception:23
Sense motive :Auto pass with +10 sense motive
Diplomacy:23

DM Bob and Carla - ”Common interests” 
Wednesday September 25th, 2024 11:14:52 PM

Snark asks Rigel to call off his warriors, then peppers the centaur with questions.
Benni suggests Beatrix lead any discussions - and she does - providing a bit of background on her upbringing, and reiterating the party’s mission to find several dwarves from the quarry near Heranmar that have gone missing on the road to Fort Wayfarer.
Urist suggests the two groups have a common interest
Eadric is just glad the Hiope appear to be friend, and not foe
Isaac thinks one of the missing might be from the rearguard

Rigel commands his team to stand down, and give the Luck Makers some breathing room. Looking at Isaac he says: ”We may be young, but we are not inexperienced”. He continues, addressing the group as a whole: ”Wanderers in the Plains would be wise to take care.! There is trouble now on the land, and we are threatened; but we desire only to be free, and to live as we have lived, keeping our own, and serving no one - good or evil. Winter comes early now from the south, and brings with it large creatures that are foreign to us. They walk on two legs - as you do - however appear as beasts, and lurk in the shadows of the mountains where there is snow.”

The centaur lowers his head and gives it a shake. ”Those who have gone missing had a small hutment at the foot of the mountains - but the family is gone - their belongings abandoned and no sign to indicate their whereabouts.”

The group leader will explain that with the change in the weather, they have called off their search and will quit the plains to follow their tribe and protect the rear. However, they will travel south with the Luck Makers for one day and share camp before parting ways. They did, indeed, see a small band travelling the road many weeks back, however, wary of strangers, they did not engage the little persons.

With a few words to his people, Rigel soon has a vanguard heading down the road south, and a rearguard, trailing behind the group. Centaurs ride easily through the high grass several yards into the plains on either side of the road, while a few mingle with the party as they move forward.

The centaur warriors are curious about Beatrix’s lumpy coat and mention of living in a ‘city’, and Herb Alpert standing beside the blue haired gnome. A dark eyed female asks Snark if he is a sorcerer? From their small talk it appears the centaurs enjoy sporting activities - especially running and archery, as well as tales of heroism.


Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 
Thursday September 26th, 2024 2:36:03 AM

Snark listens carefully to what the centaurs say. "Hutment? What's a Hutment? Sorry to hear that family is gone. We'll try to get them back too."

The little gnome speaks to his plant and it extends vines so Snark can climb atop Herb Alpert. As he travels down the road, Herb's vines scuttle and roll along the road. He lights his pipe and puffs away as we travel.

When one of the travelling centaurs asks if he is a sorcerer, he's quick to respond, "Sorcerer? Heck no! I have to work for my spells. I'm a wizard - a greenmage to be precise. It's kinda like a nature wizard, though not like a druid or anything.

"How 'bout you toots? What's your name? Ever wanted to be a wizard?"



Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Thursday September 26th, 2024 8:11:42 AM

Beatrix is always happy to teach, even if the teaching takes the form of small talk about growing up. She talks of her childhood, the joys and difficulties of growing up in a city, and how annoying it is when things aren't built for centaurs in mind. She'll make sure to go into details about the city that she wouldn't in other situations since it seems clear they've never been to one.

For any questions about her coat she's happy to show off it's many pockets full of useful camping gear.

“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK) 
Thursday September 26th, 2024 1:20:46 PM

Benni is also happy, but not for the same reasons as Beatrix. The elf is quite pleased the centaurs will be with them for a day even though people like Benni and Isaac will slow them down.

That evening around the small cooking fire, he ties his brown hair into a queue and seeks to get more information, both from his friends and the Hiope. "I suppose a hutment is pretty much like a hut, only to accomodate Centaurs, yes? But with that particular description: two-legged bipedal monsters that hide in the snow. Snark, Beatrix, or Makis, do any of you have knowledge of aberrations (Dungeoneering), monstrous humanoids (Nature), magical beasts (Arcana), or even outsiders (Planes) that may be able to generate cold and are intelligent enough to capture humanoids instead of just killing them?"

"And in the morning, I believe fire-effect spells may be the order of the day."

DM Bob and Carla - ”Common interests” 
Thursday September 26th, 2024 4:54:13 PM

(OOC: DM supplemental hutment - group of temporarily made huts or small camp like structures. Sorry for any confusion. - DM Carla)

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+14=32 ; d20+14=21 ; d20+15=23 ; d20+11=30 ;
Thursday September 26th, 2024 8:19:31 PM

(No worries on the hutment - I learned a new word!)

Snark thinks really hard about Benni's question.

Knowledge: Dungeoneering - 32
Knowledge: Nature - 21
Knowledge:Arcana - 23
Knowledge: Planes - 30

DM Bob & Carla - Day’s End 
Thursday September 26th, 2024 11:16:57 PM

The centaurs keep a slow steady pace throughout the day, aware that their new companions are not as fleet of foot. The land rises steadily as they proceed south and the road winds its way through hills and valleys that have also become more prevalent. Copses of deciduous trees dot the landscape, holding on to yellowed leaves while others have cast theirs to the ground. A breeze rises through the afternoon and light flurries of snow are swept across their path.

The centaurs listen intently to Beatrix’s tales of city living and teaching from books but it is clear they do not fully comprehend the true nature of what she describes. The female speaking with Snark reveals that she has just begun studying under the shaman but that it consists mostly of searching for rare plants and fungi. ”He hasn’t shown me any magic yet, just endless talk about how magic is present in the roots and soil and the wind itself.” Her voice trails of in disappointment.

Benni wonders aloud about the nature of the beasts that lurk in the forests to the south. Snark rattles off a number of possibilities including Frost Men, Yetis, Ogres, Bugbears, Orcs, Lycanthropes including werebears, Trolls, Giants of various sorts, and of course humans.

As the sun begins to set, the centaurs select a site sheltered from the wind and post watches for the night. There will be plenty of time to talk around the evening meal .

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Friday September 27th, 2024 6:10:12 AM

Beatrix smiles at the shaman trainee's disappointment. "Not all magic is flashy, and there is magic in everyday things. Sure learning of the natural world isn't as thrilling, but when people get sick and injured it is potions and herb lore are far, far more useful."

“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK) 
Friday September 27th, 2024 7:29:28 AM

Benni contemplates the task, and finally ventures to join the conversation around the fire. "Rigel, with your team as the rear guard for your tribe, and us going on, are you willing to tell us more about the family that was taken? Names or a description so we may know them. And are there words or a token that we may show them that we have spoken with you and are attempting a rescue? Getting kidnapped would make them even more wary of strangers than the Hiope usually are, and I would not be able to wrestle a panicky colt to behave, let alone a full Hiope centaur!"

Even with the centaurs, Benni feels the Luck Makers should take their normal watch shifts, it is their part to support the mutual goals of both teams.

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 
Friday September 27th, 2024 5:33:57 PM

Isaac apologizes "I'm sorry if i insulted you Rigel. I meant no disrespect. With stories of these creatures kidnapping people I made a leap of logic that one of you own was taken."
Isaac intersects with his own observations about magic "Scholarly magic can only take you so far in healing from my experience if you hurt a cleric is much better than potions but will never say no to a potion of healing."


Urist (AC24, HP82of82) (Cayzle)  d20=10 ;
Friday September 27th, 2024 8:35:14 PM

Urist listens to the stories and conversations and keeps alert for dangers.

Perception 10

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+8=9 ;
Saturday September 28th, 2024 5:26:49 PM

Snark responds to the aspiring centaur shaman with some sympathy.

"Following a path of learning magic can be difficult, and it's not unusual for newbies to spend a couple years learning the ropes. It's natural to be a bit impatient, so keep nicely pushing on your mentor to teach you some real stuff as he works to make sure you're ready.

"In the meantime, here's a token of magic to take with you."


Snark will hand the woman a coin with Continual Flame cast on it.

With the centaurs suggesting a place to camp, Snark will wait until nightfall before casting Tiny Hut to provide some of us a warm place to sleep. (20' radius sphere.) The little gnome will try to predict the weather for the next 24 hours (Survival 9.)

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Sunday September 29th, 2024 9:14:47 PM

ooc: Sorry for my absence. Bad weather here and I was camping at a blacksmith event during the worst of it.

Makis is happy to go along with the group. He marvels at the strength of the troop and wonders at large bi-peds, thinking maybe frost giant or the like.

DM Bob and Carla - ”A new dawn, a new day…and a new adventure!”  d6=3
Sunday September 29th, 2024 11:10:25 PM

A campsite is located and a larger than usual campfire lit in order to accommodate the mixed group of adventurers. Beatrix, Isaac and Snark encourage the shaman-trainee to be patient, but persistent in her pursuit of knowledge. When the gnome offers a perpetually lit coin to the young female, she is quite surprised. She cuts a length of her shiny dark hair and braids it into a circlet just large enough for Snark’s wrist. ”Friend” she says, offering the gift to the greenmage.

Benni learns the missing are a family of four - Ali and Laila, and their sons Asa and Luka. Rigel shares that Asa and Luka are fit and strong and approaching the time for their service as warriors. He assures the elven cleric that with a centaur who is a wise-woman, the heroes would be believed - and more importantly - trusted.

Some large prairie animal is roasted over the fire, the sliced meat wrapped in a thin flat bread and topped with foraged greens. The centaurs share a selection of dried fruits and nuts for which the Gateway Downs are known, and there is clear, cold water from a nearby spring.

As sparks from the fire fly up into the sky, stories are shared, and there is even a little music with singing, drums, and flutes. Makis wonders what they might encounter in the mountains. Isaac and the leader of the centaurs find common ground. Snark sets up his tiny hut, but struggles with forecasting the weather. He thinks he smells snow - but then there had been light flurries off and on earlier in the afternoon…The centaurs find sheltered spots to bed down, and Rigel and Benni set the watches. Urist does not perceive any danger, and other than a whinny from some dreaming centaur - a quiet night is passed by all.
*******
Beyond the comfortable 70degF of the tiny hut it’s cold! (Fort Save vs DC 16 (temperature 20deg.F/-7degC) 3 HP non lethal dmg from cold. add +5 bonus for cold weather gear). The ground is hard and cold, and the sky the colour of lead. Breakfast is a quick affair, but someone has brewed a large pot of hot tea.

Rigel confirms the party of dwarves were spotted travelling south, and headed towards the tree line that marks the base of the Grey Tooth Mountains. The Luck Makers have another day of travel south on the main road, and then will likely have to find another path or move cross country south and west. With a final farewell, the centaur troop head north down the road, and towards more temperate climes.

(OOC: Only one Fort roll vs cold weather required for the day.)

Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78  d20+15=17 ; d20+10=11 ;
Monday September 30th, 2024 1:24:28 AM

(Snark Fort save 17, Herb Fort save 11 - rolled a 1)

Snark is honored to receive the precious bracelet from the centaur. He thanks her and asks her name so he can remember her. He is again honored to share in the centaurs dinner.

In the morning, he wakes, eats, uses Prestidigitation to clean himself up, and memorizes spells for the day. Then he exits the Tiny Hut which ends the spell, and he and Herb Alpert are hit by the deep cold. Snark resists the effects, but Herb does not and takes 3 points of non-lethal damage.

After bidding farewell to our centaur escort, the little gnome climbs aboard his plant mount and heads south with his friends. He lights his pipe and puffs on it as he goes.



Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+17=34 ;
Monday September 30th, 2024 6:18:08 AM

With the large camp Makis does not have his familiar out of the hut at night so both sleep warm with the tiny dragon curled cat-like against the witch's body. A purr like breathing can be heard from Elleshee by any close enough. Both wake rested with the dawn and Makis completes his morning rituals Elleshee, recalling the cold of the previous night, contacts Snark telepathically thanking him for the warm hut.

With the experience of the previous morning Makis will cast Rose's Temperature Control on his familiar who has no cold weather gear, negating the need for Elleshee to make a fort save. He trusts his clothing and experience of being outside as a wanderer for himself and stays quite warm.

“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK)  d20+15=20 ; d20+8=16 ;
Monday September 30th, 2024 8:06:43 AM

Benni, not for the first time, is thankful for his wise preparations in having Endure Elements that lasts for 24 hours, and having cold weather clothing just in case the magic is dispelled or suppressed.

The elf is glad they have the names of the centaur family and the assurance of Rigel. Snark's Centaur-hair bracelet may prove handy too! After a thrifty camp breakfast, Benni is ready to part ways and continue their journey, keeping his eyes open.

..........
Fort (in case) 20
Endure Elements Highlight to display spoiler: {} A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves.[/i]
Perception: 16

Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Greater Command, Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+14=28 ;
Monday September 30th, 2024 9:22:50 AM

Beatrix resists the cold and says good bye to the centaurs. It was nice to have company. Now though it's time to refocus on the mission and get moving. (fort 28)

Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78 
Monday September 30th, 2024 2:46:05 PM

Snark worries a bit about his plant companion in the cold. He pulls out his Winter Blanket and ties it to the the creature before climbing on.

(Would that be enough to give him a +2 circumstance bonus against the cold for future rolls?)

Urist (AC24, HP82of82) (Cayzle) 
Monday September 30th, 2024 9:46:13 PM

Urist pumps out another Rose's Temperature Control for personal warmth, and asks I'f anybody else needs assistance.

DM Bob and Carla - ”A new dawn, a new day…and a new adventure!”  d6=3 ; d6=6 ; d6=1 ;
Monday September 30th, 2024 11:31:05 PM

The Luck Makers each find a way to deal with the cold they encounter.

Snark’s kit keeps him warm. He hopes a blanket will do the trick for Herb Alpert. The blanket provides additional cushioning for the gnome’s fundament, but doesn’t warm up the plant companion, who moves stiffly, but fulfills his role as a mount for the greenmage.
Makis envelopesEllashee in magical comfort, and snuggles into his own warm clothes.
Benni has no problem enduring the elements.
Beatrix easily resists the cold.
Urist activates a personal aura of comfort, and offers to provide the same for any who might struggle with the cold

The ground stays hard and cold, and the sky the colour of lead. There is no wind to contend with and travel along the road is easy. About mid-day it begins to snow - not so heavily that sight is impaired, but with the ground as cold as it is, it does begin to accumulate. By the time the group finds a suitable place to camp for the night, there is 3 inches of snow on the ground. (Survival check vs DC 15 suggests Highlight to display spoiler: {it will continue snowing throughout the night, and into the next day.})

As the party make camp Benni perceives further south and off to the west the dark forms of mountains, their tops shrouded in low clouds, and before them foothills with dark green swathes of conifers providing contrast to the snow covered ground. The road continues south, but the wide swath of open grassland is giving way to brush and intermittent tree cover.
*****
A quiet night is made even quieter by the soft fall of snow. Any who suffered from the cold recover after 8 hours warming by a fire or bundled up in a shelter. In the morning, the party wake to a further 6 inches of snow and temperatures below freezing. (Fort Save vs DC 16 (temperature 20deg.F/-7degC) 1 HP non lethal dmg from cold. add +5 bonus for cold weather gear). The party know (based on the map drawn by Durgan, and the information provided by Rigel) that sometime over the course of the day they will come to the place on the road south towards Fort Wayfarer where the last dwarven party left the road to seek shelter in the tree line.

Roll any skill checks deemed relevant if/as you continue down the road.

(OOC: Only one Fort roll vs cold weather required for the day, and there is no difficulty with the terrain if staying on the road.)

Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78  d20+15=28 ; d20+10=23 ;
Tuesday October 1st, 2024 1:38:08 AM

(This time both Snark and Herb make their fort save - 28 and 23)

Snark conjured a Tiny Hut to keep everyone warm that night. He's not completely surprised to see the snow in the morning. But it's not a welcome sight. As he exits the spell, the Tiny Hut disappears and the cold hits him.

"By the Crones, it's cold today!" He clambers atop his plant mount, urging Herb to ease on down the road. That reminds him of a tune, which he hums as we go.

He tries to predict the weather for the day. (Take 10 on Survival for 18.)

He keeps a sharp eye out for anything out of the norm - or any sign of the missing dwarves or centaurs. (Take 10 on Perception for 25.)

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+14=24 ; d20=16 ;
Tuesday October 1st, 2024 8:01:54 AM

Beatrix is ready for action and antsy. This is likely the day they'll meet the enemy, whatever it is. She continues to manage the cold fine and keeps her eyes open. "Do we want to tie ourselves together to ensure we can't be separated in a storm?" she asks the group.

“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK)  d20+15=32 ; d20+8=15 ;
Tuesday October 1st, 2024 8:20:22 AM

Benni commiserates with his friends about the cold. "Times like this makes me wish I became one of Flower's Faceless Ones, they always wear a mask!"

"OK, we are getting closer to the known ambush site. I would be a good idea to keep aware and have weapons handy. If we are attacked in a driving blizzard, I plan on casting a Wind Wall spell so we aren't without sight."
At least, the elf pauses, he hopes that will work...

His mornings meditations, Benni selects 'Wall of Stone' over 'Greater Command'

..........
Fort (in case) 32
Perception: 15
Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+16=18 ;
Tuesday October 1st, 2024 1:19:14 PM

Eadric follows Benni's advice and readies his weaponry for any ambushers. (18 fort). Replying to Beatrix, he says in a lighthearted manner: "With some of our parties propensity for flight, that might end with us being flung around like ragdolls."

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20  d20+13=26 ; d20+3=16 ; d20+13=16 ; d20+6=19 ; d20+18=26 ;
Tuesday October 1st, 2024 3:34:16 PM

Isaac is able to weather the biting cold as the group makes their way to Fort Wayfarer. "If it gets much colder I'll need to start casting endure elements on myself." He grumbles.
Isaac keeps watching the sides of the road trying to see anything in the tree line.
He also tries and remember any tales about undead connected to the cold.
Fort 1:26
Survival:16
Fort 2:16
Perception:19
Know:Religion:26

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+10=15 ; d20+10=17 ; d20+17=29 ; d20+9=29 ;
Tuesday October 1st, 2024 7:22:39 PM

Before bed Makis studies the sky and seems to almost taste the wind. More snow tomorrow. No surprise there as we head south.

Hee sleeps soundly, once again appreciative of the tiny hut. In the morning he will cast Rose's Temperature Control once again on Ellashee and send her aloft to scout. Makis embraces the chill of the morning like s seasoned traveler.

ooc: Survival of 15 for the night before and 17 the next morning. Fort Save of 29 for Makis. Ellashee perception of 29 for spotting dangers on the path.

Urist (AC24, HP82of82) (Cayzle) 
Tuesday October 1st, 2024 10:43:36 PM

Urist is glad of the tiny hut. "Thanks Snark," she says with a bow.

"That's a good idea, Bea," she says when the centaur suggests ropes. "A blizzard can surprise you!"

"Benni, do you really think we might be ambushed in this weather in the same spot?" Urist is doubtful. "But a little paranoia can't hurt?" she shrugs and keeps her maul handy.

She grins at Eadric's point about flight. "In this weather, I'm grounded!"

DM Bob and Carla - ”A little paranoia can’t hurt!”  Inches of snow that fall d6=2
Tuesday October 1st, 2024 11:31:53 PM

Warm clothes, some magics, a small campfire, and a heated tiny hut - the heroes have got a routine for dealing with the frosty conditions of the winter-like season in the Gateway Downs. Snark, Makis and Isaac compare notes and come to the conclusion that the flurries will taper off over the course of the day, but the sky will remain overcast. Temperatures will remain below freezing, and it could get colder if the wind picks up - especially on the exposed open stretches of the road. (OOC:per previous post, No requirement for additional Fort saves vs cold weather ‘today’.)

Like Benni, Beatrix is worried about impaired visibility. The centaur wonders if the party should rope themselves together in order to avoid getting separated. The visual of what might happen should some of the party’s flyers go into action causes Eadric and Urist to chuckle. They both follow Benni’s advice and ensure their weapons are at the ready.

Isaac tries to recall what he knows of undead connected to the cold. He recalls hearing of something called a frost wight that is an undead thing, however frankly, most undead aren’t much bothered by the cold.

Ellashee and Benni do not spot any visible threats to the party. There’s not much to see as the heroes trek down the road. Snow blankets the Wold for as far as the eye can see. The powdery white stuff has sifted down between the tall blades of grass on the plains, and outlines the bare branches of deciduous trees whilst weighting down the wide green branches of the conifers. The low clouds and random flakes have encouraged most wildlife to take cover. There appears to be no game afoot, few if any tracks, and the air is quiet of birds and their song. Beatrix keeps her eyes open, and at mid-afternoon spots a configuration of trees similar to those described by the wounded dwarf Dimla, as the place where he and his group left the road to seek shelter in the tree line.

Snark and Isaac note the outline of a narrow path west, branching off the road they are currently following. It is discernible only as a snow-covered depression about 3 feet wide that follows the contours of the land before disappearing deeper into the sparsely forested foothills.

If the path west is chosen by the party, a Survival check vs DC 15 (Highlight to display spoiler: { suggests they are headed in the right direction to discover the site where the hunters found the injured dwarf, Dimla.})

“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK) 
Wednesday October 2nd, 2024 7:48:29 AM

Benni nods when someone points out the copse of trees; "Yes, that should be it. We may be able to find clues around where Dimla said he was headed before being attacked. If nothing else, some scrap equipment to confirm this is where they were ambushed."

The cleric plans to check out this area, then continue on to Fort Wayfarer. If they aren't attacked by then, to trek out to the Hutment of the Hiope Centaurs that were taken. They have no information on where the first dwarf team went missing other than somewhere between Heranmar and Fort Wayfarer. Hopefully, by looking at the three known places, they can get enough information eked out with Divinations to find the missing dwarfs and centaurs!

...........

