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A New Frontier
1 - A Change in the Weather


Clyde (Riki) 
Friday July 22nd, 2016 10:33:46 PM

Clyde smiles warmly at Jozhur, feeling at ease as he shakes the man's hand and enters the compound. "Thank you for the welcome," he says, and looks behind at the man sitting at a table, "and there's always space for bacon in a man."

Taking a seat, Clyde felt slightly overwhelmed at the kind welcome and all the questions. "Please, call me Clyde, or even Fairwind, no need for the Mr., it makes me feel my actual age. I grew up around these parts, but my adventures took me all over the Wold, and I've just returned after over a decade away. I sought to run away from my past, but it was time to make amends, so I'm looking to stay here and help the place flourish for the foreseeable future.

"I'm a capable hand with the blade," Clyde says solemnly, a sad smile on his face. "I blend my bladework with the arcane arts, and I've been known to inspire and bring out the inner courage of those around me in combat. No divine powers flow to me, and I wouldn't expect it to ever happen. I'm not quite sure I'm worthy of a deity's blessing. I rarely charge in headlong into a fight, preferring to stay at the back for a few moments to analyze and prepare the battlefield to my advantage before engaging the enemy. As for these scars, it would require a significant amount of strong drink before I'd pour forth that story, but it's a dark tale you'll hear soon enough.

"Now please, tell me a bit more about yourself. I would also appreciate any news of recent events in Bonetown. I reek of Bonetown no matter how far to the ends of the Wold I went, and it's been far too long since I've heard of news. And tell me of your recent victory, some of the tales I've heard at the tavern seems too wild to be true."

DM DPurifoy - A Chilly Reception  d100=47 ; d100=97 ; d100=42 ; d6=6 ;
Friday July 22nd, 2016 11:13:24 PM

The Black Lions continue their introductions.

Reggie, perhaps the most suspicious, if least vocal, of the Lionfishers, offers the bard a drink in silence.

Rillett Inquires about Clyde's abilities - is the nondescript dressed man a spellcaster, or is the large sword at his back meant for more than scaring off Bonetown's many thugs? How did he get the scars on his face?

Terser advises Clyde to relax, and says "Don't be too put off by all the questions. Things are weird enough around here as it is."

Jozhur, Captain of the Lionfish and leader of the Black Lions, tells Rillett not to be so creepy, he's going to scare the new guy away. He gives Clyde the formal invitation he was looking for, with an explicit statement of trust. If the Dragon Consortium knew to include a seventh potion for the man, he must be trustworthy. Captain Jozhur's one caveat? Clyde must eat bacon to fit in with the crew.

Tishe' laughs at her new captain's "Bacon Rule," and begins expertly weaving wool thread as the group converses.

Zeoll Tells Clyde briefly of the Dragon Consortium - a secret society of the Wold's greatest heroes - and presents him with the final potion given to the Black Lions.
[OOC: Riki, go ahead and add the Anything Potion to the equipment on your character sheet]

Clyde tells the others that he does have a "capable hand" with the blade, although it seems he isn't always proud of how those skills have been put to use. "I blend my bladework with the arcane arts," he says, adding that he can even add to the abilities of the other party members. A Bonetown native through and through, Clyde asks for news in the city, and the story of the Black Lions' most recent, impressive victory. The tale of his scars, however, will take more than a single tankard of ale to coax out.

The Black Lion crew, one man stronger, talk well into the night. Clyde's worries about acceptance are put to rest as the others share their stories, and the Lionfishers find their own suspicions easing as the young man warms up to them.

The next day, the party wakes early in the morning. Something is amiss. Was it a noise? A premonition that pulled you from your sleep just now? That feeling of being watched? Whatever the reason, you're all awake now and the hour is still quite early. Something is out of place and the hackles on everyone’s neck are standing up. Your skin is tight and your pores contracted. Something just seems a bit off.

Perception DC 10 Highlight to display spoiler: {It’s cold. The air, your beds, your bodies are cold. Your breath when caught in the light can be seen lightly rolling away from you with each exhale of your lungs.}

Outside the Portside House, the air is colder and the street is empty. It is dark still, with the sun an hour or so below the horizon, and the first morning rays are just peaking over the edge of the Wold in the East. The light offers no warmth this morning, however, as the cold air continues to drift in on gentle breezes, coming from down the street.

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP88/88  d20+9=28 ; d20+15=18 ;
Saturday July 23rd, 2016 12:02:48 AM

Jozhur steps outside and pulls up his hood. "Brrr. Why is it so cold? Is it ever this cold in Bonetown? (knowledge local: 28) He climbs up into the roof of the house and looks around for anything abnormal. (Perception: 18).

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+15=18 ;
Saturday July 23rd, 2016 8:27:51 AM

Tishe' has been with the Black Lions for a couple of weeks now and wakes cold, something she hasn't been in Bonetown before. The sorceress weaves a Rose's Temperature Control spell and then hears Jozhur talking, so rises for the day.

Dressed, she also goes outside. "There are places in the Wold where seasons change rapidly, but from your reaction, this can't be natural, can it?"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=26 ; d20+25=36 ;
Saturday July 23rd, 2016 5:08:38 PM

Rillett wakes, but he's not sure why.

Did he just call himself Rillett? He's not sure if he can ever change from his childhood name. He thought that with these new folks in their midst it might be a good time to change to the nickname "Rill" he had in his adolescence.

Rill throws back the covers. How could it be this cold - even in his bed? Something is very wrong here. He quickly pulls on his cold clothing, shivering as he grabs his gear. He can hear others stirring in Portside House as he descends the stairs. To noone in particular, "Any Idea what's going on?"

He throws on his heavy cloak and goes outside. Clad in white, he pulls out an amulet with Continual Flame on it. He knows it may make him a target, but it may give some comfort for others to see that the Black Lions are out in the street looking to see what is causing this unnatural cold. He looks and listens (Perception 36,) as he dons his helmet and adjusts his armor.



Clyde (Riki)  d20+14=27 ;
Saturday July 23rd, 2016 8:33:27 PM

Clyde slept soundly, somehow feeling at ease an comfortable amidst his new companions. The morning brought a chill to his bones, and it may have nothing to do with the weather (Perception: 27). Something felt amiss, better see what if the others noticed it as well.

(Ed) Reggie | AC : 22 / Touch 18/ flat: 18 | HP: 105 / 105 | Rage used 0 /18 
Sunday July 24th, 2016 4:59:43 PM

{ooc: not sure if Riki accepted Reggie's drink offer....kind of got missed I guess}

Reggie wakes with several orcish curses as she wraps an extra blanket around herself. She goes to get a fire going in the fireplace.

referencing the rest, "anyone got plans? I need to get to the ship, make her ready for this cold spell, extra sails will do no good if frozen, same for the rope."

Reggie chigs a mug of rum to warm her bones as she sit by the fire to warm-up.

DM DPurifoy - A Chilly Reception 
Sunday July 24th, 2016 6:33:39 PM

Struck by the unfamiliar cold, the Black Lions begin investigating the strange phenomenon that woke them with such an eerie feeling.

None of the Black Lions have experienced this kind of cold before in Bonetown. Settled on an island, the surrounding Middle Seas keep the temperatures fairly even and rather balmy. Although a morning fog warmed off the sea isn't uncommon, the temperature isn't known to drop anywhere near the point where you can see your breath in the air - a fact Captain Jozhur is quite aware of as he thinks on his time in Bonetown & the surrounding seas.

Jozhur steps outside and pulls up his hood. Climbing to the top of the Portside House and taking a look around, he catches a glimpse of something shining briefly in the distance. To the weathered Captain's eye, it looks like the growing morning light reflected off the crest of a wave - but it's coming from inland, maybe a mile further into the city.

Tishe' Magically warms herself as she joins Jozhur outside. "There are places in the Wold where seasons change rapidly," the well-traveled Spellweaver says, noting with assurance from Jozhur that Bonetown is not normally such a place.
[OOC: I won't ask you to keep a running tally of all the little ones, but for future reference, to help as your new DM learns the ropes, please include a brief description of relevant effects & duration of spells as they're cast.]

Rillett rises with thoughts on changing his moniker. Perhaps shortening it to his childhood nickname 'Rill' will help offset his moments of creepiness? Either way, the addition of Tishe' and Clyde to the group presents a good opportunity to re-adopt the nickname. Donning a heavy jacket and producing a magical light light source, Rill joins the others outside. With the empty streets better illuminated, Rill's senses are drawn inland, where a seaward breeze continues carrying the cold out from its unknown source.

Clyde's comfort with his new companions is contrasted by the chill he feels in the morning. He has a suspicion that more than the weather pulled him from the bed this morning. Stepping outside, his suspicions grow as he too, feels the unusual cold slowly pouring out from somewhere deeper in the city.

[OOC: The DM assumes Clyde's reference to needing a stronger drink to tell the story about his scars implies his acceptance of the tankard Reggie poured him.]

Reggie curses the cold and wraps herself in another blanket, while setting the fireplace to keep the house warm. "Anyone got plans? I need to get to the ship, make her ready." She says, concerned about the Lionfish in the cold weather, while pouring herself a strong drink to help stave off the cold.

Profession Sailor DC 20 Highlight to display spoiler: {At the current rate, it'll be at least a week before the ship needs even basic cold-weather preparations.}

If Reggie goes outside and makes Perception DC 15 Highlight to display spoiler: {The direction of the cold means the Black Lions could sail out to sea and avoid any possible cold-weather dangers to the Lionfish. Also leaving Bonetown to whatever icy fate has settled here.}

Whether it's because the heroes' senses are so much keener after facing untold dangers, or simply because the other residents of Bonetown are too afraid of the cold to step outside, the streets remain empty of the few skulkers and early risers that normally frequent the hours of dusk. Standing outside your seaside home, the temperature continues to sink at an almost imperceptible rate.

Clyde (Riki) 
Sunday July 24th, 2016 10:48:40 PM

[OOC: Sorry, I must've missed the post about the drink. Clyde would most definitely have accepted.]

Clyde cautiously moves outside, hand at the handle of his blade, and mind prepared for any spell required at a moment's notice. He sees a few people out there, and he walks over to join them.

"Seems I wasn't the only one that felt something odd. Any idea what's going on?" Clyde asks the group.

(Ed) Reggie | AC : 22 / Touch 18/ flat: 18 | HP: 105 / 105 | Rage used 0 /18  d20+15=16 ; d20+15=23 ;
Monday July 25th, 2016 8:30:58 AM

Reggie isn't to sure that Lionfish is fully prepared for the cold but she does know that there is work to be done.

wrapping herself up as best she can Reggie chug a second mug of Rum and has a rather light breakfast before heading out toward the docks.

This isn't right, she says before calling to those still in the house, Guys!, If we get the Lionfish out to sea, we can avoid lots of the dangers of the ice at the pier. I take her out if needed, to keep the ship safe.

{OOC: prof sailor was a bad roll only a 16, perception was a 23}

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP88/88 
Monday July 25th, 2016 9:16:29 AM

"Something is not right. We can go to the docks together and have the crew take the 'Fish out to sea while we investigate here."

"I saw something out if place over that way. Let's head for the docks quick, then go see what's going on."

Terser (Warren G) [22/13/19 -- CMD 27 -- HP 128/128, DR 1/-] (25% chance no crit, uncanny dodge, rage used 6/28)  d20+11=17 ;
Monday July 25th, 2016 11:33:42 AM

Terser wakes late, being more hardy than most, but eventual the chill seeps into his armor and even he can't ignore it anymore. (Endurance allows sleeping in my armor)

He acknowledges Rillett and his light, but keeps his eyes more to the shadows to try to find anything unusual, relying on his darkvision and avoiding the dazzle of the continual flame. (Perception 17)



Zeoll (Cayzle) (AC25 HP59)  d20+7=19 ; d20+11=18 ; d20+24=35 ;
Monday July 25th, 2016 12:40:48 PM


Zeoll, who always sleeps out of doors, under the Queen's sky, finds the chill most unpleasant.

The old liontaur's joints creak and pop as he stands up for the new day. "Ah, my lumbago is plenty powerful today, my Lady," he prays in his native tongue.

This chill puzzles him. He knows the dance of the seasons, the play of the tides and the moons, better than most, and he wonders what is going on.

Knowledge Nature 19, Survival (weather sense) 18.

Zeoll prays for spells:

0: guidance, create water, light, mending;
1: command x3, Rose's Temperature Control 2 slots, elf vision;
2: calm emo x2, augury, faerie fire
3: prayer, sum mon III, glibness

He wanders to the docks and checks out the Lionfish. He casts his Temperature Control spell. He looks around for clues as to what is happening.

Perception 35

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91 
Monday July 25th, 2016 3:00:00 PM

Tishe' brings her cloak closer about her. "Ensuring people and the crew are safe, sure, but Rillet saying the cold is weaving from that direction, and that's not towards the harbor. If the Lionfish moves out to safer water, I think we should stay."

She moves with the group, obviously only mentioning a preference, not an ultimatum.

...........
Roses Temp Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl * 8. 8. 8. 6. 4
Cst. *. 1



(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP88/88  d20+8=20 ;
Monday July 25th, 2016 4:03:09 PM

"Right, Tishe. We will go quickly give the order for the crew to take the 'Fish to safety, then go investigate. Something is afoul, I doubt this is natural."

Clyde (Riki) 
Monday July 25th, 2016 10:19:45 PM

Clyde hears Jozhur's commands and walks over to the man. "Action seems to shadow you. This could be fun." He grins at Jozhur as he quickly heads towards the docks.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d100=43 ;
Monday July 25th, 2016 10:21:12 PM

Rill prays for his spells from Gargul for the day. He also asks for Gargul's blessing of life on the town.

Then he will cast Divination, asking, "What can be done to stop this unnatural cold?"

(Rolled 43 - Success!
"A divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.")



DM DPurifoy - A Chilly Reception  d3=2 ;
Tuesday July 26th, 2016 4:07:33 AM

The Black Lions continue their investigations into the strange cold that's settled into Bonetown.

Clyde steps outside, blade and spells at-hand in the tense moment. "Any idea what's going on?" he asks, noting he isn't the only one off-put by the cold.

Reggie, still concerned about their ship, downs another drink for the road and heads outside. "If we get the Lionfish out to sea, we can avoid lots of the dangers of the ice at the pier" she tells the others. All of the adventurers can note, despite being below what some might consider comfortable, the temperature hasn't yet dropped low enough to form any frost.

"I saw something out of place over that way." Jozhur informs the party and makes a plan of action "We can go to the docks together and have the crew take the 'Fish out to sea while we investigate here."

Endured against the cold through sheer might, Terser wakes late with a shiver, untroubled by the darkness as he joins the search. There is no one hiding in the shadows cast by Rill's light, that he can see.

Poor Zeoll seems to fare worst against the weather, giving his old joints trouble as he utters a prayer to Ma'ab in the Tauric language. After taking a few moments to gauge the weather, he confirms that the temperature is indeed dropping, and will likely continue to do so over the next 24 hours.

Tishe' agrees that the Black Lions should search the town, and let the crew take the ship out.

Rill pays his own obeisance to Gargul, and asks for guidance in stopping the cold. It seems, for a moment, the spell failed as the magic quickly fades. Suddenly you are gripped by a fierce cold, and get the sense of a vast, empty expanse (take 2 nonlethal cold damage).

[OOC: Could I get a list of prepared spells for Rillett, noting any empty slots & domain spells, please?]

The Lionfish crew put out to sea with haste; already up when you reach the docks, you hear some of the men grumbling about winter witches and bad omens.

Walking into the cold but gentle breeze, you track the phenomenon to it's source. After about 15 minutes of walking and a few turns, the group comes to a small house in a more abandoned section of a small block, seemingly tucked away in a corner of the lawless town. The mystery of the cold air is solved in one look, to an extent at least. The house is completely covered in frost and ice!

Closer examination shows the entire house literally frozen shut, covered by about six inches of ice. Zeoll notes that the very uncomfortable temperature outside the frozen house is, at least, stable.

DC 20 Survival Highlight to display spoiler: {It appears this house is the center of a local cold zone that has mysteriously settled in over Bonetown.}

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+15=16 ;
Tuesday July 26th, 2016 7:46:40 AM

Tishe moves with the group, watching Captain Jozhur get his ship to safety before concerning himself with the unnatural cold. And then they are on the hunt.

As they round a corner, Tishe' is glad she cast Roses's spell! "An ice house! Usually used for storing perishables, but hardly the style of house that seems customary." The short woman idly tucks a lock of brown hair behind her ear and considers the building.

"I can create a hole through the ice and wood with magic, Captain", she offers. And will cast a Passwall spell at Jozhur's request.

.......
Perception to see anything else about the ice house. 16 (nat 1s not auto fail for skill checks)

Roses Temperature Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 0. 0. 0. 0



Zeoll (Cayzle) (AC25 HP59)  d20+12=13 ; d20+14=25 ; d20+26=40 ;
Tuesday July 26th, 2016 7:53:40 AM


Zeoll thinks he should have prepped Resist Cold today ... Perhaps his Temperature Control will suffice ...

The old liontaur says a prayer for guidance and then inspects the house ... Survival check 13 -- no clue!

He reaches out as if to touch the ice-bound house ... and then decides he is being very careless.

Stepping back, Zeoll casts Mage Armor, Elf Vision, See Invisibility, and Taur's Try (Centaur),

He takes out his new magic horn and sounds it -- that creates a Magic Circle vs Evil extending 10 ft around him. He makes sure everybody understands that, if they want to stand close.

He asks if Reggie or anyone else needs a Mage Armor?

NOW he is ready!

He looks around the outside of the icehouse for tracks: Survival 25 + scent to track.

Can he see through the ice into the house? Is the ice on the roof too? He looks for any clues: Perception 40.

Finally, Zeoll reaches out to touch the ice. With his temperature control spell, he tries to melt it.

==============================
DM Sanity Info

Cleric spells (underlined = cast):

0: guidance, create water, light, mending;
1: command x3, Rose's Temperature Control (2 slots), elf vision;
2: calm emo x2, augury, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 2 of 8 1st lvl (Mage Armor Zeoll & Reggie)
Cast: 1 of 6 2nd lvl (See Invisibility)
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 0 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 0 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 1 of 1
Fey King's Blessing: +2 to first save of day - unused.
Hero Points Used: 0 of 5

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL8. (duration 8 hours)
Elf Vision CL7 (duration 70 min)
See Invisibility CL8 (duration 80 min)
Magic Circle vs Evil CL6 (duration 60 min)
Temp Control CL10 (duration 18 hours)
Taur's Try (Centaur) CL8 (duration 80 min)

(Ed) Reggie | AC : 22 / Touch 18/ flat: 18 | HP: 105 / 105 | Rage used 0 /18  d20+8=27 ; d20+11=18 ; d10+10=16 ;
Tuesday July 26th, 2016 9:26:47 AM

Reggie helps as best she can to get the Lionfish out to sea following the Captain's orders.

All the while she seems to be keeping an eye on both Tishe and Clyde.

making her way with the group to this frozen house, nodding to Zeoll accepting the mage Armor spell.

"so this place is what's causing the cold huh? well maybe we can just smash our way in?"

putting her hands together to smash through the ice at a spot that would most likely be a door or window.

{ooc: strength check = 18 (rolled a 7), unarmed damage =16}


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=44 ;
Tuesday July 26th, 2016 11:37:01 AM

As Rill attempts to divine the answer to this unnatural cold, he is struck by a deeper cold. He casts Enfdure Elements, and will join the others.

"I cast a Divination to determine a solution to this cold. In reply, I was gripped by a fierce cold, and got the sense of a vast, empty expanse. I'm not sure what that answer means. Maybe we need to seek some sort of void. Maybe I need another Divination to find out what the first one meant."

Later, as they approach the frozen house, Rill will cast Detect Magic on the house and in the area. He will also look at the house and in the surrounding area for any clues (Perception 44.)

"Oooo. This can't be good. Anyone know who's house this is? Or was?"

------------------------------------------
Spells Running: Status on Terser, Jozhur, Reggie (extended from the night before), Longstrider (extended from the night before), Endure Elements, Detect Magic

Spells available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Endure Elements*, Endure Elements, Endure Elements
2 (DC18): See Invisible (D), Augury, Remove Paralysis, Delay Poison, Resist Energy, Spiritual Weapon, Status
3 (DC19): Divination* (D), Dispel Magic, Blindness/Deafness, Prayer, Magic Vestment, Protection from Energy
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Dispel Evil, Plane Shift, [OPEN SLOT]
6 (DC22): Find the Path (D), Heal, Summon Monster VI

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (item) - 3/day -

DM DPurifoy - A Chilly Reception 
Tuesday July 26th, 2016 8:34:34 PM

Tishe' Remarks that, in some parts of the Wold, an "ice house" is used to store perishable goods. She correctly notes, however, this doesn't appear to be that sort of house. "I can create a hole through the ice and wood with magic, Captain." She offers a magical means into the building. (No auto-fail on skill checks, but a perception of 16 does not reveal anything new).

Before Jozhur can give the go-ahead, Reggie decides to make her own way through and shows how she earned the nickname "Two-Fist." With a deep *thunk* the ice directly beneath the brawler's two-handed attack turns nearly to dust, and large cracks spiderweb out along the frozen wall. A dozen small chunks of ice fall away from the house, revealing a doorway, still blocked by the remaining ice. But it looks like a single light blow now will clear the rest of the ice from the doorway.

Zeoll is more cautious about touching the frosty building, and takes time to grant himself and any companions that wish various magical boons, which Reggie is glad to accept. Building up his nerve, the old liontaur gently touches the ice, noting that the magic warming his body, despite its variety of possible applications, is not powerful enough to melt the ice in any sort of timely manner.

The ice is too thick to see through very well, but the outline of the house's features can be made out (doors, windows, eaves, etc). The outside of the house is covered in ice from top to bottom, sprawling a few feet out along the ground before dwindling to a ring of frost with about a ten foot radius.

"Rill uses a spell of his own to guard against the cold, and tells the party about the veiled response to his divination. If deadly cold and a vast emptiness are the first answer to how they stop the strange weather visiting Bonetown, what dangers might another divination reveal if a second spell is used to explain the first? "Oooo. This can't be good." says the priest of Gargul, "Anyone know who's house this is? Or was?"

Knowledge Local DC 35 Highlight to display spoiler: {The house belongs to Raigel, an accomplished wizard for hire who is known for his skills at Abjuration and Conjuration. He has sailed with multiple ships dutifully enough in the past, but always for a specified and relatively short duration. A true mercenary.}

You detect no magic outside the house.

Clyde (Riki) 
Tuesday July 26th, 2016 9:31:46 PM

Clyde follows the group, unsure of his role with his new companions. After the captain put his ship to safety, he follows along in the investigation.

The gentle breeze chilled him, his jacket doing just enough to keep the warmth in. After about 15 minutes of walking, a mysterious small house appeared, seemingly covered in ice. Plunging through his well of knowledge [OOC: Use Lore Master to take 20 Knowledge (Local)], he recalls old stories of a wizard-for-hire that lived in this part of town.

Clyde steps up next to Jozhur, and clucks his tongue. "I'm fairly certain this house belongs to Raigel," he tells the captain. "The man's an accomplished wizard for hire, known for his skills at Abjuration and Conjuration. He was known to be particular about the missions he took, always went for a specified and relatively short duration."

As he watched the house, Clyde notes one of his companion crushing some ice covering the house. Clyde raises an eyebrow to himself. "Well, if no one knew we were here already, they'd most likely know now." He turns back to Jozhur, "I've got a few spells might be useful. Could put a sphere around us and turn us all invisible. Could also just go invisible and investigate on my own, or I can cast it on someone else and have them do it. Could also make us all silent while still allowing us all to communicate just fine, if stealth as a group is an issue."

He unwraps his scabbard meticulously, sighing softly as the recognizable handle is revealed. He takes a few practice swings with flourish, and nods to himself. "I'm ready as I'll ever get, just let me know."

Terser (Warren G) [22/13/19 -- CMD 27 -- HP 128/128, DR 1/-] (25% chance no crit, uncanny dodge, rage used 6/28)  d20+7=9 ; d20+4=7 ; d20+4=23 ;
Tuesday July 26th, 2016 10:36:10 PM

Whoever lives here, if this Raigel is present, he is likely in danger. Once we get him out, maybe he can explain the source of this cold.

Terser joins Reggie in chipping away at the ice, using his Adamantine covered fists to make short work of it.
adamantine cestus - ignore 20 points of hardness
clear ice - 7 str
pull open the door - 23 str




(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP88/88  d20+15=34 ;
Tuesday July 26th, 2016 11:08:10 PM

Jozhur shrugs at Clyde. "That all sounds pretty useful. We typically just kinda crash through the front door." Right on cue, Terser starts breaking his way through the door. "Umm, knock knock! This icebox is making Bonetown cold!"

He starts to get a little nervous, as usual when facing the unknown. Then he glances down at his feet and comes to realize that everyone is casting a shadow in the early morning light, but he is not. What strange sorcery is this?, he thinks to himself, but keeps his mouth closed.

He ignores the distraction, watching and listening for signs of life in the house. (Perception: 34) He stays close enough to Zeoll to take advantage of the circle against evil.

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+18=22 ;
Wednesday July 27th, 2016 8:39:28 AM

Tishe' moves to be close to Zeoll, and watches the effect of Reggie and Terser on the ice and door for magical clues. Anything she thinks of, she reports to the Black Lions.

She grins at Clyde. "I think they know each other and expect to use thier abilities until they know ours. It may take some time, I think."

While waiting, she casts a spell to be less vulnerable to severe magical cold.

......
Spellcraft to identify the magic spell/ school/ effects of the ice. 22

Resist Energy: 110 min. Ignores first 30 damage/attack from cold

Roses Temperature Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 0. 0. 0. 0

Zeoll (Cayzle) (AC25 HP59)  d20+5=24 ;
Wednesday July 27th, 2016 9:53:25 AM

Zeoll's nat 19 grants him Know Local 24 ... still 11 shy of the DC!

But then he has an idea. "Clyde, you used to live herre. Know anything about ..."

Then the old liontaur realizes that Clyde is already telling the story of an old mercenary wizard who used to live around here.

"Good one, Clyde," says Zeoll. "You'rre alrready prroving yourr worrth! You'rre two steps ahead of me!"

"Rrather than waste magic, maybe alchemical firre, applied carrefully, will melt the ice sufficient to get us in." He offers a flask of the flammable stuff. He'll even use it if no one else wants to.

Terser (Warren G) [22/13/19 -- CMD 27 -- HP 139/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28) 
Wednesday July 27th, 2016 1:52:18 PM

(updated header)

DM DPurifoy - Where the Cold Wind Blows  d6=2 ;
Wednesday July 27th, 2016 2:39:18 PM

Clyde, unsure of his place in the group, demonstrates his extraordinary mastery of the scholastic pursuits as he taps into the knowledge of his hometown. (Just as there's no auto-fail on skill checks, N20's do not auto-succeed, but with a bonus of +16 Clyde's K:local of 36 is certainly sufficient to recall the wizard Raigel. Perhaps the only way the Black Lions could have gained the information at this point).

The bard also gives the Captain of the Black Lions a rundown of some spells and abilities that might be useful in the situation, while readying his elven curved blade 'Last Verse.'

"That all sounds pretty useful. We typically just kinda crash through the front door." Jozhur shrugs in response to Clyde. "Umm, knock knock! This icebox is making Bonetown cold!" he says as Terser makes short work of the ice left behind after Reggie's blow, and forces the door in.

Tishe' further guards herself against the cold. "I think they know each other and expect to use their abilities until they know ours. It may take some time, I think." She says, smiling at Clyde.

The ice is not magical.

Unable to recall the owner of the house himself, Zeoll begins to ask Clyde if he remembers, but the newest crew member is already telling the tale! "Good one, Clyde," says Zeoll. "You'rre alrready prroving yourr worrth! You'rre two steps ahead of me!"

A gust of freezing wind billows out of the house as Terser opens the door. Tishe' now detects the presence of strong conjuration magic coming from inside. With his darkvision, Terser is looking into a common room, with a small kitchen visible off to the side, and what looks like a bedroom straight through toward the back. The temperature, even standing in the doorway, is freezing. Your breath rolls out in thick billowing clouds, the hairs in your nostrils stiffen with every inhalation and your lungs sting as the frigid air is sucked into them. Unlike the annoying chill he faced previously, the deep cold here is truly painful even for the hardy dwarf.

In the center of the room is a shimmering sliver of blue/white pulsing light. Like a rip in the very air, and through that rip pours the pervasive cold the party finds themselves in. Standing just to the side of the rip, illuminated faintly by the blue glow, is a human male. His arms are raised slightly, head down and to the right, leaning away from the pulsing light. Terser sees that the man is covered in frost, and ice hangs from his nostrils and fingertips.

Terser & Reggie, make a Fortitude save DC 15 to avoid 2 nonlethal cold damage and fatigue. Same goes for anyone else that enters the house unprotected by Endure Elements or similar.

Terser (Warren G) [22/13/19 -- CMD 27 -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28)  d20+12=13 ;
Wednesday July 27th, 2016 4:11:23 PM

Nat 1! failed save - fatigued, can't rage

The cold surprises him, piercing his tough dwarven exterior and chilling him to the bone. He shivers, but still reacts immediately to the presence of the presumed wizard. Looks like the wizard opened some sort of portal! Can anyone close it? Avoiding the portal for now, he rushes back into the bedroom to take the covers off the bed and bring them back to drape around the wizards shoulders.

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+18=33 ; d20+9=18 ;
Wednesday July 27th, 2016 5:16:13 PM

Tishe' responds to the dwarf, "I can try", and she moves into the main room to study the pulsing light. She could try a dispel, or throw a sphere of impenetrable magic around it temporarily, or even try to 'dimensional anchor' the magic. But first, she wants to know more about this blue/white rip!

She carefully studies the phenomenon. "Isn't this curious?"

........
Spellcraft 33
Know Arcana 18

Resist Energy: 110 min. Ignores first 30 damage/attack from cold

Roses Temperature Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.


Clyde (Riki)  d20+8=24 ;
Wednesday July 27th, 2016 5:25:07 PM

Clyde smiles at Zeoll and nods at Tishe' to acknowledge her. "Seems that way. Good time to make ourselves useful then." He grins at her as he moves towards the house entrance.

With blade in hand, Clyde moves behind the barbarian. Someone with a big sword really ought to be at the front to fight alongside the dwarf if needed. The blast of cold air chills him to the bone, but Clyde withstands the onslaught [OOC: Fortitude save 24].

Looking into the room, the source of the chill was immediately discernible.

[OOC: Trying to figure out what the portal is. Looking at it, and examining what happened to the wizard (without touching him), take 10 on Knowledge (Arcana) to get 26.

Also, when we write our saves into the title, is it in the order of Fort/Ref/Will, or is it Ref/Fort/Will?]


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday July 27th, 2016 7:33:14 PM

(I assume we are not moving round by round.)

Rillett will cast Endure Elements on both Terser and Clyde. He will also cast Detect Evil, trying to discern if the figure before us is evil, and if perhaps the icy rift carries the taint of evil (spell or effect cast by an evil creature?) Also, is the figure frozen or moving?

"Hey Clyde, think this is this that Raigel you mentioned?"

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP88/88  d20+15=35 ;
Thursday July 28th, 2016 2:09:04 AM

Jozhur waits just outside the doorway and makes sure no one sneaks up on the group, peeking into the room to check on the others often. (Perception: 35)

DM DPurifoy - Where the Cold Wind Blows  8d6=31 ; d4=4 ; d20+7=27 ;
Thursday July 28th, 2016 4:38:11 AM

[OOC: If you put your saves in your header, please label them F/R/W in whatever order or format so long as they're labeled. It's fine if you don't put saves in the header, but please do list AC, touch, & flat-footed along with current & max HP and CMD. It's nice if you include special properties like Terser has Fortification there as well, but any post can be edited & things'll work out either way.]

Terser dashes into the bedroom and, shaking some of the frost out of the bed covers, moves to wrap them around the frozen Raigel, only to realize the man is literally frozen solid and certainly dead.

Next to the former mercenary wizard is a pedestal with an open tome on it, also covered in ice and hoar frost. There's a set of stairs going up and a set going down, both connected and opposite a hallway that turns before opening into another room.

Tishe' and Clyde enter the room and begin to examine the tear and the tome, while Rill grants his companions some magical protection from the cold. This is clearly a portal Raigel was unprepared to open, leading to some frozen realm. The two spellcasters quickly deduce that Raigel was attempting magic beyond his experience, and the doorway before you came into existence with a fatally cold explosion.

With Jozhur standing watch in the doorway, further investigation is cut short by the sound of something large shuffling around upstairs, followed by a low growl and an answering rumble from the far end of the hall. Stepping around the corner of the hallway and at the top of the stairs is a pair of horse-sized white wolves. The menacing growl turns almost into a roar, as a blast of ice from the top of the stairs rolls over the adventurers nearest the portal.