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=18 ;
Wednesday October 2nd, 2024 8:29:40 AM

Beatrix advances cautiously, expecting trouble. Perception 18

Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20  d20+3=21 ;
Wednesday October 2nd, 2024 2:19:16 PM

Isaac notices that the snow covered path west matches with what the hunters who found Dilma reported. "I think that's path covered in snow is what we want if we go that way we'll find the spot they were ambushed. "

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+4=8 ;
Wednesday October 2nd, 2024 3:22:12 PM

Eadric sees no difference in the paths ahead, and follows whatever the group chooses. A life spent in the city leads to some underdeveloped wilderness skills!

Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78  d20+15=21 ; d20+10=23 ; d20+8=24 ; d20+15=28 ; d20+14=26 ;
Wednesday October 2nd, 2024 8:41:28 PM

The little mage studies his spells and readies his gear. Both Snark and his plant mount resist the effects of the cold when the Tiny Hut winks out.

"Yer certainly welcome Urist. I shudder to think what it must've been like for them dwarves trying to make this trek without a magic shelter to sleep in. I'm not a big fan of waking covered in snow. Tough folk you dwarves."

About mid morning, he will cast an extended Mage Armor on himself, and is happy to cast Mage Armor on Makis using his pearl.

Taking the path west, Snark says, "I'm thinking your right Isaac - this seems to be the route them dwarves took. Let's see what we can find out."

Perception 28 to keep and eye out for any sign of the dwarves, or more importantly an ambush from whatever attacked them!

Knowledge Nature 24 as he surveys his surroundings for trouble or anythign unusual in the woods.

---------------------------------
Spells/Effects Running: Extended Mage Armor

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): Summon Monster IV (C), Dimension Door, Wall of Fire, Resilient Sphere
5 (DC21): Summon Monst V (C), Baleful Polymorph, [OPEN SLOT]

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 - 10/10 charges
Extend Metamagic Rod - 1 used

Urist (AC24, HP82of82) (Cayzle) 
Wednesday October 2nd, 2024 10:20:11 PM


"I'm not tough!" Urist declares. "I'm always marinating in Flower's love! Like Benni! It makes us tender-hearted."

Urist is happy to follow the lead of Snark and Isaac.

Ambush!


DM Bob and Carla - ”A little paranoia can’t hurt!” 
Wednesday October 2nd, 2024 10:38:41 PM

Isaac and Snark direct the group along the new path heading west. If they don’t find anything interesting, they can always default to Benni’s plan, and continue on to Fort Wayfarer.

Unfamiliar with wilderness environments, Eadric is happy to follow his friends, as is a happy-go-lucky Urist.

Beatrix and Snark do not let the relative ease of their travel thus far lull them into a sense of complacency. Concerned about an ambush, the centaur takes the role of scout, and the greenmage casts some protective spells on himself and Makis.

As the day progresses, Snark notes the wind picks up and blows the light particles of snow about. The path leads gently up into the foothills - the sparse trees giving way to a mixed woods forest and the occasional erratic bolder left behind by some ancient glacier. On either side of the path a thick blanket of snow covers the ground in uneven drifts.

Survival check DC 15 (Highlight to display spoiler: { to continue to follow the path }) if 20+ (Highlight to display spoiler: { discover tracks made by multiple creatures, including at least one large bipedal individual and several large wolves. A sloppy attempt has been made to obscure the tracks by dragging conifer boughs behind, but it will take considerable new snowfall to completely hide the tracks. The tracks come from the wooded area, but are moving along the path in the same direction the party is heading.}

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Wednesday October 2nd, 2024 11:40:09 PM

Makis huddles in his furs against the cold and supports the group as needed. Likely only gonna get colder the farther south we go. he says.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=20 ;
Thursday October 3rd, 2024 5:14:54 AM

Beatrix has no survival skills but she's rolling high with her perception today on high alert (perception 20)

“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK)  d20+8=12 ;
Thursday October 3rd, 2024 7:41:22 AM

Benni likewise is not woods-wise, nor is he a culinary expert so Urist's pun fails to land on the elf (but he probably would have given an appreciative groan had it done). Despite his words of wisdom that they need to be alert, the cleric doesn't do a very good job of it, instead staring into the beautiful desolation of snow covered wooded hills.

............

Perception 12
Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+4=11 ; d20+13=21 ;
Thursday October 3rd, 2024 12:27:26 PM

Eadric also does not notice anything amiss in the wilderness (survival 11), though he keeps an eye out for any movement he can detect. (21 Perception)

Isaac Harker (Justin M) HP91/91 AC23/ T13 / FF20  d20+3=14 ;
Thursday October 3rd, 2024 2:57:50 PM

Isaac doesn't notice anything, as he isn't an outdoorsy paladin.
"I wonder if this is the spot they got ambushed?"
Survival 14

Urist (AC24, HP82of82) (Cayzle)  d20=11 ;
Thursday October 3rd, 2024 3:45:14 PM

Untrained Survival 11

Urist takes the opportunity to make four snowballs, using her Temperature Control to keep them fresh.

"You never know when you might need to throw a snowball!" she declares.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+10=19 ; d20+10=13 ;
Thursday October 3rd, 2024 7:25:58 PM

Makis is able to follow the path but does not notice anything special.

ooc: I am traveling through Monday and will be able to post in more detail next Tuesday.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78  d20+8=18 ;
Thursday October 3rd, 2024 8:29:21 PM

(Survival 18)
Snark is able to direct the group along the path.

Urist (AC24, HP82of82) (Cayzle) 
Thursday October 3rd, 2024 8:35:21 PM


Urist thanks Snark for his guidance. "We'll never go wrong following the Snarky way!"

DM Bob and Carla - ”A little paranoia can’t hurt!” 
Thursday October 3rd, 2024 11:07:54 PM

The party becomes cautious and distrustful of what they see, or don’t see, as they continue to follow the path through the snowy landscape.

Snark and Makis are able to make out the path as it weaves through the trees and eventually towards a sheltered area - around 40ft across - between two rocky outcrops that form part of the foothills before the Grey Tooth Mountains. Beatrix and Eadric notice that the previously narrow path has flattened out somewhat, and that instead of constraining the Luck Makers to single file, it allows them to advance two or three abreast along snow that has been packed down. A few green conifers cluster at the sides of the dell where the path widens out farther. Benni, Isaac and Urist don’t see much - either due to the pale shadows of the lengthening day, or the powdery snow whipped up by the wind.

Survival check DC 15 (Highlight to display spoiler: { to notice the wider path seems created by tracks made by multiple creatures. A sloppy attempt has been made to obscure the tracks by dragging conifer boughs behind. The tracks extend down the path in the same direction the party is heading.}


“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK)  d20+8=12 ;
Friday October 4th, 2024 8:19:39 AM

Benni trudges on, starting to think about a warm Tiny Hut and tea, he's not paying very good attention at his surroundings.

............
Perception 12
Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=15 ;
Friday October 4th, 2024 8:29:33 AM

Beatrix takes the chance to spread out slightly, but still stays within reach of someone else since the attacks involved blinding and separating people (15 perception)

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+10=25 ; d20+9=26 ;
Friday October 4th, 2024 1:02:01 PM

Makis finally notices the attempt to hide the multiple sets of tracks recently used on this path and points this out to the group. Look here. Multiple creatures have come this way and one of them has tried to obscure their passing by dragging something, maybe a pine branch along as they walked. He wil then send up Ellashee to scout the trail ahead of them.

ooc: Survival 25, Ellashee Perception 26

Isaac Harker (Justin M) HP91/91 AC23/ T13 / FF20  d20+3=14 ; d20+6=11 ;
Friday October 4th, 2024 3:09:37 PM

Isaac doesn't pick up on the tracks until Mark's points them out. "That sounds like we're on the right path Mark's. We better be careful. There is no telling if they left some traps behind."

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+13=18 ;
Saturday October 5th, 2024 12:31:19 PM

Eadric is surprised at Makis’ revelation. Knowing that they’re now on the right trail, he tightens his grip on the hilt of his rapier and keeps a close eye out.(perception 18)

Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78  d20+15=21

Sunday October 6th, 2024 5:06:51 PM

(Snark will take 10 on the Survival check for 18.)

The little greenmage riding atop his plant companion sees what Makis points out. "Yeah, looks like a clumsy attempt to cover them tracks too. Keep yer eyes peeled."

Snark looks around. (Perception 21). As we reach the area between two rocky outcrops, Snark direct his mount to climb the nearest outcrop to get a look from above. How high is this?

The plant companion has a climb speed of 20. Snark hangs on.

DM Bob & Carla - ”On the right path”   d20+15=19 ;
Sunday October 6th, 2024 9:58:35 PM

The heroes pause to examine the partially obscured trail before cautiously moving forward into the gap formed between the two outcroppings. Sixty to eighty-foot tall spruce trees hug the edges of the gap, reaching upwards over the rocky surroundings. The granite outcroppings rise steeply some forty to fifty feet above the floor of the forest below on either side. Their steep sides are encrusted in snow and ice making climbing a difficult endeavour.

Snark attempts the ascent atop Herb Alpert. (Please make a climb check for Herb >= 20 to make progress)

Makis sends Ellashee above to scout the way. The pseudodragon flies due south, rising some 60 feet above the ground over an equal distance away from the witch. (Please indicate height and position for next posts). Gusting winds and blowing snow buffet the witch’s companion and partially obscure her vision, but she can discern the continuing trail leading into the gap, which is covered by an uneven layer of snow that has drifted even deeper in some areas.

Beatrix stays close to the main group as they move deeper into the gap, worried about becoming separated by the less than ideal conditions.

Isaac and Eadric proceed forward in tandem. The Paladin warns his companions to be alert to the potential for traps left behind, while the white-haired fighter takes a tighter grip on his sword as he scans the area to no avail.

Onesimos trudges forward, not paying attention to his surroundings, his mind drifting to the pleasant thoughts of Snark’s warm magic shelter, when just as Isaac had forewarned, the cleric sets off a trap. Steel jaws leap up from out of the snow, clanking off of his armour. A large steel bear trap lies closed at his feet. (Hit AC 19 vs FF of 24, miss)

OOC I have positioned you on the map based on actions from your post and standard marching order. We are now in 6 second rounds.

map


Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78  d20+15=32 ;
Sunday October 6th, 2024 11:50:49 PM

Herb Alpert is a pretty good climber. He zipps up the rock face at full speed (accelerated speed of 40' at -5 to the climb check. Taking 10 gives him Climb 11 - success.)

From the top, Snark surveys his friends below and is startled to hear the loud snap of the trap!

"Yeah. That can't be good."

Snark looks around, looking for trouble from his high vantage point. (Perception 32.) Then he casts Fly on Herb Alpert, giving his plant companion a fly speed of 30'.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+21=26 ;
Monday October 7th, 2024 1:41:18 AM

ooc: Depending on wind and visibility I was thinking 40' off the ground and maybe 60' ahead of the party max and flying a circular pattern from the party out 60'.

Makis casts Spectral Hand as he looks about.

ooc: Perception 26

“Benni” AC 25/12/24 CMD 19. HP 63/ 63 Onesimos (SteveK)  d20+8=22 ;
Monday October 7th, 2024 8:39:13 AM

"Trap! It's got me! Oh, wait, it doesn't have me." Benni's shout of alarm turns into sheepish mumbling as how he could be so careless, both by the trap and the shouting.

"Well, this looks like a perfect place for an ambush, doesn't it?" He looks about for any arrows or missles arcing towards the Luck Makers, and readies a Windwall spell.

............
Perception 22
Readied: cast Windwall if LuckMakers are attacked by missle-fire
Active Effects: Endure Elements (24hrs)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Monday October 7th, 2024 8:42:17 AM

This seems off compared to the described attack. Perhaps it's unrelated, or someone trying to defend themselves from whatever is kidnapping people. Beatrix calls out. "If anyone is there we mean no harm. We're looking for some missing dwarves."

Isaac Harker (Justin M) HP91/91 AC23/ T13 / FF20  d20+6=22 ;
Monday October 7th, 2024 5:28:28 PM

Isaac draws his sword and shield ready to fight he scans the trail again trying to make out any weird lumps that might be bear traps or pits.
Perception:22
I'm he sees anything suspicious he calls it out to his friends.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+23=24 ; d20+23=35 ;
Monday October 7th, 2024 6:50:36 PM

Makis looks about him ready to cast a spell at the first sign of an enemy.

ooc: Since I posted yesterday after our GM it seemed inappropriate for me to take another turn after we had entered "combat". Also, I want to post a dice roll for my morning ritua;; that I do daily. It seems somewhat redundant to post the ritual roll with every non-combat post, but I can if that is desired.

Rituals of Grimalkin and Sharing were successful but required my daily luck roll.

Urist (AC24, HP82of82) (Cayzle) 
Monday October 7th, 2024 8:45:47 PM


"Yikes!" Urist shouts. "I can't bear that trap!"

She casts Greater Invisibility and a quickened Shield. AC24, 50% miss chance.


DM Bob & Carla - ”On the right path”   Net Atk C1 d20+13=32 ; Str Check d20+4=23 ; C2 AtK d20+13=20 d20+13=27 C2 Dmg d6+6=12. C3 Atk d20+13=17 d20+13=19
Monday October 7th, 2024 10:31:46 PM

The relative quiet of the day is ruptured by the springing of a bear trap at Benni’s feet. The cleric calls out in surprise, and then relief as the trap fails to puncture his armor and slides off to the side. He readies a spell should arrows or other projectiles be forthcoming. Surprised by the sudden turn of events, Beatrix calls out to whomever might be in the gap that they mean no harm, whilst Makis and Isaac ready themselves and cast their keen eyes looking for trouble. Makis notices that the uneven ground has an indistinct pattern to it that suggests that more obstacles might lie beneath the snow ahead. The trap at Benni’s feet had sprung from one of those irregularities.

Further back, Urist casts a spell upon himself and vanishes from sight, although he can be head uttering a second incantation.

From his new vantage post some 40’ up the wall of the outcropping Snark witnesses the trap go off and casts a fly spell on his plant companion. The gnome gets a good look from above and can see that the uneven terrain around his elven friend has a distinctive pattern to it, suggesting that more traps may yet be buried beneath the surface.

It is at this moment that the ensnaring mesh of a net becomes visible to the gnome as it spins through the air towards him atop his mount. A large bi-pedal creature with blue-green skin and cold piercing eyes and dressed in furs also becomes visible at the other end of the net as it emerges from the tree crown to his side. Hit Touch AC 32. The entangled wizard can try to pull away from his attacker with an opposed strength check vs 23 otherwise he may move within the limits of the 10’ rope and must succeed on a concentration check to cast any spells (DC 15 + spell level)

Two more creatures burst forth from the snow drifts and make their way towards Benni. They each stand 10 feet in height. Long arms tipped with sharp claws swing loosely as they move and and sharp tusks protrude upwards from their jutting lower jaws. They move forward, deliberately stepping between the raised lumps of snow towards their intended victim. They each swing 2 claws at the elf (Hit AC 20, 27, 17 and 19 for 12 hp)

From somewhere towards the south end of the gap, a low call spills forth, carrying across the snow. It is answered by the baying of wolves from some distance behind the heroes.

map

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=17 ;
Tuesday October 8th, 2024 8:17:50 AM

Beatrix hears the sound and guesses there might be a summoner out there. She'll charge past the left of C3 and on down the path (nat 1 to hit. doesn't have to charge in a straight line per a feat so can go around to the left. Of course if she hits a trap her charge may be stopped, so I put dashes showing the spaces she charged through)

“Benni” AC 25/12/24 CMD 19. HP 51/ 63 Onesimos (SteveK)  d20+6=24 ; d20+6=9 ; d20+11=30 ;
Tuesday October 8th, 2024 11:13:18 AM

"It IS a trap!", Benni calls out in an obvious observation as he tries to dance and dodge in the snow as the elf desperately tries to figure out what these creatures are??

Whatever they are, they aren't using missle weapons, so the cleric backs up and supports his friends with a quick Prayer!

...........
Know Arcana 24, Planes 9, Religion 30
5' move to M,17
Cast Prayer: You and all allies within 40' burst = +1 luck on attacks, weapon damage, saves, skills. All foes within 40' burst = –1 penalty on same.

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D)**, Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Wall of Stone, Flame Strike.


Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+18=33 ; 2d6+11=18 ;
Tuesday October 8th, 2024 1:21:23 PM

Eadric rushes towards C1 and brandishes his rapier, and with the buff from Isaac, attempts to Vital Strike the creature. (34 to hit, 19 damage. added one from rolls for prayer.) Eadric is wholly unfamiliar with these creatures, so their visage spooks him a bit as he engages in combat.

(OOC: you may want to reconsider the Creature (C) Eadric attacked, since C1 is up in a tree. You can keep your rolls, and advance on another Creature. Just post again before DM post tonight. - DM Carla)

Isaac Harker (Justin M) HP91/91 AC23/ T13 / FF20 
Tuesday October 8th, 2024 5:39:48 PM

Isaac casts a spell and calls upon the gods for help enhancinghis sword.
He moves up near Benni (17K) and calls out to the creature " Me and you ugly"

Turn
Standard action: Divine Favor +2 to sword
Sword is now +4
Move acton: move to (17k)

Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78  d20+6=18 ; d20+4=19 ; d20+4=9 ; d10+2=10 ; d6+2=8 ; d6+2=5 ; 8d6=27 ; d20+15=24 ; d20+14=17 ;
Tuesday October 8th, 2024 6:33:32 PM

Snark is surprised to see the nearby creature appear in the tree. It must've been invisible. (Perception check last round was 32.)

Snark is too far away to benefit from Benni's Prayer spell.

The net has Herb Alpert entangled (-2 to hit). But the wiley plant has the ability to destroy objects (Roots into Objects). Entangled, it makes a full attack against the enveloping net at -2, hitting object AC 18, 19 and 9 for 20, 16, and 10 damage. (Object AC is 10-5-2=3?) This should be enough to destroy the net.

Since Herb's attack against an object is a full attack action, Herb can only take a 5' move back. Then Snark, freed from the net, shoots a fireball into the tree for 27 damage, hopefully also lighting the tree on fire and putting the blue-skinned creature in a difficult position (it's 40' up in the air?) He really hopes the creatures hair is on fire.

Knowledge: Nature 17 to see what kind of creature this is.

(Nets only affect a creature within one size category of the net, so it's possible the net never affected the small mage. Hopefully the net is now destroyed. If for some reason the DM wants a concentration check for Snark's spell, it would be 24.)

---------------------------------
Spells/Effects Running: Extended Mage Armor on Snark, Fly on Herb

Plant Companion - Roots Into Objects - When this plant makes a full attack against an object or structure, it ignores hardness and deals double damage.

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+13=24 ;
Tuesday October 8th, 2024 8:44:29 PM

Makis mentally calls for Ellashee to return to him in case he ends up needing her. He asks for the Pseudodragon to communicate the trap locations, in general to the party via telepathy.

He then focuses on C1, since it is up a tree and cannot be reached by Eadric. He first tries to identify the creature with a knowledge roll of 24. He then moves forward and uses an immediate action to use Focused Curse to increase the DC of his curse spell by 2 and finally he casts Bestow Curse on C1, trying to turn the creature into a turtle.

ooc: I have found conflicting information on what spells are curses and entire spell listings that do not not if a spell is a curse or not. But D20pfsrd considers it a curse. The save DC is 22 for the spell level and int score, +1 for spell focus, and +2 for Focused Curse for a 25 fort save. If this fails then the creature makes a 25 will save.

OOC Makis - the Bloodwitch write up on the Woldipedia lists the specific spells that are considered curses under the focused curse heading. DM BobW

DM Bob & Carla - ”Great Balls of Fire”   Trap 1 d20+15=27 ; Trap 2 d20+15=25 ; Trap dmg 2d6(3+6)+3=12 2d6(6+1)+3=10 C2 atks d20+12=19 d20+12=13 C3 Atks d20=6 +12=18 d20+12=25 C3 dmg d6+6=9+3=12 C1 reflex d20+10=25 C1 Fort d20+17=25 C1 Athletics d20+6=14 C1 Atks d20+13=20 d20+13=14 C1 dmg d6+9=10 CA dmg 3d10(10+1+4)=15
Tuesday October 8th, 2024 11:08:34 PM

Beatrix charges south along a path that leads her across the broad array of traps and within the reach of C3. As the centaur crosses the trapped area she sets off two more bear traps (Hit AC 27 and 25 for 12+10=22HP) the powerful jaws each snap down upon a separate leg, biting deeply into her flesh and holding her in place. (Escape requires DC 20 Disable Device or DC 22 Escape Artist or DC 26 Strength check per trap.)

Onesimos edges out of the trapped area and casts Prayer on all of his companions except for Snark who is out of range. The spell also affects C2 and C3.

Eadric moves over to assist the gnome wizard but cannot reach either Snark or his assailant as they are some 40’ up a rock face and tree respectively. The diminutive gnome somehow avoids the net but his plant companion does not. The net is immediately torn to pieces by Herb Alpert and Snark hurls a fireball into the tree catching both the creature and the tree in its blast.

Isaac casts Divine favour on his sword and moves forward to threaten C3 while Makis recalls his pseudodragon and asks it to communicate with the party members and reveal what it knows of the traps. The Bloodwitch then casts a curse upon C1 in the tree.

Both C2 and C3 edge further into the trapped area, squeezing between what must be individual trap locations. C2 swings his long sinewy arms at Benni mising twice and C3 does the same but it’s second swing connects for 12hp.