[OOC: Now we're going round by round.]

Breath Weapon: 15ft cone of cold. Terser, Clyde, Tishe', and Rill each take 31 Cold Damage, Reflex DC 21 for half.

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+10=24 ; d20+9=17 ;
Thursday July 28th, 2016 10:51:00 AM

Tishe' manages to dodge around the dead wizard and avoid most of the magical cold. "Light!", she curses, thankful for her preparations that negated the rest of the cold damage.

"Winter Wolves!", she calls to the Black Lions, and adds any knowledge from her studies.

"Shady pick you white handed treadles", she calls to the wolves. "But Terser and Reggie are gonna knock your socks off when you can't see!" Tishe' weaves a spell, and a column of glitter strikes the upstairs right between the wolves! (Will DC 20 or be blind)

......
Reflex 24 saved! 15 damage negated by Resist Cold

Know Arcana 17 to identify magical beast abilities and weaknesses

Resist Energy: 110 min. Ignores first 30 damage/attack from cold.

Roses Temperature Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Glitterdust 1rd/lvl, 10’ radius; Will or blind, -40 Stealth(no save)

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 1. 0. 0. 0


Terser (Warren G) [22/13/19 -- CMD 27 -- HP 106/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28)  d20+7=9 ; d20+17=32 ; d6=4 ; d20+16=28 ; d10+8=10 ;
Thursday July 28th, 2016 4:57:39 PM

It seems that every blast of cold makes him more vulnerable to the next, and he takes the full brunt of the blast of ice in his face. reflex 8, after -1 from fatigue: fail

I think we found a better target for your fire, Old Taur!

Targeting the wolf that didn't send its icy breath at them, Terser points his hand and summons a spectral ram to charge at it, driving it back down the hallway. He then sets his glaive and stands in front of Tishe' and Rill, determined not to let either beast pass by him.

Ring of the Ram - 4 damage, bull rush vs CMD 32.

set for AoO (reach weapon) vs AC 28 - 10 dmg


Zeoll (Cayzle) (AC26/27vsEvil; HP62) 
Thursday July 28th, 2016 5:22:20 PM


Zeoll shrugs and figures he'll obey Terser's suggestion. He casts his True Strike spell and shoulders his shield. He'll toss the flask of fire next round. What is his range to the wolves?

==============================
DM Sanity Info

Cleric spells (underlined = cast):

0: guidance, create water, light, mending;
1: command x3, Rose's Temperature Control (2 slots), elf vision;
2: calm emo x2, augury, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 3 of 8 1st lvl (True Strike, Mage Armor: Zeoll & Reggie)
Cast: 1 of 6 2nd lvl (See Invisibility)
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 0 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 0 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 1 of 1
Fey King's Blessing: +2 to first save of day - unused.
Hero Points Used: 0 of 5

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL8. (duration 8 hours)
Elf Vision CL7 (duration 70 min)
See Invisibility CL8 (duration 80 min)
Magic Circle vs Evil CL6 (duration 60 min)
Temp Control CL10 (duration 18 hours)
Taur's Try (Centaur) CL8 (duration 80 min)

(Ed) Reggie | AC : 22 / Touch 18/ flat: 18 | HP: 105 / 105 | Rage used 0 /18  d20+16=24 ;
Thursday July 28th, 2016 7:14:31 PM

{ooc: fort save = 24}

Reggie shivers at the cold but seems for the most part unaffected.

with the appearance of the wolves. Reggie looks for an decent defensive position. not quite ready to enter the cold home.



(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP88/88  d20+20=31 ; d20+13=29 ; d8+3=7 ; 5d6=19 ;
Thursday July 28th, 2016 8:30:58 PM

Jozhur startles, Winter wolves? Here? He quickly draws his bow and nestles up against the house by the door, trying to conceal himself, drawing his bow as he moves. For a second it seems the shadows bend to held conceal him, probably something to do with this strange house. He ignores the distraction and sends an arrow flying at one of the wolves.

----------------------------------------
Move to doorway
Stealth: 31 (using hide in plain sight or the doorway as concealment)
+1 longbow hits AC29, 7 damage plus 19 sneak attack (if wolf is flatfooted from stealth or blind)

Clyde (Riki) AC 25, Touch 14, Flat 22, CMD 29, HP 69/84, +8 Fort/+13 Ref/+11 Will, Inspire Courage 1/27  d20+13=28 ;
Thursday July 28th, 2016 9:48:21 PM

"Ah, that's much better, thanks Rill!" Clyde grins at the priest. Already he felt comfortable, the bite of the cold no longer affecting him. If only he had such a spell in his repertoire, it would've made all those years of traveling so much easier. Better not let the comfort weaken you though, he thought to himself.

"Hey Clyde, think this is this that Raigel you mentioned?" Rill asked him.

"All signs point that way." Clyde answers him. "An idiot wizard by the looks of things."

Just then, Clyde looks upwards, hearing the shuffling sound of something large growling and rumbling, the noise moving towards the top of the stairs. A pair of massive white wolves roared, and blast of ice rolls over Clyde. He had just enough time to move out of the way [OOC: Reflex 28], but not quick enough to dodge it completely. He could feel winter's chill bite him once more.

Clyde creaks his neck, briefly glancing at his new companions. Time to make a good impression, he thought to himself. With sharp hand gestures, he could immediately feel the arcane power bolstering hope in him. [OOC: Standard action cast Good Hope]

He's not sure why a winter wolf would be in Bonetown, but the adrenaline of battle disregarded such thoughts. Combat situations are generally tense, perhaps some levity would be nice, he thought. He grins as he shouts, beginning a bawdy joke about a man who used the cold weather as an excuse after being rejected out of bed. It seemed appropriate for the winter setting. [OOC: Move action Inspire Courage using Perform (Comedy)]

He continues speaking as he prepares to move next to the barbarian.

==============================

Clyde: Took 15 HP damage.

Everyone that can hear Clyde: Gets +3 Morale bonus to saves vs Charm and Fear effects, and +3 Competence bonus to attacks and damage.

Everyone: +2 Morale to all saves, attacks, damage, ability checks, and skill checks. This affects one living creature/level, no two of which may be more than 30 ft. apart.

Rill (MarkB) HP 77/93 - AC 23/13/21 CMD 21  d20+9=22 ; d20+15=27 ; d6=2 ; d20+25=36 ;
Friday July 29th, 2016 11:46:49 AM

Rill sees the creature shoot an icy blast, and manages to avoid the brunt of it. He sees Terser move to defend Rill and Tishe.

"Thanks Terser. Assuming these creatures came through this rift, I wonder if anything else came through with them."

(Percepion 38 to hear or spot anyone else here other than the party and the wolves - including anyone making noise upstairs or downstairs.)

As a move action, he pulls an Alchemist Fire out of his pack and throws it at the wolf up the stairs. Rill steps away from the others so as not to make such a tight group for these creature's breath weapons. (Assuming a 27 hits it's touch AC, it does 2 fire damage, 3 if vulnerable to the fire.)

Then he steps 5' away so as not to be so tightly grouped.

------------------------------------------
Spells Running: Status on Terser, Jozhur, Reggie (extended from the night before), Longstrider (extended from the night before), Endure Elements, Detect Magic

Spells available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Endure Elements*, Endure Elements*, Endure Elements*
2 (DC18): See Invisible (D), Augury, Remove Paralysis, Delay Poison, Resist Energy, Spiritual Weapon, Status
3 (DC19): Divination* (D), Dispel Magic, Blindness/Deafness, Prayer, Magic Vestment, Protection from Energy
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Dispel Evil, Plane Shift, [OPEN SLOT]
6 (DC22): Find the Path (D), Heal, Summon Monster VI

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (item) - 3/day -



Zeoll (Cayzle) (AC26/27vsEvil; HP62)  d20+7=11 ; d20+7=11 ;
Friday July 29th, 2016 4:57:50 PM

As he casts his spell, Zeoll thinks back on what he might know about these creatures.

Know Planes 11, Know Nature 11! LOL!

He wonders if these are typical beasts of their kind, or more tough?

DM DPurifoy - Where the Cold Wind Blows  d20+5=14 ; d6=4 ;
Friday July 29th, 2016 5:36:11 PM

Bottom Round 1

Blinded by Tishe's Glitterdust spell (Will save 14), the Winter Worg shakes its head violently with a growling snort to clear it's snout of the magical dust. The unassuming weaver's call was not off, as she yells "Winter Wolves!" and confirms the beasts' immunity to cold, and similar vulnerability to fire.

A few Interesting facts Tishe' might mention after cursing and disabling the Worg Highlight to display spoiler: {Winter Worgs are known to stalk the frozen plains of Ice Vein, trailing mammoth herds through their wide territories in small packs or roaming alone and bringing down smaller prey with their powerful breath weapon.}

Rattled once again by the cold, Terser quickly controls the situation, bashing one wolf back down the hallway with his magic ring, and steeling his powerful polearm for the coming charge from either direction. Standing at the end of the hall, Worg 2 is pushed roughly against the wall and falls to the ground (4 damage). (Bull Rush CMB 32 beats the Worgs' CMD of 30)

While Zeoll readies his shield and enchants his next strike, and Reggie looks for an angle of attack, Jozhur takes advantage of the doorway's cover to slip in unnoticed. Or maybe it was Clyde's performance that distracted you. No, that was just a shadow from Rill's light.

Worg 1, standing blinded atop the stairs, barks sharply as an arrow sprouts from its shoulder, planted there by Jozhur, revealed now among his companions. (Ranged Attack 29 beats the Worg's 18 Blind & flat-footed AC for 29 damage with Clyde's performance).

Clyde Bolsters his companions spirits with a spell and a bawdy joke about a man who used the cold weather as an excuse after being rejected out of bed. It seems the newest member of the Black Lions will fit right in with his encouraging banter shouted over the top of the sounds of angry wolves.

Rill Tosses a flask of alchemist's fire at Worg 1 on the stairs (Blind touch AC 7, 3 damage) and spreads out to reduce the group's target to area attacks. He hears shuffling coming up the stairs from the basement as well as the sound of another wolf behind the first upstairs.

Top Round 2

Worg 1 growls and saunters down the stairs, moving half speed in it's blinded state, but easily making the landing in the common room with its four-legged stride. At the bottom of the stairs, the beast pauses, head swaying back and forth while sniffing audibly. The worg's fierce jaws hang open as its snout seems to center on Terser. [Move action half speed decent stairs, move action use Scent to determine enemy direction.]

Worg 2 rises to its feet after being smashed into the wall by Terser's ring, and closes warily on Clyde, perhaps drawn by the bard's boldly shouted tale. It's not careful enough, however, as the beast's large bulk draws a swipe from Terser's Glaive (28 beats Worg AC 24, for 10 damage). It growls menacingly, massive fangs bared in Clyde's face. [Move action stand; move action close adjacent to Clyde, provoking AoO from Terser's reach.[/b]

Behind the first two, Worgs 3 and 4 step around the corner of the hall and the top of the stairs, while a fifth wolf stands at the head of the stairs going down.

Winter Worg AC 24, Touch 13, Flat-Footed 20 CMD 30
Worg 1 Blind, 32 damage, bottom of stairs up
Worg 2 10 damage
Worg 3 Uninjured, top of stairs up
Worg 4 Uninjured, end of hallway to kitchen
Worg 5 Uninjured, top of stairs down

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+8=11 ; 5d4+5=18 ;
Friday July 29th, 2016 9:29:18 PM

Tishe' is a little taken aback that there are more Winter Wolves; and even more by the fact of where they come from! "Winter Wolves are said to roam the Ice Vien. But that's in the Southern Continent!"

The sorceress pulls her thoughts back to the here and now; there is a battle to fight!

"This needs more fire-power", says the short woman, and Quickens a Magic Missle spell to strike blind Worg#1!

And then, with Clyde's music in her ears, she follows up with three flaming lines of The Scorching Ray spell, but misses Worg#2!

.......
Quickened Magic Missle. (5 level slot) 18 damage

Scorching Ray. Ranged Touch AC 11. Miss!

From Clyde: +3 Morale vs Charm Fear effects, +3 Competence to attack/damage.

Resist Energy: 110 min. Ignores first 30 damage/attack from cold.

Roses Temperature Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Glitterdust 1rd/lvl, 10’ radius; Will or blind, -40 Stealth(no save)

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 2. 0. 0. 1

Clyde (Riki) AC 25, Touch 14, Flat 22, CMD 29, HP 69/84, +8 Fort/+13 Ref/+11 Will, Inspire Courage 1/27  d20+21=26 ; d20+21=38 ; d20+21=35 ; d20+16=32 ; d10+29=39 ; 2d10+48=60 ; d10+29=39 ;
Friday July 29th, 2016 9:48:24 PM

Clyde's eyes move around the room analyzing the combat unconsciously, as natural to him as blinking. He continues regaling his companions with the bawdy tale, as the skirmish unfolds before him. One of the winter wolf closes the distance to him, taking a nasty swipe by Terser as it does so.

"Here boy, here." Clyde motions to the winter wolf, insulting it like a gutter cur as he clicks the heel of his boots together [OOC: free action to activate Boots of Speed]. A flash later and his blade flashes in front of him, making a fluid cut towards the wolf. [OOC: Full attack on the wolf using power attack].

==============================

Free action: Activate Boots of Speed
Free action: Maintain Inspire Courage
Swift action: Arcane Strike
Full Attack (with Power attack): Attack 1: 26 | Attack 2: 38 possible crit, 35 to confirm | Attack 3: 32
Damage: Damage 1: 39 | Damage 2 (assuming it crits): 70 (should've been +58 instead of +48) | Damage 3: 39

Reference:
Attack: +8 BAB +7 Str +1 Weapon Focus +2 Enhancement +3 Competence (IC) +1 Haste (Boots) +2 Morale (Good Hope) -3 Power Attack
Damage: 1d10 Elven Curved Blade +10 Str +2 Enhancement +3 Competence (IC) +2 Morale (Good Hope) +9 Power Attack +3 Arcane Strike

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP88/88  d20+13=28 ; d20+13=14 ; d20+11=21 ; d8+5=8 ; d8+4=6 ; 5d6=18 ; 5d6=19 ;
Saturday July 30th, 2016 12:05:53 AM

More of them? What's next, an arctic bear?

Jozhur fires a volley of arrows at the obviously blind wolf, hoping to finish it so the others can focus on different targets.

-------------------------
Use boots of haste (1/10)
Attack rolls include -4 penalty for firing into melee

First ranged attack hits AC 30, 10 damage plus 18 sneak attack

Second attack misses

Third attack hits AC 23, 8 damage plus 19 sneak attack damage

Effects:
Haste (+1 attack, +1 AC)
Inspire courage (+3 attack/damage, included in rolls)
Good hope (+2 saves, skills, attack/damage, forgot to include in rolls)

Current AC: 24

Zeoll (Cayzle) (AC26/27vsEvil; HP62)  d20+22=35 ; d6+3=9 ;
Saturday July 30th, 2016 9:15:01 AM


Zeoll tosses his alchemical fire at Winter Worg #2. He has a base +5 to hit, +3 bardsong, +20 true strike, -2 shield, -4 range mod ... leaving cover adjustments to the DM ... call it a +22 ... Zeoll hits a touch AC 35 and inflicts 1d6+3 fire damage ... that's max 9 damage this round ... and I'll roll another 1d6 next round.

With his move action remaining, Zeoll moves a bit closer, hoping to get line of sight to the wolves at the top of the stairs.



Terser (Warren G) [22/13/19 -- CMD 27 -- HP 106/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28)  d20+17=31 ; d20+17=25 ; d20+12=25 ; d20+17=29 ; d10+8=17 ; d10+8=15 ; d10+8=12 ; d10+8=14 ;
Saturday July 30th, 2016 6:44:17 PM

ooc @Tishe' you get to roll separately for each scorching ray! Also, Clyde's buffs went off prior to my AoO happening, so should be +5 damage.

Being too tired to develop a proper rage, Terser instead draws on the spirits for extra speed. activate spirit bag for haste

He swings for all his tired arms are worth, using his glaive to keep space between his friends and the worgs.

full attack, +1 extra from haste
Vs AC 31, 25, 25 for 22, 20, 17 damage

Potential AoO vs AC 29 for 19 damage



Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+8=16 ; d20+8=21 ; 4d6=7 ; 4d6=15 ;
Saturday July 30th, 2016 9:59:37 PM

Tishe' aims again for the second Ray, and then the third; striking still moving Winter Wolves. B(thanks for the reminder, Terser!)

2nd Ray 7 fire damage

3rd Ray. 15 fire damage

(Ed) Reggie | AC : 22 / Touch 18/ flat: 18 | HP: 105 / 105 | Rage used 0 /18 
Sunday July 31st, 2016 7:16:15 PM

This ice coating is new to Reggie, though she knows what ice and cold are she has never experienced to such a degree.

cautiously steps into the room the cold biting into her. She shivers a bit as her body tries to adjust to the cold.

Once she is ready she tries to move to get at one of the creatures.

{OOC: Reggie takes her round to move I am unsure if the icy floor is difficult terrain or not. moves to the closest worg (or wolf)}

Rill (MarkB) HP 77/93 - AC 23/13/21 CMD 21  d6=3 ;
Sunday July 31st, 2016 11:51:17 PM

(DM Damarr - please add 5 to the Alchemist Fire Damage from last round - Thanks Clyde!)

This round, the wolf Rill hit last time takes and additional 3+5 damage as the alchemist's fire continues burning for another round.

Then Rillett will cast Resist Energy, Cold on himself and move up to provide a flanking bonus with any of his companions.

Rill (MarkB) HP 77/93 - AC 23/13/21 CMD 21 
Monday August 1st, 2016 12:24:28 PM

(Just to clarify, we are all at +5 to hit and damage thanks to our trusty bard Clyde. His use of Inspire Courage and Good Hope have some other bonuses as well.)

Rill says, "Way to go Clyde! We need to bring you on more trips."

DM DPurifoy - Where the Cold Wind Blows  4d6=13 ; 8d6=30 ; 8d6=25 ; 8d6=28 ;
Monday August 1st, 2016 8:50:50 PM

[OOC: Many good points have been made about the bonuses granted by Clyde's Good Hope & Inspire Courage. Your DM wants you to note that these each grant a morale bonus - that is, in areas where they overlap, they do not stack, but the greatest bonus is applied. I'll detail party buffs at the end of the post, but that's +3 to weapon damage rolls, not +5 damage on every attack.]

Bottom Round 3

Clyde Hastens his step and takes down Worg 2 that dared approach him with a flash of his blade. The bard strikes an astounding figure, continuing to regale his new companions with a funny tavern story as he stands over the corpse of the Winter Worg he just eviscerated. While it's many wounds continue to pour slowly-freezing blood onto the cold floor, it's clear the magical beast is dead. (phew! Crit confirmed & 130+ damage dealt).

Jozhur uses his own magical boots and continues his ranged assault on the blind Worg 1. The snow-white wolf utters a whimpering growl before it, too, collapses to the frosty floor (adding +3 damage to Jozhur's sneak attack from Inspiring Courage last round + 55 damage this round brings Worg 1's total HP lost to 90).

Tishe' finishes off the Worg she first crippled, with a Quickened Magic Missile pummeling Worg 1 past unconsciousness. She then turns her attention to the three remaining worgs, a Scorching Ray aimed at each. All three Worgs yelp as the rays touch them, burning away patches of fur. (Ranged Touch Attack 11 doesn't beat Touch AC 13, but 11 + 3 (Inspiring Courage) = 14 does! 13 damage rolled). Worgs 3, 4, & 5 take 21, 13, & 24 damage, respectively. That's +50% damage from the fire & +3 damage from bardsong (not multiplied by the vulnerability, also worth noting the +3 attack/damage is added because the "Ray" is a weapon, evidenced by the ranged touch attack needed for success and applicability of feats like Weapon Focus).

Zeoll tosses his flask of alchemist fire at Worg 2, recently slashed to death by Clyde, and starts the dead beast on fire.

Terser uses a totem to speed his weapon, unable to enter a rage with his strength sapped by the cold, and takes a swing at each of the three standing worgs to keep the beasts away from his friends.

Reggie Enters the house and positions herself near Worg 3

Rill's alchemist fire also continues to burn the worg killed by Tishe and Jozhur, and the priest of Gargul guards himself against the cold and maneuvers around Worg 3's bulk to give Reggie and Terser (with his reach weapon) a +2 flanking bonus.

Top Round 3

Worg 1 is a silent pincushion at the foot of the stairs.

Worg 2 has been similarly dispatched by Clyde

Worg 3, flanked by Reggie & Rill, turns toward the group and unleashes it's breath weapon. Terser & Reggie take 30 cold damage, Reflex Save DC 21 for half.

Worgs 4 & 5 circle the group warily, before they too, envelop the party in a wash of painful cold. Clyde & Tishe' take 25 cold damage, Reflex DC 21 for half. Zeoll & Jozhur take 28 cold damage, Reflex DC 21 for half. Terser is hit by all three, taking 25 & 28 cold damage with the second two, Reflex DC 21 for half damage for each.

Unfortunately, one of the beast's strays too near, and Worg 5 takes a swipe from Terser's glaive.

Winter Worgs AC 24, Touch 13, Flat-Footed 20 CMD 30
Worg 1 Dead
Worg 2 Dead
Worg 3 Flanked, 43 damage
Worg 4 33 damage
Worg 5 60 damage

=============================
Non-stacking Party Buffs:
Good Hope: +2 saves, skill checks & ability checks
Inspire Courage: +3 saves vs charm & fear; +3 attack & weapon damage.
Magic Circle vs Evill: +2 saves (this is a resistance bonus - the same as on your cloaks, nonstacking); +2 deflection AC (this does not stack with deflection AC from rings of protection & similar). Applies to everyone within 10ft of Zeoll.

[OOC: Moving forward, please total your damage with these bonuses, being mindful of those that stack & those that overlap. Update your header to include the AC bonus from the Magic Circle if necessary (we'll assume everyone is within 10ft of Zeoll unless stated or clearl implied otherwise for now), or else it probably won't count. Note that the bonuses to saves do stack here - that's +4 to your Refflex saves for anyone that didn't previously have a resistance or morale bonus to saves.]

Clyde (Riki) AC 25, Touch 14, Flat 22, CMD 29, HP 44/84, +10 Fort/+15 Ref/+13 Will, Inspire Courage 3/27  d20+15=16 ; d20+21=26 ; d20+29=32 ; d10+29=32 ;
Monday August 1st, 2016 9:48:30 PM

Even as the worg in front of him is dispatched, another wave of cold hits Clyde, this one especially chilling him to the bones. He couldn't afford many more hits like this one, these beasts needed to be put down as fast as possible. A quick glance around shows Terser's deadly glaive swiping one worg, and Reggie and Rill working on another. With two worgs next to each other, Clyde went straight for them, hoping to help dispatch at least one.

=============================

Reflex save vs DC 21: 16
Free action: Maintain Inspire Courage
Move action: Move up to 60 ft. to be adjacent to both worgs 4 and 5 if possible.
Swift action: Arcane Strike
Attack Worg 5: 26
Damage: 32 (accidentally rolled 1d20 instead of 1d10 the first time, but it turned out the same, so it's all good.

Note: I'm not actually sure where Clyde was when he killed Worg 2, but I assume that he can't just take a 5ft step to attack another worg? If he could, I'll roll additional attacks for a full-attack, but I'll leave this as is for now. His movements here is to try to be adjacent to both worg 4 and 5, or at least get close enough that it may be possible to hit worg 4 next round after only taking a 5ft step.

EFFECTS:
Inspire Courage 3/27
Good Hope: 3 rounds/11 mins
Haste (Boots of Speed): 3/10

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+3=12 ; d20+11=22 ; d20+11=20 ; d20+11=25 ; 4d6+3=13 ; 4d6+3=14 ; 4d6+3=19 ; 4d6+3=16 ;
Monday August 1st, 2016 10:15:36 PM

Tishe' again is bathed in cold, and again remains unscathed thanks to her resistance spell. With Clyde, Terser, and now Reggie entering the fray and facing off against three of the beasts, Tishe' Delays; waiting to see how the physical weapons do.

After the rest of the Black Lions attack, if there are any wolves left, Tishe' targets those with another three Scorching Rays!

......
Reflex. 13. Miss. No damage due to resist cold 30

Delay. Wait until all other heroes attack, then cast Scorching Ray

Ranged Touch. 22 20 25. Damage.(+50%) 18, 19, 27

From Clyde: +3 Morale vs Charm Fear effects, +3 Competence to attack/damage.

Resist Energy: 110 min. Ignores first 30 damage/attack from cold.

Roses Temperature Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 3. 0. 0. 1

Zeoll (Cayzle) (AC26/27vsEvil; HP50of62)  d20+13=14 ; d8=2 ; d8=3 ; d8=4 ; d20+28=43 ;
Tuesday August 2nd, 2016 6:46:35 AM


Zeoll scowls as his two rounds of casting and attacking is wasted on a dead foe. Ugh.

He scowls even more fiercely as he walks right into a blast of cold (rolled a nat 1 for full damage, reduced to 34 damage.) That also wastes the Fey King's blessing, alas.

The old liontaur shivers. He can't take too much of that. He spontaneously casts Cure Serious Wounds on himself over MSIII. The cure heals 3d8+7, or in this case, 16, bringing Zeoll to 50.

He checks the floor for cold damage. It would not do at all if these breaths froze the wood floor (if it is wood), which then cracked under the liontaur's weight and sent him down into the basement. Perception for that or other interesting things: 43.

==============================
DM Sanity Info

Cleric spells (underlined = cast):

0: guidance, create water, light, mending;
1: command x3, Rose's Temperature Control (2 slots), elf vision;
2: calm emo x2, augury, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 3 of 8 1st lvl (True Strike, Mage Armor: Zeoll & Reggie)
Cast: 1 of 6 2nd lvl (See Invisibility)
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 0 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 0 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 1 of 1
Fey King's Blessing: +2 to first save of day - used.
Hero Points Used: 0 of 5

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL8. (duration 8 hours)
Elf Vision CL7 (duration 70 min)
See Invisibility CL8 (duration 80 min)
Magic Circle vs Evil CL6 (duration 60 min)
Temp Control CL10 (duration 18 hours)
Taur's Try (Centaur) CL8 (duration 80 min)
Also: Good Hope, Bard Song.

Terser (Warren G) AC24 w/magic circle [AC22/13/19 -- CMD 27 -- HP 36/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28)  d20+10=14 ; d20+10=26 ; d20+10=12 ; d20+17=23 ; d20+17=32 ; d20+12=25 ; d20+17=35 ; d20+11=21 ; d20+11=12 ; d20+11=20 ; d6=5 ; d6=1 ; d6=5 ; d6=5 ; d6=6 ;
Tuesday August 2nd, 2016 10:37:56 AM

What is with these dratted wolves?! I'd be their friend if they weren't so dead set on killing me!
saves - 14:fail, 26:pass, 12:fail

They better take these things out before they can get another good breath in, else he'll be done for!
He focuses on the flanked on, continuing to draw upon some speed in order to finish quickly. His first strike glances off of it's thick hide, but his followups are more accurate, and he takes some solid chunks out.
attacks vs AC 23 - miss, 32 for 21 damage, 25 for 12 damage
potential AoO vs AC 35 for 20 damage

If he has managed to kill that one, Terser will spend a hero point to channel energy, excluding the remaining two, for 21 healing




Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d6=3 ; d6=3 ; d6=4 ; d6=4 ; d6=2 ; d6=5 ;
Tuesday August 2nd, 2016 1:57:08 PM

Rillett can see that the party is taking a beating from these creatures. In particular, Terser is starting to look like a short version of Jack Frost.

"Blimey! These things are making it way too cold in here. Terser had a good idea - let's see what I can do to spread some warmth."

Rillett pulls the strength of his god into himself, and then releases it in a warm, healing wave. (Channel Energy, healing everyone for 21 points but excluding these wolves. He will continue to provide a flanking bonus as he is able.
------------------------------------------
Spells Running: Status on Terser, Jozhur, Reggie (extended from the night before), Longstrider (extended from the night before), Endure Elements, Detect Magic

Spells available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Endure Elements*, Endure Elements*, Endure Elements*
2 (DC18): See Invisible (D), Augury, Remove Paralysis, Delay Poison, Resist Energy*, Spiritual Weapon, Status
3 (DC19): Divination* (D), Dispel Magic, Blindness/Deafness, Prayer, Magic Vestment, Protection from Energy
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Dispel Evil, Plane Shift, [OPEN SLOT]
6 (DC22): Find the Path (D), Heal, Summon Monster VI

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day - *
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (item) - 3/day -

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88  d20+16=24 ; d20+8=13 ; d20+16=21 ;
Tuesday August 2nd, 2016 2:12:04 PM

Jozhur ducks behind the door frame he was using for cover just in time to avoid the wolf's frosty breath. He draws his sword and enters the house to join the fray, but is momentarily overwhelmed by the intense chill inside. The rogue moves to flank one of the wolves, but his attack does not land.

----------------------
Reflex save: 24, no damage taken (evasion)

Enter house, fort save failed (13), assuming still 2 damage ? Now fatigued.

Move to flank a wolf, attack misses.


(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 
Tuesday August 2nd, 2016 2:14:58 PM

Also, current AC in header is correct with fatigued and protection from evil canceling each other.

(Ed) Reggie | AC : 20 / Touch 16/ flat: 16 | HP: 112 / 127 | Rage used 1 /18  d20+13=29 ; d20+22=32 ; d20+22=30 ; d20+17=32 ; d20+17=30 ; d10+13=16 ; d10+13=19 ; d10+13=15 ; d4+7=11 ;
Tuesday August 2nd, 2016 5:10:17 PM

{ooc: reflex DC 21 = 29 (15 damage)}

Reggie, at first was trying to get her footing on the icy floor when she was suddenly engulfed in the cold blast freezing her to the bone. though she managed to dodge some of it she still felt its bite.

As the pain coursed through her, Reggie's eyes turn black, her skin becomes cold as her hidden power is unleashed again. and without any thought or concern for her self Reggie pounds the worg with her bare hands.

{OOC: If i am reading this right Reggie has +3 morale bonus to attack and damage and +2 to hit for flank}

{OOC: attack 1 hits AC 32, attack 2 hits AC 30, attack 3 hits AC 32, bite hits AC 30}
{OOC: damage: attack 1 =16, attack 2=19, attack 3=15, bite=11 for total damage of 61}
{OOC: stats in header reflect rage and other bonuses}

Zeoll (Cayzle) (AC26/27vsEvil; HP50of62) 
Tuesday August 2nd, 2016 7:02:00 PM

Zeoll attacks a dead foe and then cures himself just before two healing channels flow over the party.

"Sigh."

Terser (Warren G) AC24 w/magic circle [AC22/13/19 -- CMD 27 -- HP 57/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28) 
Wednesday August 3rd, 2016 12:51:12 PM

ooc: updated from rillett's channel since mine was conditional.

DM DPurifoy - Where the Cold Wind Blows  d4-1=3 (W3); d4-1=1 (W4); d4-1=2 (W5);
Wednesday August 3rd, 2016 2:25:37 PM

Bottom Round 3

The Black Lions reel from the freezing assault. The old Wemic Zeoll heals himself, but possibly regrets using his spell after Rill channels the power of Gargul to warm his companions with a healing burst. Everyone heals 21 damage; reminder that for every point of lethal damage healed, an equal number of nonlethal damage is healed. That should take care of the nonlethal cold damage from the house, but the fatigued condition still persists.

Terser, faring the worst against the breath attacks in the middle of the party, continues to hasten his own attacks and lays into the flanked Worg 3. With his two hits this round, the beast is sitting at 76 damage, not quite enough to bring the powerful wolf down.

Although she dodges the worst of the cold, the frosty attack is enough to drive Reggie into a rage. She pummels the badly wounded Worg 5, finishing it off. With a bit of breathing room, Terser digs down and sends out his own warm wave of healing (everyone heals another 21 damage).

Jozhur finds his strength sapped by the unbearable chill in the house, and moves to flank Worg 4 with Clyde, who positions himself within easy reach of both remaining beasts. Although the Captain's attack is a miss, Clyde cleaves into Worg 4, bringing it to a current total of 55 damage.

Tishe', waiting for the other heroes to attack, blasts the remaining two worgs with another Scorching Ray spell. The first two rays bring down Worg 4 with a total of 92 damage. The last remaining Worg (5), is put down as the final scorching ray brings it to 87 damage.

[OOC: I didn't recalculate last round's damage to account for the +2 weapon damage from Good Hope that I incorrectly claimed doesn't stack with Inspire Courage. It'll be handled correctly in the future, but you took care of all the worgs this round anyways.]

As the heroes stand victorious among the fallen Winter Worgs, the deathly cold air pulsing from the open portal is a reminder that this trouble in Bonetown is just beginning. We're no longer acting round-by-round; what would you like to do?

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88  d20+15=20 ; d20+20=35 ;
Wednesday August 3rd, 2016 2:44:56 PM

Jozhur sets about checking the whole house for traps, warning others to begin their search for clues in areas he has already checked. Once he finishes, he joins in looking for clues to this mystery.

-----------------------
Perception to locate traps: 35 (37 with Good Hope still active)
Perception to find clues/useful items: 20 (22 with Good Hope)

Terser (Warren G) AC24 w/magic circle [AC22/13/19 -- CMD 27 -- HP 78/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28)  d20+18=21 ;
Wednesday August 3rd, 2016 4:21:02 PM

Terser allows Jozhur the initial inspection, then follows after, looking for clues, especially potential hidden compartments in the stone and brick of the house's framing.

Perception 21, 23 for stonework

(Ed) Reggie | AC : 20 / Touch 16/ flat: 16 | HP: 112 / 127 | Rage used 1 /18 
Wednesday August 3rd, 2016 4:53:25 PM

As the battle ends, Reggie takes a few breaths as she is looking for another target. Her eyes turn to Jozhur and her rage subsides. her eyes return to normal, and she collapses to the ground.

Lying there for a round or two. Reggie starts to come around. with the familiar look of confusion on her face.

Clyde (Riki) AC 25, Touch 14, Flat 22, CMD 29, HP 62/84, +10 Fort/+15 Ref/+13 Will  d8+5=7 ; d8+5=11 ;
Wednesday August 3rd, 2016 5:28:39 PM

With the last worg downed by Tishe', Clyde takes a moment to breathe a sigh of relief before inspecting his own body for wounds. The chill didn't have any mortal physical effects, but it's sapped much of his life, leaving him weaker. Placing his palm on his heart, Clyde murmurs an incantation, and feels slightly better.

That done, Clyde walks around to inspect the others and ask them how they're doing and if they're in need of minor healing. He can't offer much, but he'd be glad to help any way he can.

Afterwards, he'll cautiously walk around the house, inspecting anything he may have knowledge on.

[OOC: Clyde is able to take 10 on any Knowledge checks, which range for a total of 21-26 depending on the type of Knowledge required. Any info that stands out, he'd share with the group.]

==============================

Cure Light Wounds x2: 18 hp total healed.
Inspire Courage no longer running.
Good Hope only used for 3 rounds out of a possible 11 mins (110 rounds).

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62)  d20+21=22 ; d20+14=16 ; d20+10=13 ;
Wednesday August 3rd, 2016 7:18:15 PM


Zeoll graciously thanks his friends for their bravery. "Clyde, wowsy, you arre surre a grreat addition to the grroup! Excellent job!" His praise is white in the frosty air as he breathes out.

Only the swish of his tail reveals that he's just a little bit jealous. Once upon a time, Zeoll had trained as a bard, and he sees in Clyde what he could have been. But that was years ago and many choices ago. "Stop your maunderings," he thinks to himself.

Trying to be useful, Zeoll looks around. He especially looks at the body of the dead mage. Perception 29 (forgot some bonuses in my roll above). He prays for Guidance and wonders if there is anything in his frozen final position that might reveal what he was doing or casting or at least expecting. Spellcraft 16.

Then he goes over to look at the gate, maximizing his Temperature Control to be able to bear it. He prays again and tries to tell whatever he can about the nature of the planar rift -- and how to control it. Know Arcana 13. (Gosh, die roller hates me today.)

It only happens rarely, but sometimes a liontaur's traditional horse trading and mercantile instincts do appear at the back of Zeoll's head ...

"If we can put an admantine porrtcullis orr forrcecage arround this thing," he muses with a gleam in his eye, "We could corrnerr the ice marrket herre in town."

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+18=28 ; d20+9=22 ;
Wednesday August 3rd, 2016 9:11:33 PM

Tishe' breathes out a ice-covered sigh. "That was tougher than expected! I'm glad everyone is OK!"

She joins Zeoll at the pulsing light and puruses the frosty book. "How can we reverse this mistake?"

She thinks aloud and calls to Jozhur. "I can place a force ball around the anomaly, but it won't last more than a minute."
......

Spellcraft 28

Know Arcana. 22

Resist Energy: 110 min. Ignores first 30 damage/attack from cold.

Roses Temperature Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 3. 0. 0. 1


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d6=1 ; d6=1 ; d6=4 ; d6=3 ; d6=3 ; d6=2 ; d6=6 ; d6=5 ;
Thursday August 4th, 2016 1:04:47 AM

Rillett again channels his God's energy to heal his friends for 23 points. "Gargul's blessing on us all."

Rillett looks at the mage with Deathwatch to see if any life yet remains in him.

"Now, what to do? First thing we need to do is thaw out this frozen fool and search him to see if he has any clues to what he has done, and if it can be undone. Anyone see any books other clues here? Hey Clyde, you seem pretty well travelled. Any info in that bardic brain of your about such a portal? Can anyone attempt to identify this portal? Maybe we can figure out where it goes?

"If needed, I can pray for a Commune spell to seek guidance from our Lord Gargul."

Clyde (Riki) AC 25, Touch 14, Flat 22, CMD 29, HP 84/84, +10 Fort/+15 Ref/+13 Will, Inspire Courage 3/27, Lore Master 2/2 
Thursday August 4th, 2016 6:18:35 AM

Clyde examines the frozen wizard when Rill calls him.

=====================

Standard action to take 20 for Knowledge (Arcana), giving Clyde a 36

Also didn't realize that there were 2 Channel Energies during combat. That would've healed him to full at that point, so I've fixed my HP.

DM DPurifoy - Where the Cold Wind Blows 
Thursday August 4th, 2016 3:07:45 PM

With a chance to finally investigate, the party finds a number of interesting things. Jozhur informs the others that Raigel isn't the sort of paranoid wizard that traps his own house. The first thing you do note is the basement. Terser remarks that, while not entirely unheard of, it is fairly uncommon for houses so close to the sea in an island city to have a basement at all. Searching downstairs reveals the mangled body of a servant, who likely ran down there to hide before the large wolves sniffed him out (his is the bedroom across from the front door through the common room, where Terser grabbed the blankets).

Also in the basement are a number of racks holding an appreciable stock of fine wines. It seems Raigel was a bit of a collector, with 23 bottles worth 1150 gp total.

Raigel doesn't have anything of note on his person, but his room, upstairs holds a few valuables and a couple clues as to the wizard's recent activities. The party finds two potions, four scrolls, and 8500 gold, half of which is still sitting with a charter from one Pirate Captain Erthos requesting investigation into opening a portal to the Southern Continent.

Knowledge Local DC 25 Highlight to display spoiler: { You recognize Erthos as the pirate captain of a smuggler ship.}

Knowledge Local DC 30 Highlight to display spoiler: { A half elven female known for her fast (smuggler) ship and a silver tongue, Erthos and her ship were not involved in the recent battle.}

Knowledge Local DC 35 Highlight to display spoiler: { Erthos is generally a non-violent pirate known to use her feminine charms to their fullest advantage.}

It seems Zeoll's mercantile instincts aren't far off, as Raigel's farce appears to be driven by the lucrative trade opportunities that would be provided by a direct route to the Southern Continent. Also among the wizard's personal affects is a journal, the last notable entry reads:

A permanent teleportion link to the south is proving beyond my skills,
A genie provided some useful insight, perhaps I can invite the breech to push a route from the south to here.
I have settled on using the same premise of summoning an elemental, to bring the south, via a miniature gate, to here
This should also solve the issue of one of the other pirate captains from closing the route on us.
My preparations are in place and tomorrow I will begin.


In the servant's room, aside from nondescript personal items, is 35gp in jewelry and 1250 gold pieces.

Rill Further heals his companions, and double checks Raigel, who appears dead through his Deathwatch eyes. He asks Clyde if he has any bardic insights into the portal, and suggests seeking divine guidance to determine their next steps.

Tishe' examines the portal more closely, and notes that she could place a force field around it to temporarily enclose the tear.

Jozhur faces a tense moment with Reggie, who thankfully slips out of her battle rage and into one of regularly unplanned naps. The warrior woman comes to just in time to catch the revelations from her companions.

From the wizard's notes and your own examination of the unorthodox 'portal,' Tishe' and Clyde deduce that it will be impossible to close from this side, and it's clear that Raigel's death, almost an hour ago based on your estimations from the cold seeping out of the house, has had no impact on the magic that's now maintaining the tear.

Terser (Warren G) [AC22/13/19 -- CMD 27 -- HP 101/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28) 
Thursday August 4th, 2016 4:20:52 PM

I guess I don't get magic. What makes it closeable from the cold side, but not from our side?

He looks skeptically through the portal, wondering if people on the other side where colourfully lacquered armor to avoid getting lost in all that snow.

If we're going to be over there, how to we get back? Can you teleport that far, Rill? Perhaps some shopping is in order. Maybe something to keep us from taking a chill, or at least those of us that don't have that magic.



Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 Fort/+15 Ref/+13 Will -- Inspire Courage 3/27, Boots of Speed 3/10, Lore Mas 
Thursday August 4th, 2016 6:16:54 PM

Clyde turns to Rill. "All I can deduce is that due to the unorthodox nature of this portal, it's impossible to close it from this side. I don't have any magic to be able to teleport us back here if we do use it to go into the other side. Might have to ask the group's resident casters, I only dabble in this stuff."

When the party comes back with the loot, Clyde tells the group that Erthos is a pirate captain of a smuggler ship.

"So, are we stepping through this portal to go on a blizzard-filled adventure?" Clyde asks the group.

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+9=16 ;
Thursday August 4th, 2016 6:44:33 PM

Tishe' takes interest in the treasures collected and the well-stocked wine cellar. Yet it is the diary that catches her attention again and again. "The Southern Continent is the location of my original home", she tells the others. "When I travelled with a pack in the Sargrass, we had a single adventure in the south in a land of perpetual cold called the Ice Vein. And the place had Immortal Powers associated with the elements. If Raigel was tampering with a new spell that included 'gate', 'elemental', and 'southern continent'..."

"I don't remember much about the place other than it was cold. The Bloodpack's entire adventure there was inside a giant ice cave and I fell into a magic portal and popped out into Hook City. Took me months to find the Bloodpack again. And by that time we were back in the Sargrass.

Tishe' trails off and shakes her head. "The terrible cold pretty much confirms my worst fears. I think we'll have to enter the portal ourselves and find what the magic is tied to in order to release the magical energies. "

The plain sorceress shakes her head, she also doesn't have the means to teleport across the breadth of the Wold. But she agrees they will need their warmest clothing before venturing into the portal!

Know Local. 16

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday August 4th, 2016 8:47:20 PM

"Wow. Sounds like we need to go through this portal into a frozen wasteland. Some appropriate gear is in order, and we should probably have some different spells.

"I suggest we alert the town, button up this house the best we can, and I'll take some time to pray for a commune spell to ask 11 questions of my god about what we face, though I'll only get yes/no answers. I'm thinking:

1-Will the cold from this portal destroy Bonetown if we wait until tomorrow morning to go though this portal to close it?
2-Was Reigel working alone to establish this portal?
*-(If 1 is no) Did Reigel know the entity also working to establish this portal?
3-When we step though this portal, will we have the means to close this portal without help?
*-(If 3 is no) Will we need the help from anyone on the other side of this portal to close it?
4-Will Endure Elements be enough to protect us from the cold environmnet on the other side of this portal?
5-Aside from the cold environment, are we likely to magical cold on the other side of this portal?
7-Are we likely to face magical fire on the other side of this portal?
8-Are we likely to face evil outsiders on the other side of this portal?
9-Are we likely to face undead on the other side of this portal?
----(These will be asked if the * ones above are not needed)-----
*(if 9 is yes) Are we likely to face level draining undead on the other side of this portal?
10-Is Reggie's son alive and well?
11-Is the number 42 the answer to life, the universe and everything?

Any suggestions?"


Zeoll (Cayzle) (AC26/27vsEvil; HP62of62) 
Thursday August 4th, 2016 11:52:03 PM


Zeoll still thinks that an admantine portcullis or cage around the gate may be the best option. But he is sanguine about the idea of entering. "I have seen a lot of the Wold in my yearrs, so this ice rrealm, whetherr a parra-elemental plane or a gate to Ice Vein, holds no fearr forr me. Still my hearrt longs forr the sea, not the ice."

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88  d20+9=15 ;
Friday August 5th, 2016 3:18:13 AM

Jozhur shivers and let's out a long frosty breath, "I'm going to need some warmer clothes before venturing in there, and some magical protection would be nice. Let's seal this place or this portal the best we can and come back better prepared tomorrow if possible."

He's sees Reggie passed out on the floor and sighs. He drags her out of the house, puts some blankets, on her, and waits outside for the others to finish poking around.

DM DPurifoy - Where the Cold Wind Blows 
Friday August 5th, 2016 2:26:09 PM

The Black Lions carefully weigh their next steps. Terser and Clyde discuss the magic of the portal and how best to proceed. Do they know where the portal goes? Tishe recalls her previous adventures on the southern continent in the frozen lands of Ice Vein. The weaver wonders if Raigel's improvised gateway might have tapped into the strange Immortal Powers that govern the frosty reaches there.

A consensus is quickly reached that, wherever it might lead, the group will need to make some preparations before going through the portal. How best do they seal up the unguarded tear to the Southern Continent? Zeoll sticks with his first suggestion - put a big cage or portcullis around it.

Rill begins a list of questions to query Gargul for aid, while Jozhur sees to Reggie; something the Captain has likely grown used to in the time with his reckless crew-woman.

With some idea as to where the portal leads, do the heroes look for further information on their destination, or brace themselves for the unavoidable cold and push bravely onward?

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+3=20 ; d20+3=11 ;
Friday August 5th, 2016 3:22:52 PM

Tishe' tries to provide a temporary reprieve of the terrible cold by casting an Extended Resilient Sphere around the portal. Even if it successfully blocks the chill, it will only last 22 minutes. But every bit may help!

"I suppose we can block the door to keep any monsters from wandering from the portal into Bonetown", the short woman says dubiously. "I just hope that nothing happens in the time it takes for us to prepare!"

Tishe' thinks about what she knows of the geography and history of the Ice Vien to share with the group.

Other than that, she's ready to go with the others to stop this magic from hurting the whole island!
....

Know geography 20
Know History 11

Resist Energy: 110 min. Ignores first 30 damage/attack from cold.

Roses Temperature Control. 19 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 3. 1. 0. 1


(Ed) Reggie | AC : 20 / Touch 16/ flat: 16 | HP: 112 / 127 | Rage used 1 /18 
Friday August 5th, 2016 9:14:06 PM

Reggie accepts the blankets and gives a slight smile to her captain, but a bit ashamed at what had happened.

"I'm sorry, guess I'm not much help here." she says to Jozhur shivering a bit as she was not protected by any magic.

"If you need to go prepare for a trip I can stay here and guard the portal thing. I don't know much about magic but I can at least fight, well usually."

Reggie appears she is trying to be useful to her Captain.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 Fort/+15 Ref/+13 Will -- Inspire Courage 3/27, Boots of Speed 3/10, Lore Mas 
Friday August 5th, 2016 9:22:19 PM

Clyde looks towards the group to see what everyone else will do. He just returned to Bonetown, and wasn't too eager to venture away from it again, and certainly not so far away as to require a portal to get there, but any threat to Bonetown needed taken care of, so he was more than willing to go.

Remembering his wounds from the worgs, and the bite of the natural cold, only a few things came to mind on his shopping list: proper cold weather and snow gear, and perhaps a wand or two for some curing magic.

[OOC: If everyone else is going shopping, Clyde will go, and will also visit the Catacombs to pick up a couple of Wand of CLW if possible. I'm not actually sure how it works with the Catacombs, will look into it!]

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62)  d20+10=19 ;
Friday August 5th, 2016 9:58:34 PM


"Excellent job, Miss Tishe," says the old liontaur. "If only we could make that perrmanent."

Zeoll needs no shopping trip, and will wait with Reggie.

He tries to figure out what the group could do to close the gate, and if there might be a way on the other side. He wonders if a genie could help. He recently summoned a genie from the Wold's Cradle. He could try to summon another ... though you never know what you'll get when you call on the Fey!

Know Planes, boosted by that good hope and guidance: 19

He also wonders what immortal powers of the south might govern such a rift. Not the Crones, he thinks. He met them, and they were not cold. Someone or thing else ...

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 
Saturday August 6th, 2016 12:22:17 AM

Jozhur shrugs at Reggie, "So that wolf just smashed his face on your fist? You did fine, don't worry. You've saved my hide before, I won't forget that."

He will tag along with Clyde to the Catacombs to stock up on winter gear, and maybe some other things.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Saturday August 6th, 2016 12:33:43 AM

"As we prepare ourselves for cold weather, I advise we spend one more day here - everyone good with that? We can set a guard on the house. If we barricade the door with boards pained white on the frosty side, the portal may go unnoticed from that side."

In response to Terser's question about how far Rill can teleport, "The limit of my range is about 1,100 miles. I can only do this once a day and even then I can only take three others with me at a time. Tishe and Zeoll, do you know how far the Ice Vein is from here?

"If we are agreed to wait, I will seek Gargul's advice. No one had any suggested changes to my questions? Jozhur, will you inform the Captain's Council and the Harbormaster of our situation? I will inform the Church of Gargul of what is going on."

Rill will prepare a Commune spell in that empty 5th level spell slot. He casts the spell and asks:

1-Will the cold from this portal destroy Bonetown if we wait until tomorrow morning to go though this portal to close it?
2-Was Reigel working alone to establish this portal?
*-(If 1 is no) Did Reigel know the entity also working to establish this portal?
3-When we step though this portal, will we have the means to close this portal without help?
*-(If 3 is no) Will we need the help from anyone on the other side of this portal to close it?
4-Will Endure Elements be enough to protect us from the cold environment on the other side of this portal?
5-Aside from the cold environment, are we likely to face magical cold on the other side of this portal?
7-In seeking to close this portal, are we likely to face magical fire on the other side of this portal?
8-In seeking to close this portal, are we likely to face evil outsiders on the other side of this portal?
9-In seeking to close this portal, are we likely to face undead on the other side of this portal?
----(These will be asked if the * ones above are not needed)-----
*(if 9 is yes) In seeking to close this portal, are we likely to face level draining undead on the other side of this portal?
10-Is Reggie's son alive and well?
11-Is the number 42 the answer to life, the universe and everything?

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+3=15 ;
Saturday August 6th, 2016 10:37:49 AM

Tishe' responds to Rillett. "I have never made the trip except by unknown magic, but I have heard it takes six months or more by ship. It must be very very far. "

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 Fort/+15 Ref/+13 Will -- Inspire Courage 3/27, Boots of Speed 3/10, Lore Mas 
Saturday August 6th, 2016 10:33:35 PM

"So, that seemed to have gone well enough. Is this a regular occurrence for the crew? Saving Bonetown on a regular basis?" Clyde asks Jozhur as they head to the Catacombs.

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 
Sunday August 7th, 2016 1:33:55 AM

Jozhur nods to Clyde, "Yes, pretty frequent. That was a very minor skirmish by comparison."

------------------
Clyde: See my post in the Catacombs. To purchase in the Catacombs you will need to list what items you want, the quantity, and the price. Use a heading for your post (post name) similar to mine and use the next available ticket (#1506). Staff will reply to your ticket and instructions for what to do next will be in that post.

DM Dan K -Commune 
Sunday August 7th, 2016 8:57:37 AM

Rillet prepares and casts Commune. The shadow realms fade into partial view for the cleric of Gargul, as is normal with the casting. Stepping forward slightly, but not enough for true detail to be seen, Rillet can see a tall humanoid with wings but no other dispensable features in the shadow. It stands stoically as the questions are asked and the beings eyes flare with an amethyst light at ach answer given

1-Will the cold from this portal destroy Bonetown if we wait until tomorrow morning to go though this portal to close it?
NO
2-Was Reigel working alone to establish this portal?
NO
*-(If 1 is no) Did Reigel know the entity also working to establish this portal?
YES
3-When we step though this portal, will we have the means to close this portal without help?
UNCLEAR
*-(If 3 is no) Will we need the help from anyone on the other side of this portal to close it?
4-Will Endure Elements be enough to protect us from the cold environment on the other side of this portal?
UNCLEAR
5-Aside from the cold environment, are we likely to face magical cold on the other side of this portal?
YES
7-In seeking to close this portal, are we likely to face magical fire on the other side of this portal?
YES
8-In seeking to close this portal, are we likely to face evil outsiders on the other side of this portal?
UNCLEAR
9-In seeking to close this portal, are we likely to face undead on the other side of this portal?
YES
----(These will be asked if the * ones above are not needed)-----
*(if 9 is yes) In seeking to close this portal, are we likely to face level draining undead on the other side of this portal?
UNCLEAR
10-Is Reggie's son alive and well?
YES
11-Is the number 42 the answer to life, the universe and everything?

The being then steps back and is engulfed in shadow even as the Shadow Realm itself completely vanishes from Rillet's inner eye


DM Dan K -Preparations 
Sunday August 7th, 2016 6:25:59 PM

The party has searched the house and discovered all that there is to discover. Discussion moves to where the rip may lead. Where this portal might go. The ice vein in the southern continent seems a likely place. After all, that is at least the continent Raigel was trying to get to. No one knows much about the land. It is cold, unbearably so by some accounts, and ruled by the mysterious powers of the south. Powers strong enough to physically move the lands about the continent from time to time. Rillett's commune spell offers some answers and the group knows they need to prepare for the journey and thus make their way to the Catacombs

Exiting the building, the group spots a tall, thin elf making his way purposefully down the street towards you. He spies you and appears to recognize the most renown crew of Bonetown and lifts his arm in salutations as he continues towards you

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 Fort/+15 Ref/+13 Will -- Inspire Courage 3/27, Boots of Speed 3/10, Lore Mas 
Sunday August 7th, 2016 8:39:54 PM

After the trip to the Catacombs, Clyde heads back out to purchase some winter clothes and other mundane gear. He was happy to be back, even with the wintry trouble. Seeing his old haunts still brought a smile to his face.

"I've missed this place, it's good to be home" he says aloud, mostly to himself. "And now I'm looking for gear to leave already."

(Ed) Reggie | AC : 20 / Touch 16/ flat: 16 | HP: 112 / 127 | Rage used 1 /18 
Monday August 8th, 2016 8:18:26 AM

Before Jozhur leaves to the catacombs, Reggie calls him aside "Wait, before you leave..."

"I know you are going to buy magic stuff, I don't usually make use of this, but can you get me a couple of things? I need a magic wand, Endure Elements magic, divine magic type, and some cold weather gear, and some rum, the good kind, spiced."

She gives him a pleading look "please, I'll pay, with interest"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+14=17 ; d20+14=30 ;
Monday August 8th, 2016 2:11:10 PM

Rillett will share the results of his Commune Spell with everyone (see answers above.)

"We'll plan to leave tomorrow then, and you should expect to encounter undead and both magical cold and fire there. Also, there were 2 potions and 4 scrolls that remain unidentified."

Rillett will cast Read Magic to see what the two scrolls are. He will also use Detect Magic to attempt to determine what the potions are.

(Potion 1 - Spellcraft 17 - Will reveal up to Caster Level 2)
(Potion 2 - Spellcraft 30 - Will reveal up to Caster Level 15)

"Aside from these items, there was a total of 10,935 GP in loot. Dividing that by 7 comes out to 1,562 GP each." He can see Reggie eyeing the wine collection, "If anyone wants the bottles of wine, you may take all you want in lieu of 50 GP each. Pretty expensive wine."

"I plan to head to the Catacombs for Boots of the Winterlands, and to a nearby shop for warmer clothing. While warm clothes are not needed with those boots, it's good to have a back-up plan when magic fails."

Regrettably he blew his prior money on WLA training and scroll materials for party spell backups. He cannot purchase any of the proposed wands.

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will 
Monday August 8th, 2016 2:14:55 PM

As the tall, thin elf approaches the home, he's rather like a ghost emerging from the frigid fog on the horizon. This is owed to his robes, grand and purest white - much like said snow - save for its embroidered gold scrollwork. A bejeweled gold headband holds his silken mane in place, and he walks with an intricate staff in his right hand, carved with scales and capped with a crook in the likeness of a dragon's head. If one were to judge by the eye, he'd be a young human, but the pointed ears protruding from his hair suggest otherwise.

"Pardon," says Aesric as he slows his approach, lowering a hand adorned with a signet ring. "I had come to call on Reigel and investigate his present affairs, but ..." The elf leans forward slightly, glancing into the house so as to see the fallen worgs. "I take it discussion is neither necessary nor possible now."

Leaning back to his full height, the elf inclines his head in polite greeting to the general group. "Aesric Amenthyl, Master Mage of the Star Mages' Guild, if it please you," he explains. "I don't mean to pry, but did you have reason to come calling? There's been some vague, ah, concerns ..."

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91 
Monday August 8th, 2016 3:56:54 PM

Tishe' assists Rillet in identifying the potions and scrolls that were in Riegel's house.

The woman listens carefully to Rillett's information, idly playing with a stray lock of brown hair, but she has nothing more to give in the way of knowledge.

That is until Aesric introduces himself! "Many Shadows", Tishe' says with a slight bow. "I am Tishe' of the BlackLion Pack, and you may be just the black handed Walker we need to untangle this pattern. You know this treadle, Raigel? He waxed a bright pick and got his thread cut, and tangled Bonetown in this ice pick", she says helpfully.

.....

(+18 Spellcraft should give Rill a +2 Aid Another on all his checks).

Terser (Warren G) [AC22/13/19 -- CMD 27 -- HP 101/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28) 
Monday August 8th, 2016 5:16:34 PM

Terser hasn't quite gotten the hang of interpreting Tishe''s speeches, but they certainly sound nice when she utters them.

We woke up cold, and followed the source back to Riegel's house. We found it covered in ice, and broke in to find a Riegel-cicle in front of a portal to ice land and a pack of worgs. We just finished dispatching those, and are trying to figure out how to close the portal. Star Mages Guild? Sounds like that involves a lot of reading. Any idea how to close up this portal here before all of Bonetown gets frozen over?

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 Fort/+15 Ref/+13 Will -- Inspire Courage 3/27, Boots of Speed 3/10, Lore Mas 
Monday August 8th, 2016 7:20:27 PM

Clyde returns to Raigel's house to find a stranger talking with some of the members. He stays at a distance, but listens intently Tishe' asks the man whether he knows how to undo the portal. Or at least that's what he assumes Tishe' had asked.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday August 8th, 2016 9:45:14 PM

Rillett intended to respond to the elf, but he is brought up short by Tishe' response.

He's puzzled because he has a constant Tongues effect, yet somehow this woman seems to have suspended the effect. He scratches his head, and looks at Tishe' with a furrowed brow.

"Uh ... what's a treadle?"

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62) 
Monday August 8th, 2016 10:33:35 PM


Zeoll sees the newcomer peek in the door, and he steps forward to introduce himself.

He is an elder liontaur with a grey mane, brightly colored tunic, and a honking big tower shield.

"Hail and well met, Masterr Amenthyl!" he says, in his accented way.

"I am Zeoll, a crradled seerr, and I am glad to meet you. Perrhaps you can shed light on ourr newest prroblem."

He invites the mage to enter and inspect the rift.

DM Dan K - Oh Mice and Men 
Monday August 8th, 2016 11:14:31 PM

Rillet casts Read Magic and looks over the scrolls;
Scroll Grease
Scroll Shield
Scroll Magic Circle Protection from Evil
Scroll Globe of Invulnerability
With Tishe's help the potions are both identified as well; Cure Moderate Wounds.

The stranger identifies himself as Aesric, an aquaintence of the deceased Raigel and he asks what has brought the party to the area

Tishe explains as only she really can and Terser interprets what she said into the more common tongue. At least he thinks he does.

The group in general asks Aesric, a self proclaimed Master Mage of the Star Mages' Guild, if he might have any insight on the portal that has been found inside the house

Meanwhile, Tishe's spell seems to be holding, but it is hare to tell as everything is still terribly cold.

Clyde has returned from the Catacombs and the group still looks to have a few plans and preparations to put in place. One of those being spending the rest of the Day in Bonetown and attempting to the Portal tomorrow. Another being to inform perhaps the Harbor Master and hopefully preventing any immediate damage to Bonetown with the portal

It is well known on short notice such as this, a Pirate Council is simply not going to happen.

So how does one secure the house for the next 24 hours? And how much of this ongoing tale does the Black Lions want floating about Bonetown immediately?


(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 
Monday August 8th, 2016 11:48:52 PM

Ooc: Jozhur is still awaiting service in the Catacombs. I added a wand of Endure Elements and a cold weather outfit to my order for you, Ed.

And Jay, welcome to Bonetown!


Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will  d20+30=47 ;
Tuesday August 9th, 2016 2:10:55 PM

Aesric manages by some means to understand Tishe', and both the leonine one and all others present are offered a cordial inclination of his head.

"Yes, the resident mage fell out of contact with us. I so happened to be in the region on my own affairs, and so the powers that be requested I make a visit. Unless you found a corpse matching his description, though, he may well not be here ..."

The elven mage begins to enter the home, but takes pause for a moment's time. "Rift, you say? Hm." This is evidently news to him.

Aesric resumes his entry and stops near the worg corpses, inspecting them briefly before turning to regard the rift proper. "I'm afraid you might've been better served if a master abjurer had been sent. My studies are somewhat unorthodox," he explains. "I've a few spells scribed which might do in a pinch, but it depends on the exact nature of the magic at work."

The mage steps forward to inspect the circle before the gate, as well as the rift itself. "Well, the rift is less a cause and more a symptom. It's just allowing cold to flow through. To impact such a large area so quickly, however, the other end must be in a remarkably frigid locale. Inter-planar, perhaps? Hmm ..."

Aesric goes about mumbling to himself as he consults his knowledge of Spellcraft, occasionally referencing his spellbooks to see what facts and options can be pinned down.

Aesric uses Spellcraft to try and determine the nature of the magic creating and sustaining the portal, and whether he has the means to do anything about it. Spellcraft roll 1d20+30=47

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91 
Tuesday August 9th, 2016 5:12:10 PM

Tishe' flushes beet red. Her excitement at having the Star Mage on hand made her slip back into Sargrass patois! "Um, in Rattledam, a 'treadle' was a nasty name we called bullies. Roughly, it is the scum beneath your feet", she replies through her blush to Rillett.

The plain-looking and short human woman follows Aesric about the room, helpfully pointing out things the group has conjectured as well as the corpse of Raigel sitting near the plugged up portal.

"We think it could be a gateway to Ice Vein because of the Winter Wolves and the notes that Raigel left before his casting. But it could be a Demi-plane or elemental plane of ice." And then inspiration strikes her brown eyes. "Since this is Star Mage business, why don't you come with us to hunt for a way to close the rift? I'm sure we could use more magical support!"

......

Aid Another for Aesric's Spellcraft.

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will  d20+23=33 ; d20+22=42 ; d20+30=32 ;
Tuesday August 9th, 2016 5:15:07 PM

Aesric also consults his knowledge of arcane and planar matters as he assesses the rift, on the possibility that he might recall useful information. He also contributes the casting of an Identify spell to see if this is revealing.

Knowledge/Arcana Roll - 1d20+23=33
Knowledge/Planes Roll - 1d20+22=42

Casting Identify provides a +10 enhancement bonus to identify the properties and command words of magic items in your possession. The roll, with enhancement: 1d20+30=32+10=42

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 Fort/+15 Ref/+13 Will -- Inspire Courage 3/27, Boots of Speed 3/10, Lore Mas 
Tuesday August 9th, 2016 6:40:29 PM

OOC: I didn't realize that being at the Catacombs is played in real time as well, sorry. If that's the case, Clyde would still be back there as well.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d100=84 ; d20+30=40 ;
Tuesday August 9th, 2016 6:41:34 PM

Since we are not going round by round at this point...

"We are glad to have your help Aesric. It is fortunate indeed that you happened by just as this poor soul froze himself solid. Pity that none of us were able to intervene in time to prevent this."

Rillett will watch the new mage for a minute, and then use his Probe Psyche ability on the elf (see below). He has no reason to mistrust this person, but not much reason to trust him either. For all we know, he may represent the entity that Reigel was working with to create this mess.

After this, Rillett will light some incense in here and cast Divination. Unfortunately, his Divination fails (81% chance for correct answer, rolled 84). "It seems that Gargul has given me all the answers he intends to today. I would very much like to know if we will be going to another place in the Wold, or onto some demi-plane. We will simply need to be prepared for whatever may come."

"With this unnatural cold, it would be good to avoid any public prodding, injury or panic. Hey Jozhur - would you mind contacting the Harbormaster about all this? We should at least let someone know. I like Zeoll's idea of posting a guard with our crew. Which reminds me, we should probably signal for the Lionfish to return to port."