The beleaguered C1 finds himself facing an angry blue haired wizard and his fireball..Somehow the creature avoids the worst of the blast (Reflex 25) but still takes 19 hp of fire damage (vulnerable to fire). Almost immediately another spell is launched upwards by Makis to no effect (Fort save 25). C1, anxious to get away from the flames, growls a curse of rage at the gnome and leaps from the tree onto Snark and his plant steed. The ice troll, for that is what the creature is, swings two sinewy arms at the gnome and connects with one of them (Hit AC 20 for 10 hp)

An invisible Urist moves forward (South) 20 feet and scans her surroundings for invisible beings. Just as she thinks she sees a translucent creature in the distance a bolt of lightning comes barrelling towards her and the translucent shape becomes completely visible behind the flash of light. The lightning bolt hits Benni, Makisand Urist for 15 dmg (DC14 reflex for 1/2)

map



Urist (AC24, HP82of82) (Cayzle) 
Tuesday October 8th, 2024 11:50:13 PM

Urist casts See Invisible and moves up (north) 20 feet.

(OOC: DM post was composed - with associated rolls - before this post. It has been edited to include Urist’s actions. Assuming you meant south since you wrote ‘moves up’)

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+15=27 ;
Wednesday October 9th, 2024 2:17:49 AM

(Now that I know this is a troll, that makes it a Giant class creature. As a gnome, Snark has a +4 dodge bonus against Giants, so his AC is 21 against this troll. I think that may mean he was not hit since it only hit AC 20?)

Snark is not used to being attacked. He says, "Awright Herb - just like we practiced. You're gonna fly over that way."

Herb takes off flying, provoking two AOOs from the troll against both Herb and Snark. Herb's AC is 20. (I don't think the troll can occupy the same space as Herb and Snark.) Snark shouts out, "Trolls! And they're not just the get-off-my-bridge kind of trolls. These are Ice Trolls, and they're not fond of fire!"

Herb stops in a tree across the canyon, hoping there is not another troll hiding in that tree. Once away from the troll, Snark will gestures and cast Glitterdust to affect Trolls C2 and C3 (10' radius spread).

The little gnome keeps a sharp eye and ear for the approaching wolves. He also looks for any hidden foes. (Perception 27)

---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C2&3 (9 rounds)

Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 19 Will save. Duration 9 rounds.

Beatrix and Tinkerbell (Mitch) HP 54/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Wednesday October 9th, 2024 8:37:50 AM

Well crap. Honestly should have been expected, but she had hoped she'd be able to move out of the traps before they got her. She's not going to get out of these traps right now, so she spends the round fetching her bag and waking Tinkerbell up.

“Benni” AC 25/12/24 CMD 19. HP 32/ 63 Onesimos (SteveK)  d20+7=25 ; 9d6=32 ;
Wednesday October 9th, 2024 8:51:13 AM

Benni looks warily at the two towering blue creatures after Snark shouts the warning. Ice Trolls! Probably definitely need more fire! He gets another claw through his armor, and manages to avoid some of the Lightning Bolt, but this fight is getting serious!

He steps back and off to one side, glad that his other melee companions are arriving. "No reasoning with trolls, we just have to slay and burn them!", he calls out while thinking: 'Although a magic wielding creature indicates it is intelligent enough. What is going on around here?'

The cleric can't worry about that right now, nor does he have time to deal with any wolves behind them, not with an Ice Troll in his face. He calls upon his goddess-given abilities and a column of flame 40' high to strike C3 and C2. (10' radius starting from point M/N,14/15)

...........
Reflex 25 = 7 electrical damage
5' move to N,18
Cast Flame Strike: 16 divine damage, 16 fire damage (Reflex DC 19 for 1/2 damage)

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D)**, Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), Wall of Stone, **Flame Strike.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+11=27 ; d20+19=24 ; 2d6+12=19 ;
Wednesday October 9th, 2024 4:17:33 PM

Eadric rushes to C2, attempting to avoid getting caught in a trap (if caught, 27 escape artist.) He stabs his rapier at the creature, using Vital Strike. (24 to hit, 19 damage.)

(apologies for last post, was confused by the map and then didn't see the reply until it was too late! will pay more attention next time.)

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry)  d20+4=11 ; d20=16 ;
Wednesday October 9th, 2024 8:05:20 PM

Makis casts Ill Omen on C1 (no save) before he retreats under the tree near Snark as he looks at the creature that cast the lightning bolt, trying to identify it.

ooc: Save should have been +10, not +4 so Makis made the reflex save. Knowledge roll is 16+ whatever the appropriate knowledge skill is but at least +11. Ill Omen means C1 must roll twice and take the worst roll on his next two D20 rolls.


Urist (AC24, HP75of82) (Cayzle)  d20+6=23 ; d20+26=43 ; d20=17 ;
Wednesday October 9th, 2024 10:27:16 PM

Urist saves and dodges the fire! (half damage)

She casts Dimension Door to end move at Q4.

She is trying to be stealthy, holding her breath as she stands and stares. Rolled a 43 invisible.

She tries to figure out more about AC. Knowledge raw roll is a 17, her knowledge checks are in the +8 to +10 range.

DM Bob & Carla - ”Great Balls of Fire”   C1 AoO d20+13=31 ; d6+6=8 ; Will Saves C2 and C3 d20+2=10 ; d20+2=7 ; Dex Saves C2 and C3 d20+6=14 d20+6=12. C4 Atk d20+13=20 d20+13=19 Dmg d6+6=10 d6+6=10 d6+9=12 C1 climb checks d20+5=6 d20+5=21 4d6(1+4+5+5)=15 C2 Atk d20+12=22 d20+12=15 d20+12=13 C3 atk d20+12=13 d20+12=17 d20+12=30 Miss Chance d100=14 Dmg d6+8=11. CA spell dmg 3d10(10+7+8)=25
Wednesday October 9th, 2024 10:48:46 PM

Snark evades the swings of the leaping ice troll and flies off on his plant companion, leaving a clearly frustrated troll clinging on to the side of the rocks. It slashes out one time with its long arms as they depart, hitting AC 31 and the diminutive wizard takes 8 hp. The gnome and his woody companion continue across the gap and land in the opposite tree, presumably out of danger, where he casts Glitterdust on the two trolls harassing Benni.

Makis sees C1, now clearly visible against the rocky wall and casts his Ill Omen spell at the ice troll before following Snark across the gap. The Bloodwitch spots the spell caster behind the lightning blast and sees that it is the same as the three ice trolls he has already seen, but clearly capable of more than claws and bites.

Eadricrushes forward just as Benni calls forth a pillar of fire and light onto the two trolls and directs his companions to slay the beasts. The swordsman had no other intent in mind and presses forward to engage C2 successfully evading any buried traps. He swings at C2 who is clawing at its eyes and fails to avoid the blow

Beatrixcan only look on as she fishes Tinkerbell from her satchel.

Urist teleports herself near SC and studies her as quietly as possible. She is an ice troll, like the others but casts her spells without any material components. She turns to look in her immediate direction but seems to look through the dwarf as she searches for signs of her uncomfortable presence.

Up in the tree on the east side of the gap an invisible ice troll (C4) can hardly believe it’s good fortune as a blue-haired gnome atop a plant lands in the very tree it occupies. C4 lashes out twice with its claws at his unaware victim. Snark feels the burn as two sets of claws pierce his small frame before the troll then attempts to tear him in to pieces. (Hit AC 20 and 19 for 20 HP plus 12 hp rend for 32 HP total - Snark doesn’t get his C4 Dodge bonus vs Giants as is flat footed)

C1 clambers down the rocky slope but in it’s haste and with the Witches bad luck spell t slips no tumbles down to lie prone taking 15 hp fall damage two climb checks to avoid a fall) but goes no further.

C2 and C3 both fail their saves against the dazzling effects of Snark’s spell and then find themselves immediately in the midst of a torrent of fire and light where they take full damage.

C2 blinded or not senses the approach of Eadric, the familiar scent of its most hated enemy fills its nostrils. Its attack is both rapid and violent (2 claws and a bites at +2) however all 3 miss. Likewise C3 presses on against Isaac swinging wildly with its claws in hope of striking the Paladin. C3 can sense his presence but cannot pinpoint the elf in its blinded state. Both claws miss but it does manage to bite the Paladin inflicting 11 hp of damage.

The spell casting ice troll (AC) senses the battle is turning and once again let’s fly with a lightning bolt, this time targeting Beatrix and Makis. The two heroes each take 25 hp damage (Dex save vs 14 for 1/2 damage; note Beatrix’s loses her dex bonus to the save).

Only then do three large, bear-sized wolves appear from the north, their white fur, pale blue eyes and rime frosted muzzles belie the notion that they are normal wolves. They prowl forward in unison, eyes focussed on their prey.

OOC Please remember to update your headers for dmg taken.

map


Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 57/78  2d6+9=16 ; 2d4=4 ; d4=3 ; d8=5 ; d8=6 ; d8=3 ;
Thursday October 10th, 2024 2:24:20 AM

(Probably too late now, but my plant companion has Scent and Blindsense (30'))

Snarks eyes go wide at the sudden appearance of another troll, and he quickly looses more than half his hit points. "OK, important safety point. The trees are bad." He directs Herb out to a place where there are no trees, 40' up above the snowy ground. Once again, this provokes an AOO against both the plant and the gnome. But they don't seem to care about the larger plant.

Snark thinks these trolls are unusually smart for trolls.

The appearance of giant wolves is a problem, so Snark creates a Wall of Fire, hoping to hold them at bay. He creates it across the prone troll C1 and this inflicts 16 fire damage (no save.) In addition, W1 and W3 take 4 fire damage (no save) and W2 takes 3 fire damage (no save.) He concentrates on the Wall of Fire for now.

Finally, Snark will use his move action to pull out a Cure Serious Wounds potion and he will expend a Hero Point to drink it, healing himself for 19 points.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C2&3 (8 rounds), Wall of Fire (concentration + 9 rounds)

Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 19 Will save. Duration 9 rounds.

Beatrix and Tinkerbell (Mitch) HP 41/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+4=22 ; d20+8=25 ; d6=5 ; d6=3 ; d6=1 ;
Thursday October 10th, 2024 8:23:54 AM

Beatrix leans as best she can to avoid the lightning (22 save). She casts Vampiric Touch and Tinkerbell flies off to deliver the spell to C4 (25 vs touch, 9 damage, 9 healing but I'm not sure if to bat or Beatrix)

“Benni” AC 25/12/24 CMD 19. HP 32/ 63 Onesimos (SteveK) 
Thursday October 10th, 2024 9:24:26 AM

Benni takes a quick look about, the Ice Trolls are mostly being handled, but Ice Wolves can ruin the Luck Makers' whole day! "Keep on the trolls, everyone! Snark and I will try to slow down the Wolves until you can get back and help us!"

The cleric moves to get to a central spot and faces the three wolves behind the wall of fire. He waits, getting ready to cast Wall of Stone right behind Snark's wall of fire if any of the Wolves try to run through! By making it thinner, he attaches it to the rocky east cliff and it stretches 15' high and 30' long. It nothing but a delay, but a delay that will continue to burn the Ice Wolves! Hopefully...

...........
Move to L, 20
Ready Cast Wall of Stone if a Wolf tries to run through the Wall of Fire.
anchored at G/H, 22/23 15' high, 30' long Hardness 8, Hit Points 8 to make one 5' wide breech

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D)**, Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Isaac Harker (Justin M) HP80/91 AC23/ T13 / FF20 
Thursday October 10th, 2024 3:46:24 PM

Isaac takes a step back from the troll with it being an ice troll he has the perfect plan.
Heroines his sword enhancing it further and setting it alight with fire.
"Hey Snark can you cast enlarge on me?"

Turn
Move five feet back
Standard: Divine bond:+1 to sword and flaming.
Sword should be a+5 flaming sword now.

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry)  4d8+9=25 ;
Thursday October 10th, 2024 7:43:04 PM

Makis, also unhappy about the troll in the tree above him moves 30' to stand beside his brother before healing Benni for 25.

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry) 
Thursday October 10th, 2024 7:43:42 PM

ooc: Cure Critical Wounds

Urist (AC24, HP75of82) (Cayzle)  d20+13=15 ; d8=1 ; d8=7 ;
Thursday October 10th, 2024 8:30:26 PM


Urist casts a Quickened Enlarge Person and charges AC. She attacks with +2 for being invisible and +2 for charging, plus AC loses its Dex bonus to AC.

The beardless dwarf lady slams into her foe with her magic maul! She hits AC15. If that hits (likely not, alas) then the damage is 2d8+17 = 25 damage.

She remains invisible.

Spells cast:
Shield 3 rounds used
Greater Invis 3 rounds used
See Invis
Dim Door
Enlarge Person

DM Bob & Carla - ”Fire and Ice”  C4 AoO d20=14 +13=27; d6+6=8 ; AC Atk d20+11=24 ; d20+11=29 ; d6+5=9 ; d6+5=10 ; d6+7=8 ; C2 Will Save d20+2=12 ; C3 Will Save d20+2=16 ; C2 Atks d20+12=23 ; d20+12=17 ; d20+12=17 ; C4 Jump d20+6=17 ; C4 Atk d20+13=14 ; W1 Breath 6d6+6=24 ; W2 Breath 6d6+6=25 ; W3 Breath 6d6+6=21 ; W1 Recharge d4=4 ; W2 Recharge d4=2 ; W3 Recharge d4=2 ;
Thursday October 10th, 2024 11:11:48 PM

The sounds of battle are muffled by the blowing snow but still present an audible reminder of the peril that surrounds the Luck Makers. Snark guides his trusty steed away from the tree and the ice troll it concealed and recieves another raking from its long claws for his trouble (Hit AC 27 for 8 Hp).

The greenmage and Herb Alpert hover some 40 feet in the air as he casts Wall of Fire in front of the approaching wolves and quaffs a healing potion. The prone troll on the ground and all 3 wolves take damage from the wall to varying degrees.

Benni readies himself to throw up a Wall of Stone part way across the gap to further slow the wolves advance should they break through the flames. Makis moves over to Benni and provides healing to his brother.

Beatrix remains firmly in the grip of the two bear traps but sends her bat to deliver an Vampiric Touch spell to C4. The bat succeeds and C4 takes 9 Hp while Tinkerbell gains 9 temporary HP.

Isaac moves back 5 feet and ignites his sword while calling on the gnome to enlarge him for battle.

An invisible Urist enlarges herself and charges at AC with her maul but misses the ice troll spell-caster in the attempt.

The pungent smell of dwarf and the rush of wind from a failed attack fully alert the ice troll to the precise location of her invisible attacker. She swings out with two long clawed arms (Hits AC 24 and 29 followed by rend for 27 HP) and rips into Urist with both claws. She calls out loudly to her minions in Giant Highlight to display spoiler: {”Remember! Take them alive if you can!”}

C2 tries to wipe the glitter dust from his eyes without effect and continues his attacks on Eadric to no avail. C3 likewise fails to overcome the blindness afflicting it and swipes wildly in the direction of Isaac who has at this point stepped out of range. C4 jumps down from the tree (Jump 17) and moves over to swipe at the cleric (Hit Ac 14 - No!) who appears to be casting a spell.

C1 yelps out in pain as the wall of fire scorches its flesh which sizzles and pops, suggesting that fire is especially damaging to the creature. C1 rolls forward out of the flames and heat before standing up.

The wolves howl in anger and gnash their teeth. They too do not like the flames and form a line about 15 feet from the flames and breath icy cold air in 15ft cones at the offending wall of fire. Each section of the wall takes between 21 and 26 hp of cold damage and the flames die down to nothingness.

The flames are almost immediately replaced by a wall of stone stretching partway across the gap.

map

C AC = 24

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 49/78  d20+14=29 ; d20+6=22 ;
Friday October 11th, 2024 12:34:44 AM

Isaac calls out for a spell. Snark replies, "Sorry Isaac - I got more to do just now. You'll still hit plenty hard normal size. I got another way to make you more effective though."

He has Herb move down 20' (fly check 22) and he will use a metamagic rod to cast an extended Haste, on himslef, Herb, Benni, Isaac, Eadric and Makis. (Sorry Bea and Urist - too far.)

He says quietly in Elvish to his friends that are close by, "The Troll wizard down there says they're supposed to take us alive."

He tries to figure out what these wolves are, and he guesses Winter Wolves (Know:Nature 29). "I could be wrong, but with their ability to put out my Wall of Fire, I'm guessing these are Winter Wolves. They don't like fire either, and y'all know about their breath weapon. I'll see what I can do to hem them in."

Snark will use another Hero Point to take an extra action, casting Create Pit from his staff under C1. If Troll C1 fails his DV 19 Reflex save, he falls 30' into the pit, taking damage from the fall.

"Remember, the area around that pit there is sloped. Get close and you could fall in."

---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C2&3 (7 rounds), Haste (18 rounds Snark, Herb, Benni, Isaac, Eadric, Makis), Create Pit (10 rounds)

Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 19 Will save.

Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is 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 19 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 17 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 25/12/24 CMD 19. HP 57/ 63 Onesimos (SteveK) 
Friday October 11th, 2024 8:29:48 AM

Benni feels the healing move through him and, without looking, the presence of Makis. The thought comforts the elf. "Now, this is how brothers should fight, side by side and not years apart!"

Snark calls out that they are Winter Wolves, and he sees how bad their breath weapons are! More information on their motives makes the cleric wonder if they should surrender to get to the captives? "Captive, is it? No, better to deal with the trap if we can. Too many things can go wrong if we try the fake-surrender ruse." Like no spell foci for one!

"That wall isn't going to hold up to much damage. We have to finish up with the trolls quickly! Hey, over here, ugly!" With that, Benni makes a decision and sprints across the snow near C4 to be beside Beatrix. He casts Freedom of Movement, allowing the Centaur to get away from the traps!

...........
Move to I,17 (assuming AOO from C4)
Cast Freedom of Movement on Beatrix auto success to escape grapple, pin, held
anchored at G/H, 22/23 15' high, 30' long Hardness 8, Hit Points 8 to make one 5' wide breech

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D)**, Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): Holy Smite(D), Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.



Urist (AC24, HP48of82) (Cayzle)  d20+11=13 ; d20+26=44 ;
Friday October 11th, 2024 10:18:20 AM


"OUCH!" shouts Urist. "I'll show you!"

She swings again with her maul, hitting AC13, another miss!

"GOSH DARN IT!" she shouts again!

Then she backpedals 20 feet to R-S-5-6, not fearing attacks of opportunity since invisible creatures are immune to them. She moves stealthily as she backs away. Stealth 44.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP  d20+19=21 ; d20+15=18 ; d20+19=39 ; d20+19=22 ; d6+11=16 ;
Friday October 11th, 2024 2:34:09 PM

After dodging the swipes from the troll, Eadric once again stabs at the creature, taking a full attack action. (21 misses, 18 misses. nat 20 for 39 hits, unconfirmed crit, 16 damage.)

This creature is hard to hit, and smells bad too!

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry) 
Friday October 11th, 2024 4:19:05 PM

Having seen C4 take an AOO at Snark, Makis casts Flying Broom and takes to the air, flying up to the top of the tree that C1 had hidden in. I need to be mobile since I have no armor. he explains to the group.

Isaac Harker (Justin M) HP80/91 AC23/ T13 / FF20  d20+15=22 ; d8+12=13 ; d6=4 ;
Friday October 11th, 2024 7:39:17 PM

Isaac now fully geared up from his spells and ability sighs when he hears Snarks response "But that spell is so beautiful I need to find a way to cast it on myself quickly." He quickly decides to make his way over to the Ice troll in front of him (C3, Space :L16)
He quickly weaves next to the creature and attacks with all his might (Power attack)
Attack:22
Damage:13 +4 fire damage=17 total


Beatrix and Tinkerbell (Mitch) HP 41/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+2=16 ; d20+14=28 ; d8=2 ;
Friday October 11th, 2024 7:43:35 PM

Beatrix debates trying to jump forward and advance, but without a moving start doesn't think she'll get far enough to avoid the traps (ignore the first roll, rolled to jump then on reading up on the actual jumping rules realized it was pointless).

Instead she'll turn around to IJ 18/19 and go for C4, attacking Ac 28 for 10 damage

DM Bob & Carla - ”Fire and Ice”  C1 Save vs Pit d20+3=23 ; C1 Atk d20+15=34 dmg d6+6=10 C2 vs Blind d20+2=4 C2 atk d20+11=26 d20+11=16 d20+11=19 Miss chance d100=13. C3 Save vs Blind d20+2=14 C3 Atk d20+11=27 d20+11=29 Miss chance d100=30 d100=60 bite d20+11=21 Dmg d6+6=10 C4 Atk d20+13=16 d20+13=30 d20+13=16 dmg d6+6=9. AC Spell 3d10(8+5+5)=18. W3 Jump d20+12=19 W3 Dex d20+1=20 W1 Climb d20+5=12 W2 Climb d20+5=19
Sunday October 13th, 2024 9:13:07 PM

The battle ensues with the heroes beginning to gain the upper hand through teamwork. Snark casts an extended haste spell on those companions near enough before reaching deep within his arcane reserves to create a pit beneath the gap between Benni’s Wall of Stone and the sides of the canyon. Meanwhile Benni dashes off to assist the trapped centaur by granting her Freedom of Movement

Beatrix now automatically succeeds on her attempts to free herself from the two traps however this still takes a full round action and hence the centaur can only take a 5 ft move and cannot attack C4.

Makis flies up into the relative safety of the tree next to C1 while Eadric presses the attack on C2. The blinded troll is hit twice by the swordsman (blinded AC=20) the second hit is critical (please roll for additional damages)

Isaac strides forward, avoiding any buried traps, to attack C3 and his sword strikes true.

C1 tries to jump out of the way when the ground beneath him gives way. The ice troll nimbly jumps to one side (Dex 23) and races to position himself opposite C3 with the Paladin flanked in between. A long sinewy arm slashes out and strikes Isaac (Hit AC 34 for 10 hp).

C3 tries to clear its eyes (Will vs DC 19) and slashes out blindly at the Paladin with two claws and a bite and strikes Isaac once (AC 27 for 10 hp).

C2 also struggles against the blindness unsuccessfully and continues its vain attempts to engage Eadric missing with each of its wayward attacks.