------------------------
Probe Psyche: The soulseeker gains the ability to look at any living creature and get a sense of its past lives. This ability turns the seeker's eyes completely milky white. After one minute of observation and/or conversation, a seeker can use this ability, with a Sense Motive check at DC 30, to know the creature's alignment and fully understand the creature's personality. This also gives the seeker insight into that particular creature, gaining a +2 Insight bonus to attacks, armor class, and spell DC against the creature.

DM Dan K - Oh Mice and Men 
Wednesday August 10th, 2016 12:13:23 AM

Aesric goes about examining the rift, were it not for Tishe's spell already in place about it, teh wizard is sure it would be much much colder as he approaches it. The initial opening was, after all, cold enough to freeze Raigel instantly in place. As he looks and consults a book, Tishe adds what they know and invites the Master Star Mage to come and assist

"We think it could be a gateway to Ice Vein because of the Winter Wolves and the notes that Raigel left before his casting. But it could be a Demi-plane or elemental plane of ice." And then inspiration strikes her brown eyes. "Since this is Star Mage business, why don't you come with us to hunt for a way to close the rift? I'm sure we could use more magical support!"

Rillet concurs that the help of Aesric would be welcome and then attemptes a divination about the portal. "It seems that Gargul has given me all the answers he intends to today." Nothing happens at the conclusion of the spell. Rillett then turns his Probe Psyche on Aesric, his eyes turning white as he pushes into the wizards past seeking to fully understand his personality, his moral and Personal attitudes as they relate to freedom of the individual vs the common neccessity of society.

The Gargulite also suggests Jozhur seek out the Harbormasterand recall the Lion Fish so that the crew can indeed take watch on the portal when the party goes in as Zeoll has suggested.

Aersic is able to discern what created the hole is some type of conjuration magic. It is a spell he certainly has never seen, though the results are akin to a Gate. Something that was certainly beyond Raigel's power and skill. At least, barring apparent evidence to the contrary. Raigel may have found a shortcut, but at the cost of his life. It is the Identify spell that the wizard then casts, which may cause the greatest pause. For it reveales a lingering aura just about the fringe of the tear, an aura that casuses Aerics eyes to burn and his body to break out in a sweat, despite the cold. An Overwhelming aura that no mortal could cause to come into being and sustain itself

The Lionfish is recalled and instruction given to the crew. 'Seems straight forward enough captain, Tula says with an easy smile.

Everyone is currently back from Catacombs, apparently some strange time flux may be affecting the area as well :)

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 
Wednesday August 10th, 2016 2:28:41 AM

"Right, I'll speak with the Harbormaster." He hands a small sack to Reggie, "I got you a wand of Endure Elements and some cold weather clothing. The cost was 758gp."

Jozhur rushes off to find the Harbormaster. He tells him they will be working on resolving the issue and requests that he send a few men to help the crew secure the portal. The working crew members of the Lionfish are not fighters for the most part, and may have a very hard time dealing with anything hostile that comes out of the rift.

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will 
Wednesday August 10th, 2016 4:09:45 AM

Aesric may be aware of the fact that Rillett's milky eyes are upon him, or perhaps not. Perhaps it's distraction. Either way, perceiving the details sought is a simple task. Master Amenthyl's motives are genuine as stated, with no subterfuge in play. It seems that he truly did have cause to be in the area, and that the Guild made use of that convenience. As to Aesric himself, his current life spans well beyond two human lifetimes, making that alone an extensive divination to puzzle out. He's an unorthodox being, even as elves or Star Mages go, with a curious interest in strange magics and creatures - dragons in particular. The elf's alignment reads as Neutral Good. He's an open book to these investigations.

"Without disrespect, my lady," says Aesric to Tishe', "I'd have gone without invitation. As you say, this will be of concern to the Guild. I was tasked to find out why we had suddenly lost contact, and the cause of his death should well explain that."

He speaks in an almost soft, thoughtful voice as he closes the tome he'd been browsing and places it aside. Slowly, with staff in hand, he steps about to stand before the rift. "This is a work of conjuration. The closest comparison I could make would be a Gate spell. It's beyond my means to seal with magic. In fact, it should've been far beyond Raigel's skills to create at all. There's the unfortunate possibility that he may have used his life as some manner of reagent, only for the magic to drink too deeply of that particular cup. A moment ..."

Aesric closes his eyes and whispers something passing. He seems, when practicing his art, the elven ideal of how a mage should appear - contrary to how he thinks. That fast changes when he opens his eyes, only to let out a 'tch' of unexpected pain and turn away, shielding his gaze with his hand.

Upon opening his eyes, Aesric exhales and looks back to the rift, apparently able to tolerate doing so once more. "This just became rather more complicated. There is an aura of power about the fringes of the rift, so powerful as to affect me simply by looking at it. It's source is ... Well, at this point, hypothesis." Decidedly, the wizard concludes, "Something not at all mortal was either involved with this creation, or resides beyond it. Possibly a deity or a planar being of some sort. As I said, hypothesis until we go through."

"Raxas, come along," says the wizard. Entering the domain at the beckon call is a pseudodragon, a cousin of dragonkind perhaps the size of a house cat. Raxas hurries along and ascends his master's robes, settling upon his shoulders as dark eyes watch the gathering of strangers. Aesric does a fair job of at least appearing humble compared to most Star Mages of his status, but the little familiar seems to carry the air of superiority for his master.

"In we'll go, then, if we so dare. Should I find no means to shut the portal, it may still be possible there for me to collapse the terrain upon the rift. An unfortunate fate for us, but salvation for the local area."

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91 
Wednesday August 10th, 2016 6:14:04 AM

Tishe' nods, a short, choppy motion, and moves out of the terrible cold back to the merely frigid of Current Bonetown dawn. "Captain Jozhur called for a day of preparing for the cold, Star Mage", she calls, "and Rillet's Divination revealed that it is uncertain if normal Endure Elements protections will fully protect us from the cold. It may be a good idea to get the warmest clothing you can."

Tishe' asks for assistance in dragging the Winter Wolves out of the house and goes about to find someone who could skin the wolves for thier pelts and use the meat for the town.

The sorceress then looks to buy the absolute warmest, felt-lined boots, pants, tunic, mittens, and hat she can get. An idea comes to her and she also purchases a set of oversized wet weather gear (overalls and rain slicker) along with a large alien of UN-processed wool to stuff around for more protection if needed.

Re-casting her Shrink Item spells to have her inventory up-to-date, the small woman is ready as she can think of for tomorrow!

Terser (Warren G) [AC22/13/19 -- CMD 27 -- HP 101/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28) 
Wednesday August 10th, 2016 10:55:41 AM

Terser provides Tishe' with the muscle she requested, and the work slowly gets the blood flowing and warms him a little bit. Too bad we can't just wear the skin of these things. Bet they don't mind the cold much!

The hardy dwarf is usually not much bothered by the cold, but the blast he felt on entering sapped even his strength. He gives in to common sense and also seeks some additional protection before entering the portal.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday August 10th, 2016 1:00:46 PM

As Rilletts eyes return to normal, he will nod respectfully to Aesric. "Forgive the intrusion, but we need to know with whom we are travelling. I sense that you are a noble and honorable soul, and we are fortunate indeed to have one of your ability join us.

"I am Rill Savenport, a Soulseeker of Gargul. Welcome.

"Nice dragon. What's he do?"

Rillett is human of medium build with a fair complexion and brown hair. He has an old scar on right side of face. A metal holy symbol to Gargul hangs from his neck, and a mithral circlet with the same symbol is on his brow. He is dressed in white, like the elf, with a white cloak over a white robe/surcoat and white breeches. He wears a breastplate, helm, and a wooden shield emblazoned with Gargul's symbol.

Later, Rillett will dispense some more cash/goods as follows:

PC Cash
Jozhur 1571 gp + 2 CMW Potions
Zeoll 1871 gp
Terser 1871 gp
Reggie 1771 gp
Rillett 1871 gp
Tishe 221 gp +1 Scroll - Globe of Invulnerability
Clyde 1871 gp


"Now, having completed all Catacombs transactions, if there is anyone that will NOT have Endure Elements? Also, please consider a back up weapon in case your weapon breaks. We ran into that on out last trip."

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62)  d20+12=16 ;
Wednesday August 10th, 2016 2:03:40 PM

[OOC: Oh gosh, somehow I missed a post! Sorry!]

Zeoll aids in the preparation of the Winter wolf pelts. Guided Survival to skin the beasts: 16. He asks if Tishe or Aesric if either can cast a spell such as Fabricate. Winter Wolf pelt coats would go a long way toward equipping the party properly.

Zeoll makes sure that some of the group are going to camp out near the gate to protect it. With watches set.

Then he carries out his plan to sleep on the Lionfish, on deck, under the stars and clouds, as he always does. He directs his dreams [Read Dream ability, like divination with no roll for failure] to help answer the question of the steps needed to close the gate.

In the morning, he preps his spells. Several of them require double slots to prep, such as Endure Elements and Hide From Undead, since they are in opposed schools. Oh well.

If there was no way to use the winter wolf pelts, then he requisitions extra blankets and belts from the ship stores to improvise some cold weather gear in case Endure Elements alone is not enough.

He leads the portion of the crew selected for watch duty to the ice house. "Shall we pass the porrtal, then, my frriends?" he asks.

2 -Who Left the Door Open


Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 Fort/+15 Ref/+13 Will -- Inspire Courage 0/27, Boots of Speed 0/10, Lore Mas 
Wednesday August 10th, 2016 9:32:18 PM

The portal is possibly the work of a deity or some other non-mortal, the newcomer said. Well, these people sure know how to keep things interesting here.

Clyde settles in to help out, removing the dead worgs, tidying up the place as needed, and introducing himself to the wizard and making conversations to get to know some of his new companions better. It still feels strange to be back in Bonetown.

DM Dan K - The White Beyond 
Wednesday August 10th, 2016 10:33:00 PM

Jozhur speaks with the Harbormaster. It is agreed that the area will have a few extra patrols and one rotating full squad to back up the Lion Fish crew.

Tishe wants the Wrogs for pelts and the group pulls them from the house. Zeoll estimates that witht he right tools and space, he could skin one wolf every 2 hours, but there is more to making a winter pelt from one than simply skinning the animal. None of these wolf hides will be worth or desirable to wear for a couple weeks. A fabricate spell would go a long way and he poses that to Tishe and Aesric

While not able to directly benfit, the party can find a buyer for the dead animals at 50 gold in cash for each. It is a take it or leave it offer. Declining the offer means the party must come up with where to keep the carcasses. Here is not an otption.

The day passes as does the night, all final preparations are completed. Magic is purchased as well as mundane gear by almost everyone. Tishe's spell about the tear collapsed long ago, but it would seem as if the push of cold air has found an equalization point in Bonetown. The air is uncommonly brisk starting at about 200 feet from the building, becoming cold around 100' and near frezzing at 30'. Inside the building, where no one wants to be, it is assumed to be far far colder.

The door that the group broke through has already closed slightly as the humid air encounters freezing air and layers itself about the opening. Perhaps in another couple weeks, the entrance to the house will be sealed once more.

Zeoll sleeps aboard the LionFish. Zeoll awakens under blanket of white and gets up to greet the morning. Casually tossing the blanket aside he stretches and blinks way the last bits of sleep. The old taur walks across the deck of the ship and gazes out over the rail.
"Tis no stronger pull than curiosity." She says as the young woman steps up to your side. Zeoll nods and takes the offered warm cider. The fair skinned young woman departs and heads below deck. Zeoll heads for the gang ploank byt stops short. Coming up the pier is Jozhur, Rillet and Terser, but their skin is blackened and split though not by flames. Ice hangs from thier eyes and nostrils, but they move quickly. Zeoll reaches for his weaqpon, even as the once was Jozhur leaps form nearly 40' away to land upon the deck. Jozhur peels back an evil grin and then wills the shadows cast about the deck to conceal him and vanishes befor Zeoll. Zeroll finds his blood run cold and his mid siezes. His friends are gone, turned into nighmares and now they are here to exact a terrible revenge. The cold breath of death flows upon his neck and Zeoll slowly finds himself turning about to come face to face with Rillet. His eyes now pernamently white, the holy symbol of Gargul held up before him, "I've been looking for sometime." Rillett's mouth begins to open wider and impossibly wider still as he leans into your neck. Then a flash of grey fur streaks into the creature and Rillett explodes as do the others with shrieking haunting cries of pain. Zeoll find his mid and body free and he whirls to see a massive human is a great white and grey bear skin standing next to the beautiful young woman from before who offered him cider. The man nods and Zeoll finds himself suddenly panting and very much awak on the deck of the Lionfish. The first rays of dawn are just coming over the horizon.

The group meets fully prepared at the rift and moves into the house the through. Endure Element spells and magic Items, along with Cold Weather gear is fully donned and fastened.

On the other side of the rift the skies are grey and gloomy, roiling in the winds high above, The air is freezing and the wind only makes things worse, cutting through all protection and scattering loose flakes of snow against your skin and eyes
The temperature is in low teens with a biting eastwardly wind driving the true temperature well below 0. Even protected, it is a shock to the system, because, even protected by magic you can feel it

Perception DC 25 Highlight to display spoiler: {In the distance is a herd of mastodon, perhaps 1 mile off to the west. While you watch, the massive wholly elephants bolt with a great thunderous trumpeting sound to the northwest. The ground shaking, even from this distance beneath your feet. Shortly after they begin running, near the lead creatures, a massive snake creature covered in white fur, breaks from under the snow, grabbing a mastodon and then disappearing back into its hole.}

There is Tundra as far as the eye can see all but 2 directions
To the north east is a great mountain
To the South west lies another
Both have their summits shrouded in clouds and are easily 50 miles off if not more.
A faint trail in the snow runs to the north, but is rapidly becoming lost in the wind.

The Portal can be seen just behind you.

(Ed) Reggie | AC : 20 / Touch 16/ flat: 16 | HP: 112 / 127 | Rage used 1 /18  d20+15=29 ;
Wednesday August 10th, 2016 11:40:01 PM

{ooc: Reggie will also take two bottles of the wine (100 gp) sorry I missed the post earlier about that.}

Reggie hands Jozhur an even 800 gold coin (well actually paid in various gemstones as opposed to actual coin. Giving him a quick kiss on the cheek, "Thanks, I gave ya a little extra to cover the trouble"

Reggie stays quiet with the arrival of the newcomer. "another magician." she mutters to no one in particular. She seems to feel a little uncomfortable around the elf.

The next day, Reggie protects herself with the Endure elements offering it o anyone else that requests it.

{ooc: I think this is really the first time Reggie has actually used magic in front of others.}

Reggie looks off to the Northwest, "I don't think we should go that way, definitely not safe." she says as she watches the whole hunt unfold in the distance.

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88  d20+15=29 ;
Thursday August 11th, 2016 2:14:48 AM

Upon returning from the Catacombs, Jozhur greets Aesric, "Hello, I'm Jozhur, they call me the Captain of the Lionfish. I suppose we will have plenty of time to become acquainted later. I'm glad you seem to have some knowledge of what is going on here, this type of thing is new to me."

Jozhur is a fair skinned human of about average height and a somewhat slender, but athletic build. A shaggy mop of black hair rests on his head. He is currently putting on heavy winter garments over his typical baggy clothing of various shades of gray.

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 
Thursday August 11th, 2016 2:19:41 AM

Once through the rift, Jozhur looks around trying to get his bearings. "Where are we?" He sees what Reggie is talking about off in the distance. "A snake eating mammoths, I'll take no part of that. There seems to be a path this way, seems logical to follow it."

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62)  d20+6=25 ;
Thursday August 11th, 2016 8:59:09 AM


Zeoll shares his dream in great detail and asks people what they think of it.

Zeoll is surprised to hear Reggie offer to cast Endure Elements. "Rreggie!" he exclaims, "I did not know you werre a casterr." He watches with great interest. "And you'rre a prriest of Domi, too. I counted myself among that worrthy grroup, once upon a time. You cannot go wrrong honorring Domi. He crreated the Taurr rraces, you know. And verry kind, too, he is, at least he was the one chance I had to speak with him."

Zeoll brandishes his Staff of Charming and says, "Well, adding a snake to ourr grroup -- one larrge enough to swallow an elephant -- might not be a bad thing. But the choice of dirrection is yourrs, Captain Jozhurr!"

The old liontaur sniffs the air and looks at the lay of the land. Guided Knowledge of Geography check ... 25. "Hmmm ... " he muses, then shares any conclusions with the group.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=27 ;
Thursday August 11th, 2016 4:37:54 PM

"Wow Zeoll, that's some dream. I don't really like the idea of Jozhur, Terser and I being turned into frostbite zombies. Any idea who the man and woman were?"

As he steps through the rift, he's struck by the coldness of the air. In spite of his boots' magic the air nearly freezes in his mouth as he inhales. Rillett draws his scarf over his face to breath through. Thanks to his new boots, he seems to walk on top of the snow, leaving no tracks, and the icy path poses no threat for him.

(Perception 27)

"It's cold here alright. Whoa - not sure if everyone caught that, but some giant, furry worm just burst up through the snow at ate one of those elephant things. I'm with Reggie, let's not go that way."

In response to Zeoll's comment to Reggie, Rill will go over his gear with the others should anything happen to him. In particular, he mentions the Breath of Life scroll he has as well as the Wand of Lesser Restoration. (Other players should feel free to familiarize themselves with his gear - especially the divine scrolls he carries.)



Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91  d20+15=22 ;
Thursday August 11th, 2016 4:58:39 PM

Tishe' has to shake her head; she knows of the spell 'Fabricate' but has not the skill to leatherwork the coats even if she had a scroll. The banter at the portal is what she remembers from others heroic teams. "The Bloodpack was led by a young man of Domi, Trellus. I wonder where in the Wold he is..."

So she arrives fit for travel in her warmest clothes and a pair of baggy overalls for just that extra protection.

It is not enough to freeze the breath from her lungs. The white icy glare is also unexpected and she can only take the more sharp-eyed companions word for it about some snake eating woolly elephants.

"A trail? Maybe where the Winter Wolves came from?"

The sorceress really has nothing more to offer the group, and she leans on her staff, using it to probe the ground in front of her.

.....
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 0. 0. 0

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will  d20+22=33 ; d20+21=24 ; d20+21=24 ; d20+21=37 ;
Thursday August 11th, 2016 6:31:42 PM

Aesric emerges from the rift to the bitter cold on the other end, relying largely upon the protection of his robes to defy the elements. The many layers of embroidered white cloth are intricate enough to imply, given the elf's nature, that they may be enchanted in some way.

"This is certainly something worthy of reporting to the Guild," the mage says as he looks about, his interest dulled by his calm tone. "I do have the means of providing us with shelter if the elements should leave us weary. It's my hope, however, that our stay should not last that long."

The wizard scans the landscape and observes as one of the mammoths is snatched away by the furred burrower. "Rather fascinating. I'd have guessed an ankheg, but I've never seen one with fur before. Perhaps it's an adaptation to the environment? Speaking of environment ..."

Aesric falls silent and begins to turn all about, slowly taking in his location. He does have a varied base of knowledge to draw upon, and he hopes that it might indicate where they've arrived - lest he resort to more drastic measures of finding out. Perhaps he can even puzzle out what that creature was.

Knowledge/Geography Roll: 32
Knowledge/Nature: 25
Knowledge/Planes:25
Knowledge/History: 36

(OOC Note: Sorry, got my skill ranks slightly confused. Reduced my History result by one point, raised Planes and Nature by one to correct.)



(Ed) Reggie | AC : 20 / Touch 16/ flat: 16 | HP: 112 / 127 | Rage used 1 /18 
Thursday August 11th, 2016 7:10:44 PM

Reggie turns to Zeoll, "I don't usually use the magic stuff, Something I learned the hard way, know magic was dangerous where I came from, besides I don't really trust it sometimes. Heck I sometimes wonder if my own isn't dangerous"



Terser (Warren G) [AC22/13/19 -- CMD 27 -- HP 101/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28) 
Thursday August 11th, 2016 8:39:47 PM

still waiting on a response from the catacombs, wouldn't mind an endure elements in the meantime

hmmn, ankheg's are more a warm weather creature, aren't they? I'd be more on the lookout for ice worms and rehmorraz up here.

DM Dan K - The White Beyond 
Thursday August 11th, 2016 10:28:23 PM

The group collects themselves on the other side and takes in the surroundings. Several members of the group spy the mammoths and then great worm that strikes up and takes one of them. Aesric mentions an Ankheg, but even as he does so he realizes that never even in the wildest tales was ever one described as being that large. Terser mentions Frost Worms and Remorhaz. Both fit the terrain and if so, it was one of the larger of eiher species that any have heard of in tales. The creature didn't grapple and drag the huge mammoth down, it snatched it up and swallowed it.

The vast tracks of tundra about the group is scanned. Other than what has been seen already, there is little more to know. The best bet is still probably the Southern Continent and the rumored land called Ice Vein. Aesric is very certain the party is not on another plane and he also knows populations tend to begin or stay about mountains is harsh climates. One of the mountains lies in the same deirection as the quickly fading trail.

As the group moves about, most sink knee deep into the snow in places. The snow is a mixture of ice, solid land and concealed broken ground with powder like snow above it.

Thus far, the wind has been relentless and what little sun occassionally peaks through the roiling clouds above only adds to your misery as the rays blind you. Bouncing off the white crystals of snow all about you there is little escape. You’re only relief has been trying to stare into your own shadows and even then your eyes squint and water reflexively and that freezes within moments, producing icicle like tears hanging from your lashes. The worse thing however, must by the insidious cold itself. As if a living thing, it seeks every vulnerability in your warm clothes and wraps, exploiting any weakness that it can including every lung full of air you take. Had you not seen creatures living in this wasteland forsaken by the gods, you might not have thought it possible. It has only been 15 minutes

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+15 R/+13 W -- Bard Perform 1/27, Boots of Speed 0/10, Lore Master 0/2  d20+18=35 ;
Thursday August 11th, 2016 10:35:47 PM

Clyde wasn't used to this kind of weather, but he didn't pay it much mind. Feel the biting wind, he remembers his travels from years past, wading through snow, and ending the night sitting around a campfire. He hums a song to himself, its tune like a howling wind of the tundra. [OOC: Using Inspire Competence to get +4 to Perception skill check for a total of 35] His eyes scan the horizon, pausing as it faces the northwest.

"There's some sort of stampede there in the northwest. A massive snake creature covered in white fur just erupted from the snow, grabbing a mastodon and then disappearing back into the depths. It'd be just our luck if that's the direction we had to go through."

Not caring one way or the other which path to take, Clyde waits for the smarter folks in the group to make a decision on where to go. He blows cold air out of his mouth and watches his white breath evaporate in the air.

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88  d20+15=34 ;
Friday August 12th, 2016 2:41:35 AM

Jozhur pushes his rose tinted spectacles as tightly against his eyes as possible and squints his eyes, peering through the blinding glare. He trudges on along the path, adjusting his bow to keep it from digging into the snow as he walks.

Perception: 34

Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91 
Friday August 12th, 2016 6:00:36 AM

Tishe' is awed by the land that is a fierce spectacle of nature, but her curiosity is quickly overcome by the insufferable cold. Despite her specially designed Temperature Control spell, despite the warmest boots and clothing available in Bonetown, to include the wet weather overalls and poncho-like rain cape, she is cold, her eyes sting, her fingers are numb. The brave woman wraps some of her Sargrass scarves around her face to try and block out the glare, then trudges through the snow trail blazed by one of the others.

"If this gets too bad, we're going to need that Shelter you spoke about, Aesric!", she shouts above the wind.

.....
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 0. 0. 0

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62)  d20+14=32 ;
Friday August 12th, 2016 1:58:47 PM

Are we following those faint tracks? If so, Zeoll sniffs them to see what he can learn (Scent ability) Survival boosted by Guidance and Taur's Try ... 32. That should help us find the way?

Zeoll sees the two mountains and remembers the two figures from his dream. Could they be related?

==============================
DM Sanity Info

Cleric spells (underlined = cast):

0: guidance, create water, light, mending
1: command, hide from undead (2 slots), endure elements (2 slots), elf vision;
2: resist cold (2 slots), peaceball, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 2 of 8 1st lvl (Mage Armor x2)
Cast: 0 of 6 2nd lvl
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 0 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 0 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 0 of 1
Fey King's Blessing: +2 to first save of day - unused.
Hero Points Used: 0 of 6

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL11. (duration 11 hours) Zeoll and Reggie
Endure Elements CL10 (duration 24 hours) Zeoll
Taur's Try (Centaur) CL8 (duration 80 min)

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=35 ;
Friday August 12th, 2016 2:07:02 PM

Rillett looks around him, keeping a sharp eye out for ambush in this white environment as he follows along the trail. (Perception 35)

He adjusts his gear. The cold is bracing, but not a bother for him as he walks across the surface of the snow.

"If anyone needs help, speak up."

------------------------------
Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before),

Spells/abilities available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Protection from Evil, Hide from Undead, Shiled of Faith
2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon, Status
3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Protection from Energy, Water Walk
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Flame Strike, Plane Shift, Disrupting Weapon
6 (DC22): Find the Path (D), Heal, Blade Barrier

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will 
Friday August 12th, 2016 3:58:24 PM

"Yes, you may be right. This is an appropriate habitat," Aesric says of Terser's suggestions as to what the giant predator may be. "On further thought, it's too large for an ankheg. Even with a frost worm or remorhaz, it would still be one of the largest documented. Very curious."

One gets the distinct impression that, even as he's standing in the bitter wind and watching a creature eat mammoths, the wizard is more fascinated than frightened. This is going to make quite the journal for the Guild, no doubt!

The elf glances away as Tishe' addresses him. "Should it come to that, I don't believe it would be an issue. With magic, I can produce a shelter quite safe from the elements. In fact, I would nearly encourage that we rest at some point rather than be overwhelmed."

Aesric's still looking around, criticizing every detail of the new environment around himself. His lips are drawn straight in thought, and meanwhile, Raxas has escaped into the safe warmth of his master's backpack. The master wizard's considering things with great scrutiny, even if he should be prompted to move along with the others in the party.

Aesric concludes, "This is not another plane. The rift may cross through one, but either end leads to our world." A pause as he grants himself further time to contemplate. "Obviously, there's a thriving ecosystem, with fauna made of something other than the dominant element. I'd also have to ask you to ... Ah, trust my instinct."

"This remains theory, but I do believe we're on the Southern Continent. The Ice Vein," he says over the sharp wind. "I concur with following the trail. In hazardous environments such as these, civilization tends to crop up in the shelter of great monuments such as mountains. Our trail appears to lead directly to one."

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+15 R/+13 W -- Bard Perform 1/27, Boots of Speed 0/10, Lore Master 0/2 
Friday August 12th, 2016 4:18:51 PM

Clyde trudges along with his companions amidst the blistering cold. Any cold was blistering to him, he practically bleeds the warm seawater of Bonetown after all. Hearing the newcomer mention shelter, Clyde walks next to him. "What kind of shelter can you provide? I can create a tiny hut, but something better would be appreciated."

To the rest of the group, Clyde asks aloud, "Does anyone know where we're actually at now?"

(Ed) Reggie | AC : 21 / Touch 20/ flat: 17 | HP: 122 / 122 | Rage used 0 /18 
Friday August 12th, 2016 11:57:33 PM

Doing her best to keep warm, her menial magic barely keeping her safe. Reggie starts to head the way of the path, toward the mountains.

to answer Clyde, "someplace i'd rather not be, that is for sure."

addressing the rest, "This way, less talking, more walking." she says urging everyone to follow.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62) 
Saturday August 13th, 2016 1:49:26 PM


Zeoll breathes deep. "Ah, frresh airr and naturre! The Lady's blessing on this fine day! Enjoy it, my frriends! At least it is not snowing!"

[OOC to Reggie -- make sure you add Zeoll's mage armor into your AC!]

DM Dan K - The White Beyond  d8=7 ; d8=3 ; d100=18 ; d100=32 ; d100=84 ; d100=6 ; d100=37 ; d20=7 ; d20=18 ; d20=2 ; d20=20 ; d20=16 ;
Saturday August 13th, 2016 6:22:39 PM

The party stays on the faint trail heading north. The wind continues to blow up the snow into your face and the occassional blast of the bliding sun, reflects mercilessly off of the overly white lanscape. All but Rillett must plod the push through the snow, each findin the oaccassional deep section and lurching forward as the ground completely gives away under your feet.
All Party Except Rillett, Acrobatics DC 25 or fall prone Still the group must go on and the hearty men and women of Bonetown do so.

Your clothes have become adapted to the temperature about them now, just over two hours of pushing through to the north and mountain. Blowing snow, has landed and melted, and now frozen again and additional snow simply collects upon itself. Frozen snow and ice now hangs about all of you and the cold is starting to wind its way pass your defences.
All PC's Fortitude Save DC 15. If you are magically protected from the cold you receive a +4 Circumstance bonus. If you only have Winter clothes you receive a +2. Failure Highlight to display spoiler: {1d6 non lethal damage and you are fatigued}
All PC's now make a 2nd Fortitude Save DC 16.
If you are magically protected from the cold you receive a +4 Circumstance bonus. If you only have Winter clothes you receive a +2. Failure Highlight to display spoiler: {1d6 non lethal damage and you are fatigued. If you already failed a saving throw you are exhausted}


You have made it perhaps 3 miles and the trail gone. The mountain looms in the distance, seeming no closer than it did 2 hours ago. Behind yoyu, blowing snow and wind have erased much of your own path.

Perception DC 30 Highlight to display spoiler: {350' away and closing with the party from the southeast, is a group of medium humanoids. }

Perception DC 35 Highlight to display spoiler: {350' away and closing with the party from the southeast, is a group of 12 humans Traveling in a tight diamond formation}

Perception DC 40 Highlight to display spoiler: {350' away and closing with the party from the southeast, is a group of 8 humans and 4 half orcs in thick pelts that flap loose and open in the wind. They wear no gloves or hats and their gait is awkward}

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+15=19 ; d20+15=30 ; d20+26=41 ;
Saturday August 13th, 2016 7:31:17 PM

The biting cold seeps into Rill's clothes. He is able to resist the effects - for now.

He sees all but he and Jozhur struggle as they trudge through the deep snow. He monitors their condition through his status spell.

As he squints against the light, he is able to make out some figures in the distance. "Uh oh. Looks like we have company. I see a group of 8 humans and 4 half orcs in thick pelts that flap loose and open in the wind. They wear no gloves or hats and their gait is awkward. I'm going to guess undead.

"We need to improve our situation before they get here."

Rill casts Water Walk, and the party is now able to walk on the surface of the snow without sinking. (This affects all but Rill and Jozhur, and will last almost 2 hours.)

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 53/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will  d20+10=14 ; d20+10=21 ; d6=1 ; d20+12=14 ;
Sunday August 14th, 2016 1:38:10 AM

"I do have the means to create a larger shelter than that," Aesric says, as to whether he can create something greater than a hut. "It would readily accommodate a group of this size. Useful magic to have when one travels as far and often as I."

The wizard would be difficult to see, given the pure white hue of his robes, where it not for the golden accents of their embroidery and his own lengthy mane. He trudges forward nevertheless, apparently quite the intrepid explorer, using the bottom end of his dragon-carved staff to probe the snow. A precaution against sudden falls and loose ice, probably.

For the most part, Aesric fares well in spite of his seeming frailty. The frigid elements nip a bit at his flesh. However, it's hardly anything serious.

When mention is made of other humanoids in the area, Aesric takes pause as his feet rise above the snow in response to Rill's spell, looking in the direction the man's indicated in the interim. "Perhaps we shouldn't react with too much haste. They could be aggressors, but if not, they doubtless know the lay of the land."

The mage hasn't officially sworn himself to this group, but in the end, he yields to its leader as to what they shall be doing in response to the situation. One hand sweeps back a particular layer among many from his robes, hand resting subtly upon a pouch secured there.

AC 19/19/17 CMD 19 HP 91 Tishe' (SteveK)   d20+14=30 ; d20+14=16 ; d20+5=8 ; d20+15=16 ;
Sunday August 14th, 2016 10:47:20 AM

Tripping and floundering, Tishe' proves she is not agile, but heartily pushes on, a small snow-woman rolling in the deep snow.

When Rillet calls out what he sees, Tishe' vainly tries to pierce the glare and blowing snow but is unable to see anything more than a few feet away. Still, all her experience tells her to trust the team, so she prepares.

Her feet rise at Rillet's spell, and she pulls a wand to augment her personal protections. Other than that, she makes sure she moves up to stand to the left of Aesric and behind the Black Lion combat veterans. Then, it is time to wait for the first picks.

....
Acrobatics. 8
Fortitude. 30, 16
Perception. 16

Water walk (from Rillet)

Mage Armor. 1 hour. +4 AC

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 0. 0. 0



(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88  d20+11=17 ; d20+11=20 ; d20+15=27 ; d20+17=23 ;
Sunday August 14th, 2016 10:17:16 PM

Ooc to Mark: If Jozhur could get the water walk as well, that'd be great. He did not end up with Boots of the Winterlands.