The spell caster (AC) senses that her invisible assailant has moved away and out of immediate range. While moving stealthily, Urist’s footprints in the snow give away her position. Nonetheless AC moves towards Beatrix and directs a lightning bolt striking both Beatrix and Onesimos for 18 damage each (Dex Save vs 14 for 1/2 damage)

The winter wolves, as Snark has correctly identified them, press forward. W3 runs directly towards the gap between the stone wall and the outcrop in an attempt to leap the pit. It falls 1 foot short and lands on the sloping side (Jump 19) but manages to clamber to safety (Dex 20) its claws gaining just enough purchase in the snow . W1 and W2 move to the other end of the wall and attempt to clamber over it. W1 fails and scrambles back to the base, but W2 manages to scramble to the top using both the wall and perpendicular surface of the outcrop to gain leverage (Climb = 19). W2 then scrambles down the other side, a deadly snarl exposing frosted lips and teeth.

map


Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 49/78 
Monday October 14th, 2024 3:32:26 AM

Snark can see that this situation is bad. Almost everything he tries to throw at them, they evade.

But Glitterdust was helpful, so he tries that again, this time targeting C1 and C4 (but not Benni). DC 19 Will save or be blinded.

Then he has Herb fly.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C2&3 (6 rounds), Haste (17 rounds Snark, Herb, Benni, Isaac, Eadric, Makis), Create Pit (9 rounds)

Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 19 Will save.

Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is 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 19 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 17 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.)

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry) 
Monday October 14th, 2024 5:26:30 AM

ooc: Note that C1 still has Ill Omen on him and must roll twice for his next two D20s, so perhaps he is in the pit? Or maybe at least he missed?.

Makis too is feeling a little frustrated but see's Isaac in a tight spot. He casts Barkskin and uses Spectral Hand to deliver it to the Paladin, adding +4 natural armor to his AC. He then moves a little higher and around the tree, trying to gain cover as he spends a hero point to begin casting Lesser Immortal Summons.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+6=8 ;
Monday October 14th, 2024 8:13:52 AM

Beatrix fails her save (8) and decides to cast fly on herself and make the traps entirely moot. She'll go into the air (not sure how high she can go without being blocked by trees but that high)

DM Bob & Carla - ”RetCon”  d20+15=20 ; d20+15=35 ;
Monday October 14th, 2024 11:30:08 AM

OOC. I missed that C1 was still under the influence of Ill Omen. However the next d20 roll made for C1 was sufficient to beat the pit DC so C1 is out. However the attack on Isaac fails, so the damage roll can be ignored.

Also only Beatrix is affected by the lightning. Onesimos can ignore the damage.

Please accept DM apologies for these errors.

Isaac Harker (Justin M) HP74/91 AC23/ T13 / FF20  4d6=14 ; d20+14=32 ; d20+9=11 ; d8+14=22 ; d8+14=17 ; d6=5 ; d6=1 ;
Monday October 14th, 2024 3:28:45 PM

Isaac calls out "Can someone help get this guy off me?" He quickly brings his hand up and heals his most serious wounds. He lays into the troll in front of him, again putting his all into the attack.

Swift action: lay on hands self:14hp
Full round: full attack and Power attack the troll in front of him:
Attack1:32
Damage:22+5 fire=27 total
Attack2:11
Damage:17+1 fire=18 total

“Benni” AC 25/12/24 CMD 19. HP 57/ 63 Onesimos (SteveK)  d20+13=25 ; 4d8=4 ;
Monday October 14th, 2024 5:54:45 PM

Oh, this is dumb, this is dumb, this is very very dumb, thinks Benni to himself, but he doesn't see what more he can do with the Wolves climbing the walls. Literally.

Taking a small step CLOSER to C1 and C4, he Defensively Casts Holy Smite to damage every evil creature within 20' of the cleric.

......................
5' Move to J,18
Defensively Cast 25 vs DC 23 Success!!
Holy Smite 4d8 and Blinded Will DC 19 for 1/2 damage and not blind. (ooc: and I literally can't believe this!) 4 Damage

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): Prayer(D)**, Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry) 
Monday October 14th, 2024 7:39:06 PM

ooc: Isaac, did you see the Makis cast Barkskin on you so that for the next 90 minutes your AC is 27? And the Ill Omen spell Makis cast a couple rounds back caused C1 to miss? You are not alone. Also please adjust your AC in your stat line. :)


Urist (AC24, HP48of82) (Cayzle)  d20+13=26 ; 2d8+17=30 ;
Monday October 14th, 2024 9:07:26 PM

[OOC: Urist is not hasted]

Urist charges to K-L-6-7, stopping 10 ft away from AC because a charge ends when the target is in reach, and she has a 10 ft reach enlarged. She swings her maul ... and hits AC26, a solid blow at last! Her mighty enlarged sledgehammer bangs the enemy AC, and hard! Damage rolled is 30.

Spells cast:
Shield 5 rounds used
Greater Invis 5 rounds used
See Invis
Dim Door
Enlarge Person

DM Bob & Carla - ”Put Down Your Weapons!”  C1 vs Glitterdust d20+3=10 ; C4 vs Glitterdust d20+3=8 ; C2 vs blindness d20+2=22 ; C3 vs Blindness d20+2=8 ; C1 vs Smite d20+3=4 ; C4 vs Smite d20+3=10 ; Cl Atk d20+13=18 ; d20+13=17 ; d20+13=20 ; C4 Atk d20+13=16 ; d20+13=15 ; d20+13=22 ; C2 Atk d20+11=22 ; d20+11=30 ; d20+11=25 ; C2 dmg d6+6=12 ; C3 Atk d20+11=27 ; d20+11=20 ; d20+11=25 ; Miss chance d100=7 ;
W1 climb d20+5=8 ; W2 Bite d20+12=24 ; W3 Breath 6d6=19 ; Pit trap 3d6(2+5+6)=13. AC Spell 3d8(1+7+3)=11 C2 dmg d6+6=9 C3 dmgd6+6=12 W3 recharge d4=4 W2 save vs Smite d20+3=12 C3 vs Smite d20+2=10
Monday October 14th, 2024 10:31:47 PM

With the winter wolves breaching the stone wall, Snark perceives that time is limited and turns his attention to the two trolls below. He casts Glitterdust down upon them, enveloping them in a shimmering cascade.

Isaac heals himself and calls for assistance before pressing his attack on C3 hitting it once but missing with his second swing. Makis hears the call for help and uses his ghostly assistant to deliver the Barkskin spell to the Paladin before reaching deep into his reserves to begin a summoning spell.

Beatrix steels herself after taking the brunt of a lightning strike and takes to the air, rising unimpeded by the canopy of trees that surround the gap. (please indicate where she flew to, presumably not straight upwards).

Urist sprints across the gap in a beeline for the spell caster, intent on a crushing blow with her maul when the snowy ground below her gives way. She must make a DC 20 reflex save to avoid falling in and taking 13 hp falling damage. The pit is 10’ across and 30 ft deep. In any case the charge is interrupted.

C1 and C4 attempt to fight off the effects of the Glitterdust spell and then immediately must do the same versus Benni’s Holy Smite. They fail on all counts and make blind attacks against the cleric who smells so very very close but neither can connect. They roar in frustration.

C2 finally clears his eyes of the blinding glitter and focussed its attention on the swordsman, striking Eadric with its second and 3rd attack (Hit AC 32 and 27 for 12+9 hp of damage, forgot to add +2 favoured enemy to atk rolls)

C3 remains blinded and swings wildly at Isaac and manages to hit the Paladin once (Hit AC 27 for 12 hp miss chance 7 success)

W1 howls in rage as it fails to scale the stone wall a second time.

W2 shudders under the cleric’s smite and finds itself blinded. And doesn’t move but howls in dismay.

W3 sends a cone if icy cold breath towards Eadric who takes 19 HP cold damage (reflex save vs 17 for 1/2 dmg)

AC finally notices the flying vines and gnome who have so frustrated her brethren and let’s loose a lightning bolt that descends straight down on the pair doing 11 damage to both (Ref save vs 14 for 1/2). She then steps further away from the dwarf in the pit and calls out haltingly in common ”Stop! Put down your weapons and surrender and your lives will be spared!”

map

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 52/78  d20+8=10 ; d20+8=20 ; d8=1 ; d8=3 ; d8=4 ; d8=1 ; d8=2 ;
Tuesday October 15th, 2024 3:37:02 AM

Snark reflex save 10 - fail, 11 points damage
Herb reflex save 20 - success, 6 points damage

Snark's hit points are dwindling. He pulls out a healing potion and drinks it for 14 points of healing. Herb clings to the rock wall.

Then he uses his third Hero Point to cast Baleful Polymorph on the troll spellcaster. DC 21 Fort save or be turned into a sloth, and DC 21 Will save or have the mind of a sloth.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C2&3 (5 rounds), Glitterdust on troll C1&4 (8 rounds),Haste (16 rounds Snark, Herb, Benni, Isaac, Eadric, Makis), Create Pit (8 rounds)

Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 19 Will save.

Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is 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 19 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 17 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 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+15=19 ; d20+16=26 ; d8+8=11 ; d8+8=9 ; d8+8=13 ;
Tuesday October 15th, 2024 8:23:44 AM

Beatrix is incredulous. "Hey, you attacked us. Put your weapons down and we can resolve this peaceably, until then we're taking down as many of you as we can."

She can't fly straight up so last round would have had to circle around to ascend, ending up generally where she started (Probably not the exact square due to the circling but close enough since I don't want to count squares/angle to figure out exact position based on the 45 degree angle.)

This turn she'll look around at the combatants and try to pick out the most injured she can charge (19 fly to turn at sharp angles, she'll dive the enemy, hit them, then fly up and out of their attack range.)

26 to hit, 33 damage.

“Benni” AC 25/12/24 CMD 19. HP 57/ 63 Onesimos (SteveK)  4d8=11 ;
Tuesday October 15th, 2024 8:28:44 AM

Benni's spell didn't do very much damage, but the magical effect really helped the odds! The cleric knows he is expending magic like there is no tomorrow, but the battle is too close to not give it everything he has got!

Another spell, Order's Wrath, and he creates a golden cube that momentarily glows, touching C1, C4, W1, and W3! (since the trolls are blind, he doesn't try to cast defensively.)

...........
cast Order's Wrath, medium range, all non-lawful creatures in a 30' cube take 11 Damage + Dazed 1 round, Will DC 19 for 1/2 damage and not Dazed

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): **Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, **Order's Wrath, Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Isaac Harker (Justin M) HP73/91 AC27/ T13 / FF23  4d6=11 ; d20+18=21 ; d8+23=27 ; d6=4 ;
Tuesday October 15th, 2024 4:06:59 PM

Isaac again brings his hand up and heals himself, nearly negating the attack from the troll.
He focuses on the troll in front of him and focuses his smite on the large creature.
Focusing on the troll, he brings his sword down on him with all his might into the beast.
He whispers to the troll, "If you don't want to fall, surrender."

Turn
Swift:Lay on hands: 11hp
Move:Smite C3
Standard:Attack:21
Damage:27+4 fire=31 damage Smite bypasses DR
Ac(31) touch(17) and FF(27) if C3 attacks Isaac
Lay on hands 8/10

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 43/83HP  d20+11=13 ; d20+19=31 ; d20+14=27 ; d6+11=15 ; d6+11=12 ; d6=1 ; d20+18=23 ; d6+11=14 ;
Tuesday October 15th, 2024 6:03:19 PM

(Reflex 13) Eadric is unable to dodge the brunt of the cone of cold, and takes the two slashes from the troll. Reeling, he renews his efforts to take the troll down. (31, 27, 23 to hit, 15, 14, 12 damage for 41 damage total. Previous Crit adds an additional 1 damage.)



Urist (AC24, HP48of82) (Cayzle)  d20+6=25 ; d20+26=45 ;
Tuesday October 15th, 2024 10:10:41 PM

Reflex save: 25! Urist dances on the lip of the pit but avoids falling in!

She casts Fly and then flies up (invisibly, stealthily) over the enemy at AC.

Stealth 45

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry)  d20+10=16 ; d20-5=11 ; 3d8+9=21 ;
Tuesday October 15th, 2024 10:29:03 PM

ooc: I am camping with limited internet but will try to post daily,

Makis completes his summons and a Graven Guardian appears next to W3 and attacks.

ooc: Two attacks for 16v and 21 (note the error of -5. Should have been +5). Damage is 1d8+5 plus bleed if either attacks hits AC is 20 but DR 5 Adamantine and 53 hp.

Makis then casts Cure Serious Wounds on Eadric for 21 points of Witch healing with his Spectral hand.



DM Bob & Carla - ”NO! You Put Down Your Weapons!”  AC Fort Save d20+16=28 ; C1 Will save vs blindness d20+3=23 ; d20+3=7 ; C4 Will vs blindness d20+3=16 ; C3 Will vs Blindness d20+2=14 ; C1 Will vs Orders Wrath d20+3=7 ; C4 Will vs Orders Wrath d20+3=14 ; W2 Will vs Orders Wrath d20+3=18 ; W3 Will vs Orders Wrath d20+3=22 ; AC Call Lightning 3d8=7 ; W3 damage from Guardian d8+5=7 ; W1 climb d20+5=12 W3 Bite d20+12=25 C2 Atks d20+13=27 d20+13=19 d20+13=27 C2 dmg d6+6=12 d8+6=9 C3 Atks d20+11=16 d20+11=17 d20+11=15
Tuesday October 15th, 2024 10:54:53 PM

The battle rages on. Snark consumes a potion and summons deep arcane reserves to cast a Baleful Polymorph spell on the spell casting troll. She successfully shakes off any effects of the spell (Fort Save 28)

Beatrix circles above the fray, calling on the trolls to surrender rather than the Luck Makers. Spotting a troll with more pronounced burns, she darts down to skewer C3 with her lance hitting the ice troll for 33 hp. It roars out, unable to see its attacker.

Onesimos channels his divine power to create a golden cube of energy that envelops C1, C4, W1 and W3

Isaac joins in the foray and slashes out with his flaming sword at C3, hitting the beast for 27 +4 Hp. The ice troll teeters momentarily before dropping dead from the blow. It collapses on a hidden bear trap as it falls.

Eadric wades in against C2 and hits twice (AC 31 and 27 for 30 hp)

Urist manages to avoid falling into the pit trap and flies high above AC, invisible, unheard, and without scent. Only those specifically looking in her direction might be able to discern her location as blowing snow partially outlines her form. This is not one of those times.

Makis finishes summoning his Graven Guardian to attack W3 and then uses his Spectral Hand to cast a healing spell on Eadric. The Guardian strikes once for 7hp of damage.

The Acolyte (AC) once again targets the flying gnome and his viny steed with a vertical bolt of lightning for 7hp damage each (Reflex Save 14 for 1/2 dmg)

C1 and C4 fail to regain their vision and are also both dazed by Benni’s cube of divine energy, as is W2.

W1 fails once more to scale the stone wall, and paces behind it, whining in its eagerness to enter the battle. W3 however moves forward to flank Eadric and narrowly misses the swordsman with its powerful bite. C2 then lashes out with both claws and a bite striking Eadric twice for 21 hp.

map

Wolf (W) AC = 17

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 48/78  d20+8=19 ; d20+8=21 ; 3d6=7 ;
Wednesday October 16th, 2024 2:51:00 AM

(Both Snark and Herb save against the lightning, so 4 damage each.)

Snark is getting mighty tired of this troll! All the trolls really. He calls out, "Be careful of that fallen troll. They regenerate!"

He creates a Flaming Sphere where AC is. The troll takes 7 points of fire damage, DC 18 Reflex save for no damage. Then he pulls out another healing potion.

He directs Herb to fly over troll C2, 20' up, hoping any lightning bolts that target the gnome will also hit the troll below him.
---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C2&3 (4 rounds), Glitterdust on troll C1&4 (7 rounds),Haste (15 rounds Snark, Herb, Benni, Isaac, Eadric, Makis), Create Pit (7 rounds), Flaming Sphere (9 rounds)

Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 19 Will save.

Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is 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 19 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 17 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 26/13/25 CMD 19. HP 57/ 63 Onesimos (SteveK)  d8=7 ; d8=2 ; d8=8 ; d8=2 ;
Wednesday October 16th, 2024 7:39:24 AM

Benni is pretty much out of offensive spells, which isn't your strong suit anyways, he acknowledges to himself, and the Luck Makers are scattered each doing their own thing instead of supporting each other.

Heedless of the blind and dazed enemy or the very much alive and fighting Winter Wolf, Benni dashes to Eadric's side, inviting any AOO before spontaneously casting Cure Critical Wounds on the rapier-wielding fighter.

..........
Move to O,16
Spontaneously cast Cure Critical over Dimensional Anchor: 4d8+9 = 28 healing to Eadric
Prayer:(7 of 9 rds) +1 on all rolls, -1 for opponents
Haste (from Snark) (4 of 9rds): +30 move +1 AC

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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): **Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, **Order's Wrath, **Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=26 ; d8+8=12 ; d8+8=16 ; d8+8=14 ;
Wednesday October 16th, 2024 9:21:58 AM

Ok, good. One down. They need to start focusing down targets to reduce the number of enemies. Beatrix looks for the next most injured and charges it, going past and ending 10 feet past it (I moved her on the map to where she'd be after charging 3). I believe this would actually draw AoO from her target as she would be entering and leaving their threatened area. 26 to hit, 42 damage, -2 AC this round

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP  d20+19=35 ; d20+19=29 ; d20+14=34 ; d20+14=30 ; d6+11=13 ; d6+11=16 ; 2d6+11=16 ;
Wednesday October 16th, 2024 1:20:37 PM

Eadric is healed by Makis before being struck once again, before being healed once again from Benni! With his health rocketing back and forth, he steels himself and with renewed vigor continues his attacks against the troll. (35, 29, 34 crit confirmed for 13, 16, 16 damage.)

(also - forgot that haste also gives AC. functionally his AC is 28 right now. What a great spell!)



Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry)  d20+12=20 ; d20+7=10 ; d8+5=13 ;
Wednesday October 16th, 2024 5:09:41 PM

The Graven Guardian 5' steps to flank W3 with Eadric and full attacks, hitting AC 20 for 13 points if he hits. Note that the bleed effect coffered last round is Bleed 2.

Makis uses his spectral hand to deliver Touch of Luck to Eadric. For his next round any d20 he rolls he may roll twice and takee the better roll.

Isaac Harker (Justin M) HP87/91 AC27/ T13 / FF23  4d6=14 ; d20+18=29 ; d8+23=31 ; d6=5 ;
Wednesday October 16th, 2024 5:15:05 PM

Isaac now free of one troll turns his attention to the other one behind him (C1) He quickly stems the bleeding of his wounds and focuses his smite on the troll. Channeling the power of his faith, his attack smashes into the side of the troll.

Turn
Swift:Lay on hands
Move:Smite (C1)
Standard: Power Attack:29
Damage:31+5 fire =36 damage Smite bypasses DR
Ac(31) touch(17) and FF(27) if C1 attacks Isaac
Lay on hands 7/10



Urist (AC24, HP48of82) (Cayzle)  d20+14=34 ; d20+22=33 ; 2d8+17=26 ; 2d8+17=22 ;
Wednesday October 16th, 2024 9:33:49 PM

Urist dives down on the enemy AC (gaining a +2 charge bonus and a +1 attack from above bonus).

She finishes her charge 10 ft above the enemy's head (with her 10 ft reach), swinging her magical maul and praying for a hit at last!

And boy howdy does she! a roll of 34 means she has rolled a natural 20! She packs a hero point and a +8 into her follow up to confirm and confirms against AC33!

Her damage is 2d8+17+2d8+17 ... totaling 26+22 = 48 damage!

Spells cast:
Q Shield 7 rounds used
Greater Invis 7 rounds used
See Invis
Dim Door
Q Enlarge Person

ONE hero point used.


DM Bob & Carla - ”Tasting Defeat!”  AC vs Sphere d20+4=9 ; C1 vs Blind d20+3=14 ; C4 vs Blind d20+3=10 ; C1 Atks d20+13=29 ; d20+13=17 ; d20+13=31 ; d20+13=27 ; d20+13=25 ; d20+13=31 ; C1 miss chance d100=79 ; W1 climb d20+5=20 ; W2 6d6=26 ; W3 Atk d20+10=25 ; d8+7=9 ; d6=2 ; W3 CMB Trip d20+12=20 ; Bear Trap d20+15=34 ; 2d6+3=14 ;
Wednesday October 16th, 2024 10:18:47 PM


As the sun lowers closer to the horizon, the winds pick up carrying snow aloft in swirling eddies. The sounds of battle ring out through the gap.

Snark casts yet another spell at AC sending a flaming sphere her way. The ice troll fails to evade the sphere and takes damage before moving back 5 feet. The gnome then directs his plant companion to fly over C2.

Concerned for his fellow hero, Benni darts across the battlefield to administer a healing spell to Eadric but inadvertently steps on a hidden bear trap (hit AC34 for 14 hp).The heavy steel jaws puncture his armour and leg and pins him to the spot. (DC 20 disable device, 22 escape artist, or 26 strength to break free, I presume this would require concentration check to cast the spell). Eadric attacks C2 with his rapier, connecting on all three thrusts to deliver 45 hp of damage. The ice troll looks seriously injured, although the swordsman notices that some earlier cuts are beginning to heal.

Beatrix spots the wounded C2 from above and charges down to deliver 42 hp of damage at the point of her lance. No return attack comes her way as C2 falls into a bloody heap.

Makis directs his Guardian to attack W3 and it delivers a solid strike to the winter wolf. The Bloodwitch then delivers a Touch of Luck to Eadric via his spectral hand.

With C3 dead, or at least temporarily so??? , Isaac turns his attention to C1 dealing 36 Hp of damage. (OOC pls explain how the bonus to your damage roll is +23? I couldn’t figure it out.)

Urist seizes the moment to pounce from above and brings down her massive maul in a crushing blow on AC. The ice trolls knee’s buckle but she remains upright.

C1 and C4 shake themselves free from their dazed state but fail to regain their vision. C1 swings his clawed arms at Isaac but narrowly fails to hit the Paladin twice , the ill luck imposed by the Blood Witch having done its work. C4 can only claw at the glitter that stings its eyes, for it does not know where its enemy lies.

W2 springs forward and envelops both Benni and Eadric in a 15 foot cone of its icy breath (26dmg reflex 14 for 1/2 dmg)

W3 turns and bites at the Guardian hitting AC 25 for 9HP plus 2 cold damage. The wolf tries to drag its prey to the ground. (trip CMB =20)

W1 finally clambers over the wall and jumps down to the ground, it’s eyes glowing with hatred.

AC watches as yet another of her soldiers falls to the Luck Makers. She calls out in Giant Highlight to display spoiler: { ”These are no ordinary farmers and woodcutters, flee while you can!”} and casts Obscuring Mist to hide her own retreat.

map


Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 48/78  d20+8=27 ; d20+8=24 ; 4d6=15 ; 4d6=13 ; 3d6=6 ;
Thursday October 17th, 2024 3:05:54 AM

Snark calls out, "She told the other trolls we're not common folk and they should flee."

He knows trolls regenerate, so he bounces his Flaming Sphere 30' over to one of the "dead" trolls (move action.) It does 6 points of fire damage to the "dead" troll.

With two trolls down and one calling for retreat, Snark want's to convince these wolves to leave. He says, "You heard her you stupid wolves. She said to flee!". To further convince them, he casts Scorching Ray on W2 and W3. He hits AC 27 and 24, and inflict 15 and 13 fire damage.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C2&3 (3 rounds), Glitterdust on troll C1&4 (6 rounds),Haste (14 rounds Snark, Herb, Benni, Isaac, Eadric, Makis), Create Pit (6 rounds), Flaming Sphere (8 rounds)

Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 19 Will save.

Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is 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 19 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 17 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.)


Urist (AC24, HP48of82) (Cayzle)  d20+12=25 ; 2d8+17=31 ; d20+12=13 ;
Thursday October 17th, 2024 6:13:15 AM

Did AC casting a spell trigger an AoO from Urist? If so, she swings her maul, with a +1 "higher ground" bonus, hitting AC25 for 31 damage. Did that disrupt the cast?

With her turn, Urist flies directly over the enemy's head, five ft away, and swings again! She rolls a nat 1 and misses! Did the mist, if it is there, require a miss check roll? Moot for this round, for sure!

“Benni” AC 26/13/25 CMD 19. HP 36/ 63 Onesimos (SteveK)  d20+13=21 ; d20+6=16 ; d6=1 ; d6=3 ; d6=5 ; d6=4 ; d6=5 ; d6=3 ; d20+10=30 d4+4=6
Thursday October 17th, 2024 7:20:16 AM

Benni counted on hitting a bear trap, which is why he didn't start casting until after he got to Eadric's side, but he didn't count on the trap holding him in place impeding spells! He should have known better, and Concentrates hard to get the spontaneous healing to the Fighter. Despite not being nimble, his newly purchased cloak enables him to resist some of the wolf's breath, and he is now in a place to make best use of his channeling ability.

The cleric lets out a burst of healing, being selective to ensure only Isaac, Eadric, Snark, Herb, Guardian, and himself get healed. He's happy this isn't a spell so no need to Concentrate, only project.

If the wolves run and give Benni an opportunity, he slashes with his StarKnife at a hindquarters.

..........
Concentration 21 vs Bear Trap Pin DC 14? (DC 10 + grappler's CMB (0) + spell level(4)) success?
Reflex 16, saved for 1/2
Selective Channel: 20 healing to Isaac, Eadric, Guardian, and Benni (Snark and Herb if within 30')
Prayer:(8 of 9rds) +1 on all rolls, -1 for opponents
Haste (from Snark) (5 of 9rds): +30 move +1 AC
Bear Trap (Pinned): 0 movement, 0 Dex bonus, Concentrate to cast a spell
AOO: AC 30 Dam 6

Abilities:
Channel 6/7, 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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): **Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, **Order's Wrath, **Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+15=35 ; d20+16=35 ; 3d8+24=36 ;
Thursday October 17th, 2024 8:33:55 AM

Beatrix would find herself over wolf 3 if she attacked C2 last round. She considers attacking it, but instead divebombs C1. Fly 35 to fly at angles and do a divebomb, success, 35 to hit. 36 damage.

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry) 
Thursday October 17th, 2024 4:06:27 PM

The Graven Guardian is bitten but not dragged down (CD is 21) and his DR/Adamantine prevents 5 of the 9 points, Still flanking with Eadric, he full attacks W3.

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry)  d20+10=29 ; d20+5=19 ; d6=5 ; d20+10=19 ; d8+5=7 ; d8+5=12 ; d8+5=6 ;
Thursday October 17th, 2024 4:12:43 PM

ooc: Submitted early. Attacks of 29 and 19. And the 29 is a threat, confirming on a 19? Damage is 7 (13 if crit) and 12. All the damage he took is healed by Benni's channel.

Makis, seeing is brother trapped casts his own Freedom of Movement and delivers it to Benni via his Spectral Hand.

Isaac Harker (Justin M) HP91/91 AC27/ T13 / FF23  d20+18=27 ; d20+16=22 ; d8+23=24 ; d8+23=30 ; d6=1 ; d6=5 ;
Thursday October 17th, 2024 4:16:18 PM

Isaac with all his wounds healed thanks to Bennie continues the fight against the troll he's in combat with, going all out and attacking with all his might.

Turn
Full Attack C1
Attack 1:27
Damage:24+1 fire=25 damage
Attack 2:22
Damage:30+5 fire=35 damage

OOC:Sword is a + 2, Spell:Divine Favor lasts a minute with current spell casting level +2 luck to attack and damage, Divine bond gives another +1 to the sword and flaming. Sword is now +5 flaming effectively. Strength is +3 . Power attack Im lvl9 so the feat should be -3 attack +6 damage, damage at this point is 14. With smite +cha to attack(+4) and Paladin lvl to damage (+9) damage is +23. Hope that explains everything.

DM Bob & Carla - ”Turning Point”  C1 vs Blindness d20+3=9 ; W2 Bite d20+10=18 ; W1 breath 6d6=17 ; W1 recharge d4=1
Thursday October 17th, 2024 10:26:36 PM

The tide has turned as the heroes gain the upper-hand in this pitched battle. Snark moves his flaming sphere over the body of C3 and the carcass ignites in a brief flash of flame and then settles into a steady smoulder, the body pops and hisses as fluids boil in the heat. The gnome then sends two rays of fire at W2 and W3 striking both wolves. They howl madly in protest, the flame searing their vulnerable flesh.

Urist does not get an AoO against the spellcaster as she was 15 ft away (apologies if my poor prose indicated otherwise, use AoO rolls for your regular action) The dwarf does still deal a massive blow against her as an action (Crit confirmed - please roll 20% miss chance)

Benni channels healing into his nearby companions and readies an attack should one of the wolves flee. He remains trapped for the moment.

Beatrix puts C1 squarely in her sights and swoops down on the ice troll, connecting solidly with her lance before flying past. Isaac also turns his attention to C1 and lashes out with his sword. Between the Paladin and the centaur, the troll has seen its last day. It falls to the snow, its flesh still burning.

Makis sends forth his spectral hand to cast Freedom of Movement on his brother while the Guardian slashes out at W3, decapitating the winter wolf in the process.

C4 fails once again to regain its sight and backs up until it comes up against a tree

W1 enraged by the howling of the other wolves rushes forward and blasts its cone of cold at Isaac putting out the flames on C1 in the process. The Paladin takes 17 hp of cold damage (DC 17 Ref to take 1/2)

W2 bites at Benni and tries to drag the cleric to the ground but cannot get past the cleric’s defences.

AC takes the opportunity to run as far as she can in a southerly direction, away from the last vestiges of the battle and towards denser tree cover where she might elude her foes. (This should provide an AoO with 20% miss chance to Urist).

map


Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 68/78  3d6=7 ; d4+1=2 ; d4+1=5 ; d4+1=3 ; d4+1=3 ; d4+1=3 ;
Friday October 18th, 2024 2:14:10 AM

Snark is glad for Benni's healing. "Thanks Benni!"

The little mage moves the Flaming Sphere onto another prone troll form to ensure it also does not rise (move action, 7 fire damage.) That'd be the last thing Benni and Eadric need - a surprise opponent rising at their flanks.

Then Snark casts Magic Missile, which has a range of 190'. If he can see the troll spellcaster run out of the obscuring mist, he will fire all five Magic Missiles at the thing for 16 force damage. If he cannot see that, he will fire all five at W1 instead.

Finally, because Herb's not a good enough flyer to hover well, he has the plant move to stay in the air.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C2&3 (2 rounds), Glitterdust on troll C1&4 (5 rounds),Haste (13 rounds Snark, Herb, Benni, Isaac, Eadric, Makis), Create Pit (5 rounds), Flaming Sphere (7 rounds)

Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 19 Will save.

Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is 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 19 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 17 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 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=21 ; d20+15=33 ; 3d8+24=34 ;
Friday October 18th, 2024 8:53:49 AM

"Don't burn all the bodies, we'll need one alive for interrogation of they're the ones kidnapping people"! Beatrix calls out. She divebombs W2 (33 fly to do the maneuver, 21 to hit, 34 damage.)

“Benni” AC 31/18/30 CMD 24. HP 36/ 63 Onesimos (SteveK) 
Friday October 18th, 2024 8:58:44 AM

Benni gives his own thanks, ”And thanks to Makis!” and extracts himself from the trap, fighting defensively against the Winter Wolf to make himself even harder to hit.

……
Standard: Escape from bear trap
Defensive fighting, +2 Ac, combat expertise +3 AC
Prayer:(9 of 9rds) +1 on all rolls, -1 for opponents
Haste (from Snark) (6 of 9rds): +30 move +1 AC

Abilities:
Channel 6/7, 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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): **Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, **Order's Wrath, **Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP  d20+19=36 ; 2d6+11=16 ;
Friday October 18th, 2024 11:11:42 AM

Thanking his allies for the healing, Eadric shifts his focus to W2, making a vital strike against it. (36 to hit, 16 damage.)

Urist (AC24, HP48of82) (Cayzle)  d100=14 ;
Friday October 18th, 2024 12:02:52 PM

AoO to hit the fleeing AC ... Rolling the miss chance first to get it out of the way ... UGH! 14!

"I MISSED you, villain!" Urist shouts. "Or rather, I MIST YOU!"

This being the last round of her greater invis, Urist rises up 20 ft and renews her best combat spell.

Spells cast:
Q Shield 9 rounds used
SECOND Greater Invis 1 round used
See Invis
Dim Door
Q Enlarge Person

ONE hero point used.

Isaac Harker (Justin M) HP82/91 AC27/ T13 / FF23  d20+10=28 ; d20+14=33 ; d20+14=28 ; d20+9=12 ; d20+9=27 ; d8+14=19 ; d8+14=20 ; d6=3 ; d6=3 ;
Friday October 18th, 2024 5:24:08 PM

Isaac is able to shake off the worst of the wolf's winter breath (Minty!) but rather engage the frost breathed beast, he attacks its companion currently fighting Eadric and Benni.
"Paladin smash!" he yells as he brings the flaming sword sown on the creature.

Full attack wolf W2
Attack 1:33 crit threat
Crit conformation:28
Damage:19 (crit x2=38) fire damage:3
Attack 2:12 (use a hero point) 27
Damage:20 + fire damage 3= 23

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry)  d20+12=30 ; d20+7=10 ; d20+12=26 ; 12d8+10=61 ; 2d8+10=17 ;
Saturday October 19th, 2024 9:18:35 AM

The Graven Guardian 5' steps into a flank with Isaac and full attacks W2 for attack rolls of 30 and 10. The first attack is a threat with the keen longsword he wields and he confirms with a 26 for a total of 17 damage.

Makis will tag the remaining ice troll with Ill Omen, causing it to have to roll twice and take the lower d20 roll for his next two d20 rolls. This lasts 9 rounds or until two rolls are made.


“Benni” AC 31/18/30 CMD 24. HP 36/ 63 Onesimos (SteveK) 
Sunday October 20th, 2024 1:01:21 PM

Benni isn’t worried about prisoners. ”That spell aster is leaving a trail even I can follow. Let’s make sure these monsters never hurt anyone else again!”

DM Bob & Carla - ”Leave one Alive”  C4 will vs blind d20+3=6 ; W1 jump d20+10=14 ; W1 ref d20+1=6 ;
Sunday October 20th, 2024 7:03:16 PM

Urist takes a swipe at the fleeing ice troll as it runs from the combat, but misses and then she rises up to recast Greater Invisibility on herself. Just as she does so, she is startled by a hail of energy bolts that narrowly curve around her invisible form.

Snark takes a moment to redirect his flaming sphere onto the carcass of C2, setting it alight to ensure it does not rise again. The acrid stench of burning troll corpses is now quite noticeable. The gnome then fires a volley of magic missiles at the fleeing spellcaster, unaware of the invisible dwarf that has ascended into their path. The missiles veer left and right before turning once again to strike their intended target. The ice troll shudders under the impact but keeps running.

Beatrix reminds everyone to keep a prisoner for questioning before turning her attention to W2. She dives down on the surrounded winter wolf and strikes it solidly. Isaac, Eadric and the Guardian all slash out with their swords and between them dismember the creature.

Makis curses the remaining troll with Ill omen as if being blinded and hopelessly outnumbered wasn’t bad luck enough.

Benni extricates himself from the bear trap and tries to focus the group back onto the immediate battle, leaving the pursuit of the ice troll spellcaster for later.

W1 senses the overwhelming odds and sprints away. It tries to use the rocky side of the outcropping as a lunch pad while leaping over the pit but falls just short and fails to scramble past the lip on the far side. It falls to the bottom and snarls in anger.

Only C4 remains, blind and cowering, the heavy weight of bad luck prevents it from regaining its vision (Will 6). With darkening skies and the growing cold of evening seeping into the gap, the Luck Makers have the next move.

map


“Benni” AC 31/18/30 CMD 24. HP 36/ 63 Onesimos (SteveK) 
Monday October 21st, 2024 7:33:34 AM

Benni feels the effects of his Prayer ending just in time for the battle's final stages. From his [i]Pants O Plenty, he pulls a torch and tindertwig to light it, and will go around to the troll bodies to ensure all parts are sufficiently burned so they won't regenerate.

He leaves the cleanup of the last troll and winter wolf to the others, and starts to consider if they should push on or withdraw to a lower place to camp: he certainly doesn't want to camp here!

……
Haste (from Snark) (7 of 9rds): +30 move +1 AC

Abilities:
Channel 6/7, 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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): **Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, **Order's Wrath, **Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Monday October 21st, 2024 8:29:43 AM

"If you put that troll in one of those spheres can we move it?" Beatrix asks (I can't remember who has that spell but Beatrix would remember and ask them)

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry)  d20+12=14 ; d8+5=7 ;
Monday October 21st, 2024 11:27:47 AM

The guardian charges C4, unconcerned about its reach as it is blind. But with a roll of 2 for a total of 14 he likely misses. Damage of 7, just in case it being blind makes it much easier to hit that I am thinking.

Makis considers before casting Suggestion on the creature and suggesting in Giant Yoiu are along and outnumbered. Your leaded has retreated and left you. If you were to stop fighting and tell us what you know, you could go free and live as long as you agree never to attack humans again.

ooc: Will Save DC 20. I believe Ill Omen is still in effect so it must save twice. I hope this suggestion will seam reasonable enough for a minus on the save, based on the trolls situation.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP  d20+14=17 ; 2d6+11=20 ;
Monday October 21st, 2024 1:40:58 PM

Eadric says in common to C4 "Surrender. It's over." If it doesn't look like this troll is going to go peacefully, Eadric will attempt a non-lethal strike, but only if the troll tries to escape. (17 to hit, 20dmg.)

Isaac Harker (Justin M) HP82/91 AC27/ T13 / FF23  d20-2=11 ; d20+14=22 ; d8+14=18 ;
Monday October 21st, 2024 5:30:43 PM

Isaac moves out of the trapped area and attempts to jump down on the trapped Ice wolf with a downward stab to impale the beast at the bottom of the hole.

Turn
Move to (O21) Acrobatics to reduce the fall damage (11)
Attack W1:22
Damage:18

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 68/78  3d6=6 ; 5d4+5=20 ;
Monday October 21st, 2024 9:48:14 PM

(For the Winter Wolf that fell down the hole, it would have taken 6 damage from the fall.)

Snark looks with surprise as Isaac plunges into the pit after the Wolf. "Isaac! There's a better way to ... oh, never mind. A palladin's gotta paladin."

The little gnome will help Benni by moving the Flaming Sphere onto another troll body to ensure it does not rise.

Then he calls out to the unseen Urist, hoping she's still here. "Urist - if you're goin' after that troll, I'll go with you."

If Urist responds that he is going after that other troll, Herb flies at 60' and Snark will use a Pearl of Power to throw another Matic Missile at the thing for 20 more points of force damage.

Urist (AC24, HP48of82) (Cayzle) 
Monday October 21st, 2024 10:13:02 PM

Urist waits to see if she needs to intervene.

"No need to chase that one down. It won't bother anyone again."

DM Bob & Carla - ”Leave one Alive”  C4 vs blind d20+3=19 ; d20+3=9 ; C4 vs Suggestion d20+3=10 ; d6=1 ; 2d6=8 ; W1 Breath 6d6=24 ; W1 recharge d4=4 ;
Monday October 21st, 2024 11:10:40 PM

Onesimos takes the opportunity to light a torch and go from corpse to corpse, lighting each body afire to ensure a permanent death. He leaves the live foes to his companions.

Beatrix asks aloud about the energy sphere that was so useful in holding captives in the Abbey.

The Guardian attacks the last remaining troll but fails to hit the blinded and cowering beast. Meanwhile, Makis casts a spell on the unlucky toll and suggests in the giant’s tongue that it surrender and talk to earn its freedom.

Eadric also calls on the troll to surrender, but the creature turns his head and looks blindly at the human uncomprehendingly. The troll maintains its crouched position and gives no cause for any attack.

Isaac jumps down into the pit currently entrapping W1. The paladin fails to land the jump and takes 1 hp of non-lethal damage and 8 hp of lethal damage and falls prone at the bottom of the pit. Regardless he still manages to hit the wolf (even with a -4 penalty) and leaves a bloody slash across its flank.

Snark tries to stop Isaac before he jumps but is too late. The gnome then calls out to Urist to see if the dwarf needs assistance in chasing down the spell caster but she declines, believing the fleeing troll will be of no further danger to the heroes.

C4 remains unseeing and cowers before the assembled Luck Makers “I tell all I know and I go free? “ the troll repeats encouragingly back to Makis in giant.

W1 snarls at the Paladin lying at its feet and breaths a torrent of icy breath on Isaac for 24 hp cold damage (ref save vs DC 14 for 12 Hp.)

Somewhere in the distance AC continues to run, tirelessly increasing the distance between her and the heroes.

“Benni” AC 31/18/30 CMD 24. HP 36/ 63 Onesimos (SteveK) 
Tuesday October 22nd, 2024 7:07:59 AM

Benni shakes his head over Beatrix and Isaac, but continues his mission. Makis has got the last troll talking, which is encouraging, and the cleric doesn't interfere with his brother's play: even if it lies, they still have the sorcerous troll's trail that is sure to lead back to the captives.

……
Haste (from Snark) (8 of 9rds): +30 move +1 AC

Abilities:
Channel 6/7, 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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): **Prayer(D), Invisibility Purge, Wind Wall, Daylight, Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, **Order's Wrath, **Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+14=34 ; d20+14=30 ; d8=7 ; d8=7 ; d8=2 ;
Tuesday October 22nd, 2024 9:16:10 AM

Beatrix is a bit surprised that Isaac jumps in and quickly moves to assist. Flying over the wolf and stabbing down, (34 to hit, 30 to confirm crit threat, 40 damage)

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP  d20+17=19 ; d8+9=11 ;
Tuesday October 22nd, 2024 1:20:42 PM

Seeing that the troll seems to be cooperating and is frantically saying things to the people who can speak the language, Eadric leaves and moves to the hole, looking down at pulling out his light crossbow and firing down at the wolf. (19 to hit, 11 damage.)

Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry) 
Tuesday October 22nd, 2024 2:32:40 PM

Makis calls off the guardian, directing it to stand ready and then continues his dialogue with the troll in Giant. Yes. If you tell us what you know AND promise to not attack dwarves or elves or humans again then you go free.

Isaac Harker (Justin M) HP(NL:1)62/91 AC27/ T13 / FF23  d20+10=24 ; d20+14=34 ; d20+14=34 ; d8+14=19 ;
Tuesday October 22nd, 2024 3:23:42 PM

Isaac collapses in the pit but after striking the winter wolf he rolled and dodges the worst of the cold breath
Save 24 damage 12
He stands up trying to block the worse of any attacks from the wolf and slashes it with his sword.He also stems the wounds he has with a quick lay on hands to himself.
Attack:34 crit threat
Crit confirm:34 Double twenty!!
Damage:19×2=38!


Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 68/78 
Tuesday October 22nd, 2024 4:31:02 PM

The little gnome has Herb fly over near the pit, but still up in the air. He casts a side glance at the nearest tree. "Stupid troll trees."

Hearing the discussion happening in the giant language, Snark will translate. "The Troll says he'll tell all he knows if we let him go free. Makis agreed, but only if he doesn't attack any dwarves or elves or humans. Which makes me wonder what Makis has against us little folk."

"Now, y'all can let him go if you want, but just like a paladin's gonna paladin, a troll's gonna troll. I don't see nothing good coming from letting him go."