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 
Sunday August 14th, 2016 10:41:07 PM

Usually graceful, Jozhur finds himself strugglint in this alien landscape. He falls a few times, getting completely covered in snow. Despite this, he is able to keep the chill at bay for now.

Rill mentions distant enemies. Though Jozhur cannot make them out at the moment, he assumes Rill isn't seeing things. Jozhur draws his bow, knocks an arrow, and steps in the direction Rill points, putting himself in front of anyone who doesn't step ahead of him.

------------------
Fort saves: 17, 20
Perception: 27
Acrobatics: 23

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+15 R/+13 W -- Bard Perform 1/27, Boots of Speed 0/10, Lore Master 0/2  d20+17=28 ; d20+14=15 ; d20+14=32 ;
Sunday August 14th, 2016 10:44:51 PM

The cold continues to nip mercilessly at Clyde, starting to pierce its way past the layered defences. The snow has become difficult to pass, but Clyde's nimbleness preserves his footing [OOC: Acrobatics 28 vs DC 25]. Still, the wind howls and the cold presses upon him, and he begins to feel its cold grip upon him. [OOC: Fort save 15 vs DC 15, but it's a natural 1. Does that mean auto-fail? Second Fort save is 32 vs DC 16.]

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Sunday August 14th, 2016 11:06:23 PM

(OOC: Jozhur will be included in the Water Walk spell. It will last for 1.5 hours.)

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62)  d20+11=20 ; d20+9=17 ; d20+24=37 ;
Monday August 15th, 2016 10:33:52 AM


Two fort saves and perception checks:

Fort saves 24 and 21, used Eberyon's blessing, added the +4 after the fact. Zeoll shrugs off the effects of the weather.

Perception 37: Zeoll sees the approaching enemy, but relies on his friends to tell him they are undead.

Zeoll sounds his horn of protection from evil. Anyone within 10 ft of Zeoll gets the benefit.

Zeoll judges the pace at which they are approaching. He calls out, "Who intends to not actually fight the undead dirrectly? I can hide those who will summon and buff and heal only."

[OOC: That's one round of action. If we are doing more, Zeoll will cast his Hide from Undead spell and summon a Fey Friend.]

==============================
DM Sanity Info

Cleric spells (underlined = cast):

0: guidance, create water, light, mending
1: command, hide from undead (2 slots), endure elements (2 slots), elf vision;
2: resist cold (2 slots), peaceball, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 2 of 8 1st lvl (Mage Armor x2)
Cast: 0 of 6 2nd lvl
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 0 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 0 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 0 of 1
Fey King's Blessing: +2 to first save of day - unused.
Hero Points Used: 0 of 6

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL11. (duration 11 hours) Zeoll and Reggie
Endure Elements CL10 (duration 24 hours) Zeoll
Taur's Try (Centaur) CL8 (duration 80 min)
Horn of Good and Evil (duration 60 minutes)

Terser (Warren G) [AC22/13/19 -- CMD 27 -- HP 101/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28)  d20+16=32 ; d20+16=33 ; d20+10=26 ; d20+16=20 ;
Monday August 15th, 2016 5:03:30 PM

Terser manages to keep his feet, but he has to watch where he's going carefully, and misses the group completely until Rill points it out so helpfully. Prepared for the cold, he is much better able to withstand its effects, but it doesn't make it any more pleasant out.

acro - 26, pass
fort saves, 32, 33 - pass, pass
perception - 20


When Rill says he thinks the approaching group is undead, he is almost grateful for the cold for keeping the smell down. But quickly he realizes that there is work to be done, and they cannot be left to threaten the goodly folk, if any even live down here. I guess the wolves aren't really bad - just hungry. Though it is a bit odd that undead would be marching so precisely, if oddly, no?

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 1/27, Boots of Speed 0/10, Lore Master 0/2  d20+14=25 ;
Monday August 15th, 2016 8:36:42 PM

Clyde looks off to the distance as the others seem to be peering that way. [OOC: Perception 25] He doesn't see much beyond the snow and the wind stinging his eyes, but then Rill lets everyone knows of the group marching, possibly undead.

"Well, that can't possibly be good," he mutters. Going through his combat ritual, Clyde creaks his neck, briefly glancing at his new companions. With sharp hand gestures, he could immediately feel the arcane power bolstering hope in him. [OOC: Standard action cast Good Hope]

======================

Still need to know if rolling a 1 on the first Fort save means auto-fail even though it beats the DC. If it means auto-fail, Clyde would ask if anyone is able to cure his fatigue.



DM Dan K - The Bevroren Doden   d6=2 ;
Monday August 15th, 2016 10:16:23 PM

The cold continues it's relentless onslaught and starts to takes its toll on Aesricand Clyde. The wizard and bard are moving a bit stiffer and slower and can feel the heat being pulled from thier body. A cold like none have ever known, a frigid lurker of death that almost seems to be driven by a will.
All the Black Kions are experiencing numbness at the tips of their nose, fingers and toes, but they have plenty of magic and Aesric has means to create a magical shelter as well and so there is little to be concerned with from a life threatening perspective. As the party catches their breath, Rillett spies and informs everyone of a pack of 12 likely undead creatures headin towards them. The group is in a tight grouping, almost formation like as they approach through the blistering cold.

Rillett casts Water Walk and the spell takes hold, allowing everyone to now tread upon the top of the snow instead of having to plow through it.

Tishe pulls a wand and activates the Mage Armor spell it contains

Jozhur takes out his bow and moves to the now front of the group to face the creatures.

Zeoll too, sees the approaching enemy and pulls out a horn, souinding it. The trumpeting blast carries across the tundra, born upon the winds and into the distance. Zeoll offers that he can conceal those who will not be in the fight with the creatures if the more support type of characters wish it.

Terser moves to stand beside Jozhur and prepares himself mentally.

Clyde prepares the group at large, casting Good Hope

In the distance Rillett and Zeoll see the creature pause a moment as the peal of Zeoll's horn rolls out across the tundra. One of the creatures then points towards the Black Lions. What happens next, sends a shudder through Zeoll, as the creatures launch themselves towards the party in great bounds and at terrifying speed. In a matter of 3 or 4 leaps, the black skinned creatures have covered nearly 250' of the snowy tundra.

All of the Black Lions can now see the approaching creatures and more disturbing, you can hear thenm as well. Teeth gnash and chomp hard against each other. so hard as to be heard from over 100' away. Hoarse, throaty gurggling noises are mixed with the sound a large beast salivating over a meal might make. The group has spread out as it comes on, resembling an inverted v and it seems apparent they mean to surround adn then come at the party from every direction.

Riki - Yes Nat 1 fails you have suffered 2 non lethal and are fatigued

We are in Combat Rounds

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /184  d20+16=30 ; d20+16=19 ; d20+17=30 ; d20+15=31 ;
Monday August 15th, 2016 11:20:37 PM

{ooc: fort saves: 30 and 19}
{ooc: acrobatics: 30}
{ooc: perception: 31}

Reggie plods through the snow, seemingly determined to reach her destination.
As she spies the approaching humanoids, she starts to take comfort that other are here, but that comfort soon turns to dismay as what develops rather quickly.

Reggie rushes forward to stand beside Jozhur ready to protect her Captain.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday August 16th, 2016 1:42:21 AM

"OK, so these are not your average undead. But at least they're undead. Zeoll, do not include me in your hiding spell. I can take a hit or two and would rather draw some fire."

Rillett moves over to Terser, casting Disrupting Weapon on his glave (or another weapon if so directed.)

"A good hit with that weapon should destroy these creatures."

------------------------------
Disrupting Weapon - This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.

11 rounds, Caster Level 11, DC 21

(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88  d20+16=29 ; d20+16=21 ; d20+9=22 ; d8+5=9 ; d8+5=7 ; d8+4=9 ;
Tuesday August 16th, 2016 2:06:25 AM

Surprised by the speed of their enemy, Jozhur fires off a hasty volley of arrows at one of the undead on the end of the V. "They're trying to flank us!"

----------------------------
Use boots of haste (1/10): Three attacks w/ +1 Longbow

First hits AC 29: 9 damage
Second hits AC 21: 7 damage
Third hits AC 22: 9 damage

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+14 R/+13 W -- Bard Perform 2/27, Boots of Speed 0/10, Lore Master 0/2, Fa  d20+15=20 ;
Tuesday August 16th, 2016 2:33:06 AM

As the creatures approach, and the sounds of teeth gnashing and chomping hard can be heard, Clyde moves to the front of the group, fatigued as he was. "Well, I was complaining about the cold, so I suppose I can't be upset that we'll get to flex our muscles and exert some energy to warm us up." Clyde grins at his companions.

The creature certainly seemed like undeads [OOC: Knowledge (Religion) 20], but he wasn't certain yet. When the creatures near the group, he speaks loudly enough for everyone to hear, a testimony of inevitable defeat for the enemies and destined victory for the heroes. "The wind has blown you off course, this path ends at the Last Door." [OOC: Inspire Courage using Perform (Oratory)]

=====================

ACTIONS:
- Move action: Inspire Courage (Perform Oratory)
- Standard action: Cast Greater Invisibility

CONDITIONS/EFFECTS:
- Fatigued (-2 Str, -2 Dex, can't run or charge)
- Good Hope (+2 Morale Atk/Dmg/Saves)
- Inspire Courage (+3 Competence Atk/Dmg; +3 Morale saves vs charm/fear effects) [Rounds: 1]
- Greater Invisibility [Rounds: 1]

AC 19/19/17 CMD 19 HP 91 Tishe' (SteveK)  
Tuesday August 16th, 2016 5:59:25 AM

Tishe' is startled at the speed of the approaching group, and the gnashing of teeth is very disturbing. "If you are offering, Zeoll dear, a spell so they don't attack me would be shady. I'm not really good at weaving hand-to-hand."

"But being surrounded? I think I can do something about that!" Tishe' raises her hands and begins a quick spell behind her, which coalesces into an Ice Wall 30 feet high and 30 wide. "That should protect our backs for a time!"

.......
Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage

Water walk (from Rillet)

Mage Armor. 1 hour. +4 AC

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 0. 1. 0

Zeoll (Cayzle) (AC20vsEvil; HP62of62) 
Tuesday August 16th, 2016 7:01:06 AM


Zeoll casts his Hide from Undead on Tishe and himself, but warns his old friend, "This means you cannot attack them by spearr, sprray, orr spell, and if you do, it rruins the prrotection forr both of us."

Hide from Undead: [CL7; Will DC17 negates] Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

After Zeoll casts, he doffs his shield, so that he is still holding it in his hand, but not weilding it. Next round he plans to summon a fey friend using an arcane slot, and he would prefer to abandon the shield's +7 bonus to his AC rather than suffer its 50% arcane fail rate.

Finally, the old liontaur takes a five ft step, hoping to put his back to the Wall [although privately he wishes it were Thorn or Fire rather than Cold].

==============================
DM Sanity Info

Cleric spells (underlined = cast):

0: guidance, create water, light, mending
1: command, hide from undead (2 slots), endure elements (2 slots), elf vision;
2: resist cold (2 slots), peaceball, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 2 of 8 1st lvl (Mage Armor x2)
Cast: 0 of 6 2nd lvl
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 0 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 0 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 1 of 1
Fey King's Blessing: +2 to first save of day - used
Hero Points Used: 0 of 6

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL11. (duration 11 hours) Zeoll and Reggie
Endure Elements CL10 (duration 24 hours) Zeoll
Taur's Try (Centaur) CL8 (duration 80 min)
Horn of Good and Evil (duration 60 minutes)
Hide from Undead (duration 70 minutes)
Water Walk
Inspire Courage
Good Hope

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (172/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 1/28)   d20+20=35 ; d20+19=20 ; d20+20=36 ; d20+20=31 ; d20+19=36 ; d20+19=28 ; d10+19=24 ; d10+19=27 ; d10+19=24 ;
Tuesday August 16th, 2016 10:42:32 AM

Terser places himself somewhere where it looks like the greatest number of creatures will pass by or come at him. He will then hold himself ready to attack the first that comes in range and the next two that leave themselves open. He opens himself to an anger that is always near the surface, this one directed at the abominations to life that stand in front of him.

Rage, power attack, reach, ac +2/-2, disrupting weapon
readied action: attack vs AC 35 for 24 damage, DC21 Will or be destroyed if undead and under 11 HD
2x AoO (reach) vs AC 36 and 31 for 27 and 24 damage, DC21 Will or be destroyed if undead and under 11 HD

misrolled 20s for damage, please ignore


Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 53/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will 
Tuesday August 16th, 2016 2:36:16 PM

Aesric rather gives up hope on diplomacy when the previously regimented figures turn out to be gnashing, leaping undead. He quickly examines his options in his head, having not much time to consider with the rate at which they're advancing.

"Warding ..." The elf reaches into a pouch hidden amongst his robes and produces powdered silver, only to slide it back in. "No, not enough time for the diagram."

The next vial comes out, this time containing a mixture of what looks like ground crystal and stone. Aesric minds the approach of the enemy as he leans his staff into the crook of his arm and pours the dust into his hand.

As the wizard holds the powder overhead, he speaks quiet words and slowly tips his palm, allowing the dust to fall upon him. The grains strike him like rain, each spreading mobile stone over his body, leaving him in the likeness of an animate statue.

Aesric casts Stoneskin, CL11, granting DR 10/Adamantine and negating up to 10 damage per turn, up to a total of 110hp. Duration 1hr50m or until overwhelmed.

Aesric takes up his staff again and comments, "Would that they'd maintained the tight formation. It would've been most convenient! Even so, undead acting with strategy, not to mention such speed? Passing strange. This is certainly something for my report ..."

He deposits the empty vial into his pouch and takes up his dragon-carved staff again, looking for his next move on the board.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday August 16th, 2016 6:30:41 PM

As part of this round's movement Rill would also like to pull out a wand.

Rill will make sure he is within arms length of Terser, and possibly also Jozhur and Reggie. He'll also remain within Zeoll's Magic Circle Against Evil if he can. Without a map I'm not sure where everyone is.

DM Dan K - The Bevroren Doden Round 2  d20+9=20 ; d20+9=20 ; d20+9=26 ; 2d6=10 ; 2d6=2 ; 2d6=9 ; 2d6=9 ; d20+17=33 ; d20+17=19 ; 2d6+7=14 ; 2d6=8 ; d20+17=19 ; d20+17=33 ; 2d6+7=15 ; 2d6=9 ;
Tuesday August 16th, 2016 10:41:31 PM

Reggie, Jozhur and Terser form a front line. The captain with his bow, Tereser his glaive and Reggie with her gifts and talents of Domi.

Rillet casts Disrupting Weapon on Terser's glaive, making it an undead detroying machine and pulls out a wand as he moves in close behind the front group.

Clyde takes in the opponents advance and while they appear like other undead he knows tales of, they move and act like nothing he knows. In the end, the bard must conceded, he simply doesn't know. A tale of courage and bravery comes to his mind and he begins the epic. [Inspire Courage to all PC's[/i]

Tishe accepts Zeoll's offer and places a Wall of Ice behind the party to give the group a defensive position

Zeoll casts Hide From Undead upon himself and Tishe so that they might assist the others and remain free from being in need of help. Removing a shield from the arm and dropping it is only a move action The key being and dropping it, which is what I feel needs to be done to free yourself from teh possibility of Arcane spell failure. Your shield is on the ground at your feet

Terser readies for the nearest opponent, wanting to intercept the creatures as they close

Aesric calls upon a protection spell as well, StoneSkin and makes a few mental notes of these'undead' as they come like nothing he has ever learned of before.

The Captain takes a couple shots. All three arrows strike, but the creature does not slow or otherwise acknowledge the hits. I had you shoot Undead 2

The creautures shriek and howl as they leap towards the party. The front and left side completely collpase and engage, as the group to the party's right close on that flank.

Several charge in and attack as they land.

Terser attacks as three of them close about him. The Glaive sweeps into all three and upon meeting the enchanted blade, two of the creatures explode.

Terser..Clyde..Rillett..Aesric..Jozhur..Zeoll..Reggie
2 savings throws for each affect: Reflex half DC 25 for piercing damage and Fort DC 20 for half vs Negative Energy. Piercing Dmg 10 & 2 Negative Energy Dmg 9 and 9.

Reggie, Jozhur and Clyde are under attack.

Two attack Reggie, swiping at her with their ice encrusted hands Charge attack Hit AC 33/19 Dmg 14 + 8 negative Energy

One attacks Jozhur, its icy talon like hands slicing just past him as he twists out of the way. Charge attack Hit AC 19

One attacks Clyde, punching the warrior hard into the shoulder. Charge attack Hit AC 33 Dmg 15 + 9 negative Energy

map

Also Scene 1 XP 4,125 each to those who fought the Worgs

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /184 
Tuesday August 16th, 2016 10:47:40 PM

{ooc ok never mind about the GM post but I have no idea what I should roll, also Reggie was ready fight so if the enemy can attack Reggie she can attack it, so she can attack from ready action then take this round action?}

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 101 / 122 | Rage used 0 /184  d20+10=24 ; d3=1 ; d20+10=14 ; d20+16=32 ; d20+16=33 ; d20+15=22 ; d10+8=9 ; d10+17=24 ; d10+17=21 ; d10+12=17 ; d10+12=22 ; d20+17=36 ; d20+17=25 ; d20+12=31 ; d20+12=29 ; d10+10=20 ; d10+10=19 ; d10+10=19 ; d4+4=5 ;
Tuesday August 16th, 2016 10:59:53 PM

{ooc all reflex saves failed (expected but all fort saves made it (expected)}

{OOC: readied attack on #2 hits AC 22, for 9 damage}

As the pain suddenly courses through her Reggie tries to fight it off but her power seizes her once more. Her eyes turn black, her skin goes cold (well not compared to the air temp)

she unleashes her fury on the one that damaged her (well at least in her mind) creature #2

{ooc attack 1 hits AC 36 - 20 damage}
{ooc attack 2 hits AC 25 - 19 damage}
{ooc attack 3 hits AC 31 - 19 damage}
{ooc bite attack hits AC 29 - 5 damage}

{ooc sorry about all the rolls, I rolled all my attacks with a d10 at first}



Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 56/84 -- +10 F/+14 R/+13 W -- Bard Perform 3/27, Boots of Speed 1/10, Lore Master 0/2  d20+14=29 ; d20+14=33 ; d20+10=15 ; d20+10=12 ; d20+21=22 ; d20+21=23 ; d20+21=23 ; d10+28=33 ; d10+28=35 ;
Wednesday August 17th, 2016 12:17:01 AM

The onslaught of the undead looking beings were fast and furious, surprising Clyde. Even as he continues his speech, he clicks the heels of his boots and attempts to counter them with his own flurry of slashes.

====================================

QUESTION:
- Can you confirm that Clyde got melee attacked even though he had Greater Invisibility active?

SAVES:
- Reflex save 1: 29 vs DC 25 (success, take 5 piercing dmg)
- Reflex save 2: 33 vs DC 25 (success, take 5 piercing dmg)
- Fortitude save 1: (fail, take 9 negative energy dmg)
- Fortitude save 2: (fail, take 9 negative energy dmg)

ACTIONS:
- Free action: Continue Inspire Courage (Perform Oratory)
- Free action: Activate Boots of Speed
- Swift action: Activate Arcane Strike
- Full-Attack (with Power Attack): 21, 22, 22 (I mistakenly used +21 instead of +20 with the dice roller)
- Damage (if any hits): Miss, 33, 35 (highly doubt any of these are needed, my attacks were 1, 2, 2, sigh...)

CONDITIONS/EFFECTS:
- Fatigued (-2 Str, -2 Dex, can't run or charge)
- Good Hope (+2 Morale Atk/Dmg/Saves)
- Inspire Courage (+3 Competence Atk/Dmg; +3 Morale saves vs charm/fear effects) [Rounds: 2]
- Greater Invisibility [Rounds: 2]
- Haste (Boots) [Rounds: 1/10]

REFERENCE:
- Attack: +8 BAB +6 Str +1 Weapon Focus +2 Enhancement +3 Competence (IC) +1 Haste (Boots) +2 Morale (Good Hope) -3 Power Attack
- Damage: 1d10 Elven Curved Blade +9 Str +2 Enhancement +3 Competence (IC) +2 Morale (Good Hope) +9 Power Attack +3 Arcane Strike

Rill (MarkB) HP 67/93 - AC 23/13/21 CMD 21  d6=3 ; d6=6 ; d6=5 ; d6=3 ; d6=4 ; d6=4 ; d20+11=21 d20+11=24 d20+16=18 d20+16=24
Wednesday August 17th, 2016 1:05:25 AM

As the undead horde attacks, Rill finds he is affected by most of the damage (takes 10+2+9+5). Now that they are within 30', he looks at them with Deathwatch to confirm they are undead.

With grim determination, Rill draws in the power of his God, releasing it in a searing blast of positive energy against these creatures. (Channel Energy for 25 damage against all these undead on map, DC 17 Will Save for half.)

Then he uses a Dimensional Hop to move himself and Terser (moved on map) putting three of the creatures in range of the dwarf's weapon. Finally, Rill takes a 5' step (moved on map, provides a flanking bonus to Reggie.)
------------------------------
Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Disrupting Weapon (on Terser)

Spells/abilities available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Protection from Evil, Hide from Undead, Shiled of Faith
2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon, Status
3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Protection from Energy, Water Walk*
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Flame Strike, Plane Shift, Disrupting Weapon*
6 (DC22): Find the Path (D), Heal, Blade Barrier

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day - 30' used
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day - *
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)

Zeoll (Cayzle) (AC20vsEvil; HP62of62) 
Wednesday August 17th, 2016 7:36:11 AM


[OOC: Assuming choice, Zeoll drops his shield in P24.]

Zeoll casts Summon Fey Friend III, using a level 3 arcane slot to do so.

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL11. (duration 11 hours) Zeoll and Reggie
Endure Elements CL10 (duration 24 hours) Zeoll
Taur's Try (Centaur) CL8 (duration 80 min)
Horn of Good and Evil (duration 60 minutes)
Hide from Undead (duration 70 minutes)
Water Walk
Inspire Courage
Good Hope

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 56/84 -- +10 F/+14 R/+13 W -- Bard Perform 3/27, Boots of Speed 1/10, Lore Master 0/2 
Wednesday August 17th, 2016 7:41:11 AM

[OOC: Clyde will take a 5 ft. step after his full-attack, going to Q-20]

DM Dan K - The Bevroren Doden Round 2 
Wednesday August 17th, 2016 8:43:44 AM

DM CORRECTION. Clyde was not attacked....Terser, Was attacked. Hit AC 33 Dmg 15 + 9 negative

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (130/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 2/28)   d20+7=13 ; d20+7=25 ; d20+15=28 ; d20+15=29 ; d20+20=25 ; d20+15=25 ; d10+19=22 ; d10+19=29 ; d20+20=40 ; d20+20=33 ; d20+20=23 ; d10+19=20 ; d10+19=21 ; d10+19=24 ; d10+19=26 ;
Wednesday August 17th, 2016 1:52:51 PM

saves - vs 25 reflex 13 (10dmg): fail;, 25: pass (1dmg)
vs 20 fort: 28: pass (4dmg); 29: pass (4dmg)

Hit for 14 (after DR) + 9 neg

10+1+4+4+14+9 = 42


Terser is lucid enough to be a little squeamish when Reggie decides to bite the walking corpse, but she can sanitize her mouth after they all survive this battle. Aiming his strikes at as many targets as possible again, he lays about him and steps forward, hoping for more to come within his reach.

target priority - #10, if destroyed then #7

Attacks vs AC 25, 27 (+2 flank)
22 and 29 damage
DC21 Will or be destroyed if undead and under 11 HD

Potential AoO's
#1 AC40 crit, confirmed if applicable, 20 damage (65 if crit)
#2 AC23 (or 33 if not crittable), 26 damage (21 if not crittable)




Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 53/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will  d20+16=21 ;
Wednesday August 17th, 2016 3:50:48 PM

Aesric finds himself in a bit of a pinch, as any of the destructive spells he might use could strike those allies presently clashing on the front lines. However, the mind of a strategist always finds a way. If he can't destroy the undead, then he'll make the terrain far less friendly and perhaps rob them of their mobility.

The elf fishes through his pouches and produces a dried octopus tentacle. As he holds it before himself and whispers, the reagent dissolves and a field of pitch black tentacles rises from the snow. Aesric is careful to define its location so that the undead engaging the front liners are on the edge of the field, thus keeping his allies out. Hopefully, the tentacles might catch not just those enemies, but others in their group as they lash about and attempt to grasp whatever they can.

Aesric casts Black Tentacles, CL 11. The tentacles have a CMB of 16, and the single roll made applies to all targets within range. The field of tentacles is a 20ft-radius spread which Aesric has placed so as to have the closest undead on the very edge - he doesn't want his allies to be caught up in the spell. The tentacles begin to attempt attacking immediately, and anything which fails its check suffers 1d6+4 damage plus the grappled status. This damage continues until the target breaks free, or until the spell expires in 11 rounds.

"Worry not, those would be mine," the master wizard comments of the bizarre spell, likely to reassure his companions that the land hasn't become yet more unwelcoming to them. "That said, I sense a certain directed violence behind this wind. Hypothetical, but not beyond the means of magic."

Aesric takes up his staff and plots his next move, his stone form looking for any given opportunity.

AC 19/19/17 CMD 19 HP 91 Tishe' (SteveK)   d20+11=28 ;
Wednesday August 17th, 2016 7:23:21 PM

Tishe' looks about, but feels the Black Lions are handling the remaining undead well. This frozen tundra sure packs a lot of surprises!

And speaking of surprises, Tishe' will make sure the undead don't have a magical surprise for the group. Tishe' readies a Dispel Magic as a Counterspell.

....
Readied Dispel Magic in case an undead tries to cast a spell. DC 28

Hide from Undead (from Zeoll)

Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage

Water walk (from Rillet)

Mage Armor. 1 hour. +4 AC

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 0. 1. 0

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 56/84 -- +10 F/+14 R/+13 W -- Bard Perform 3/27, Boots of Speed 1/10, Lore Master 0/2 
Wednesday August 17th, 2016 7:39:08 PM

Clyde takes a quick glance at the group to assess the situation. "Are we sure these are undead? They don't seem like undeads that I'm used to! And I only count ten, where are the other two hiding?"

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 101 / 122 | Rage used 0 /184 
Wednesday August 17th, 2016 11:13:59 PM

Reggie stays beside Jozhur for now.

(Brock) Jozhur AC23 (24 w/protection from evil)/ Touch 16/Flat 17--CMD 24--HP80/88  d20+17=25 ; d20+17=29 ; d20+9=27 ; d20+9=29 ; d20+17=31 ; d20+21=29 ; d6+8=9 ; d4=1 ; 5d6=22 ;
Thursday August 18th, 2016 1:30:25 AM

Frustrated by the apparent lack of effect his arrows had, Jozhur brushes by Reggie and tumbles around the undead enemy with his arrows protruding from it. He draws his sword as he gets into position and hacks at the undead he now flanks with Reggie.

--------------------------------
Reflex saves: 25, 29. Both succeed, no damage taken due to Evasiveness
Fort saves: 27, 29. Half damage taken (8 total)

Actions:
Acrobatics to avoid opportunity attacks: 31
Tumble to M21
Attack vs. undead #2 hits AC29: 9 damage plus 22 sneak attack damage (31 slashing damage total)

Current AC: 24

Zeoll (Cayzle) (AC20vsEvil; HP62of62)  d20+24=42 ;
Thursday August 18th, 2016 7:53:20 AM


Zeoll tries to stay alert as he awaits the response from his fey allies.

Perception 42 to check for invisible or smell things or note other enemies or threats.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (130/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 2/28)  
Thursday August 18th, 2016 12:10:53 PM

Keep your eyes open, Sir Clyde! Those other two exploded at one touch of my mighty glaive, thanks to Rill's fancy magic! Watch as these others do the same!

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 56/84 -- +10 F/+14 R/+13 W -- Bard Perform 3/27, Boots of Speed 1/10, Lore Master 0/2 
Thursday August 18th, 2016 5:30:28 PM


"Apologies! These undeads caught me by surprise with their speed." Clyde grits his teeth and chides himself for getting caught off guard by such unnatural creatures.

DM DPurifoy - Bevroren Doden Round 3  d20+9=10 (1 will); d20+9=17 (2 will); d20+9=21 (3 will); d20+9=22 (5 will); d20+9=16 (7 will); d20+9=14 (10 will); d20+9=24 (11 will); d20+9=21 (10 will v Disrupt); d20+9=22 (7 will v Disrupt); 2d6=9 (pierce); 2d6=2 (neg); d20+12=20 (10 Reflex); d20+12=21 ; d20+12=24 ; d20+12=24 ; d20+9=21 (8 v Disrupt); d20+9=15 (11 v Disrupt); 2d6=8 ; 2d6=5 ; d20+12=27 (reflex); d20+12=30 (reflex); d20+12=13 (reflex); d20+12=30 (reflex); d20+17=21 (J); d20+17=18(J) ; d20+17=37 (J); d20+17=33 (J); 2d6+7=14 ; 2d6+7=17 ; 2d6=3 ; 2d6=8 ; d20+17=27 (crit confirm); d20+17=26 (Rt); d20+17=32(Rt) ; d20+17=35 (Rt); d20+17=19 (Rt); 2d6+7=18 (crit); 2d6+7=15 ; 2d6+7=13 ; 2d6+7=12 ; 2d6=5 ; 2d6=8 ; 2d6=7 ; d20+15=29 (T); d20+15=18 (T); d20+15=33 (T); 2d6+7=12 ; 2d6+7=13 ; 2d6=8 ; 2d6=8 ; d20+15=35(Th) ; d20+15=21 (confirm); 4d6+14=26 ; 2d6=3 ; d20+15=29 (A); 2d6+7=12 ; 2d6=7 ; d20+9=17
Thursday August 18th, 2016 5:45:29 PM

[OOC: Please, as you move yourselves on the map, state in your post for the round the coordinates you're moving to.]

Black Lions (Round 2 Actions)

Battered by the vicious undead, Reggie slips into her own realm of ferocity and returns the favor on Undead 2. As she sinks her jaws onto the animate corpse, the small, rational corner of the raging woman's mind notes that her teeth don't appear to do any significant damage.

Rill transports himself and Terser to a more advantageous position and channels energy to harm the Undead (first set of will saves).

Dropping his shield, Zeoll summons a Fey Friend, appearing just before the beginning of his turn in Round 3, able to act immediately. Hopefully the Liontaur draws something favorable from the lands of the Fey King, with a shared language.

Clyde, revealing himself, tears into the nearest undead with his blade while maintaining his courage-inspiring oration. (the total bonus of both 2's rolled still beat the undead's flat-footed AC of 17).

Terser lays into the undead around him with his glaive, but his plan to bring down multiple enemies with Rill's enchantment doesn't work this round, as the foes make their saves against the Disrupting Weapon. His second blow does enough damage, however, to destroy Undead 7, which explodes in a shower of ice shards and freezing negative energy.

Terser, Clyde, and Undeads 3, 5, 10 & 11 take 9 piercing damage, Reflex DC 25 for half & 2 negative energy damage Fort DC 20 for half. Although Terser's rage blurs such minute details, Clyde may notice that even as the ice shards tear at Undead 10, some of its wounds immediately heal from the negative energy.

"Worry not, those would be mine," Aesric states calmly as he summons a field of grasping Black Tentacles. Unfortunately, the tentacles' CMB does not beat the undead CMD of 27 this round (remember to roll the CMB check again each round, to begin & continue the grapple. Thank you for the AoE correction, Mark, that was my improperly placed field.)

Tishe', concerned about further surprises from these strange undead, readies a Dispel counterspell in case one should start casting.

Jozhur tumbles to flank Undead 2 with Reggie, his Acrobatics of 31 beating the Undead CMD to avoid an attack of opportunity, and he stabs it good.

Undead Actions (Round 3)

Undead 1 takes a 5ft Step to L22, closing on Jozhur. Undead 2, 3, & 5 each take a 5ft step North to N20, P19, & N19, respectively, to flank Jozhur & Rillet.

Undead 10 takes a 5ft step out of the Black Tentacles to R18.

Undead 8 & 11 close on Terser, provoking an AoO as they move across the difficult terrain. Undead 8 makes the save against Disruption, taking a massive blow from Terser, but Undead 11 fails with a Will save of 15. As the party is coming to expect, the creature freezes solid before exploding outward. Terser, Clyde, Rillet, Reggie, and Aesric take 8 physical damage Reflex DC 25 for half, & 5 negative energy damage Fort DC 20 for half.

Undead 3, 8, 9, & 10 are also caught in the blast, and it's clear this time that, far from being hurt, the monsters simply shrug off the shards of ice as their frozen flesh re-knits in the wash of negative energy (9 failed the reflex save, still heals 2 HP from neg energy).