He bounces the Flaming Sphere over.

"Speaking of paladins, Hey Isaac - lemme know when you want out and I'll get ridda' that pit."

---------------------------------
Spells/Effects Running: Extended Mage Armor, Fly on Herb, Glitterdust on troll C4 (3 rounds),Haste (11 rounds Snark, Herb, Benni, Isaac, Eadric, Makis), Create Pit (3 rounds), Flaming Sphere (5 rounds)

Urist (AC24, HP48of82) (Cayzle) 
Tuesday October 22nd, 2024 10:25:22 PM


Urist urges her friends to let the surrendered enemy live.

"It's not right to kill a captive," she says. "Flower would not like it."

DM Bob & Carla - ”no humans, no elves no dwarves!”  W1 AoO d20+10=19 ; C4 vs blind d20+3=19 ; d20+3=20 ;
Tuesday October 22nd, 2024 10:34:08 PM

The heroes continue mopping up despite the burning smell of troll flesh biting at the back of their throats. It is worst for Benni who stands closest to the burning carcasses and ensures they stay lit with his torch.

Isaac is fully engaged at the bottom of the pit with W1. The Paladin rolls to avoid some of the cold damage from the winter wolf’s breath before standing up to attack again. W1 lunges at the Paladin as he stands but misses (Hit AC 19) and is then slashed by Isaac’s blade and drops dead at the paladin’s feet. Eadric narrowly misses the Paladin with his crossbow bolt which drives into the bottom of the pit (firing into melee comes with a -4 Atk penalty so missed W1) Beatrix flies over the pit but her lance cannot reach the bottom of the 30 foot hole and its tight confines prevent her from flying in. The pit is 10x10 ft

Makis continues his dialogue with the captured troll, emphasizing the bit about not killing humans, elves or dwarves. The ice troll finally regains his sight and gets a clear view of the danger he is in. ”Yeah, yeah! No humans, no elves no dwarves. What do you want to know? he replies in giant.

Snark tours the sky over the gap on Herb Alpert and voices his opinion about trolls being anything but trolls before offering to dismiss the pit. Urist adds her thoughts to the discussion, arguing against killing the troll.

“Benni” AC 31/18/30 CMD 24. HP 36/ 63 Onesimos (SteveK) 
Wednesday October 23rd, 2024 6:48:05 AM

Benni's senses are assaulted by burning Ice Troll, but he keeps on his mission. "Don't forget the centaurs. You may as well just say settlements or travelers, just to include all good peoples."

"I think Flower would understand if the Ice Troll is unrepentant. Killing even a prisoner who will not stop wicked ways will only create more hatred and suffering. If he won't change, I would kill him, even though my heart would be sad."


Makis the Lucky (AC 13/13/10, CMD 16. HP 71/78) (Harry) 
Wednesday October 23rd, 2024 9:00:18 AM

ooc: I am not sure Create Pit is Dismissible Snark...

Makis continues his dialogue with the Troll and with a quick look at Snark amends. Also promise not to hurt hailings and gnomes. And we want to know what happened to a group of Dwarves that were at their mining camp and are now missing. Where are they and why were they taken?

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Wednesday October 23rd, 2024 11:02:18 AM

Beatrix may not be able to go down the hole, but she can certainly look down and scold the foolish paladin like she would a naughty child. "Isaac Harker! Why on earth would you do a fool thing like jumping in a hole with a monster? Most our team could easily just shoot it from up here, you had no business risking yourself trying to jump on it's fool head. You're lucky you didn't break a leg from the fall alone! Before we fish you out I want you to promise me you won't do this ever again!"

She does all this turned sideways in the air so she can glare down straight at him with her hands on her hips.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP 
Wednesday October 23rd, 2024 2:12:42 PM

Eadric looks down in the hole at Isaac and gives a sympathetic smile as he listens to Beatrix's beratement of the paladin. Putting his weapons away, he strolls back to the group interrogating the ice troll. he waits for the answer to Makis' question, taking stock of the situation around him.

Isaac Harker (Justin M) HP72/91 AC27/ T13 / FF23  4d6=11 ;
Wednesday October 23rd, 2024 3:31:43 PM

Isaac now in a magic hole with no real way out leans against the side waiting for it to be dispelled so he can get to the surface without climbing.
Isaac laughs at Beatrix's scolding, "Yes, Beatrix, I know, but in the heat of the moment I wanted to try and take the beast out. I'm sorry and promise not to jump down holes without a good reason again. If you wanted to snipe the creature, you all should have spoken up a bit quicker."

A lay on hands since I didn't roll it last time:11

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 68/78 
Wednesday October 23rd, 2024 5:39:18 PM

Snark realizes Makis is right - he cannot dismiss the pit he created. "Sit tight Isaac, that pit will be gone real soon. And Bea, that's pretty funny - you berating someone for recklessly jumping into battle. Good one!"

(Pit will be gone in 2 rounds.)

"Well, I guess information that leads us to get the centaurs and trolls back is worth letting a troll go."

The little gnome has Herb touch down near the troll. Yikes! These things look a lot bigger up close. And they smell a lot worse! Ugh.

He turns to the great troll before him and says in the Giant language, "Awright Grendel, yer life's kinda hanging by a thread right now.

"Seems that you been capturing folks. We're looking for some centaurs and some dwarves that was taken. Who's in charge of this? What kind a' creatures are we gonna face trying to get them back? Any more traps like those bear traps and that pit? And like my pal Makis said, where are they and why're you doing this? What are you doing with these captives?

"Spill it - tell us all of what's going on or we bar-b-que you right here and have done with it. You agree to stop attacking and eating intelligent folk and we let you go."


He moves the Flaming Sphere closer to make his point.

DM Bob & Carla - ”And No Gnomes or Halflings Either!” 
Wednesday October 23rd, 2024 11:17:05 PM

Beatrix chides Isaac for his foolhardiness while Eadric silently sympathizes with the paladin’s plight. Isaac can only wait until the pit spell runs it’s course.

Snark joins Makis in interrogating the captured troll and elaborates on the list of dietary restrictions as well as the questions themselves while Benni continues the dirty work and expounds on Flower’s perspective of what might be the necessary demise of their captive.

The troll is rocked by the barrage of new restrictions and questions. Clearly not a scientist or philosopher, the troll tries to work through things in a deliberate fashion. ”So…no humans, no elves, no dwarves, no gnomes, no halflings, no centaurs. Yes? I will go free to mountains?” If there are reassuring nods he will continue.

”Drayma gives us orders. Dwarves and centaurs yes, but not together. Maybe Korn’s band knows about other dwarves. We caught dwarves and elves and others but none from a mine. All prisoners go to the pens. Traps? There are always traps. There are trolls and wolves at the pens. We catch prisoners and Fendhor comes for them later. He takes them away. I don’t know why? I go free now? Yes?”

Urist (AC24, HP48of82) (Cayzle) 
Thursday October 24th, 2024 12:20:13 AM

Urist whispers, "Ask him the way to go, right? And make sure he does not go back and give a warning."

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d6=1 ; d6=6 ; d6=1 ; d6=2 ; d6=4 ; d6=3 ; d6=5 ; d8=1 d8=7 d8=5 d8=8 d8=6 d8=8 d8=5
Thursday October 24th, 2024 7:32:21 AM

Benni hopes his task is done soon as he listens in on the conversations. The elf has to chortle at Isaac, Beatrix, and especially Snark: the gnome really knew how to land a verbal dart!

Finally, the cleric comes to the interrogation circle with everyone there, and asks for some clarification. "We are going to the pens, so it would be good for you not to go back there. Drayma was the woman troll who used magic? And what does Korn and Fendor look like? I will heal you before you go to prove we are better friends than enemies."

With everyone in the circle, Benni will channel energy to heal those that need it. Beatrix and Urist look like they need more, so Benni spontaneously casts a Cure Serious Wounds on each of them.

...........
Channel Energy; 20 healing to everyone
Spontaneous CSW over Dispel Magic; 29hp to Beatrix
Spontaneous CSW over Wind Wall; 28hp to Urist

Abilities:
Channel 5/7, 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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): **Prayer(D), Invisibility Purge, **Wind Wall, Daylight, **Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, **Order's Wrath, **Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Thursday October 24th, 2024 9:05:18 AM

Well if the spell ends in a few seconds Beatrix will go stand guard over the troll in case things somehow go wrong there.

Urist (AC24, HP82of82) (Cayzle) 
Thursday October 24th, 2024 12:47:19 PM

All cured up, Urist bows and thanks Benni.

Isaac Harker (Justin M) HP72/91 AC27/ T13 / FF23 
Thursday October 24th, 2024 6:57:23 PM

Isaac looks over the dead wolf, He looks over the neck, to see if there was any collar on the creature. He doesn't try and get out, he knows eventually the hole will disappear.

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 68/78  d20+8=14 ; d20+10=26 ;
Thursday October 24th, 2024 8:14:41 PM

Snark is glad to see his pit rise up, putting Isaac and the dead wolf back on solid ground. About this time his Flaming Sphere ends as well.

He turns back to the Troll, adding to Benni's questions in Giant.

"That woman that was giving you orders sure bailed on you guys fast and left you for dead. But you're not dead. Do you think she went back to report to Korn? Are Korn or Fendhor trolls? If not, what are they? How can we find these pens you metion? Is there a standard watch point or ambush point on the way back we should be aware of? What sort of traps should we look for?"

He tries to preditct the weather for the next 24 hours, worried snow may make following a trail harder. (Survival 8)

As the Troll describes the route to the pen and any ambush points, Snark will sketch a rough map and ask specific questions about geographic points to make sure we don't get lost. He shows the map to the Troll. (Geography 26)

DM Bob & Carla - ”Directions” 
Thursday October 24th, 2024 9:55:57 PM

The pit spell finally ends and Isaac rises back to the surface along with the dead winter wolf. All that remains is a tattered carcass, no collar or other gear.

With all the heroes now gathered around the last troll, Benni channels energy, healing all, including the troll, and under the watchful eyes of Urist and Beatrix the questioning continues.

The troll does his best to answer each question. ”Korn is big, even for an ice troll, and he is mean! Has a scar running across one eye and cheek. Fendhor is just as big, but he is a frost giant. You can’t miss him if he is there. Got one arm all torn up and crippled like. Pretty sure that Drayma went back to tell ‘em what happened here. The pens are one day travel from here, maybe two for the little ones. Keep following the sun to the west and keep the big mountains to the south and the river to the north. It’s a rough trail but when you see the bears teeth you are close.” The troll uses his hand to draw a quick map in the snow and a representation of three jagged peaks that rise up above the other mountains. ”The pens are in a gully. There are always trolls on patrol with their wolves. Probably some trip wires and net traps as well, just in case anyone tries to escape.”. The troll looks nods enthusiastically at Snark’s rendition of a map and then anxiously from hero to hero, ”I go free now? Yes?”

It’s getting dark.

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+14=16 ;
Friday October 25th, 2024 6:53:37 AM

Benni is satisfied by the answers, even though he can't catch a hunch from the Ice Troll's manner. And since he can't talk to it, he just nods at Makis and Snark who can, and suggests they let the troll leave first before looting the bodies, and then move a bit away from the battle before pitching camp.

....
Sense Motive: 16

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Friday October 25th, 2024 9:10:51 AM

Beatrix is ready to let him go and bed down for the night.

Isaac Harker (Justin M) HP91/91 AC27/ T13 / FF23 
Friday October 25th, 2024 5:28:23 PM

Isaac looks at the trolls drawing and asks the Troll "Bears teeth that a bunch of rocks or the mouth of the cave?"
Isaac looks over to Snark " I think we should find a place to camp soon can't do a raid in the middle of the night."

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Sunday October 27th, 2024 8:09:26 PM

After the creature answers Isaac's question Makis agrees. Yes free. But do not go back to the pens. If we see you again we will fight and we will not be so generous. he warns.

DM Bob & Carla - ”Directions” 
Sunday October 27th, 2024 9:10:10 PM

The troll points back at his crude depiction in the snow. ”The bears teeth…three sharp-toothed rocky peaks standing taller than the rest. You will know them when you see them.”. The troll lumbers off into the snowy night ”No going to the pens, no humans, no dwarves no elves, no halflings, no gnomes, no centaurs. Yes! Yes! I go free now!. For those that understand giant it seems as if he is reminding himself rather than complaining about the restrictions.

The consensus seems to be to camp for the night. But where? And what precautions will you take.

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+8=15 ; d20+15=23 ;
Sunday October 27th, 2024 11:35:48 PM

Once the troll is gone, Snark says, "Yikes. More ice trolls and winter wolves. Add to that, a extra big troll and a Frost Giant! This group was tough. We'll need some good scouting and some good tactics to take on a bigger group. Any thoughts?"

Snark will use the remaining minutes of the Fly spell cast on Herb to scope out a good place to camp. (Survival 15) While he's up there, he looks in the direction of where the trolls are supposed to be, looking for signs of cleared trees or smoke. (Perception 23) He also looks for a water source nearby.

Once we find a good, secure spot to camp and are ready to rest, Snark will use the last charge of his Extend Metamagic Rod and a pearl to cast Mage Armor on himself. Then he will create a Tiny Hut that will last for 9 hours to keep us warm. It is opaque and white from the outside, though transparent from within.

As we rest, he relies on Herb to take his watch since plants don't need to sleep.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Tiny Hut

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): Summon Monster IV (C), Dimension Door, Wall of Fire*, Resilient Sphere
5 (DC21): Summon Monst V (C), Baleful Polymorph*, Cloudkill

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+8=16
Monday October 28th, 2024 6:52:55 AM

Benni nods, "Part of the reason this battle was tough is we knew to expect 'something', but not what that something was. We are better prepared as to 'what', and that should go a long ways in our next encounter with the kidnappers."

The cleric urges a tactical retreat back down the pass and to find a place where a copse of trees and a hillock would give them cover from the trail before camping and putting up the Tiny Hut. Maybe try to cover their tracks. "And be extra careful on our watches tonight. I'm sure the wolves can track us, and if we know what they are, the same is true in reverse!"

"Anyone have ideas to not lead them to us with our own tracks?"


..........
Perception while on Watch: 16 (watch schedule on Heranmar Wolidpedia page)
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

Abilities:
Channel 5/7, 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**, Comprehend Languages, Divine Favor, Sanctuary, Shield of Faith.
2(5+1): Shield Other(D), Resist Energy, Resist Energy, Remove Paralysis, Silence, Sound Burst. 3(4+1): **Prayer(D), Invisibility Purge, **Wind Wall, Daylight, **Dispel Magic.
4(4+1): **Holy Smite(D), **Freedom of Movement, Repel Vermin, **Order's Wrath, **Dimensional Anchor, Open. 5(2+1): Telepathic Bond(D), **Wall of Stone, **Flame Strike.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Monday October 28th, 2024 8:50:31 AM

"Flying leaves no tracks or scent but we can't all do that. I think our best bet is to just bed down quickly nearby - the survivors of the fight will be just as tired as we are so the sooner we sleep the more likely they won't have time to organize some sort of follow up attack."

Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 
Monday October 28th, 2024 12:42:29 PM

Makis will take to the air to help scout for a camping place that might be more protected and harder to find by any searches. Since he can create water at will he is not concerned about a water source.

Tank 10 for a Surviva skill of 20.

He offers to the group. If we plan accordingly I can pre-summon my new guardian and have a few buffs on him and the rest of the melee types. I could also hand out a few Resist Lightning or Cold spells and have my Spectral Hand pre-cast. In this fight I tried to take our a troll with a Polymorph spell but that was an error. They are too resistant to my spells that are resisted by fortitude. Next time I will try to drop a Cone of Fear pr a Confusion on a group of them. So remember that if any act confused do not attack them as that ends the confusion and they lock on you for their attacks. And when we get to these pens,, if time allows let me cast my Arcane eye to scout. 10 minutes to cast and then it can explore for 10 minutes. But it can only see what I can normally see so dark caves will be a problem.



Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 71/83HP  d20+13=22 ;
Monday October 28th, 2024 7:14:36 PM

Eadric agrees with the points made by the others, but has no real input on where/how to set up camp, as he’s never really been out in the wilderness like this before joining the Luck Makers.Regardless of the choice whether to retreat and make camp or to find a spot nearby, during his watch he keeps a vigilant eye out. (perception 22)

Urist (AC24, HP82of82) (Cayzle) 
Monday October 28th, 2024 7:55:06 PM

If we can find a rock outcrop at our campsite, Urist will use Wall of Stone and Stone Shape to make a stone palisade around the camp. [OOC: If you need the exact dimensions, I'll figure it out. My guess is 20 ft on a side and 5 ft high.]

Isaac Harker (Justin M) HP91/91 AC27/ T13 / FF23  d20+8=20 ; d20+3=11 ;
Monday October 28th, 2024 10:22:57 PM

Isaac tries to call upon some of his own training as a guard and solder to plan a counter-attack, "For now we need to come up with someplace that will shelter us from both the cold and the wolves. Maybe some place high they will be unable to reach."

Profession: Soldier:20
Survival:11

DM Bob & Carla - ”Shelter”  d6=3
Monday October 28th, 2024 10:47:01 PM

As the ice troll lumbers out of sight and earshot, Benni kicks through the ashes and embers of the troll remains and spots two hammered iron rings, undamaged from tthe heat of the pyre. Further scouting reveals a cache of ropes, presumably for securing prisoners, and a long plank with an upturned nose that can be dragged across the snow.

Makis takes to the air along with Herb Alpert and scouts for a safe camp site, spotting a small elevated hillock with scattered rock outcroppings that will provide shelter. It is a short distance to the north, back from where they had come. Looking to the southwest a wall of spruce trees is all that can be seen in the growing darkness.

Isaac approves of the proposed camp site and it’s defensibility and Urist sets to work creating some stone battlements and fortifications. Snark calls his Tiny Hut into existence and a comfortable night’s (long) rest is assured for all.

Beatrix is anxious to bed down.

Eadric keeps watch while camp is made. There’s no sign of returning trolls or wolves as night envelopes the camp site - though he does hear a few mournful howls from far, far, away.

Once camp is established, talk turns to meals, watches and strategy for when they find ‘The Pens’, and how to deal with more trolls, wolves and for goodness sake , a frost giant!
*****

In the morning, the party wake to heavy cloud cover, and temperatures below freezing. (Fort Save vs DC 16 (temperature 20deg.F/-7degC) 3 non lethal dmg from cold. add +5 bonus for cold weather gear).

(OOC: Only one Fort save vs natural cold required per day.)


Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78  d20+15=28 ; d20+10=28 ; d20+14=28 ; d20+15=24 ;
Monday October 28th, 2024 11:32:36 PM

(Snark and Herb both make the Fort save.)

Snark is fine until he exits the Tiny Hut. "Brrrrr. Cold this morning, especially since there was cloud cover."

The little gnome wonder what is making things so cold, and if it is unnatural. (Know. Nature 28)

He keeps a sharp eye out for any traps or surprises. (Perception 24). As we get close to where the troll said this encampment is, we slow down to scout the area.

Anyone good a scouting?

---------------------------------
Spells/Effects Running: Extended Mage Armor

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, Wall of Fire
5 (DC21): Cloudkill (C), Baleful Polymorph, Dominate Person

He climbs on to Herb and rides ahead with the others.

Beatrix and Tinkerbell (Mitch) HP 23/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+14=33 ;
Tuesday October 29th, 2024 6:50:25 AM

Beatrix once again proves hardy against the weather (33 fort). She's up and ready to go quickly. "I can try flying up and above the enemy camp to scout, but if they look up I'm pretty noticeable."

“Benni” AC 31/18/30 CMD 24. HP 56/ 63 Onesimos (SteveK)  d20+15=33 ;
Tuesday October 29th, 2024 7:36:38 AM

Benni would like Beatrix or Snark to see if any of the find from the trolls is magical?

-two hammered iron rings
-a cache of ropes
-a long plank with an upturned nose (sled?)

Does anyone think there is any chance of pretending to be Ice Trolls and prisoners to get to the pens?

.............
Fort vs Cold: 33

Isaac Harker (Justin M) HP91/91 AC27/ T13 / FF23  d20+13=29 ;
Tuesday October 29th, 2024 9:07:19 PM

Isaac shakes off the cold, but is at a bit of a loss on how to proceed.
"Until we can find the camp, we won't be able to make a good plan. And with the troll's failed attack yesterday, they would be suspicious of any random Ice troll with a bunch of prisoners. Maybe we could transform a few of us after a group goes out and claim to be returning early, but we would need to see how they process captured prisoners. Do they take everything from them or have a special call to let the guards know they have prisoners, we may need to spy on them."

Urist (AC24, HP82of82) (Cayzle) 
Tuesday October 29th, 2024 10:23:47 PM

Urist thinks about the challenge ahead.

"Are these enemies weak to fire? As a wizard, I can look to cast fire-type spells. Temperature Control is all I have, and that's not much. Snark, you got Wall of Fire and Flaming Sphere, right? Should I try to prep those by borrowing your book?"

Snark Riverstone (MarkB) AC17(21 agianst giants) T13 F15, CMD 15, HP 78/78 
Tuesday October 29th, 2024 10:28:37 PM

Snark will happily lend his spellbook to Urist. He's will also cast Detect Magic on the found items.

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.

Feldor the Cursed!


DM Bob and Carla - ”Feldor the Cursed…Combat Round #1”  d20+10=27 ; d20+30=40 ;
Tuesday December 10th, 2024 10:51:28 PM

From the shelter of his ‘cage’ Onesimos studies the redheaded fellow harnessed to the sled contraption. From his size alone, the cleric can extrapolate that he’s a giant of some sort - but what kind? Knowledge Nature or Local vs DC 15 Highlight to display spoiler: { to identify him as a Taiga Giant.}

Beatrix accepts a potion from Snark and assumes the appearance of shrubbery near the cave opening.