Undead 12 bounds around the Black Tentacles to close on Tishe', while Undead 9 slogs through the field to threaten Aesric.

Undead 1 & 2 Attack Jozhur with their claws, that's two misses & two hits on AC 37 & 33 (+2 flanking); almost forgot to confirm crit, using rolls in order confirms with 27 for 32 & 17 physical; 3 & 8 negative energy damage

Undead 3 & 5 attacks on Rillet hit AC 26, 32, and 35 (+2 flanking, one miss). for 15, 13, 12 slashing damage; 5, 8, & 7 negative energy damage.

Undead 8 & 10 attacks on Terser hit AC 29 & 33 (one miss), for 12 & 13 slashing; 8 & 8 negative energy damage.

Undead 12 slashes Tishe' wickedly, confirming the critical hit against AC 21 (everyone make sure your header AC is current; remember you have +2 Defl AC vs evil w/in 10ft of Zeoll). Tishe' takes 26 slashing & 3 negative energy damage.

EDIT: Will save 17 to notice Tishe' through Zeoll's Hide from Undead

Undead 9 hits Aesric with a Claw Attack 29, doing 12 physical & 7 negative energy damage

Undead Status: AC 20, Touch 13, Flat-Footed 17, CMD 27
Undead 1 Dmg 32
Undead 2 Dmg 77
Undead 3 Dmg 12
Undead 4 Dead
Undead 5 Dmg 16
Undead 6 Dead
Undead 7 Dead
Undead 8 Dmg 67
Undead 9 Dmg 7
Undead 10 Dmg 46
Undead 11 Dead
Undead 12 Dmg 0

DM DPurifoy - Bevroren Doden Round 3 
Thursday August 18th, 2016 6:28:29 PM

And the Map

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 38/84 -- +10 F/+14 R/+13 W -- Bard Perform 4/27, Boots of Speed 2/10, Lore Master 0/2  d20+14=19 ; d20+14=26 ; d20+10=16 ; d20+10=23 ; d20+20=38 ; d20+20=26 ; d20+20=23 ; d10+28=33 ; d10+28=32 ; d10+28=33 ;
Thursday August 18th, 2016 6:34:16 PM


Clyde takes another barrage of attacks. If it wasn't for his invisibility, he'd probably be dead by now. He can't take much more of this. Four undeads have been downed, but eight still remained. Focusing on the ones closest to him, Clyde moves forward, and continues his own slashing assault, bellowing a primal scream. [OOC: Please note that Greater Invisibility should still be active, since it doesn't deactivate even when attacking.]

====================================

SAVES:
- Reflex save 1: 19 vs DC 25 (fail, take 9 piercing dmg)
- Reflex save 2: 26 vs DC 25 (success, take 4 piercing dmg)
- Fortitude save 1: 16 vs DC 20 (fail, take 2 negative energy dmg)
- Fortitude save 2: 23 vs DC 20 (success, take 3 negative energy dmg)

ACTIONS:
- Free action: Continue Inspire Courage (Perform Oratory)
- Swift action: Activate Arcane Strike
- Full-Attack (vs Undead 10, but if that one goes down, then Undead 3): vs AC 38, 26, 23
- Damage: 33, 32, 33

CONDITIONS/EFFECTS:
- Fatigued (-2 Str, -2 Dex, can't run or charge)
- Good Hope (+2 Morale Atk/Dmg/Saves)
- Inspire Courage (+3 Competence Atk/Dmg; +3 Morale saves vs charm/fear effects) [Rounds: 3]
- Greater Invisibility [Rounds: 3]
- Haste (Boots) [Rounds: 2/10]

REFERENCE:
- Attack: +8 BAB +6 Str +1 Weapon Focus +2 Enhancement +3 Competence (IC) +1 Haste (Boots) +2 Morale (Good Hope) -3 Power Attack
- Damage: 1d10 Elven Curved Blade +9 Str +2 Enhancement +3 Competence (IC) +2 Morale (Good Hope) +9 Power Attack +3 Arcane Strike

AC 21/21/19. CMD 19 HP 62/91 Tishe' (SteveK)  
Thursday August 18th, 2016 6:40:12 PM

Piggies! Need to change my post because the map won't let Tishe' back out of range of the undead to safely cast a ranged touch spell.

Rill (MarkB) HP -4/93 - AC 23/13/21 CMD 21  d20+9=23 ; d20+14=31 ;
Thursday August 18th, 2016 6:46:32 PM

(Question for the DM: An evil cleric may channel negative energy to either harm living creatures or to heal undead, but not both. I'm wondering if there is something different about the negative energy from these creatures that allows it to both harm and heal - something a cleric cannot do?

Also, Rill's channel energy last round does half damage on a successful will save. Those that saved should have taken 13 damage.)

Rill takes a total of 71 damage from the blows of the creatures surrounding him and falls unconscious, his red blood staining both the white snow and his white robes. As his eyes close, he regrets that he was not more effective. Surely the dying blasts from these creatures will send him to meet his god, and he will know peace.

===========

Damarr: Good question. Channel Energy is a cleric class feature with the noted restrictions. These creatures are not channeling negative energy as a cleric does, but rather explode when they die, in a shower of sharp ice and negative energy.

When casting Inflict/Cure Critical Wounds, you don't decide whether it is to harm or heal - it imparts the stated amount of the specified energy type to the target, either harming or healing it based on whether the target is alive or undead. I am looking into this. In the interim, damage healed from negative energy last round has been added back to the damage totals, and we will play with the either/or class rule you referenced.

The HP healed from the negative energy (& mayhaps a small miscalculation on my part) should account for the discrepancy with the expected damage from your positive channel. I improperly rounded the halved damage down, but added more damage now than I healed previously, so it should work out similarly in your favor.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (104/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28)   d20+7=27 ; d20+15=31 ; d20+20=33 ; d20+15=16 ; d10+19=25 ; d20+20=25 ; d20+20=37 ; d10+19=20 ; d10+19=24 ; d6=5 ; d6=5 ; d6=3 ; d6=1 ; d6=5 ;
Thursday August 18th, 2016 7:05:21 PM

Reflex 27 - pass: 4dmg, fort 31 - pass: 1dmg
hits - 11 and 12 (DR1), 8 and 8
4+1+11+12+8+8 = 44


Glad that his ploy worked, Terser now steps back so that he can utilize his long weapon. 5ft step to Q20

Seeing that #8 seems to be more damaged, he focuses there first, landing one blow and preparing should any others come in range as before.

attack vs AC 33 - 25 damage, DC21 Will or be destroyed if undead and under 11 HD
vs AC 16 (nat 1) - miss
Potential AoOs
vs AC 25 - 20 dmg, DC21 Will or be destroyed if undead and under 11 HD
vs AC 37 - 24 dmg, DC21 Will or be destroyed if undead and under 11 HD


After his attack, he realizes that Rill has fallen behind him, and with a primal scream, lets out a blast of energy not to harm his foes, but to heal his allies.

hero point to channel energy - all allies recover 18


Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (94/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28)  d20+7=24 ; d20+15=32 ;
Thursday August 18th, 2016 7:07:16 PM

forgot the second round of save =

reflex 24 - fail, 8 damage
fort 32 - pass, 2 damage

header updated

Rill (MarkB) HP 33/93 - AC 23/13/21 CMD 21  d6=2 ; d6=1 ; d6=3 ; d6=4 ; d6=4 ; d6=1 ; d6=4 ; d6=2 ; d20+21=27 ;
Thursday August 18th, 2016 7:32:40 PM

Terser's cry pulls Rillett back from his unwanted rest. Or maybe it was Terser's healing. Either way, it was Terser.

Lying where he is, he channel's energy, healing himself and his friends for another 19 damage. Then he will use his Dimensional Step ability to move 35'(succeeds on concentration check to "cast" defensively, moved on map.)

"Thanks Terser! I owe you one."

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 38/84 -- +10 F/+14 R/+13 W -- Bard Perform 4/27, Boots of Speed 2/10, Lore Master 0/2 
Thursday August 18th, 2016 8:56:14 PM

CORRECTION:
- Full-Attack (vs Undead 10, but if that one goes down, then Undead 3): vs AC 38, 26, 18 (not 23 as previously posted)
- Damage: 33, 32, 33

Zeoll (Cayzle) (AC27vsEvil; HP62of62)  d10=5 ;
Thursday August 18th, 2016 9:39:25 PM


Zeoll spell summons a ... rolling a d10 ... gets a 5 ... a Mothman!

Summoning the Mothman to 019, Zeoll commands it in Sylvan, "Attack these undead, Sirr Mothman, firrst any that you flank, with yourr claws, and do not harrm orr influence my allies orr myself in any way."

Then Tishe asks Zeoll to move so that she can attack. That will ruin the Hide spell for both himself and her. But he obliges, first picking up his shield and then donning it, then stepping five feet to the left, with his back to the wall.

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL11. (duration 11 hours) Zeoll and Reggie
Endure Elements CL10 (duration 24 hours) Zeoll
Taur's Try (Centaur) CL8 (duration 80 min)
Horn of Good and Evil (duration 60 minutes)
Hide from Undead (duration 70 minutes)
Water Walk
Inspire Courage
Good Hope
Mothman round 1 of 8

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 33/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will  d20+16=32 ; d20+10=14 ; d20+7=23 ;
Friday August 19th, 2016 12:57:07 AM

Aesric's plan to remove the mobility of the strange undead is frustrated by early failure. Nevertheless, the tentacles do continue to lash about, grabbing at anything which should step into the bounds of their temporary domain,.

The Black Tentacles spell continues to attempt grabbing targets, this time rolling a CMB of 32. This number applies to all potential targets.

In the interim, Aesric suddenly finds himself in rather dire peril. One would think that creatures so disposed to biting and clawing might prefer flesh and blood, but evidently, stone will do just as well! Fortunately, it's that stone - and seemingly, brief flickers of light within the folds of his robes - which wards off what could've been the full brunt of the assault.

Aesric fails his Reflex roll to evade the explosion, but succeeds in his Fort roll to halve the negative energy damage. Altogether, he suffers 20 physical and 10 negative damage. However, his Stoneskin spell negates 10hp of the physical damage.

This is no position for the wizard to be in, pinned off to one side by a number of the zombies, who are corralled toward him in some sense by the nearby wall of ice. A more strategic vantage point would seem to be in order. As he stumbles back, blood seeping from cracks in his rocky exterior, Aesric mutters faint words and parts his hands slightly. With suddenness and necessary speed, the master mage ascends into the air by the grace of his magic, ascending directly upward. Once he's out of reach, perhaps he can then rain down wrath upon these creatures before he himself is killed.

Aesric casts Fly and ascends directly upward at best possible speed, hoping that the undead aren't as good at leaping vertically as they were horizontally. If he proves out of reach, he prepares to unleash his war spells, hoping for windows in which his allies might avoid being caught up in any of it.

(Brock) Jozhur AC23 (CURRENT AC: 27)/ Touch 16/Flat 17--CMD 24--HP57/88  d20+17=32 ; d20+17=36 ; d6+8=10 ; 5d6=14 ;
Friday August 19th, 2016 2:02:42 AM

Jozhur tries to ignore the pain as his flesh is torn by the undead, and just as quickly mended by his friends. He dodges into a better position and stabs at the same undead once again.
--------------------------------
Acrobatics to avoid AoO from #2 and #5: 32
Use combat expertise, fighting defensively, -3 attack/+3 AC
Attack hits on undead #2 AC 36, 10 damage (piercing) plus 14 sneak attack damage

Current AC: 27
Jozhur cannot be flanked (improved uncanny dodge)


Also, I was mistaken last round, one does not "hack" with a short sword, last round's damage should have also been piercing.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 75/84 -- +10 F/+14 R/+13 W -- Bard Perform 4/27, Boots of Speed 2/10, Lore Master 0/2 
Friday August 19th, 2016 4:42:23 AM

Clyde feels a wave of healing energy course through him, dispersing all thoughts of possible defeat from his mind. "This battle is over. You cannot win!" He booms to the undead, even though in all likelihood they wouldn't be affected one way or another by his speech. Even as he finished speaking, another wave of healing touched him, and Clyde was all but certain that victory was at hand.

AC 21/21/19. CMD 19 HP 91 /91 Tishe' (SteveK)   d20+12=31 ; d20+12=29 ; d20+12=29 ; 5d4+5=19 ;
Friday August 19th, 2016 8:23:46 AM

Tishe' is caught off-guard at the suddenness of the attacks and the numbers of the group; the swirling snows must have addled her perceptions. There are twice as many undead as she was thinking!

And the she stifles a scream as an undead streaks in and rips her along the side! The pain quickly goes away by healing from Terser and Rillet, and Zeoll's movement gives her maneuver room. "Thanks dear, but this treadle is going to cut my thread if I don't weave fast!"

Taking a step back, Tishe' begins weaving a spell; plucking the air like using a loom, she pulls this and that into a quick pointing of her finger at Undead #12, and casts a Maximized Scorching Ray without taking any extra time! Three fiery threads score across its body, hopefully enough to put it down!

She then casts a Quickened Magic Missle spell (at 12 if still up, or at 9)

.....
Five Foot Step to avoid AOO
Maximized Scorching Ray. AC. 32 29 29. Damage. 24+24+24= 72 fire damage
Bloodline Power: Metamagic; Use one metamagic feat without extra time 2/day

Quickened Magic Missles. 19 force damage

Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage

Water walk (from Rillet)

Mage Armor. 1 hour. +4 AC

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 0. 1. 2

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 101 / 122 | Rage used 0 /184  d20+19=21 ; d20+19=30 ; d20+14=27 ; d20+14=33 ; d10+10=16 ; d10+10=20 ; d10+10=17 ; d4+4=7 ;
Friday August 19th, 2016 9:40:05 PM

Reggie is still blinded in her rage. the blackness inside of her spreads a little more across her skin.

she unleashed more pain on the undead in front of her (#2)

{ooc: attack 1: hits AC 21 for 16 damage}
{ooc: attack 2: hits AC 30 for 20 damage}
{ooc: attack 3: hits AC 27 for 17 damage}
{ooc: bite attack: hits AC 33 for 7 damage}

{ooc: if #2 falls, Reggie will 5' step to continue on #5}

DM DPurifoy - Bevroren Doden Round 4  2d6=6 ; 2d6=7 ; d20+10=20 (M ref) ; d20+6=20 (M fort); d20+12=24 (3R); d20+12=26 (8R); d20+12=21 (5R); d20+12=26 (2R); d20+9=10 (8 will v Disrupt); 2d6=8 ; 2d6=8 ; d20+10=14 (Mref); d20+6=10 (Mfort); d20+15=24 (M claw); d20+15=35 (M claw); d20+15=29 (M crit confirm); d6+1=4 ; 2d6+2=8 ; d20+15=30 (9 AoO); 2d6+7=14 ; 2d6=8 ; 2d6=9 ; 2d6=5 ; d20+17=24 ; d20+17=21 ; 2d6+7=16 ; 2d6+7=14 ; 2d6=10 ; 2d6=9 ; d20+17=25 ; d6=2 ; d6+7=10 ; 2d6=8 ; d20+15=22 ; d100=2 ; d20+15=27 ; d20+15=18 ; 2d6+7=14 ; 2d6=8 ; d20+15=35 ; d20+15=18 ; d20+15=32 (crit confirm); 4d6+14=28 ; 2d6=7 ; d20+15=16 ; d20+15=25 ; 2d6+7=13 ; 2d6=11 ;
Sunday August 21st, 2016 5:33:36 PM

Black Lions Actions (Round 3)

[OOC: Remember to keep your current HP updated in your header]

Hidden by his Greater Invisibility spell, Clyde continues to lay into the undead with his exotic blade, while maintaining his inspiring words. As he slays Undead 10, the creature explodes in a hail of ice and negative energy. Clyde, Terser, and Reggie take 6 piercing and 7 negative energy damage Reflex DC 25 to halve the piercing, Fort DC 20 to halve the negative energy. Zeoll's Mothman and Undead 3, 8, 5, and 2 are also all affected by the blast.

Between the unholy cold in their claws and the monsters' death throes, Rillett is beaten into unconsciousness by the undead attackers. Thankfully, a heroic burst of 18 Healing from Terser brings the priest of Gargul back to his senses. After channeling the power of his god to again heal the party for 19, Rill taps into that divine source to carry himself to safety.

As Terser's glaive tears into Undead 8's frozen flesh, the beast explodes from the power of Rill's enchantment. Terser & Clyde Reflex DC 25 and Fortitude DC 20 to halve 8 piercing and 8 negative energy damage, respectively. The Mothman and Undeads 3 & 9 are also affected.

Zeoll directs his summoned Mothman in Sylvan, although the cryptic acknowledgement the Liontaur senses in his mind indicates this creature needs no such verbal commands. As the Mothman does minimal damage to Undead 3 with its claws, Zeoll picks up his shield and steps aside to give Tishe' room to cast. (Two hits, one confirmed critical, for 8 and 4 damage)

Aesric, finding himself in a tight spot between his new companions and their attackers, casts Fly and takes to the air to gain his own space for casting. Ascending at half-speed, a full move action brings the wizard about 30ft above the ground. As he flies up past Undead 9 in front of him, the creature takes an opportunistic swipe with its claws, hitting AC 30 for 14 slashing & 8 negative energy damage on Aesric

Jozhur tumbles past Undead 2 & 5, narrowly beating even the +2 DC for avoiding another attack of opportunity after the first, and works his shortsword into a weak point to bring down Undead 2. The monster again explodes, dealing 9 piercing & 5 negative energy damage to Jozhur, Reggie, Zeoll, Clyde, and Terser, Reflex DC 25 for half piercing and Fort DC 20 for half negative energy damage. Undeads 1, 3, 5 & 9 are also affected.

Tishe' takes a step back from her undead attacker and unleashes her magical fury. Although nearly all of it's tattered clothing is gone and it's flesh charred and battered, it remains standing.

Through her battle rage Reggie sees her last target go down and steps up to continue her assault on Undead 5 (all attacks hit, 40 damage total after DR).

Bevroren Doden Actions (Round 4)

Undead 3 and 5 slash at the strange Mothman that suddenly appeared in their midst, bringing the creature down after three hits on AC 24, 21, and 25, for 42 slashing and 26 negative energy damage total.

With it's second claw attack, Undead 3 attempts to hit the invisible Clyde. The attack vs AC 22 is a miss, and the bard's invisibility protects him as well with a rolled 2 on the concealment miss chance. After killing two of their kind, the monsters know Clyde is there, although they still cannot see him.

Undead 9 take a 5ft step and attacks Terser with its claws, hitting once against AC 27 (miss vs AC 18) for 14 slashing & 8 negative energy damage

Undead 1 full-attacks the large Liontaur as he steps into range, no longer Hidden after Tishe's attack. One hit, confirming the critical with 32, does 32 slashing & 7 negative energy damage to Zeoll (one miss vs AC 18).

The sorely wounded Undead 12 follows Tishe' with a 5ft step and hits with one claw vs AC 16 (miss) and AC 25, for 13 slashing & 11 negative energy damage.

Bevroren Doden Status AC 20, Touch 13, Flat-Footed 17 CMD 27 DR 5/-
Undead 1 Dmg 36
Undead 2 Dmg DEAD
Undead 3 Dmg 28
Undead 4 DEAD
Undead 5 Dmg 66
Undead 6 DEAD
Undead 7 DEAD
Undead 8 DEAD
Undead 9 Dmg 14
Undead 10 DEAD
Undead 11 DEAD
Undead 12 Dmg 91
Mothman 80+ dmg/76

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 43/84 -- +10 F/+14 R/+13 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2  d20+14=26 ; d20+14=28 ; d20+14=29 ; d20+10=19 ; d20+10=18 ; d20+10=18 ; d20+20=35 ; d20+20=24 ; d20+15=35 ; d10+28=36 ; d10+28=30 ; d10+28=32 ;
Sunday August 21st, 2016 6:36:33 PM


Even as the healing energies re-energized Clyde, he grunts in pain as a succession of undead destruction assail him in a deadly barrage of explosion. An undead's swing just missed him, and with his greater invisibility still active, Clyde still feels secure despite the extensive damage to his body.

A quick 5-foot pivot puts him adjacent to Undead 3 and 9, and he unleashes his blade on Undead 3 with a deadly flourish.

====================================

SAVES:
- Reflex save 1: 26 vs DC 25 (success, take 3 piercing dmg)
- Reflex save 2: 28 vs DC 25 (success, take 4 piercing dmg)
- Reflex save 3: 29 vs DC 25 (success, take 5 piercing dmg)
- Fortitude save 1: 19 vs DC 20 (fail, take 7 negative energy dmg)
- Fortitude save 2: 18 vs DC 20 (fail, take 8 negative energy dmg)
- Fortitude save 3: 18 vs DC 20 (fail, take 5 negative energy dmg)

ACTIONS:
- Free action: Continue Inspire Courage (Perform Oratory)
- Swift action: Activate Arcane Strike
- Miscellaneous action: 5-foot step
- Full-Attack (vs Undead 3, but if that one goes down, then Undead 9):
vs AC 35 for 36 damage
vs AC 24 for 30 damage
vs AC 35 for 32 damage

CONDITIONS/EFFECTS:
- Fatigued (-2 Str, -2 Dex, can't run or charge)
- Good Hope (+2 Morale Atk/Dmg/Saves)
- Inspire Courage (+3 Competence Atk/Dmg; +3 Morale saves vs charm/fear effects) [Rounds: 4]
- Greater Invisibility [Rounds: 4]
- Haste (Boots) [Rounds: 3/10]

REFERENCE:
- Attack: +8 BAB +6 Str +1 Weapon Focus +2 Enhancement +3 Competence (IC) +1 Haste (Boots) +2 Morale (Good Hope) -3 Power Attack
- Damage: 1d10 Elven Curved Blade +9 Str +2 Enhancement +3 Competence (IC) +2 Morale (Good Hope) +9 Power Attack +3 Arcane Strike

Zeoll (Cayzle) (AC20vsEvil; HP12of62)  d20+11=19 ; d20+11=24 ; d20+16=21 ;
Sunday August 21st, 2016 6:45:51 PM


Zeoll rolls a Rfx save of 19 and a Fort save of 24 to take total 9+2=11 damage from an exploding enemy. He also takes 39 more from a blow, for total 50 damage.

The old liontaur readies the use of his tower shield for full cover in the event that he is attacked.

Then Zeoll becomes invisible with a supernatural move action and takes a five foot step to 23-24-N-O. He hopes that the invisibility, water walk, woodland stride, and natural stealth will keep his position secret ... but if not, the 50% miss chance will sure help, not to mention the total cover.

Stealth 21. Make that 23 with Good Hope.

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL11. (duration 11 hours) Zeoll and Reggie
Endure Elements CL10 (duration 24 hours) Zeoll
Taur's Try (Centaur) CL8 (duration 80 min)
Horn of Good and Evil (duration 60 minutes)
Water Walk
Inspire Courage
Good Hope
Invisibility (1 round)

AC 21/21/19. CMD 19 HP 67 /91 Tishe' (SteveK)   d20+21=34 ; 5d4+5=19 ;
Sunday August 21st, 2016 7:27:47 PM

Tishe' is amazed the icy undead didn't explode with the first rays. "You're supposed to blow up with fire!", she says accusingly.

She defensively casts a Flying and lifts up to join Aesric (knowing she is going to get clawed by the undead on the way up!)

Once she is airborne, the Sorceress casts another Quickened Magic Missle to (hopefully!) end its life! "Why don't you just die! Again!"

.....
Defensive Cast 34

Fly. 60 feet.

Move 30 feet straight up. (Invite AOO)

Cast Quickened Magic Missle. 19 force damage on Undead #12. (Not damaged while casting)

Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage

Water walk (from Rillet)

Mage Armor. 1 hour. +4 AC

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 1. 1. 3

(Brock) Jozhur AC23 (CURRENT AC: 24)/ Touch 16/Flat 17--CMD 24--HP55/88  d20+17=28 ; d20+9=21 ; d20+21=34 ; d20+21=41 ; d20+21=27 ; d20+15=16 ; d6+8=14 ; d6+8=13 ; d6+8=9 ; 5d6=20 ; 5d6=18 ;
Sunday August 21st, 2016 11:00:16 PM

Jozhur is ready for the blast as he stabs the undead and manages to almost completely avoid it by ducking behind another undead. He then finds himself in perfect position to strike at his next enemy. He shouts a warning to Rillett as he sticks his blade into the undead's frozen flesh, "Lookout! It's going to burst!"

Jozhur also can't help but notice that Reggie has been biting the undead. He tries to hold back the vomit until the fight ends...

-------------------------
Reflex save: 28 (no damage taken, evasion)
Fort save: 21 (2 damage taken)

Full hasted attack vs Undead #5

First attack hits AC 34: 14 damage plus 20 sneak attack damage (piercing)
Second attack is natural 20, crit confirmed: 27 damage plus 18 sneak attack damage (piercing)

Boots of haste used: 2/10

Current AC: 24 (haste)

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 21/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will  11d6=32 ;
Monday August 22nd, 2016 12:12:01 AM

Even as he attempts to literally take flight from the battle, Aesric suffers yet another blow from the persistent undead. Are they, perhaps, inclined to target individuals they recognize as spellcasters? Whatever the case may be, the claws of the undead manage to rake away mostly stone, biting only slightly into his flesh. That is, unfortunately, enough to spread the taint of negative energy and do further harm.

As he finishes his ascent, Aesric holds his staff to one side and digs a small fistful of reagents from one of his pouches. "Be ready to stand clear of any explosions!" It's down to watching each of his companions get mauled, or thinning the ranks in one stroke. The strategist within him chooses the latter.

Aesric sweeps his hand down toward the battlefield as if to cast away the reagents he'd gathered, only for an arc of lightning to erupt from his palm. It crackles through the dead flesh of his first target before dancing along to another, and another. Fortunately, one quickly gathers that Aesric has control over where the chain of energy dances across the field.

Aesric casts Chain Lightning for 32 damage, applicable to all targets. In this case, the undead using close pack tactics plays to the wizard's advantage, allowing him to arc the chain to all remaining undead. Reflex save halves damage for the initial target, Undead 3. The remaining undead may also attempt a Reflex save to halve, the DC being two lower than that of the bolt directed at Undead 3.

Aesric's stone exterior still holds, though it has been ripped open in places, his exposed white robes stained with blood from wounds underneath. Whilst watching the lightning dance amongst the enemies in brilliant sparks, he takes up his staff in both hands and levels the dragon's head downward, as if aiming it.

Rill (MarkB) HP 33/93 - AC 23/13/21 CMD 21  d20+14=21
Monday August 22nd, 2016 1:15:25 AM

Rill is safe behind the wall of ice. He takes stock of his situation, and knows that even a moment's hesitation here could spell disaster for the party.

He will cast Plane Shift and then move around the wall of ice, ready to touch the first undead he sees. As he does so, he is shocked to see how badly Zeoll is hurt. He moves to touch the undead threatening Zeoll, and makes sure to position himself between this undead horror and the old liontaur.

(Hits Touch AC 21 - Casts Plane Shift on Undead 1, DC 21 Will save or be whisked to the Elemental Plane of Fire.)

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 21/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will  d20+16=29 ;
Monday August 22nd, 2016 1:53:27 AM

(OOC: Forgot to include the ongoing rolls for Black Tentacles in my last post. Appending it here. Sorry!)

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (71/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28)  d20+7=21 ; d20+7=25 ; d20+15=16 ; d20+15=35 ; d20+20=29 ; d20+15=32 ; d10+19=26 ; d10+19=24 ;
Monday August 22nd, 2016 4:22:17 PM

+19 hp channel
reflex 21 fail - 6dmg
fort 16 fail - 7dmg
reflex 25 pass - 4dmg
fort 35 pass - 4dmg
hit - 13 (dr1) and 8dmg

6+7+4+4+13+8 = 42 - 19 = 23 damage


Terser steps back to R19 to make use of his reaching weapon and continues the assault against #9, then #3.

hits vs AC 29, 32
26 and 24 damage
will save vs DC 21 or be destroyed



DM DPurifoy - Bevroren Doden Round 4.5  d20+15=28 (12 AoO); 2d6+7=13 ; 2d6=5 ; d20+9=16 (9 v Disrupt); d20+9=11 (1 v Plane Shift); d20+12=19 (5 v Lightning); 2d6=5 ; 2d6=6 ; 2d6=10 ; 2d6=8 ; 2d6=7 ; d3=2 ; 2d6=9 ; 2d6=3 ; 2d6=7 ;
Monday August 22nd, 2016 8:03:42 PM

Black Lions Actions (Round 4)

Tishe' joins the newest mage in the air, taking a swipe from Undead 12 as she flies up and past. Claw attack of opportunity hits AC 28, for 13 slashing & 5 negative energy damage.

Just in time, too, as Clyde, Jozhur, Terser and Reggie, aided by Aesric's Chain Lightning and Rill's Disrupting Weapon clean up the undead on the front lines. Almost as one the creatures freeze solid and explode outward.

Clyde, Terser, Reggie, and Jozhur are subject to three of the explosions, taking piercing damage 5, 6, & 10 Reflex DC 25 for half, & negative energy damage 8, 7, & 9 Fortitude DC 20 for half.

Zeoll, protecting himself from Undead 1 to his fore, is the only party member caught in the explosion of Undead 12, as Tishe's Quickened Magic Missile closes out her volley to destroy the monster. Zeoll take 3 piercing & 7 negative energy damage, Reflex DC 25 for half piercing & Fort DC 20 for half negative energy.

Rill, deducing a clever, less harmful way of dealing with these strange undead, forces Undead 1 through a rift of his own creation to some distant plane of existence.

Your foes are all slain, their remains spread about the snowy battlefield and protruding from your clothing and flesh in scattered shards. For a moment the heat of battle and the warmth of your own spilled blood masks the deathly chill of your surroundings. But only for a moment. As your adrenaline slows the chill settles back in, worse, now, added to the pain of injury.

Behind, long since past the range of your vision, sits the portal through which you came. Ahead, the trail you started off following is lost in the snow, and the furrows created by the Bevroren Doden are fast disappearing. Still the cold wind blows.

We're no longer in combat rounds.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 96 / 122 | Rage used 2 /18  d20+10=27 ; d3=3 ; d20+10=13 ; d20+10=30 ; d20+10=28 ; d20+10=22 ; d20+18=34 ; d20+18=24 ; d20+18=30 ; d20+18=30 ; d20+18=38 ;
Monday August 22nd, 2016 8:48:56 PM

{ooc: by my calculations I need 5 reflex saves and 5 fort saves}

{ooc: reflex saves = 27 (3 damage), 13 (9 damage), 30 (2 damage), 28 (3 damage), 22 (10 damage)}
{ooc: fort saves = 34 (3 damage), 24 (2 damage), 30 (4 damage), 30 (3 damage), 38 (4 damage)}

{ooc: total damage taken = 42 minus two heals totaling 37 so total damage = 5}


(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 96 / 122 | Rage used 2 /18 
Monday August 22nd, 2016 8:51:40 PM

Reggie collapses in the snow but this time remains conscious.she does seem a little out of it though as her eyes return to normal and her skin returns to its normal color.

after only a few seconds, Reggie surveys the battlefield. "This can't be all from me. say it wasn't all me?" she asks a little worried that she was starting to lose control.

AC 21/21/19. CMD 19 HP 49 /91 Tishe' (SteveK)   d20+15=25 ;
Monday August 22nd, 2016 8:57:25 PM

Tishe' is battered but happy the undead are just icy shards. "What were those things!", she wonders aloud.

From her vantage point, she looks around to see if she can see... Well... Anything.

Then she hovers back down to rejoin the Black Lions. "Sorry I hesitated, I'll do better next time."

.....
Perception 25

Fly. 60 feet.

Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage

Water walk (from Rillet)

Mage Armor. 1 hour. +4 AC

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 1. 1. 3

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 19/84 -- +10 F/+14 R/+13 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2  d20+14=33 ; d20+14=30 ; d20+14=27 ; d20+10=23 ; d20+10=23 ; d20+10=20 ;
Monday August 22nd, 2016 10:27:42 PM

With the last of the undead destroyed, Clyde took a quick glance around to ensure everyone was still alive. That done, he leaned down, hands on his knees, and caught his breath. The speed and ferocity of the undead had surprised him, and he was still reeling from their eruptions.

====================================

SAVES:
- Reflex save 1: 33 vs DC 25 (success, take 3 piercing dmg)
- Reflex save 2: 30 vs DC 25 (success, take 3 piercing dmg)
- Reflex save 3: 27 vs DC 25 (success, take 5 piercing dmg)
- Fortitude save 1: 19 vs DC 20 (success, take 4 negative energy dmg)
- Fortitude save 2: 18 vs DC 20 (success, take 4 negative energy dmg)
- Fortitude save 3: 18 vs DC 20 (success, take 5 negative energy dmg)

ACTIONS:
- Free action: End Inspire Courage
- Free action: End Boots of Speed

CONDITIONS/EFFECTS:
- Fatigued (-2 Str, -2 Dex, can't run or charge)
- Good Hope (+2 Morale Atk/Dmg/Saves)

Zeoll (Cayzle) (AC20vsEvil; HP8of62)  d20+11=27 ; d20+11=29 ; d20+24=36 ;
Monday August 22nd, 2016 10:43:09 PM

Zeoll makes both saves and so only takes 4 damage total. Still, that puts him in the single digits.

"Wowsy," the old liontaur says, resorting to the exclamation of his distant childhood. "That's left me woozierr than a dwarrf who's polished off his fifth cask!"

The liontaur looks carefully to ensure that none of the undead are healing or regenerating in any way. Perception 36.

Then he asks how wounded everybody else is. Perhaps he should borrow the party Headband of Positive Channelling before using his own channels? He looks around to see how wounded everyone is.

Rill (MarkB) HP 72/93 - AC 23/13/21 CMD 21  d6=6 ; d6=4 ; d6=5 ; d6=5 ; d6=1 ; d6=1 ; d6=2 ; d6=5 ; d6=5 ; d6=1 ; d6=1 ; d6=3 ; d6=1 ; d6=2 ; d6=4 ; d6=1 ; d6=4 ; d6=1 ; d6=2 ; d6=3 ;
Monday August 22nd, 2016 11:09:52 PM

"Wow, those things were bad - I've never encountered undead like that before. Let's hope we never do again. Even though we made short work of them, they came pretty close to making short work of some of us!" He moves over to Zeoll to tend to his wounds.

"It was scary too. Good thing my clothing cleans itself, cause it'd be awful cold changing my shorts out here." Even as he speaks, Rillett's clothing sheds any blood, dirt, or stains looking as white as the surrounding snow.

Rillett will Channel Energy for 27 points. Then he will cast Cure Moderate Wounds on Zeollfor 18 points, and again on Terser for 16 points. He pulls a wand out of his pocket and begins to use it on himself for another 12 points. Once others do a bit of healing, he will reassess the needs of the group.

"Nice work with all the spells and hits. Reggie, you didn't do all of this, but you did a lot. Terser, you blew up a lot of them ith your glaive. Well have to remember that trick. They didn't seem deterred by invisibility, which is odd."

Rillett will then cast Find the Path, seeking the nearest place where nobel races congregate.

-----------------------------------

Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Disrupting Weapon (on Terser)

Spells/abilities available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Protection from Evil, Hide from Undead, Shiled of Faith
2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon**, Status
3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Protection from Energy, Water Walk*
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Flame Strike, Plane Shift*, Disrupting Weapon*
6 (DC22): Find the Path* (D), Heal, Blade Barrier

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day - 65' used
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day - ***
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 46/84 -- +10 F/+14 R/+13 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 
Tuesday August 23rd, 2016 12:51:00 AM

Hearing Rillett mention invisibility, Clyde walks over. "Thanks for the heal. I had a greater invisibility spell active, and that definitely worked on them. Perhaps it has something to do with the spell's power level? And that Disrupting Weapon was destructive, we need more of those!"

Rill (MarkB) HP 72/93 - AC 23/13/21 CMD 21 
Tuesday August 23rd, 2016 2:00:18 AM

"Actually Clyde, your spell and inspiration were a pretty important part of making sure we all connected."

That +5 to hit and damage was a big increase.

(Brock) Jozhur AC23 (CURRENT AC: 24)/ Touch 16/Flat 17--CMD 24--HP55/88  d20+15=31 ;
Tuesday August 23rd, 2016 10:30:09 AM

Jozhur surveys the area for anything left behind from the undead and still in one piece.

He gentry brushes some frozen fragments from his clothing, being careful not to get any stuck in his fingers. "Indeed, very well done everyone. Those things were brutal, they could've made short work of us if we hadn't done so to them.

Jozhur smiles at Reggie, trying to to stare, No, that wasn't ALL you. But, ummm....you've got something in your teeth."

----------------------
Perception: 31

Yes, that +5 buff is amazing.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 81/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5)  d6=3 ; d6=3 ; d6=2 ; d6=6 ; d20+9=17 ; d20+9=11 ; d20+9=29 ; d20+17=25 ; d20+17=36 ; d20+17=26 ; d6=1 ; d6=3 ; d6=6 ; d6=5 ; d6=2 ;
Tuesday August 23rd, 2016 5:02:41 PM

Terser makes use of his heal boosting headband before offering it to Zeoll. channel to heal all for 14 He is panting heavily after the exertion, almost ready to collapse despite the multiple sources of restorative energy. He figures everyone pretty much could use some more, so channels again. channel 2 for 16 to all
fatigued 8 rounds


Things don't usually come back after exploding, right? He offers a small prayer to Gargul, thanking him for bestowing his power through Rillett to help dispose of the things he calls abomination.

AC 21/21/19. CMD 19 HP 91 /91 Tishe' (SteveK)   d8+1=4 ; d8+1=5 ; d8+1=2 ;
Tuesday August 23rd, 2016 5:02:54 PM

Tishe' feels the healing pass over her and she pulls out a wand to take care of most of the rest on herself. "I don't have a cleric's shady healing picks, but I can trick magic items to think I do!" She tells the others.

It doesn't look like anyone is going to need her meager services, but she'll help who needs it.

.....

Wand Cure Light Wounds. (UMD 21, auto success) 4, 5, 2 =. 11 healing for Tishe'

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+12 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2  d8+5=6 ; d8+5=7 ;
Tuesday August 23rd, 2016 5:52:37 PM

Clyde nods at Rill and Jozhur sheepishly, mumbling a thanks. He feels the surge of healing powers course through him, and looking around, sees Terser preparing for a second wave of healing. Clyde walks over to thank him as well. Afterwards, he casts a very minor healing spell on himself, and offers everyone a Cure Light Wounds as well. It's not much, but may be helpful to top up. He's still suffering from fatigue, but otherwise feels much better.

====================================

ACTIONS:
- Cast Cure Light Wounds on self #1: 6 hp
- Cast Cure Light Wounds on self #2: 7 hp

CONDITIONS/EFFECTS:
- Fatigued (-2 Str, -2 Dex, can't run or charge)

Zeoll (Cayzle) (AC27vsEvil; HP62of62) 
Tuesday August 23rd, 2016 7:42:57 PM

Terser and Rill together bring Zeoll back to the very heart of health! The old liontaur sighs with relief and says a thanks but no thanks to Tishe and Clyde. He bows to Clyde as well in praise of the way he helps us all!

Cured, and even with his lumbago feeling better than in years, Zeoll pokes around the undead fragments with Captain Jozhur and looks for magic [cast Detect Magic and scan the area].

He is curious about what the Find The Path will reveal.

DM DPurifoy - Cooler than Captain Jozhur Sipping a Milkshake in a Snowstorm 
Tuesday August 23rd, 2016 8:49:43 PM

Tishe takes a look around before joining the others on the ground. She sees nothing but the blown snow in all directions, with the mountain to the North seeming infinitesimally closer than it was when you stepped through the portal, and the one to the South still looming over the distant horizon.

Rill & Terser heal the party, while Tishe quips in her Sargrass slang that she can use her magic wand to supplement any healing needed, and Zeoll offers to add his own healing powers, with a boost from the magic item carried by Terser, if need be.

Clyde's uncertainty is assuaged by the others, who note that the bard's magical boons helped the party destroy these dangerous undead before facing that same fate themselves. He also notes that, although the intelligent undead can willfully pierce the protection of Hide from Undead, they cannot otherwise see through an Invisibility spell.

Reggie is relieved to hear that she did not cause all of the carnage, although Jozhur and Terser did note the warrior woman using her teeth to fight the frozen undead with raised eyebrows.

Jozhur finds a few items of interest, which then glow under Zeoll's magic-detecting gaze.

2 Rings
Dagger
Small Pearl
Set of Bracers

Rillet's Find the Path spell, seeking the nearest settlement of noble races, directs you North and West, just about following the receding trail of the undead you just destroyed.

The Bevroren Doden give no signs of stirring, although you can still feel the fading remnants of the dark energy that gave them "life." The subtle, unnerving tingle at the base of your spine gives pause to any thoughts you might have of bedding down in the immediate vicinity. There's no apparent danger, but the residual negative energy coming from the ice shards imparts no sense of comfort, either.

Everyone, please include a Perception check with whatever actions you take in your next post.

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 21/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will 
Tuesday August 23rd, 2016 8:53:53 PM

Aesric drifts back to the ground, shedding stone from his robes as remaining sparks of lightning fade from his previously glowing hand. "I apologize for not being able to better aid you sooner," the master mage says, "but many of my offensive spells are for larger scale engagements. You'd have been caught in them. Fortunately, I did have something up my sleeve, though only the one until I next rest and have time to meditate."

"Speaking of," says the elf, "I can create that shelter if so desired. We're pursuing a trail, I realize, but these creatures cut deep. It might be wise to take respite and properly mend our wounds." At the moment, he's a guest, rather than an official member of this lot. The proposal comes merely as a polite suggestion.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+12 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2  d20+14=34 ;
Tuesday August 23rd, 2016 10:25:54 PM

Feeling fully hale, Clyde joins the rest of the group to assess the situation. [OOC: Perception 34 (nat 20!)]

====================================

CONDITIONS/EFFECTS:
- Fatigued (-2 Str, -2 Dex, can't run or charge)

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+14=34 ; d20+14=29 ; d20+14=31 ; d20+14=30 ; d20+14=15 ; d20+25=26
Wednesday August 24th, 2016 12:54:19 AM

"Hey thanks Terser - appreciate the healing. And our thanks to our Lord Gargul for keeping us alive and letting us remove such creatures from the Wold."

"You know Aesric, that lightning trick was good, but with these guys it was sparky sparky boom. You know that could be your new name! Sparky Sparky Boom Man. Actually, I think that name's already taken - seems I heard that somewhere before."

Rill will draw out a wand and touch Clyde as he intones the mystical command phrase "Hale and Hardy". Clyde's fatigue is removed. He will offer the same to anyone else suffering from fatigue.

As folks catch their breath, he will look at the magic items, attempting to discern their properties:
Ring - Spell Craft 34, will ID up to Caster Level 19
Ring - Spell Craft 29, will ID up to Caster Level 14
Dagger - Spell Craft 31, will ID up to Caster Level 16
Small Pearl - Spell Craft 30, will ID up to Caster Level 15
Set of Bracers - Spell Craft 15, will ID up to Caster Level 0 (fail)

"Well, now that we've rested a bit, let's head that way. My God tells me it is the nearest place of habitation. Of course, it's also where those undead came from so maybe my God is just directing me to kill more undead. Either way, it's a win!"

Once others do what they need to do and perhaps help identify the bracers, he will head with the party in the direction his spell indicates. As they prepare to head out, he will scan the horizon (Perception 26.)


Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 
Wednesday August 24th, 2016 3:40:44 AM

After Clyde received Rill's spell, he takes a deep breath and lets it out nice and slowly. "Much obliged for that. I feel perfect now." He flashes Rill a grin and clasps his forearm to show his gratitude.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 81/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5)  d20+11=23 ;
Wednesday August 24th, 2016 9:40:58 AM

Terser thanks Rill for the offer, but declines, as his fatigue will pass momentarily. He could still use some good, old-fashioned healing though. perception 23

Shelter does sound good, at least for a moment to shake this chill. And that trick of yours, Clyde - I can swing mightily and not worry about missing so much! Reminds me of the last time I had the good fortune to travel with one of your ilk.

He will pass some of the time traveling telling Cylde a story of adventures held back in the Scab with Sam the bard, who was never out of place, despite being a gnome among dwarves.

Zeoll (Cayzle) (AC27vsEvil; HP62of62) 
Wednesday August 24th, 2016 1:17:00 PM


Zeoll looks over Rill's shoulder as he considers the magic items. The old liontaur kibitzes. I mean, "Aids Another." Yeah, that's the ticket.

Spellcraft to offer a +2 on another's check is +11 ... auto succeed. So those checks are at +2 ... as are any other mage (Aesric? Clyde?) who wants to take a look.

What the heck? He also casts Guidance as each item is considered in turn. That's a +3 total.

===== =====

Zeoll turns to Aesric. "My new frriend, yourr offerr of shelterr is most generrous, but we have not yet been herre long, and we still have daylight. I suggest that we prress on, following Rrill's divination, at least so long as daylight lasts. And if we do find some people, we can maybe get morre inforrmation about this gate and how to close it."

AC 21/21/19. CMD 19 HP 91 /91 Tishe' (SteveK)   d20+15=18 ;
Wednesday August 24th, 2016 4:39:58 PM

Tishe' helps out as she can with the magic items while leaning into Zeoll for warmth. "With several of us sensing the pattern in these items, it shouldn't take us long at all."

She is most curious about the items. "These undead carried them but did not use them, how strange!"

At Aesric's offer of shelter, Tishe' glances uneasily at the shards of what used to be negative energy powered ice corpses. "Maybe we should go on for a while?", she says only a little nervously.

The Ice Wall disappears.
.....

Aid Another Spellcraft +18 auto succeed for each magic item

Perception18

Fly. 110 minutes. 60 feet.

Water walk (from Rillet)

Mage Armor. 1 hour. +4 AC

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 1. 1. 3

(Brock) Jozhur AC23 (CURRENT AC: 24)/ Touch 16/Flat 17--CMD 24--HP88/88  d20+15=35 ;
Wednesday August 24th, 2016 5:39:46 PM

Jozhur feels like he is completely recovering and declines further healing. "Tishe is right, we should move along. If civilization is that way, I suppose that's where we need to be headed. Just try to be on your toes everyone."

------------------------------
Perception: 35

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 
Wednesday August 24th, 2016 8:12:11 PM

Reggie quickly turns away from Jozhur wiping her teeth, "damn, this is sooo embarrassing." she mumbles.

Reggie refreshed at the healing she realizes she wasn't to wounded but still healing is always welcomed.

She takes her place beside her captain, almost like an over protective bodyguard.

DM DPurifoy - Cooler than Captain Jozhur Sipping a Milkshake in a Snowstorm  d6=2 ;
Wednesday August 24th, 2016 8:45:06 PM

With help from the peanut gallery, Rillet identifies all of the magic items (assuming your Nat 1 for a total of 15 was the Spellcraft roll, the +5 total from Aid Anothers & Guidance identifies up to CL 5th. Seeing cooperative auto-success, if no one objects, I'll just give you guys items CL 8th & lower from now on)

The items are:
Ring of Protection +2 - 8,000gp
Ring of Protection +1 - 2,000gp
Pearl of Power (2nd Level) - 4,000gp
Dagger of Poison (+1 enhancement; 1/day as a free action use Poison as the spell, DC 14. Effect can be applied after successful attack is confirmed) - 8,302gp
Bracers of Archery, Lesser (proficient with all bows, +1 competence bonus to attacks with bows) - 5,000gp

Aesric, noting that his current, most powerful War Spells are best used when his allies aren't in danger of being hit, suggests the group take refuge in his magical structure to recover from the rough fight. With only the one undeniably effective combat spell, perhaps the Master Mage sees ways to improve his spell selection after this first battle alongside his new companions.

Rill cures Clyde's fatigue, but is turned down by the hardy Terser, who shares stories with the much improved & grateful Clyde, and agrees that a moment out of the cold in Aesric's shelter would be nice.

Tishe' suggests the group pushes on away from the snowy battlefield.

Zeoll agrees, while there is still daylight to travel by, and the sun offers what warmth it can.

Jozhur confirms that the group will press on, guided by Rillett's spell, and warns all to stay alert.

Reggie, after an embarrassing moment learning that she was actually gnawing on the undead in her battle rage, takes her customary position alongside the Captain.

Not ready yet to close out the day, you all travel onward, with Find the Path guiding you steadily to the North. Everyone make a Fortitude Save DC 17, failure take 2 nonlethal cold damage and you are fatigued (or exhausted, if already fatigued - the fatigue from rage has ended by this point). You get +2 on the save if you are protected by Endure Elements or similar, and another +2 if you are wearing cold-weather gear.

After about an hour traveling across the tundra, Jozhur spies another group heading towards you, from the direction you are now headed, as if they simply appeared out of the piercing snow.

About 300ft away, traveling in a single-file line, is a group of well-equipped humanoids. As they draw nearer (becoming visible to all PCs), you see the front two are pulling sleds. All are clad in large grey and white furs, carrying bows and blades. From this distance they appear to be large, powerfully built humans. The troupe, 5 in total, march steadily towards you, seemingly unslowed by the ever-present snow.

AC 21/21/19. CMD 19 HP 91 /91 Tishe' (SteveK)  
Wednesday August 24th, 2016 9:13:20 PM


Tishe' continues on, her spells slowly dismissing, until only her ineffective Roses Temperature Control is active. Upon the shout that there is another group, the sorceress gets her battle stance ready. She's not going to be caught napping again!
......

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 1. 1. 1. 3

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2  d20+12=27 ; d4+3=7 ;
Wednesday August 24th, 2016 10:18:25 PM

Clyde continues to listen intently to the tale of the bard, blowing into his fists to try and keep them as warm as possible. He manages to keep the cold at bay, but it looks like there may be trouble ahead. Clyde slides Last Verse out of the scabbard, and murmurs a soft incantation under his breath. Seven illusory doubles of himself appears, mirroring his every action.

============================

- Fortitude save: 27 vs DC 17 (success)
- Move action: Unsheathe sword
- Standard action: Cast Mirror Image (7 images appear, lasts for 11 mins)

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 21/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will  d20+7=21 ;
Wednesday August 24th, 2016 10:23:01 PM

Aesric, it should be noted, is quite injured after being cornered by the undead. However, the consensus among his hosts is that they should press onward. Who is he, the outsider, to further object?

It's certainly the case that he won't be heading back to the gate when there are sights such as those undead to be reported back to the Guild. The journey should make for an excellent edition to his current tome in progress. Still, the wounds as a concern. Even his occasionally glowing robes - while clad in stone - failed terribly to halt the talons of their enemies.

"Mmm. They aren't marching in the same formation as the undead previously were," the elf observes, lips drawn thoughtfully into a line. "They're using tools, as well, and wearing garb to ward off the cold. Perhaps we shouldn't react too hastily with these newcomers."

In the interim, Aesric keeps up with the party even considering his wounds and the ever-present chill in the air, the latter seeming to trouble him not a bit. Tougher than he looks, and evidently, ever the explorer.

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will 
Wednesday August 24th, 2016 11:31:45 PM

(Just ignore that whole wounded bit. I neglected to see that I was included in the channeled healing. Sorry, not in tip top shape right now.)

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=31 ; d20+11=15 ;
Wednesday August 24th, 2016 11:59:08 PM

Jozhur voices his agrreance with Aesric, "Stand down a bit folks, we're all jumpy. These are are probably local humans. They don't seem like the undead at all. Don't want them to think we're hostile until we know what they're up to."

Jozhur trudges toward the front of the Black Lions and begins waving an arm over his head at the approaching group. He watches closely for a reaction.

--------------------
Fortitude save: 15 (fatigued)
Perception: 31

Boots of haste used: 2/10


(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Thursday August 25th, 2016 12:00:31 AM

Apparently the link to my character sheet is broken, attempting to fix.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=28 ; d20+30=38 ; d20+15=18 ;
Thursday August 25th, 2016 1:30:01 AM

(Fort save 18)

Rill will look again at these newcomers to see of there is any indication of their identity (Perception 28) or intent (Sense Motive 38). He will also cast Detect Evil (Range 60'), and his Deathwatch (Range 30') may give him more information as the approach.

He looks to see if they walk on the surface of the snow as we do.

"We should continue forward to meet them. They may interpret out waiting here as if we were setting up attack them." If the others move forward, he will too.

-----------------------------------
Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Disrupting Weapon (on Terser)

Spells/abilities available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Bless, Detect Evil*, Protection from Evil, Protection from Evil, Hide from Undead, Shield of Faith
2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon**, Status
3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Protection from Energy, Water Walk*
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Flame Strike, Plane Shift*, Disrupting Weapon*
6 (DC22): Find the Path* (D), Heal, Blade Barrier

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day - 65' used
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day - ***
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)


Zeoll (Cayzle) (AC27vsEvil; HP62of62, 2 nonlethal, fatigued)  d20+13=14 ; d20+22=26 ;
Thursday August 25th, 2016 7:24:54 AM


Zeoll wants to shrug off the cold ... but a nat 1 on his fort save gives him the shivers!

That does not stop him from walking forward and calling out to the visitors. In common, and then in other languages, he greets these people kindly with an open hand and no weapon other than the ones Domi gave his race.

"HAIL AND WELL MET, TRRAVELLERRS! May the gods keep you safe and snug! We arre peaceful visitorrs seeking news about this land. I am Zeoll, a liontaurr of the Norrth and the South. My frriends and I arre the lionfisherrs. adventurrerrs seeking to help others."

Diplomacy 26 Perhaps becuse his teeth are chattering, it is not the best speech he has ever given.

[Bad! Bad die roller!]

DM DPurifoy - Cooler than Captain Jozhur Sipping a Milkshake in a Snowstorm 
Thursday August 25th, 2016 7:05:06 PM

Tishe', concerned after her delayed reaction to the undead Bevroren Doden, takes a fighting stance ready for battle.

Clyde similarly prepares himself for battle, drawing his blade and casting a defensive spell.

Aesric, noting the differences between this and the last group you encountered on the tundra, warns against any rash hostility

Jozhur seconds the wizard's words of caution, telling the party to "stand down a bit."

The humans stop about 40ft from the party, seemingly cautious, then drawing closer when Zeoll hails them. Rillett sees, through his Deathwatch eyes, that they are all alive and uninjured. Although they don't walk along the surface of the snow, as the magically gifted Black Lions do, the troupe's unique style of movement through the shifting white banks allows them to proceed without much trouble. You deduce that their single-file marching order also reduces the strain on those walking behind.

The group consists of four men and a woman, possibly the largest, most hearty examples of humankind that the Black Lions have ever seen. The lead man is a towering 7', his prodigious muscles visible even beneath the large mound of furs protecting him from the elements. Your best guess would put him close to 300lbs.

The sled he drags is attached to a harness at his waist, where sits a blue-grey bladed weapon that resembles a great scimitar. Behind him the others fan out slightly to be able to see what is going on, and each one carries a similar weapon and all easily stand over 6’ tall. They each have a quiver and a great white, composite longbow across their backs. The lead man regards the adventurers for a few moments and shakes his head slightly with a small grin. He speaks back over his right shoulder, where the woman stands. “Austlanders” he says with an exasperated sigh. She chuckles a bit and two of the others snort quietly with a nod. He adds to his companions “This hunt is over. We head for home,” before raising a hand in greeting to the party.

“Greetings, Zeoll of the Lionfishers. I am Úlf-warja'Ingr' of Ice Peak." He replies in the Common tongue. "You should go home before this land kills you, Austlanders. Celsiun does not abide the weak or foolish. Return to your homes, the Ice Vein is no place for you.” Pointing to the western skies he adds, “Tonight it will be truly cold.”

Survival DC 30 Highlight to display spoiler: {You can see a faint line of bright blue along the horizon. A high pressure system that will pull the already freezing temperature beyond what you can even fathom. It should hit shortly after sunset.}

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 
Thursday August 25th, 2016 7:44:52 PM

Clyde looks sheepishly at Jozhur as the group of strangers show their unthreatening nature. Well, it was just a low level spell, better to be prepared instead of being caught flat-footed again, Clyde thinks to himself.

He has no idea how it could possibly get any colder than this, or how the man could know such a thing, but unless the cold is magical, he should be all right with his Tiny Hut, and that other new fellow Aesric seems to have an even better spell to protect them. With their winter gear and other protection, that should be enough. He hopes.

Besides, these primitive looking brutes seem capable of surviving, how hard can it be? And why not invite us and help us survive the cold that you can somehow see with that tiny primal brain of yours? How about a friendly duel where the winner gets to share your hearth? Clyde shakes his head to disperse such unworthy thoughts. Need to keep that rage in check whenever someone belittles my capabilities. Unchecked pride is a terrible thing.

Clyde smiles and shrugs his shoulders. Moving next to Aesric, he whispers "so, about that spell that will shelter us, what's it called, and do you think it can handle what that guy's saying? My Tiny Hut spell has its limitations, but it could help a bit."

============================

- Mirror Image (7 images, lasts for 11 mins)

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will 
Thursday August 25th, 2016 9:38:36 PM

"It could, yes," Aesric says to Clyde with an inclination of his chin. "It may well provide shelter for our newly met acquaintances, if they should care to rest here rather than march all the way home."

It's a diplomatic gesture of his own, and he explains in turn to Úlf-warja'Ingr', "I am a mage. Magical shelter is at my disposal to create, enough to ward off the chill to come. You would be welcome to take shelter with us for the night. Fair trade, I think, for your answering a few questions about the area?"

Aesric clears his throat lightly and notes, "I am a guest of these adventurers. Another mage from our land was somehow involved in opening a passage to this place, and a great power was involved in his success - or his death, or perhaps both. Whether they go on or leave, I have a duty to investigate what happened."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+10=20 ; d20+30=40 ;
Thursday August 25th, 2016 10:41:22 PM

Rill pushes his helment back on his forehead a bit and then rubs the back of his neck as he speaks. (I assume his Detect Evil did not reveal them to be evil.) In his white robes he almost disappears into his snowy surroundings.

"Wow, is it always this cold here?

“Look Elf Warja Inger, we have a bit of a problem. I am Rillett Savenport of Bonetown, and a Soulseeker of Gargul. You see, some knuckle headed mage tried to open a portal to this place. He succeeded, but it killed him in the process - froze him solid. Now a portal stands open in our town, and the cold pouring from it threatens to destroy the town and it’s inhabitants. Some great big winter wolves even came through, but we were able to kill them before they hurt anyone else. We know this mage had help creating this portal. We came through, hoping to find the information we need to close it again.

“We are indeed Austlanders, if i understand the term correctly, and we are not equipped to survive in your climate. But there are many innocent lives at stake. We have to seek the information we need to close off this land from our town. Maybe we can speak with someone at your village of Ice Peak, or this Cesium you mentioned?

“We cannot go back without figuring out how to close this portal and save our town. Help us Elf Warha Inger - you’re our only hope!”

(Diplomacy 20 to attempt to influence them - or to assist anyone more eloquent that Rillett.)
(Rill will also use Sense Motive 40 to determine if they have some ulterior motive, or if they are receptive to his plea.)

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18  d20+15=22 ; d20+3=12 ;
Thursday August 25th, 2016 11:25:40 PM

Reggie isn't a diplomat, preferring to explain things in a more physical way.

She remains by the Captain's side like some bodyguard. eyeing up the largest of the locals just in case something turns sour.

{ooc: perception = 22, Sense Motive = 12}


Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2  d20+20=29 ; d20+40=59 ;
Friday August 26th, 2016 12:21:49 AM

Clyde observes as several of his companions attempts to parlay with the strangers. He was used to this sort of engagement, but didn't want to seem too aggressive amongst new allies. But as more of his companions speak up, Clyde decides to get a word in, but first thing first. Covering his mouth to pretend as if he was blowing more air into his fists to warm them up, Clyde casts a spell upon himself.

[OOC: This is the Diplomacy 29 attempt below]
"We are neither weak nor foolish, good sir," Clyde steps up to speak to the man, "though some of us are certainly foolishly freezing." He flashes the large man a smile. "Would you be able to help us out in providing more information about our surroundings, or some information about people in this area with a talent for the magical arts? It would help us a great deal in possibly shutting down this portal my friend was speaking of."

[OOC: This is the Bluff 59 attempt below]
"The portal already brought danger in the form of wargs into our land. Perhaps it will bring danger into yours, possibly ripping the very fabric of reality itself apart. You never know when dealing with these," Clyde waggles his fingers in the air, "magical things. Anything's possible." He motions towards his seven mirrored images as if to prove his point.

============================
ACTIONS:
- Standard action: Cast Glibness
- Diplomacy: 29
- Bluff: 59 <--- Using Glibness

EFFECTS:
- Mirror Image (7 images, lasts for 11 mins)



DM DPurifoy - Cooler than Captain Jozhur Sipping a Milkshake in a Snowstorm  d20=5 ; d20+13=31 ; d20+8=11 ; d8=6 ; d6=4 ; d6=4 ; d6=2 ; d6=3 ;
Friday August 26th, 2016 5:08:58 AM

At Aesric's mention of a magical shelter to keep the cold at bay, Úlf-warja'Ingr' nods respectfully, though the big man gives a chuckle when the mage describes his offer as a "fair trade."

"We do not sleep away our days in Ice Vein, nor waste them dreaming of such." He replies in his matter-of-fact tone, adding "Such a passage to the Northlands is a matter for the village elders, not a hunt leader." As if that statement explained all that anyone would ever need to know about portals and such. "We must return to Ice Peak; shelter can be made when it is necessary."

The Ice Peak Hunters are not evil. Úlf-warja'Ingr' seems to give Rillett's speech due consideration, though he doesn't appear particularly moved by Bonetown's plight. The other four hunters' eyes widen briefly at the mention of Rillett's ties to Gargul. The Ice Peakers' motives are as they state; they intend to return home, having now ended their hunt, and instead of the sought trophies, will bring the adventurers back instead to speak with the elders.

While not speaking directly to anyone, Úlf-warja'Ingr's eyes tend to roam back to Reggie. Though there is no hostility in his gaze, it appears he is returning the woman's appraisal. And, perhaps, the two warriors from distant lands even share a brief moment, recognizing a similarity in their positions and social preferences, if nothing else.

"You must speak with Mjolka'Frodr, who speaks for our dead, Rilt Savvypork of Bonetown."

Clyde's attempt to hide his spellcasting is quite obvious. Glibness has no Verbal components, but unless the spell is Stilled you need to effectively disguise the Somatic aspect.

DM rolled Slight of Hand (untrained) 5 for Clyde Highlight to display spoiler: {(+2 Dex -2 ACP) fails vs Perception 31 (8 ranks, +2 Wis +3 Class).}

"Here you all stand, so it seems Celsiun has found some strength in you." He replies, as if this were the greatest compliment one could give regarding the group's abilities. "Yet your priest says a single pathway between our lands brings peril to your people." He shakes his head. "This is Ice Vein," he states, motioning to the expanse of snow and ice as he slowly approaches the 8 images of the bard. "I will admit my distrust of such magic." He gives the seemingly deceitful though undeniably convincing spellcaster a look of suspicion (Sense Motive fails vs Bluff). "I do not understand it, but when your own mages cannot control where and how their magic goes, I need not understand to know it's dangers."

Clearly demonstrating his lack of ill-intent, Úlf-warja'Ingr' reaches out slowly to adjust Clyde's cold-weather gear, but snorts when his hands pass through and erase one of the mirror images (d8=not a 1). Turning without another word, glancing only briefly at the state of the other Austlanders' cold weather gear and shaking his head, Úlf-warja'Ingr' leads his hunters back the way they came. You can hear him quelling small outbursts of opposition from the other hunters, who seem to have even greater disdain for the party's particular show of magical strength.

The Ice Peakers, if you follow, travel North at a good pace for the next four hours. The natives seem unbothered by the cold, and continue their easy movements through the snow. Following their trail closely makes the going a bit easier for you. Or at least that's what you tell yourself as you trudge through the snow behind these barbarians as cold as the lands they inhabit.

Fortitude Saves: (+2 if wearing cold weather gear, +2 more if protected magically)
DC 18 failure 4 nonlethal cold damage and fatigue
DC 19 failure 4 nonlethal cold damage and fatigue
DC 20 failure 2 nonlethal cold damage and fatigue
DC 21 failure 3 nonlethal cold damage and fatigue

You are exhausted if you fail two rolls. Please note expenditures if you magically cure either fatigue or exhaustion.

At a signal from Ulf, with the sun sinking off to the West, the procession stops on a flat stretch of tundra. Two Ice Peakers move off about 30ft and pull out great spears. They pierce and jab at the snow, causing a section of what appeared to be solid ground to fall away into a 40’ gorge. After securing a few ropes the hunters all drop down to a 20ft cave opening in the side of the crevasse, lowering the sleds and their gear in a quickly efficient manner.

Úlf-warja'Ingr' waits at the top to invite the party to join them in the cave shelter below, and also to see this magical house that stands proof against the cold of Ice Vein.

If you take shelter with the Ice Peak Hunters Highlight to display spoiler: {The cave is a 20ft diameter burrow hole that continues on through the hard packed snow and ice. "Iss'Worm" is the hunters' only reply if asked about the tunnel. They light a small fire and set up a large, single-room tent structure within the tunnel. You are fully rested and recovered from the day's march and the cold.}

Zeoll (Cayzle) (AC27vsEvil; HP62of62, 4 nonlethal, exhausted)  d20+13=30 ; d20+13=29 ; d20+13=18 ; d20+13=31 ;
Friday August 26th, 2016 5:26:57 PM


Zeoll misses his third save, takes another 2 nonlethal, and his fatigue changes to exhaustion.