Abandoning his original plan to become one with the shrubbery, Snark instead turns invisible, and has his conjured image of Drayma deliver a prepared script.

Isaac hides behind a tree, preparing himself for combat.

Urist places a few personal spells on herself, then casts haste on her nearest teammates. She is able to target Isaac and Benni from her position. (OOC: placed Urist where she might target the most Luck Makers.)

Makis and Ellashee remain hidden in their respective trees, calmly awaiting the approach of the new arrivals.

The muzzled giant in harness lumbers forward, dragging the heavy sled further into the encampment. Feldor follows. The frost giant is wearing a flowing fur cloak over a chain shirt, and has a whip in one hand. His other arm is scarred and misshapen - yet he manages to hold a large spear in it - if somewhat awkwardly. At his side is a singularly large wolf - larger than any the heroes have previously encountered. Two trolls and a second wolf round out the group.

Feldor frowns at the image created by the greenmage (Will check 27 to disbelieve). Scanning the camp (Perception = 40) he looks for the ‘damage’ described by the false image, and spots Isaac trying to hide behind a tree, and Urist near the pen. He shakes his head, yelling in giant: ”you’ve let the slaves escape! Aaargh! I don’t know who or what you are, but you’re not real!” Summoning the giant wolf, he points his spear towards the encampment and directs his companion in giant ”Ulfar, attack!”

Map

(OOC: combat rounds!)


Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+14=25 ; d20+14=33 ; d20+14=28 ; d20+14=22 ; d20+14=21 ;
Wednesday December 11th, 2024 1:45:53 AM

"Well, that didn't go as planned."

He looks at the creatures here, especially the muzzled giant, trying to figure out what all the giants, trolls, and the monster wolf might be. He especially thinks about what he knows about their strengths and vulnerabilities. (Knowledge Nature 25, 33, 28, 22, 21 - DC to ID monster's strengths and weaknesses is 10+CR)

An invisible Snark begins summoning a creature. Full round action to cast Summon Monster V.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Invisibility (3 min),

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, Glitterdust, Minor Image, Flaming Sphere, Scorching Ray, Scorching Ray
3 (DC19): Summon Monster III (C), Haste, Fly*, Fireball, Major Image
4 (DC20): Dimension Door (C), Resiliant Sphere, Fireball, [open slot]
5 (DC21): Summon Monster V*(C),Persistent Image*, 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 - 1/3 used

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK) 
Wednesday December 11th, 2024 7:57:01 AM

Benni is philosophical: at least Feldor didn't withdraw! A running battle would be the worst for the Luck Makers, at least now they have a chance at attaining their goal!

The cleric uses the relative safety of the cage to begin casting a complicated Summon Monster IV spell. He just hopes he can complete it without interruption!

...............

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 
Wednesday December 11th, 2024 8:15:34 AM

Beatrix drops the tree form and takes to the air (action cast fly, movement to fly up to 60 feet)

Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Wednesday December 11th, 2024 6:40:04 PM

The giants and their minions are suddenly much closer than Makis likes and he decides to act. He needs space and so he calls his familiar to him as he drops his shape change and cast Flying broom before flying to a nearby tree.

___________________________
Spells Cast:
Level 1: 1 of 6+1
Level 2: 1 of 6+1
Level 3: 0 of 5+1
Level 4: 2 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
Flying Broom - 9 hours
Threefold Aspect - 24 hours. Currently using Youth

Isaac Harker (Justin M) HP88/91 AC22/ T12 / FF19 
Wednesday December 11th, 2024 6:40:53 PM

Isaac see's the wolf coming at him and moves over to Beatrix (AB,24) and focuses the wrath of his gods on the wolf (smite on Ulfar) "A wolf that big can't be natural."

Urist (AC25/29 vs giants, HP44of82) (Cayzle)  2d6+9=13 ; 2d6+9=14 ; 2d6+9=21 ; d4=1 ;
Wednesday December 11th, 2024 11:30:18 PM

Urist casts a Wall of Fire, as shown on the map. It catches three enemies in its path. Those three take 2d6+9 damage each, or as Urist rolls it ... 13, 14, and 21 damage. There is no save. The heat of the wall flows towards Urist, towards the "north."

Then Urist flies up 40 ft, still in AC20. She is frustrated with herself that she forgot to get cured after the last fight.

[OOC: Sorry, please ignore d4 misclick.]

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 59/83HP 
Wednesday December 11th, 2024 11:33:03 PM

Hearing the sounds of battle outside, Eadric draws his rapier and charges out. (Moves to AB27.)

DM Bob and Carla - ”Feldor the Cursed…Combat Round #2”  G2 attack d20+26=38 ; dmg 2d6+18=27 ; Ulf cone dmg 6d8=32 ; rounds to recharge d4=3 ; G1 strength d20+10=14 ;
Thursday December 12th, 2024 12:17:33 AM

Things may not have gone the way the Luck Makers planned, but they do have the advantage of surprise. Having previous experience with trolls and winter wolves, the heroes have a pretty good idea what Feldor’s minions are about! The ice troll wardens are robust (AC 24) and able to regenerate from wounds caused by most natural weapons - however they are vulnerable to fire. The winter wolf (AC 17) is also vulnerable to fire. Feldor’s wolf Ulfra is a larger version of the ones previously encountered by the party, so it can be assumed that she will be harder to hit, but vulnerable to the same sorts of things.

The greenmage knows all these things, however the two giants are new additions to the equation. Feldor is surely a frost giant, though small for the type, and according to the troll-turned-informant, what he lacks in physical presence, he makes up for in meanness. Regardless, he is very strong, fearless, and can be stealthy (though not in this case!) Immune to cold, frost giants are vulnerable to fire. The redheaded giant is taller than the frost giant, of lanky build like a youth, and doesn’t appear to be adept at handling the cold. He actually doesn’t appear to be native to the area, maybe a Taiga giant? But they are tribal nomads that hunt big game inland or large sea mammals on the coast. They tend to be spiritual, and hate slavers. What is he doing with this group?

Snark begins summoning a monster.
Onesimos begins summoning a monster
Beatrix takes flight
Makis is spooked by the new arrivals. He collects Ellashee and changes trees
Isaac moves to a position closer to the centaur 60ft overhead, and prepares to smite
Urist creates a wall of fire that catches three of the enemy, then flies away
Eadric makes an appearance after charging out from inside the cave

Vulnerable to the flames and heat from the troubadour’s fiery wall, the trolls and Feldor take a deal of damage before scrambling with all speed to escape the licking flames.

With hate filled eyes, Feldor targets the human exiting the cave and launches his javelin at Eadric (Hit AC 38, for 27 dmg).

Feldor’s pet (Ulfar) advances towards Isaac and blasts him with a cone of cold (for 32 pts cold dmg., Ref save vs 19 for half dmg.)

The smaller wolf lopes towards Urist frustrated at its inability to reach the dwarf as she flies beyond its reach.

G1 grunts as he strains against the traces binding him to the heavy sled contraption, but is unable to break free.

Map

(OOC: per earlier posts and e-mail sent Sunday, everyone experienced a long rest so should be at full HP going into combat - with the exception of any cold dmg if morning Fort save was failed, or any dmg taken this round. Please update header accordingly! - DM Carla)



Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+22=39 ; 3d6+12=24 ;
Thursday December 12th, 2024 2:15:09 AM

Completing his spell, the gnome summons a celestial Ankylosaurus (AC 22, HP 95.) The huge dinosaur activates Smite Evil as it attacks Ulfgar with its massive tail, hitting AC 39 for 36 damage. In addition, Ulfgar must make a DC 23 Fort save or be dazed for one round.

Snark looks across the battlefield and sees his chance. He cast Glitterdust. The 10' radius spread catches T1, T2 and G2. In addition to looking like disco balls, they must each make a DC 19 Will save or be blinded.

Then Snark climbs onto Herb.

(Snark has a +4 dodge bonus to AC against giants.)
---------------------------------
Spells/Effects Running: Extended Mage Armor, Glitterdust (9 rounds), Summoned Ankylosaurus (13 rounds), Fly (Herb)

Beatrix and Tinkerbell (Mitch) HP 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=31 ; d8=5 ; d8=7 ; d8=6 ;
Thursday December 12th, 2024 9:23:07 AM

Now in the air Beatrix begins her aerial assault. 31 to hit on Ulfar, 42 damage. This does draw an AoO from him as she moves through the threat range over his head (pretty sure I've mentioned that before but her targets kept dying)

Isaac Harker (Justin M) HP75/91 AC22/ T12 / FF19  d20+11=28 ; d20+20=40 ; d20+20=26 ; d8+9=14 ; d6=4 ;
Thursday December 12th, 2024 5:30:00 PM

Isaac Is able to evade the worst of the cold from the beasts' breath.
Reflex(28)
Isaac moves closer to Ulfar (AA,23) and slashes at the overgrown wolf with his sword cutting deep into the wolfs shoulder.
Attack:40! Confirmation attack:26
Damage14+4 fire=18 total 32 if crit

Ongoing effects
Bull's strength: new str 20
Divine bond +2 and flaming: Sword is now a +4 flaming longsword
Flanking wolf :+2 attack


Makis the Lucky (AC 22/13/19, CMD 16. HP 69/78+10 temps) (Harry) 
Thursday December 12th, 2024 6:01:13 PM

Makis casts his spectral hand (standard action), activates his dormant barkskin (free a action for +4 to his Natural Armor), and then spends a hero point to cast a Barkskin on Isaac using that spectral hand. He then flies to a safer tree.

ooc: +4 Natural Armor for Isaac for 90 minutes.

___________________________
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: 0 of 2+1

Spells on with durations:
Spectral Hand - 9 minutes
Rose's Temperature Control on Ellashee - 24 hours
Barkskin AC +4 Natural Armor - 90 minutes on Makis, but delayed
Barkskin AC +4 Natural Armor on Isaac for 90 minutes
Mage Armor from Snark - 18 hours
Flying Broom - 9 hours
Threefold Aspect - 24 hours. Currently using Youth

Makis the Lucky (AC 26/13/23, CMD 16. HP 78/78) (Harry) 
Thursday December 12th, 2024 6:03:02 PM

ooc: Updated hit points and AC in header

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 56/83HP  d20+19=28 ; 2d6+11=18 ;
Thursday December 12th, 2024 9:50:24 PM

(Eadric moved more than 5 feet last round, so he had 20% concealment from that ranged attack. My bad. Updated health on header as well.)

Taking the hit from the javelin, he continues to rush at Feldor, taking a vital strike. (28 to hit, 18 damage.)

(Since he moved more than 5 feet, he has 20% concealment from ranged attacks.)

Urist (AC25/29 vs giants, HP44of82) (Cayzle)  2d6+9=18 ; 2d6+9=17 ; 2d6+9=19 ; 2d6+9=13 ;
Thursday December 12th, 2024 11:24:16 PM


Urtist shouts, "Fire in the hole!" and casts a second Wall of Fire. Looks to her like she can catch four enemies in the wall. This time she directs the heat away from the party, towards the southwest, so as not to burn her friends.

Damage to T1, T2, G1, and G2: 18, 17, 19, and 13.

She laughs and says, "If you can't take heat, stay out of the adventure!"



DM Bob and Carla - ”Feldor the Cursed…Combat Round #3”  Troll save d20+3=19 troll save d20+3=21 Feldor save d20+10=17, fail G1 strength d20+10=14 Feldor’s attacks d20+23=24 d20+18=24 d20+13=16 T1 attack d20+12=29 d8+6=14 T2 attack d20+14=16 Wolf 6d6(5+3+5+6+4+2)=25 recharge d4=4
Thursday December 12th, 2024 11:46:08 PM

A large armoured dinosaur makes it’s appearance at Snark’s behest and swipes Ulfra mightily with it’s tail while the blue haired gnome causes a well placed glitter bomb to explode amidst the enemy. The two trolls are able to clear the glitter from their eyes, however Feldor is blinded!

Beatrix makes a successful assault on Feldor’s creature and gets lucky, when Isaac delivers the critical blow that terminates the magical creature’s existence. Ulfra is dead!

Makis summons a magical delivery service, and while his spectral hand makes it’s first delivery to the paladin - the Bloodwitch moves to another tree.

Engaging with the blinded frost giant, Eadric is able to penetrate Feldor’s defences, and draws the giant’s blood! Had it not been blinded, it would not have been so easy to hit!

Urist creates another line of fire. This time she catches the two trolls, Feldor, and the muzzled giant bound and harnessed to the sled contraption. (OOC: can’t find wall of fire listed on Urist’s lists of spells. Am I missing something?-DM Carla)

Those affected by the wall of flame make every attempt to escape its confines. As the muzzled giant strains against the now burning harness, he breaks free - leaving the sled with the cage-like contraption behind. Once beyond the wall of flames, he shakes his great head from side to side and claws at the muzzle bound ‘round his head.

Blinded, Feldor attempts to move forward, only to bump into the fighter in his path. With the flames licking at his hide he roars in frustration and lashes out wildly, missing Eadric all three times.

T1 swings at the red ‘F’ (hits AC 29 for 14 dmg) (OOC: not sure what this is? Benni’s summoned monster? Did a post not ‘take’?- DM Carla)

T2 swings at Eadric and misses

W1 moves forward towards the Ankylosaurus and breathes a cone of cold in it’s direction (25 pts dmg, Fort vs DC 17 for half dmg)

Map


“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK)  d20+7=17 ; d6=2 ; 9d6=30 ; d20+7=27 ; d6=1 ; d20+7=12 ;
Friday December 13th, 2024 7:12:13 AM

(ooc: what happened to my post?? Well, since the rolls are still sitting here, I must not have hit 'Submit'. Argh!)
..............

(Last Round): Benni summons a Fire Elemental that misses its attack (AC17) and in turn is struck by an Ice Troll. The cleric scampers out of the cage to get closer to the action.

(This Round): The fire elemental is able to strike the Ice Troll, but not critically. Benni stands his ground and casts a Flame Strike to engulf Ulfar and Troll 1! "Subdue Feldor, don't kill him! We need answers!", the elf shouts to his friends.

..............
Medium Fire Elemental AC 17; HP 16/30; Saves 7/6/1; Attack +7 Dam 1d6+1 +Burn Fort DC14 or 1d6/round

Flame Strike at Point X,Y/19,20 hits Troll 1 and Ulfar. 15 fire and 15 holy damage, Reflex Dc 19 for 7 fire and 15 holy

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 76/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=30 ; d8=6 ; d8=3 ; d8=6 ;
Friday December 13th, 2024 8:04:18 AM

Beratrix will dive bomb G2 this time. One of these days some monster will grab her out of the air and slam her into the ground and it will end very badly, but it hasn't happened yet! Tally ho!

30 to hit, 29 damage.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Friday December 13th, 2024 11:53:58 AM

Snark sees Beatrix starting her charge against G2 and yells, "NO BEA! That giant is a slave too. See that muzzle? See how he was forced to pull that cage? He's not attacking - let's keep it that way!"

(OOC: G2 is Feldor, the ice giant. Bea’s okay!! - DM Carla)

Makis the Lucky (AC 26/13/23, CMD 16. HP 78/78) (Harry) 
Friday December 13th, 2024 11:59:12 AM

Makis sees the second wall of fire go up and burn the giant feathered to the sled. He calls out Try not to hurt that giant tied to the sled. He is a prisoner and could be an ally. I bet he would even herp us fight if we could free him.

He then moves a little closer and casts Deep Slumber on W1. ooc: DC 20 Will save or sleep.

Urist (AC25/29 vs giants, HP44of82) (Cayzle) 
Friday December 13th, 2024 4:01:48 PM

Urist casts Glitterdust to blind T1 and W1. Will save DC16 to resist.

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 (2 rounds), Glitterdust

NOTE: Used my wizard spell pick on the Fabricate.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 56/83HP  d20+19=21 ; d3=3 ; d20+19=22 ; d6+11=15 ; d6+11=15 ;
Friday December 13th, 2024 10:47:08 PM

Eadric full attacks Feldor, taking two stabs at the icy giant! He's attempting to avoid vital areas, to not outright kill the giant so he can be questioned about his involvement with the camps. (21 & 22 to hit for 15 & 15 damage.)

Isaac Harker (Justin M) HP85/91 AC22/ T12 / FF19  3d6=10 ;
Friday December 13th, 2024 11:18:00 PM

Isaac moves as far as he can to engage in battle with the troll and focuses his smite on the creature. He heals some of freezer burns from the wolfs breath.
Move AA 26
Action smite mark the troll
Swift lay on hands isaac 10hp
Ongoing effects
Bull's strength: new str 20
Divine bond +2 and flaming: Sword is now a +4 flaming longsword
Bark skin armor is now AC26/ T12 / FF23

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+7=10 ; d20+16=32 ; 3d6+14=25 ; 3d6=12 ;
Sunday December 15th, 2024 3:20:53 AM

The Ankylosaurus fails his reflex save against the Winter Wolf and takes 25 points of damage. Then he attack the wolf, hitting AC 32 for 25 points of damage. In addition, the wolf must make a DC 23 Fort save or be dazed for one round.

Snark has Herb make a double move across the battlefield. He cast Flaming Sphere on T1. This does 12 points of fire damage to T1, DC 18 Reflex save negates.

Then he says in giantish, "Hey Mr. Taiga giant. What's your name? We got no quarrel with you. We're just trying to stop these slavers, and it looks like you're enslaved too. Would you like us to get that muzzle off you and let you go?"

---------------------------------
Spells/Effects Running: Extended Mage Armor, Glitterdust (Feldor 8 rounds), Summoned Ankylosaurus (12 rounds), Fly (Herb), Burning Sphere (9 rounds)

DM Bob & Carla - ”Fee-fi-fo-fum…”  T1 ref d20+10=13 ; T1 will d20+3=21 ; W1 will d20+3=10 ; W1 Fort d20+9=21 ; T1 ref d20+10=16 ; Feldor Will d20+10=21 ; Feldhor Atk d20+24=44 ; d20+24=44 ; Feldhor dmg d8+12=14 ; d8+12=20 ; Taiga Atk d20+19=20 ; d20+15=30 ; d8=5 ; taiga dmg d8+12=17 ; T1 atk d20+14=31 d20+14=15 d20+14=18 T1 bite d8+6=10 w1 vs slumber d20+3=8 Feldor AoO d20+24=25 %Miss d100=8 Dmg d8+12=19
Sunday December 15th, 2024 9:29:49 PM

The battle continues as fire walls force combatants closer together. Benni’s fire elemental misses it’s attack on T1 but the cleric calls a flame strike from the heavens and engulfs W1 and T1. They are is swallowed by the flames and light and cannot evade the effects. (OOC: assuming Benni attacked W1 since Ulfar, Feldor’s wolf, was killed last round - DM)

Beatrix swoops down once again, striking Feldor for 29 hp. The blinded giant flails out in defence hitting the centaur with an AoO (Hit AC 25 for 19 hp passed 50% miss chance)

Urist casts Glitterdust on W1 and T1 enveloping them both. Only T1 manages to fight off the effect. The winter wolf howls in dismay at its sudden blindness, and then slumps to the ground in a deep sleep after Makis’ spell takes effect.

Eadric swings twice at the blinded giant, Feldhor, missing both times, while Isaac readies to smite T2.

Snark’s dinosaur is barely slowed by the icy blast it received and hits a crushing blow on W1 with its tail. The blinded and sleeping wolf is stunned by the impact. Simultaneously the blue-haired gnome sends a flaming sphere rolling over T1. The beleaguered troll is unable to evade it.

Feldhor squirms in pain as the flame wall burns him again. He tries to focus his eyes and his vision returns. He moves forward, sidestepping Eadric and takes a swing at the swordsman slamming him with a huge fist (Slam hits AC 44 Crit confirmed for 34 hp)

G1, the taiga giant, now free from the sled, roars from beneath the muzzle and attacks T2 with a rage built up over weeks of enslavement. It’s first slam misses but the second swing connects firmly on T2 for 17 hp.

T1 steps out of the ball of flame and attacks the fire elemental , hitting it for 10hp

Map



Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+22=34 ; 3d6+14=27 ; 3d6=5 ; d20+8=26 ; d6+4=10 ;
Monday December 16th, 2024 12:32:14 AM

Snark points at Feldhor, directing the Ankylosaurus to whomp on the Giant, which it does. It hits AC 36 for 27 points of damage, and Feldhor must make a DC 23 Fort save or be dazed for one round.

He directs (move action) his Burning Sphere to land on T1, inflicting 5 points of fire damage to T1, DC 18 Reflex save negates.

He has the flying plant move. Nearer the Taiga Giant, the little greenmage flashes two thumb-up at the muzzled giant as he says in giantish, "Go get 'em Taiger!" Then he lobs a blob of acid at T2, hitting touch AC 26 for 10 points of acid damage, and hopefully stopping the troll's regeneration for a round.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Summoned Ankylosaurus (11 rounds), Fly (Herb), Burning Sphere (8 rounds)

Beatrix and Tinkerbell (Mitch) HP 55/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=22 ; d8=3 ; d8=7 ; d8=5 ;
Monday December 16th, 2024 8:32:13 AM

Ow. That hurt, and the enslaved giant looks like he could use a hand so Beatrix goes for T2. 22 to hit, 39 damage.

“Benni” AC 25/11/24 CMD 24. HP 52/ 63 Onesimos (SteveK)  d6=3 ; d6=3 ; d6=3 ; d6=5 ; d6=6 ; d6=6 ;
Monday December 16th, 2024 12:07:54 PM

Benni closes closer, and channels healing energy to his allies within 30’, including the Taiga Giant!

….
Move to. AD,26
Channel Selective Energy. 26 healing

Abilities:
Channel 5/7, 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 26/13/23, CMD 16. HP 78/78) (Harry) 
Monday December 16th, 2024 3:18:45 PM

Makis sends Ellashee on a secret mission. The tiny dragon flies down and around the cage, taking some cover behind it as she begins to communicate telepathically with the taiga giant. I am Ellashee and I am a friend. I can bring healing if you are wounded. You can talk with me through your thoughts and I can let the rest of my friends know what you tel me.

Meanwhile Makis casts Barkskin and uses his Spectral hand to deliver it to Beatrix. ooc: +4 to Natural Armor for 90 minutes.

___________________________
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: 0 of 2+1

Spells on with durations:
Spectral Hand - 9 minutes
Rose's Temperature Control on Ellashee - 24 hours
Barkskin AC +4 Natural Armor - 90 minutes on Makis, but delayed
Barkskin AC +4 Natural Armor on Isaac for 90 minutes
Barkskin AC +4 Natural Armor on Beatrix for 90 minutes
Mage Armor from Snark - 18 hours
Flying Broom - 9 hours
Threefold Aspect - 24 hours. Currently using Youth
Deep Slumber on W1, but I suspect it woke up when slammed by the dino.

Urist (AC25/29 vs giants, HP44of82) (Cayzle)  4d4+4=10 ;
Monday December 16th, 2024 8:57:58 PM

Urist takes out a handmade scroll of CL7 magic missile and reads it. T2 takes 10 damage.

Isaac Harker (Justin M) HP85/91 AC26/ T12 / FF23  d20+22=30 ; d8+18=26 ; d6=2 ;
Monday December 16th, 2024 8:58:14 PM

Isaac moves up next to Troll 2 (AA,27) now engaged in battle with the giant, Isaac attacks the distracted troll with a slash to it's side
Attack:30
Damage:26+2 fire damage=28 damage total
Ongoing effects:
Smite on troll2 +4 attack +9 damage
Bull's strength: new STR 20
Divine bond +2 and flaming: Sword is now a +4 flaming long sword
Bark skin armor is now AC26/ T12 / FF23

DM Bob & Carla - ”Fee-fi-fo-fum…”  W1 save vs slumber d20+3=17 ; T1 ref vs sphere d20+10=14 ; Feldor Fort vs stunned d20+19=29 ; Feldor AoO on Beatrix d20+24=39 d8+12=20 Feldor Atk on Isaac d20+24=42 d20+19=27 d20+14=15 d8+12=18 d8+12=14 Thuri Atk on Feldor d20+19=34 d20+14=26 d20+9=12 2d6(6+5)+15=26
Monday December 16th, 2024 10:34:41 PM

The encampment so recently tidied up is once again a mess of burning fires, carcasses and blood. Combatants attack and defend in a deadly dance to the death.

Snark rides aloft on Herb Alpert, commanding his assets on the field. The gnome directs the Anklyosorous to attack Feldor, and it delivers a crushing blow with its tail. The sphere pursues T1, burning the troll and with some encouragement to the taiga giant, the wizard lobs acid down on T2 causing its skin to blister and peel.

Beatrix also turns her attention to T2 and drives her lance into the enraged creature (I am assuming she flanked with the taiga Giant otherwise a miss)

Urist and Isaac team up with their companions in an attempt to overrun T2. Isaac slashes the troll with his flaming sword while the dwarf sends a volley of magic missiles at T2 for good measure.

Benni sends a wave of healing energy to his companions, including the taiga giant and Makis sends his pseudodragon to liaise with the their new co-combatant and then directs his own attention to casting Barkskin on the centaur.

W1 continues to lay asleep and badly wounded,. T1 is unable to avoid the sphere and staggers away, bleeding, bruised and burnt almost beyond recognition. T2 drops dead at the feet of his many attackers, unable to regenerate his body continues to burn after being set alight by Isaac’s sword.

The battle is not over, for Feldor still stands, roaring instructions in Giant. He manages to keep his feet and his wits after the dinosaur’s attack and swipes at Beatrix with a massive fist as she flys by to attack T2, striking the centaur for 20 hp. He then turns his attention on the Paladin hitting AC
42 and 27 for 18 and 14 hp.

Eadric swings twice at Feldor, narrowly missing with both strikes. (OOC: posted simultaneously with DM. Eadric’s actions per post below taken into account. -DM Bob)

The taiga giant takes a moment to respond to the telepathic voice in his head, ”I am Thuri. They have my sister. I must free her after killing this one!” He then picks up two large boulders and attacks Feldhor in a primal rage unseen by any in the party before. He strikes the frost giant with one rock, shattering it in the process, but the other attack is not powerful enough to penetrate Feldhor armoured body. (Thuri hits AC 34 for 26hp).

T1 AC = 24, 10 hp left
W1 AC = 17, 2 hp left
Feldor AC = 30

Map


Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 82/83HP  d20+19=28 ; d20+15=22 ; d6+11=17 ; d6+11=17 ;
Monday December 16th, 2024 10:52:33 PM

Reinvigorated by the heal from Benni, Eadric lets out a shout and continues trying to incapacitate Feldor. (28, 22 to hit for 17, 17 damage.)

(OOC: posted simultaneously with DM. Actions taken into consideration in DM post above. - DM Carla)

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+18=29 ; 3d6=10 ; d4+1=3 ; 4d4+4=14 ;
Tuesday December 17th, 2024 1:19:26 AM

The Ankylosaurus continues to attack Feldhor. Flanking with Isaac, the beast hits AC 29, barely missing the giant.

Snark moves the Burning Sphere into the troll's space. 10 points of fire damage to T1, DC 18 Reflex save negates.

Herb moves. Snark can see the wolf is badly injured. He casts Magic Missile, directing one missile to the prone wolf, and the other to the troll. The wolf takes 3 points of force damage and the troll takes 14.

---------------------------------
Spells/Effects Running: Extended Mage Armor, Summoned Ankylosaurus (10 rounds), Fly (Herb), Burning Sphere (7 rounds)

“Benni” AC 25/11/24 CMD 24. HP 63/ 63 Onesimos (SteveK)  d6=2 ; d20=10 ; d6=6 ; d6=6 ; d6=1 ; d6=5 ; d6=6 ;
Tuesday December 17th, 2024 7:46:31 AM

Benni delays to assess all the information and actions that are taking place around the battlefield. Assuming Makis relays what he found out about the Taiga Giant, the cleric shouts for his friends to hear.

"New Plan! Send Feldor to meet Gargul who will judge his actions from life. Thuri the Taiga Giant can provide us the necessary information!"

With the new plan, the elf thinks, the key is keeping Thuri alive until they find the prisoners. He stays where he is, Readying a Channel Energy of healing in case the taiga giant is hurt.
..............
Delay, then Readied Action. Channel Energy only if Thuri is hurt again. (25 healing to all allies within 30')

Abilities:
Channel 5/7, 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 35/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=6 ; d20=3 ;
Tuesday December 17th, 2024 8:42:25 AM

(I don't think she can flank doing her dives? She's opposite, but also doesn't land so 'direct opposite' would be 5 feet under ground. If ignoring that then yeah, she gets flanking. She specifically doesn't land to keep from drawing AoOs from all the bad guys in the general area , attacking diagonally and going up at a sharp angle to be 5 feet only at the point of interception)

Beatrix will look around. Everything seems to be down but Feldor, and she's low enough she can't risk more AoOs from him. She'll fly down to land for the moment. (Been forgetting my fly checks... 21 and 18 for maneuvers last round and this round)

Makis the Lucky (AC 26/13/23, CMD 16. HP 78/78) (Harry)  d20+9=14 ;
Tuesday December 17th, 2024 12:15:56 PM

Ellashee communicates her conversation to all the party within here 60' range and reassures Thuri that the party wants to help recover his sister. These giants hold other slaves as well. We would work with you to free all their slaves.

Makis uses his Spectral hand to attempt to deliver Bestow Curse onto Feldhor, using his Focused Curse ability to increase the saving throw my 1. ooc: Touch Attack of 14. If that hits DC 22 will save or each turn, the target has a 50% chance to act normally; otherwise, it takes no action. If the touch misses Makis will hold the charge of the spell.

Makis the Lucky (AC 26/13/23, CMD 16. HP 78/78) (Harry) 
Tuesday December 17th, 2024 12:19:20 PM

After casting of his spell. Makis flies 60' to be closer to his familiar. Ellashee then joins him.

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

Spells on with durations:
Spectral Hand - 9 minutes
Rose's Temperature Control on Ellashee - 24 hours
Barkskin AC +4 Natural Armor - 90 minutes on Makis, but delayed
Barkskin AC +4 Natural Armor on Isaac for 90 minutes
Barkskin AC +4 Natural Armor on Beatrix for 90 minutes
Mage Armor from Snark - 18 hours
Flying Broom - 9 hours
Threefold Aspect - 24 hours. Currently using Youth
Deep Slumber on W1
Bestow Curse on Feldhor, if the touch missed it is still a held spell


Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 82/83HP  d20+19=27 ; d20+19=36 ; d6+11=16 ;
Tuesday December 17th, 2024 10:44:46 PM

Eadric continues striking at Feldor. (27 & 36 to hit for 17 damage)

DM Bob & Carla - ”Feldor the Twice Cursed…Combat Round #6”  T1 ref save vs sphere d20+10=23 ; Feldor save vs curse d20+10=19 ; d20+19=27 ; d20+14=20 ; d20+9=13 ; Feldor % roll d100=92 ;
Tuesday December 17th, 2024 11:38:03 PM

Assured that the Taiga Giant is on their side, the heroes are less worried about subduing Feldor and now are happy to see him off to Gargul.

Snark directs the sphere back towards T1 but the troll dodges aside. He then fires a volley of magic missiles at W1 and T1, killing the prone winter wolf and dropping the troll unconscious to the ground. From his vantage atop Herb Alpert, the gnome can see his summoned dinosaur miss its attack on Feldor.

Benni readies to channel energy to his companions, new and old, should they be in need. The cleric reiterates that Thuri is a friend and knows where the slaves are, making Feldor expendable.

Worried about the state of her injuries, Beatrix refrains from further attacks against Feldor and lands in a safe spot.

Makis uses his spectral hand to deliver a curse on Feldor. The hand reaches out, touching the Frost Giant and a small mote of sickly green light is transferred in the process.

Eadric continues to press his attack on the frost giant, opening up another wound on the behemoth.

Thuri continues his feral attack on Feldor swinging at his enemy with wild haymakers. The frost giant manages to deflect the incoming blows, but Makis’ curse prevents him from taking any further action.

T1 AC = 24, 0hp
W1 dead
Feldor AC = 30

Map



Urist (AC25/29 vs giants, HP44of82) (Cayzle)  4d4+4=13 ;
Wednesday December 18th, 2024 12:32:25 AM


Reading another scroll spell, Urist aims at Feldor or whoever enemy is still standing. 13 damage.

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78  d20+18=25 ; 3d6=13 ;
Wednesday December 18th, 2024 2:46:41 AM

The Ankylosaurus continues to attack Feldhor. Even though it is flanking with Isaac, it still misses (hit AC 25.)

Snark moves the Burning Sphere into the troll's space to ensure its demise. 13 points of fire damage to unconscious troll.

Snark has Herb land on the ground. He's confident that his companions will be able to put an end to the one armed slaver soon. "Get him Thuri!"

---------------------------------
Spells/Effects Running: Extended Mage Armor, Summoned Ankylosaurus (9 rounds), Fly (Herb), Burning Sphere (6 rounds)

“Benni” AC 25/11/24 CMD 24. HP 63/ 63 Onesimos (SteveK) 
Wednesday December 18th, 2024 8:14:50 AM

Benni hopes the action is coming down to the endgame. There are so many around Feldor he can't possibly withstand everything for long! And after giving so many spells to the former prisoner caravan, the cleric is content to be ready to assist if needed.
.........................

Readied Action. Channel Energy only if Thuri is hurt again. (25 healing to all allies within 30')

Abilities:
Channel 5/7, 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 35/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20+16=27 ;
Wednesday December 18th, 2024 8:29:55 AM

Beatrix will charge on the ground ending next to Feldor but doesn't get past his defenses (27 to hit, 29 if she is considered flanking, neither high enough)

Makis the Lucky (AC 26/13/23, CMD 16. HP 78/78) (Harry)  3d8+9=20 ;
Wednesday December 18th, 2024 3:03:58 PM

Makis uses his spectral hand to deliver healing to Beatrix.

ooc: Cure Serious - 20 points

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

Spells on with durations:
Spectral Hand - 9 minutes
Rose's Temperature Control on Ellashee - 24 hours
Barkskin AC +4 Natural Armor - 90 minutes on Makis, but delayed
Barkskin AC +4 Natural Armor on Isaac for 90 minutes
Barkskin AC +4 Natural Armor on Beatrix for 90 minutes
Mage Armor from Snark - 18 hours
Flying Broom - 9 hours
Threefold Aspect - 24 hours. Currently using Youth
Bestow Curse on Feldhor, if the touch missed it is still a held spell

Isaac Harker (Justin M) HP53/91 AC26/ T12 / FF23  d20+18=38 ; d20+18=38 ; d20+9=19 ; d6=1 ; d20+9=23 ; d8+9=12 ; d8+9=13 ; d6=1 ;
Wednesday December 18th, 2024 8:58:12 PM

With the Troll out of the fight Isaac turns his attention to the giant behind him.Isaac shifts the blade in his hands so that it will deal nonlethal damage to the giant as they still need to interrogate him.
Attack 1:nonlethal 38 crit threat
crit confirm 38
damage:12 x2= 24 nonlethal +1 fire damage lethal
Attack 2:23
Damage:13 nonlethal + 1 fire lethal



Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 82/83HP  d20+19=35 ; d20+19=37 ; d6+11=15 ; d6+11=16 ;
Wednesday December 18th, 2024 9:32:36 PM

Eadric continues stabbing the giant. He may not be hitting very often, but with everyone surrounding the creature he's just trying to do as much as possible. (35, 37 to hit for 15, 18 damage.)

DM Bob & Carla - ”Feldor the Twice Cursed…Combat Round #7”  d20+21=31 ; d20+16=20 ; d20+11=28 ; 2d6+5=14 ;
Wednesday December 18th, 2024 10:42:07 PM

The battle enters its waning moments as the heroes surround the lone frost giant.

Urist sends a volley of magic missiles at Feldor, the bolts of energy rock the giant on his heels. Beatrix and the Ankylosaurus both miss with their attacks, but Isaac and Eadric both strike true. Feldor staggers under the blows.

Snark, Makis and Benni are confident that their companions can finish off the giant and turn their attention to healing and dealing with the last troll which now lies beyond help, burning in the snow.

Thuri’s rage consumes him and he steps forward to flank the injured frost giant. He swings his mighty fists and Feldor drops face first into the snow. For a brief moment Thuri looks down at his foe, his chest heaving, the many scars on his back engorged with blood, and then, with the words ”for Thumi!”, he brings his foot down on Feldor’s neck. The crunch of breaking bone is heard. Feldor will enslave no others.

“Benni” AC 25/11/24 CMD 24. HP 63/ 63 Onesimos (SteveK) 
Thursday December 19th, 2024 6:45:33 AM

Benni pauses, for he speaks no Giant, and waits for his more educated companions to get Thuri settled down and start the planning to rescue not only his sister, but all those imprisoned in the Bitterroot Mountains.

.........................

Abilities:
Channel 5/7, 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 35/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21  d20=11 ;
Thursday December 19th, 2024 8:53:51 AM

Beatrix speaks giant. After the giant has a chance to vent his rage she will lay down her arms and approach with her hands up, seeking to ensure things stay peaceful (not sure exactly what she'd say so just going to roll diplomacy and get a 12)

Urist (AC25/29 vs giants, HP44of82) (Cayzle) 
Thursday December 19th, 2024 1:06:15 PM

Urist keeps watch from above to make sure there are no more threats. She listens carefully as the parley begins with the former slave.

Makis the Lucky (AC 26/13/23, CMD 16. HP 78/78) (Harry)  d20+21=34 ;
Thursday December 19th, 2024 4:12:53 PM

Makis flies to the top of the cage to survey the battlefield and make sure there are no more threats.
ooc: Perception of 34

Ellashee speaks into Thuri’s mind. Well and rightfully struck my new friend. Let us secure this field to make sure no enemy here is still a threat and then parley to form our plan to rescue your sister and the other slaves.

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 82/83HP 
Thursday December 19th, 2024 7:59:59 PM

Eadric nods, impressed at the Giant's final blow. He sheathes his rapier, happy the giant seems to be on their side. Smiling, he gives a thumbs up to the giant, not knowing if hand gestures transcend verbal bounds.

Isaac Harker (Justin M) HP53/91 AC26/ T12 / FF23 
Thursday December 19th, 2024 8:37:41 PM

Isaac looks at the crushed Ice giant before shouting, "Crap! We needed to interrogate him!" He sheathes his sword and looks over at Bennie "Did you prepare Speak with Dead today or the Tongues spell. We need to understand the giant or talk with this slaver's corpse."


DM Bob and Carla - ”the Winter Solstice”  
Friday December 20th, 2024 12:08:12 AM

Smouldering troll carcasses, dead winter wolves, and the giant form of Feldor, the Cursed - now gone to his audience with the god of life and death - are spread across the field of battle in a grisly display. Besides the Luck Makers only the taiga giant remains alive and relatively unscathed.

Thuri tears off the remnants of the muzzle contraption. He looks at Benni - the one who warmed him with spiritual healing, then at Beatrix who has addressed him in Giant, Urist flying overhead, and out of reach, the small flying pseudodragon whose offer of assurance penetrated his own mind, with the dark Makis watching ever so carefully. His gaze swings round to warily take in Eadric’s friendly face and affirmative gesture, and the agitated Isaac, and finally Snark riding on Herb Alpert - before speaking. ”I speak your tongue” he says in Common. ”Most of my people do.” Turning to the paladin, he continues: ”I will tell you everything I know.”

The corpses could be left to the indignities of natural decay, however it is deemed best to tidy things up so that wild creatures aren’t drawn to the site in search of carrion. Thuri seems happy enough to use his great strength to assist the party of heroes in disposing of the bodies and watches silently as the flames mount, sending sparks high into the sky. He does not abandon the pyre until the sky darkens, and the flames die down, leaving a large pile of glowing embers.

Turning from the pyre and approaching the group gathered round a smaller camp fire he speaks again: ”Tomorrow we go to the Bitterhorn Mountains and Frostfell to free Thumi and your people. Tonight we rest, and pray to the ancestral spirits. The young giant traces some runes in the air, then seats himself cross legged in front of the fire. Closing his eyes he rocks back and forth chanting in a low rumble:
Spirits of the Wold, I thank thee
for your wisdom, your light, and your mystery
As the wheel turns and the sun returns,
I honour your magic as the Yule fire burns.

As the Luck Makers watch, the flames of the campfire flare up, then part, much as a curtain would, to reveal a scene of merriment and celebration! It looks to be the inside of a restaurant or tavern. All the races of the Wold seem represented. Does a part of you want to go through?

(OOC: Have a peaceful solstice and a joyful holiday season. This is the last ‘official’ DM post of the year, and the start of the Woldian Yuletide Slowdown. You may post role play type activities, or take a vacation from the board, or bring your character to the Giggling Ghost. We will check this board, and post responses as appropriate if you do. Regular play/posting resumes January 6 - DM Bob and Carla)

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Friday December 20th, 2024 2:10:50 AM

Snark is content to rest with the Luck Maker's new best friend.

Beatrix and Tinkerbell (Mitch) HP 35/76 AC 20/16/18 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 
Friday December 20th, 2024 7:44:20 AM

Beatrix is ready to go kick giant but. Somehow she feels if she steps through to the tavern weeks will pass without really passing, like in those stories of people kidnapped by fairies.

“Benni” AC 25/11/24 CMD 24. HP 63/ 63 Onesimos (SteveK) 
Friday December 20th, 2024 8:35:29 AM

Benni gives a correct bow to Thuri and addresses the giant directly. ”Thank you for your help, both in this fight and in leading us to rescue all the prisoners of Frostfell. We would fail if not for your knowledge.”

The cleric is content to stay near the Yule fire, and adds his own prayers.

Seven Aspects of Flower, I thank thee;
for the Philia of friendship, Pragma of common purpose, and Agape of universal love;
As the Wold’s disc turns and Thermo returns,
I honour your Love as the Yule fire burns.


Urist (AC25/29 vs giants, HP44of82) (Cayzle) 
Friday December 20th, 2024 11:55:36 AM


Urist looks around at the mess. She worries that the former prisoners in the cave are worried. So she fleis right over and gives a report, telling everybody not to worry, we have won the day. And the night. Safe all around, 24/7.

Isaac Harker (Justin M) HP53/91 AC26/ T12 / FF23 
Friday December 20th, 2024 5:52:59 PM

Isaac is calmed by the fact that the giant speaks common " Thank-you for your cooperation. Was worried we had lost our lead to the slavers compound but if you can lead us there I give my word we will help your people to the best our abilities."Around the campfire Isaac asks the giant " Can you tell us your history, how were your people enslaved and what are we going up against?"

Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 82/83HP 
Friday December 20th, 2024 7:52:14 PM

Eadric pays his respects as well, settling in for the night before stepping through to the tavern in wonder.

(Happy Holidays everyone!)

Snark Riverstone (MarkB) AC18(22 agianst giants) T14 F16, CMD 15, HP 78/78 
Friday December 20th, 2024 8:18:06 PM

Snark chimes in, "It'd especially help to know if we got traps to deal with, and what opponents we're likely to face."

Urist (AC25/29 vs giants, HP44of82) (Cayzle) 
Friday December 20th, 2024 11:43:25 PM

After warning the people that there is one more giant around, but he is a nice one, Urist heads outside to chat with Thuri.

Sticking out a hand to shake, she tells him, "Hi! I'm Urist. I'm sorry you were a prisoner, but I'm glad that's over. Welcome to freedom!"

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