He struggles to keep up as best he can. "Ourr best lead so farr," he gasps, "Is to speak with this village elderr. Let us seek shelterr therre."

AC 21/21/19. CMD 19 HP 87 /91 Tishe' (SteveK)   d20+14=15 ; d20+14=31 ; d20+14=32 ; d20+14=24 ;
Friday August 26th, 2016 6:05:30 PM

Tishe' ends her preparations for a fight as the other group approached and the two began speaking. She keeps silent, only looking sheepishly at the wet weather gear stuffed with wool that she tried to use for cold weather gear. "It's obvious they have knowledge to survive in this 'Ice Vein' place", she says more expensive lining to herself than the others. "If we were I. The Sargrass, we would take the advice of the Manfri. Maybe this Speaker of the Dead will be able to help about the portal."

Tishe' will let someone else take the lead, but will gladly follow in the trail made by these burly humans. The cold seeps into her skin, a momentary mistake with slush going down the back of her slicker makes her tired and miserable in only the first hour, but the sorceress gamely presses on.

When the ICe Peak hunters open the crevasse, Tishe' is impressed and feels they need to do something to return the awe. Casting Feather Fall twice, she touches every member of the Black Lions, Aesric, and the Ice Peak Villagers (if they let her) and simply steps off into space, gently floating down to the bottom of the survival cave. "Shady!" She says in obvious approval.

......
Fort Save. 15fail, 31, 32, 24.

Feather Fall. 1 person per level. ( need two spells for both groups)

Winter clothes.

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 1. 1. 1. 3

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+11=20 ; d20+11=19 ; d20+11=24 ; d20+11=26 ; d20+16=20 ;
Friday August 26th, 2016 6:33:19 PM

Jozhur greets the leader of the hunters, "I am Jozhur, these fine folks call me their leader. Forgive us for being a bit jumpy, we're no strangers to conflict. Trust in me that we do not seek any trouble with you." He extends a hand to Úlf-warja'Ingr, hoping the mountain of a man does not crush it.

"Someone opened this portal intentionally. It can be traveled through both ways. It's existence may be as much a threat to your land as it is ours. We would appreciate meeting with your elders to work together on this."

He struggles along with the ice peakers, managing to stave off further effects of the cold. He jumps over the edge, and floats to the bottom thanks to Tishe's spell. He is happy to stay in the shelter, but is a little uneasy when he hears the word "IssWorm".

----------------------
Fort saves: 20, 19, 24, 26
Diplomacy to aid Clyde: 20

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will (2 nonlethal, fatigued) Sub Cayzle  d20+14=19 ; d20+14=30 ; d20+14=15 ; d20+14=31 ;
Friday August 26th, 2016 7:01:32 PM


Aesric smiles and agrees to follow the advice of the party's hosts as to the best place to put his shelter.

The cold does get to the mage somewhat (fatigued).

Aesric is happy to accept the feather fall, although he clearly is capable of that or better. Not that he lets such a feeling show. He strives to continue to be as patient and polite as possible.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 1/2  d20+14=22 ; d20+14=29 ; d20+14=25 ; d20+14=29 ;
Saturday August 27th, 2016 4:47:33 AM

Clyde follows along with the rest of the group, managing to ward off the cold despite the constant press of the chill. Not all of his companions were so lucky, and he makes sure to help out in any way he can, even if just with words of encouragement.

With the sun setting, Clyde continues to follow them to a cave shelter below, accepting Tishe's feather fall spell for the descent.

=======================

OOC: Knowledge check using Lore Master to get a 20 roll to see if Clyde knows what "Iss'Worm" is. I'm not sure which Knowledge skill to use, but it'd range somewhere from 31 to 36 depending on the skill if you check my sheet.

AC 21/21/19. CMD 19 HP 87 /91 Tishe' (SteveK)   d20+8=19 ;
Saturday August 27th, 2016 11:19:07 AM

Tishe' smiles in a friendly manner at Aesric, and waits until none of the Ice Veiners are around. "I know it's such a minor spell, but why waste the weaving? Packmates help each other, and after being in a fight together, you are part of my pack as far as I see the pattern."

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 81/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5)  d20+16=35 ; d20+18=20 ; d20+18=23 ; d20+18=30 ; d20+18=38 ;
Saturday August 27th, 2016 11:24:37 PM

[Fort saves : 35, 20, 23, 30, 38]

Terser sees the Wisdom of Tishe''s words about taking advice from the locals. Feather fall is an interesting sensation, and he wishes he could experiment with it more.

Upon mention of the worm, he wonders if that is what they saw eat mammoths earlier, and asks as much. Then he craves some mammoth meat, as if the worms eat it, it's probably good.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18  d20+20=22 ; d20+20=36 ; d20+20=34 ; d20+20=24 ;
Sunday August 28th, 2016 11:38:43 AM

{ooc: fort saves: Dc 18 = 22, DC 19 = 36, DC 20 = 34, DC 21 =24}

Reggie follows along, she keeps an eye on Ulf, doing her best to keep up with him, and match his strength and endurance.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+14=29 ; d20+14=32 ; d20+14=25 ; d20+14=23 ;
Monday August 29th, 2016 12:44:11 AM

Rill is able to resist the cold, and he will expend 4 charges from his wand of Lesser Restoration on Tishe, Zeoll (2), and Aesric, removing any fatigue. He will also ask Ulf if any of them are injured or sick.

He will later Feather Fall down with the others as they descend into the ice cave. "Thanks Tishe."

As the light fades, Rill will will pull out a Dagger that has Continual Flame cast on it. He will approach Ulf.

"Ulf, you and your people have been kind and accommodating to us. I know you tend to mistrust magic, but please accept this small gift. The flame on this dagger will never fade. It gives off no heat, and will not risk lighting anything on fire. You can stop the light by sheathing or covering the blade, but it works again when uncovered."

"I noticed that you seemed concerned when I mentioned Gargul. Will you tell me what you know of Gargul in this land, and why mention of his name would be cause for concern?"

Rill will cast an extended Longstrider, and two extended Status spells before going to sleep. He will sleep wherever seems safe and warm. He relies on the Endure Elements power of his boots to fend off the cold in this sheltered place.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 81/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5) 
Monday August 29th, 2016 12:42:23 PM

Terser chuckles a bit as Rill pulls out his light giving dagger. Silly humans, can't even see in the dark. It's a wonder they've survived this long.

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will (2 nonlethal) Sub Cayzle 
Monday August 29th, 2016 2:03:06 PM


[OOC: Not sure how long I'm subbing for Aesric ...]

The mage makes a formal bow and thanks Rill for curing his tiredness.

"If we are pausing here to rest for the night, I'll use my magic to help us remain safe and sound."

AC 21/21/19. CMD 19 HP 87 /91 Tishe' (SteveK)  
Monday August 29th, 2016 5:16:10 PM

Tishe' looks over to Jozhur. "Captain, I have a nice cozy fire that I can produce, but I just don't know how much beneficial magic we can do before it overwhelms our hosts."

She will try to otherwise remain in the background and out of the way.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal)  d20+14=16 ;
Monday August 29th, 2016 8:58:45 PM


Zeoll thanks the party's hosts warmly, but privately has words in secret with his friends.

Too often before I have found myself capturred orr betrrayed orr both. Please do let us set watches and sleep lightly, with weapons close at hand!

Bluff to pass secret messages: Bluff 16. Well, more simply put: Keep watches! Be warry!

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 1/2 
Monday August 29th, 2016 9:47:25 PM

Clyde settles in nicely, glad to finally feel safe and sheltered from the blast of the wind. He perks up as Aesric mentions using magic to make everyone even safer. That would be nice. He could do with some sleep as well, this cold was seeping away his energy much more than he'd have liked.

DM Dan K - A Night in the Vein 
Monday August 29th, 2016 11:13:33 PM

The march with Úlf-warja'Ingr' and the others is tougher on some than others. The cold, the biting wind and binding snow though does not appear to slow or hinder these men and women of the Ice Vein. During the trek, Rillett uses a wand to assist his fellow Black Lions. As Úlf-warja'Ingr'and his people locate teh cave and lower down, Tishe casts a relatively simple spell and alows herself and the rest to float down to the tunnel and shelter that is being provided. Clyde searches the stories he has heard, but comes up with nothing on an Iss'Wyrm. Úlf-warja'Ingr' is willing to elaborate and the the group can quickly put it together that the the creature thay saw take down the mammoth was an Iss'Wyrm. Further talk during the night allows Clyde to associate Iss'Wyrm with a Frost Worm, but the Iss'Wyrm is at least half again as large as any Frost worm he has ever heard of.

Úlf-warja'Ingr' nods and accepts the dagger from Rillett and as he stows it he shakes his head and chuckles. Even as he does so one of the others stands as if to say somethine, silenced and humbled with a mere glance from the powerful man you know as Úlf-warja'Ingr. The big hunter gestures for you to take a seat and pulls a steaming pitcher of some potent brew from a bag. He then produces a large tankard for everyone present and fills it. "You do not understand" he begins. "We are not strangers to magic, but we do not keep faith in such temporary measures when it comes to our survival. magic in this land is fleeting, untrustworthy and prone to failure. Reliance upon it will be your deaths."

Rillett brings up Gargul, Úlf-warja'Ingr amswers. "We are of the old ways. The powers of Celsiun and Burfell watch over my people. I have little use for your northern gods, but the elders and Kayra say I must be open and so I listen. You are not the first austlanders to trend into our lands." he pauses and then raises his tankard, "you are only the 4th or so that i know of to have lived more than day and so it seems Celsiun perhaps smiles upon you."

Night settles in and Aesric mentions magic to keep the group safe. Úlf-warja'Ingr steps to clasp Jozhur by the arm and look his in the eye, "You have my word that we will shall be safe this night Jozhur of the Black Lions"

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 
Monday August 29th, 2016 11:24:46 PM

Reggie stick close to Jozhur, seeming like a protector. the look in her face indicates that she shares a a similar belief as these people do. Reggie harnesses magic, but she both fears it and respects it. she does not like to rely upon it.

"Ulf, it seems you and I have more in common than I thought."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday August 30th, 2016 1:41:13 AM

Rill will accept the drink they offer, asking what it is.

"Hmmm. Celsiun and Burfell. These names are unfamiliar to me. I to seem to recall a tale of two great powers - Celsius and Fahrenheit. They fought for control over something, each winning adherents that followed their ways. But overshadowing all of this was the dark lord Kelvin. I don't remember much more. Do you think they are related to your gods?"

He will rest, pray for spells, and be ready to go in the morning.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 116/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5)  d6=6 ; d6=2 ; d6=1 ; d6=1 ; d6=1 ; d6=4 ; d6=2 ; d6=5 ; d6=6 ; d6=1 ; d6=4 ; d6=1 ; d6=6 ;
Tuesday August 30th, 2016 1:42:35 PM

Terser wonders for a moment that Rill might have stumbled onto the fact that he secretly reveres the great Kelvin over any others, but dismisses that for a coincidence. Still, he will have to make sure the secret of his following doesn't get out to any unworthy.

He shares with their new friends that he is also wary of magic, and only seldom relies on its power, relying more on his own strength and inner fire. Still, the magic that Rill used to bless his weapon proved invaluable in the destruction of the undead, and he would not shy away from using it when necessary to protect himself, his friends, and the powerless.

With the guarantee of safety, Terser will feel free to use another channeling to heal the remaining scratches he picked up in battle. The rest of his wounds will be fine with a good rest. Channel heal 14 and 21, Heal check 18 (take 10) to recover double with rest.

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Tuesday August 30th, 2016 6:16:17 PM

Tishe' has not met a whole group of people that don't like or trust magic. But she is also is wise enough to keep quiet when she needs to be.

Graciously, she accepts the drink and takes a sip; anything hot would taste great now!

She waits for others to keep the lead in conversation.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 2/2 
Tuesday August 30th, 2016 9:00:10 PM

Clyde shivers as he ponders Úlf-warja'Ingr's words regarding the frost worm. He listens to the others as they talk of Celsiun and Celsius and wonders what they're speaking about. [OOC: Use Lore Master to get Knowledge (Religion) 35 on Celsiun]

DM Dan K - Ice Peak 
Tuesday August 30th, 2016 10:28:16 PM

The night is indeed uneventful and the shelter provided quite warm. The natives strip down to nearly nothing and bed down under pelts and the small fire reflects and redoubles its heat through the small enclosure. Terser channels healing energy and everyone at this point is now in perfect condition. The conversation turns to Celsiun, Burfell and others, though none seem to know who Rillett is talking about. For Clyde, stories of the mysterious southern continent are few and very far in between, though he does recall a tale involving Ebryon, the Fey king and his court that had as one of the royal lords a being called Celsiun. Could that ancient immortal now be the very power here in the Ice Vein? None in his company have an answer to that theory, though Úlf-warja'Ingr will state in a very factual tone that he has seen Celsiun once. Not just the storms that encompasses the power but the power. Úlf-warja'Ingr describes him like an elf, but as tall as a giant. In splendid regalia as that of a king. He can offer no more on his tale, for the sighting was brief. The sun rises and the group is off again.

Following morning the group all feels completely refreshed to continue to Ice Peak. Heading north and into the foothills of the great mountain the party saw when they first arrived. The mountain is truly massive, imposing and its majesty seems to push upon you. It is unyielding. Barely contained power. Everlasting. You almost begin to feel your mind being drawn to it when the lead hunter announces your arrival at Ice peak. It has taken 5 hours to make the journey with you arriving at midday.

Fort Saves DC 15, 16, 17, 18, 19
Any failure take 2 nonlethal cold damage and you are fatigued (or exhausted, if already fatigued)
You get +2 on the save if you are protected by Endure Elements or similar, and another +2 if you are wearing cold-weather gear.

Ice Peak Village is surrounded by a great wall of snow and ice. The wall stands 25’ high and is 15’ thick. It not only forms a formidable barrier against creatures, but also the wind. For once within the walls, the biting air is halted.
Inside, the village is comprised of multi family longhouses dug down into the ground with animal skin walls and roofs. There is a multi layered entrance with great hides and furs that assure the interior of the building is never directly exposed to the outside. The party is asked to wait at the gates and have attracted a fair amount of attention from the inhabitants of the village. All of whom seem armed and ready to defend what is theirs, right down to 7 children, perhaps 10-14 years in age. Úlf-warja'Ingr and the other hunters head inside.

Your wait is quite brief as Úlf-warja'Ingr reappears in just a few minutes and escorts you inside. He takes you to a longhouse.

"Here you can rest and eat in comfort inside." He says and heads in with you. The longhouse is occupied by 8 others, but has plenty of room for the party. Ulf-warja’Ingr introduces the group to the house leader Dra'Gul. A barrel chested barbarian standing at 6’2 and around 275 pounds. Before leaving he tells the party they may only move about the village if they leave their weapons behind. "I am off to speak with Kayra and the elders and will send for you or return myself when they wish it."

Dra'Gul shows the group to a private area and then rounds up the curious eyes of the others and shoos them off.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal)  d20+11=25 ; d20+11=20 ; d20+11=27 ; d20+11=23 ;
Tuesday August 30th, 2016 10:40:47 PM


OOC: Zeoll only gets particular spells back if he sleeps in nature. Did this count? If not he can still use those slots for heals and summons.
DM yes the ice cave counts

The night before, Zeoll listend to the tales of the fey court and offers his own stories.

The next day, fort saves are all good, and Zeoll arrives fresh as a daisy.

In the longhouse, Zeoill greets the people there and introduces himself and the party.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 4 Non lethal, EXHAUSTED  d20+11=17 ; d20+11=13 ; d20+11=15 ; d20+11=23 ; d20+11=25 ;
Wednesday August 31st, 2016 1:26:26 AM

Jozhur has a hard time getting acclimated to the cold once again after leaving their overnight shelter. He struggles through the cold and is relieved to finally reach Ice Peak.

When told they need to leave their weapons in the longhouse, he replies with only, "Understandable", then drops his backpack, bow, and blades in a neat pile along a wall before laying down on his pack to rest.

----------------------
2 saves failed, exhausted

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Wednesday August 31st, 2016 1:49:36 PM

Fort save 14, +2 (EE), and another +4 from Endurance feat that I had forgotten applied = +20
all saves auto passed


Now that he has remembered what it is like to be cold, it is a small matter to trek through this frozen land (though some shiny new boots certainly help). Still, food and drink are quite the draw in the longhouse, and much appreciated after a morning slogging through the snow, and assisting his exhausted captain along.

He props up his glaive and javelins by the pile of Jozhur's weapons.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18  d20+20=35 ; d20+20=22 ; d20+20=26 ; d20+20=29 ; d20+20=32 ;
Wednesday August 31st, 2016 2:25:11 PM

{OOC all saves passed}

Reggie stays with Jozhur as he struggles with the cold, she offers her furs to him to keep him warm, or perhaps something else? (body heat perhaps?)

"I'll keep an eye on things here if you wish, while you guys explore." She offers. "though I recommend The Captain remain here, with me, to rest"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+18=24 ; d20+18=24 ; d20+18=25 ; d20+18=37 ;
Wednesday August 31st, 2016 4:34:05 PM

(all Fort Saves made)

Rillett drops his morning star with the other weapons.

Then he pulls out a wand to eliminate the effects of the cold on Jozhur - unless Jozhur rejects is ministration in favor of other, er, remedies.

(He will offer the same to others - I'll keep track and subtract the charges.)

Rill will introduce himself and the others to Dra'Gul.

"Dra'Gul, you are certainly lord of your house and I do not wish to interfere with your rules, but I am happy to satisfy the curiosity of your family and friends. One benefit of visitors is the chance to gain a better understanding of each other."

After answering any questions there, Rill will accompany the party out in the village. He will engage any curious onlookers by introducing himself and telling them of Gargul as the lord of both life and of death. However, he does not proselytize. He also asks about this place, about the local sights and local threats. Are there nearby villages? What gods are worshiped here, and where are their religious houses or shrines? Do their gods demand sacrifices? Who are their healers in this village?

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 2/2  d20+12=30 ; d20+12=29 ; d20+12=17 ; d20+12=20 ; d20+12=15 ;
Wednesday August 31st, 2016 5:47:45 PM

Clyde awakens feeling better, glad to be moving again despite the biting wind. He managed to stave off the worst of it, but as he neared the village, the cold took him and fatigue settled in.

"I could use one of those charge from the nice wand that removes fatigue," Clyde asks Rill. "Though perhaps if we're staying here overnight, there's no need to waste a charge."

SAVES:
- Fort save 1: 30 vs DC 15 (success)
- Fort save 2: 29 vs DC 16 (success)
- Fort save 3: 17 vs DC 17 (success)
- Fort save 4: 20 vs DC 18 (success)
- Fort save 5: 15 vs DC 19 (fail, fatigued)

CONDITIONS/EFFECTS:
- Fatigued (-2 Str, -2 Dex, can't run or charge)

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)   d20+14=22 ; d20+14=24 ; d20+14=26 ; d20+14=34 ; d20+14=16 ;
Wednesday August 31st, 2016 9:46:14 PM

Tishe is getting better at this icy travel, only growing fatigued at the last hour before getting to the village. She is tired and thankful for the hospitality and doesn't say much.

DM Dan K - Ice Peak 
Wednesday August 31st, 2016 10:34:08 PM

Dra'Gul will speak with the party and specifically with Rillett, as the others don't apear to be in much of a talking mood. Dra'Gul suggests the spiced mull wine to rmove the chill and if the party has extra clothes, changing into new dry clothes would help. Dra'Gil chuckles a bit at Rillett's offer, "I only thought that after coming in from the wilds, you would want some time to yourselves and gather yourselves." Dra'Gul pours himself a glass of a clear liquid tinted with blue, gives a toast and leaves the group in peace. The other members of the house do not approach, but go about thier own business and leave the party in peace as well

Some of the group, especially Rillett head back out intot he cold ato explore the village. Ice Peak turns out to be fairly sizable, but a number of inhabitants is hard to guess at as each longhouse holds multiple families and groups. Several large fires burn about and activity is about those areas and so it is where Rillett heads. The men and women near the fires are all working and warming themselves before heading off towards a building. There is does not appear to be much idle time in Ice Peak. Rillett and any with him, notice only glimpses of children from around corners. Rillett's questions and inquiries are overy received by any he speaks with. he does learn of a place Called the Twin Tusks, a violent raiding people to the south by the great volcano. Celsiun is the revered figure of Ice Peak, though recently, the people have heard of Domi and Gargul from other Austlanders that have passed through. Many of the Hunters know the art of healing and of course the witch. When she is mentioned, voices become hushed and several nearby ook about themselves. That topic is quickly dropped.

The group is asked by some what brings them and how they were brought. By the Powers or their own skills? Several express an interest in ourneying back through the rift to see this place of green and open seas called Bonetown



Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal)  d20+22=30 ;
Wednesday August 31st, 2016 11:44:39 PM


[OOC: Kindly DM, does the place we slepT count as "Nature." I'm thinking not?]

Zeoll is glad to meet this Dra'Gul fellow, and even more glad to enjoy his spiced wine.

But before drinking, Zeoll tells the story of the time his friends and he were visiting a wise man in his home, and the food turned out to be poisoned. So Zeoll hopes he will not mind if he casts Detect Poison, which he does.

Diplomacy 30

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 2/2  d20+20=23 ;
Thursday September 1st, 2016 3:28:46 AM

Clyde forces a smile onto his face. It wouldn't do to seem aloof as a guest when the host have been so courteous thus far. He warmly accepts the spiced mull wine, and lets out a deep sigh as it warms his body and soul. He graciously thanks Dra'Gul.

To anyone that's curious and keen to hear, Clyde will let them know that he's only recently returned to Bonetown, and that he's been a wanderer for most of his life. Using his natural talent as an orator, Clyde weaves a tale of his adventures and misadventures for anyone listening. He warns the people that the cold has addled his brain a bit, so he may not be at his best in telling the stories.

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday September 1st, 2016 5:59:58 AM

Tishe' dully hears Dra'Ghul through here fatigue but gratefully drinks anything warm. Equally grateful is the feeling of being out of the biting wind! And when she sees the natives stripping down for sleep and is reminded of the admonition about wet clothes, the sorceress does the same. It is amazing how much warmer she gets without all that wet about her!

Warmed and refreshed, sitting in the longhouse, Toshe' listens to the stories and tells her own about two groups of adventurers in an ice cave seeking a powerful magic during the time of the Rise of Eberyon. "Forgive me", she says sheepishly, but I'm not good at remembering names. It was a strange pick, the two groups; one from a very hot climate and one from intensely cold; but how we thought of protecting those who need protection, how might must be the servant of right... We were the same."

in the morning she bundles as best she can and Tishe' will ask thier hosts "how can I get real clothes to keep us warm?" She's willing to trade work or item or knowledge as she can, while waiting for the elders to be ready to speak with the Black Lions.

DM Dan K - Ice Peak DM Clarification 
Thursday September 1st, 2016 9:43:41 AM

The Party arrived in Ice Peak at Midday.
You have only been in Ice Peak for a few hours, not Overnight
Current Time is late Afternoon

Also due to late night posting i forgot to include the following

Anyone drinking the hot mulled wine offered by Dra'Gul Highlight to display spoiler: {Not only does the warm liquid feel good, it is obviously highly potent alcohol and any fatigue, aches or pains vanish. A second glass, is probably a bad idea. OoC the wine cure 1d6 non lethal and removes all fatigue and exhaustion effects}

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday September 1st, 2016 11:29:10 AM

Rill will continue to engage the villagers in conversation. He is interested in learning more about the gods Celsiun and Burfell. He is surprised they seem to have no knowledge of Gargul, and will educate them about his role in birth, death and reincarnation.

When they return to Dra'Gul, he will ask who the witch is that some of the villagers mentioned?

(I will assume that 3 charges of his wand were needed to address exhaustion and some of the fatigue. The drink we were given should address anything else.)

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Thursday September 1st, 2016 1:57:58 PM

Terser looks around to see if the children partake of this wine too. He knows that that is frowned upon in many human cultures, and this stuff is strong enough to effect even a dwarf!

Much praise to your drink! Does it work as well when not fresh off of the fire? This could be very comforting when we resume our task outside the comforts of your home.

He has no stories of Bonetown, as it was mostly a stopping place between travels for him. He does have interesting stories to tell of the Scab though, and of the wonders and dangers that exist below the ground there.

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday September 1st, 2016 5:20:18 PM

Tishe', much refreshed, laughs with much enjoyment at Rillet's surprise. "We are in the Southern Continent, my dear. Here, the northern gods hold little sway, and it is the Powers that protect thier people from birth to death. Each land has its own Powers. My own Sargrass Plains had the Power called Sargrass. The Gateway Downs have the Crones, and so on. These people have their own guardians and are obviously surviving just fine."

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal)  d20+22=25 ; d20+22=27 ; d20+12=23 ;
Thursday September 1st, 2016 5:51:41 PM


Zeoll grins and shares his story about how the Crones and Gargul cooperated to ring the Chaos Bell the last time it was rung.

Well, how they cooperated to get some adventurers to ring it for them, actually.

Okay, it was him. He rang the Chaos Bell with his friends, the Iron Hookers of Hook City. He grins at the memory as he sips this most refreshing vintage.

Diplomacy 25.

Then he tells the story about the time he was in the Sargrass, and was captured by Manfri who had never seen a taur before, and they had knocked him out and put an apple in his mouth and started roasting him over a fire before they learned he was not a dumb beast.

Diplomacy 27.

Then, feeling the effects of the drink, the elder liontaur breaks into song, an exceptionally old song called "The Ballad of the Lonely Wemic."

Step on the path frrom the hinterrland
Follow then wherre it will lead.
Strrangerr will offerr a strrangerr hand
Welcome all that you don't underrstand
Searrch forr an answerr beyond the strrand
Then may the Wemics be frreed.


Perform (song) 23.

Zeoll laughs. "Okay, that's my song. First one I everr made up. In a drream. Not that the wemics arre any frreerr than they werre. Not that they werre not frree to begin with! Silly cub that I was. The tune is nice, though."

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 
Thursday September 1st, 2016 6:31:45 PM

Reggie takes up the offer of the spiced wine, also getting some for Jozhur.

she sit with him offering the wine.

being a "semi-connoisseur" of booze, Reggie realizes it's punch and takes it slow. warning the others of it's punch.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d6=6 ; d20+3=5 ;
Thursday September 1st, 2016 10:28:58 PM

"Spiced wine? Sounds like just the thing to take the chill off my bones." Jozhur thanks Reggie for the glass and sips it down. He considers a second glass, but decides better of it.

Jozhur even feels so much better, he attempts to dance when Zeoll bursts into song, but he mostly just looks silly.

-------------------------------
Perform (dance): 5

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+16=31 ;
Thursday September 1st, 2016 10:31:24 PM

Jozhur will use any extra time to speak with locals in an attempt to gather information about strange occurrences or suspicious people who are outsiders to Ice Peak. (Diplomacy: 31)

DM Dan K - Ice Peak 
Thursday September 1st, 2016 10:40:41 PM

Zeoll tells a few tales, sings a song and generally does a good job at making friends. The story of the man who poisoned his guests gets a reaction of disdain from the adults in the house. As one man stands to likely and truly well voice his opinion of how one might interpret such a story as the host, Dra'Gul steps towards him. The other man is considerably larger and even more warrior built than Dra'Gul, but the steel stare of the longhouse leader is all that is required to back the other man to a sitting position. Dra'Gul then says aloud, more ofr you perhaps than those of his house, "The Hunt leader has given these people of the north passage and I have accepted them into this house" Dra'Gul then turns back to Zeoll "Do as you see you must, but know that your ways and those of the north are not ours."

Rillett learns that the people here have heard of Gargul and Domi, they just simply do not put much stock in either as beings worth paying attention to. Burfell, he learns, is the name of the sacred mountain just to the east of Ice Peak. 3 days trek and the location of the Rite of Adulthood. Those at age must travel the wilds and seek the high meadow of Burfell and return with a yellow flower that grows there. Celsiun is the lord of the Ice Vein, his will shaped the land, his power protects it and it is through ancient pacts that those worthy can survive and prosper here.

Several of those outside nod to Tishe at the mention of the Sargrass, for it was from there that another troop of heroes arrived and stamped thieir name into the lore of Ice Vein

Back at the lodge, Dra'Gul thanks Terser for his praise and assures him that his vintage holds its potency for long after it leaves his warming cauldron. It is called Ice Wine and Dra'Gul is the keeper to the secret of its crafting.

Rillett returns and brings up 'the witch' and Dra'Gul reflexsively looks about himself. "You will meet with her soon enough northman. She will be with Kayra and Bjorn."

As if on cue, the inner furs are pushed open and a young woman, perhaps 20, enters. "It is time, gather your weapons and gear and follow me." She immediately turns and exits.
Dra'Gul pulls on a thick cloak of a great white fur, belts on a double bladed dull black axe to a shoulder like sling and moves to head outside. "The elders are gathered at the great obelisk to hear you and to speak to you. If you have any preparations you should do so now and if you have any questions, now is the time."

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Friday September 2nd, 2016 2:15:08 PM

Tishe' hopes that she has been successful in bartering for more appropriate Ice Vien clothing Whether she has or not, she bundles up in dry clothes to follow Dra'Gul and the others to meet Kayra, Bjorn, and the Witch.

"They seem to have their own time to do things, here in the Ice Vein. Deliberate and implacable. "
....

Roses Temp Control. 38 hours.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Friday September 2nd, 2016 6:16:37 PM

Not having bothered to take off his normal gear, Terser only has his glaive to gather. Soon, he is ready to leave, and takes care to watch out for those that may need a little extra help, whether by assisting over the ice or just acting as a windbreak.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Friday September 2nd, 2016 9:18:17 PM

Clyde smiles at everyone he passes by as he gathers his blade lovingly and puts it back behind his waist. He makes sure to offer his hand to anyone willing to give him a handshake, and gives them all thanks for their hospitality.

That done, he follows the young woman and the rest of his group to the great obelisk.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal) 
Friday September 2nd, 2016 9:36:27 PM

Zeoll is glad his Endure Elements is still going. He uses his pearl of power to bring back his already cast Hide from Undead spell. He takes up his tower shield and -- swaying only slightly from the heady drink -- heads with his friends to the obelisk.

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will 
Friday September 2nd, 2016 10:49:15 PM

Aesric has spent much of their respite studying the dry parchment pages of a tome carried on his person. It isn't that he disrespects the hospitality, but perhaps he finds more wisdom in listening and studying these people much as he does the runic script within the text.

"I understand your curiosity about the lands from which we come," the elf finally says with his characteristic soft calm, "but it would be better for you to remain here. Better for us to return once we understand what has happened, as well."

They are called for, and so the elf closes his text and slips it from sight, rising. "Just as the ancient golden ones reside within the sea, we all have our intended place. I know too well how curiosity can go wrong. We meet each other now because a terrible power has opened a path which should not be. Whoever they are, they may be a danger to both."

Aesric inclines his head mildly as a show of respectful gratitude for the hospitality shown, and then turns to join the others in moving along.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday September 2nd, 2016 11:19:46 PM

Rill will hit everyone with Endure Elements. Then he grabs his weapon, and moves along with the others

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 
Sunday September 4th, 2016 1:57:55 PM

Reggie follows the group along, recasting her endure elements as needed, inquiring about have some of that spiced wine to take with her. or at least the recipe to take home,

She does not have much to add as she isn't much of a diplomat. so unless asked directly she simply keeps a look out for hidden troubles.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Monday September 5th, 2016 12:43:44 AM

Dreading going out into the cold again, Jozhur quietly gathers his equipment and politely asks to fill a waterskin with the spiced wine.

DM Dan K - Ice Peak 
Monday September 5th, 2016 8:48:44 AM

Jozhur heard of nothing unusual or abny other such things have happened by account of the fewt people he was able to speak to.

The group prepares themselves both physically with gear, mentally and magically. Tishe was able to get a cloak and leg wraps and Dra'Gul assists her and everyone else to properly fit the furs about themselves for protection he adds, "It would not be right to have you stand before the elders representing my house as foolish Austlanders."
Reggie's request on the spiced wine is met with an upraised brow from Dra'Gul. "Trade is Ice wine, I am willing to do with the consent of the elders, but not its secrets. We used to trade with the gnomes of Zaran City, but in the last Great Migration, the city was plucked from Ice Vein and placed somewhere else." For the moment the conversation is tabled as the group heads into the cold

The group steps from the inner longhouse to the outer chamber where Dra'Gul holds the group for about 5 minutes. "I will now tell you some of our ways." he begins "We wait here and acclimate to the cold beyond. Exhale as you leave and take your first breath from the back of your hand and through the mouth. Then simply breath as you normally would. It helps with the shock. More important in the wilds then home, but practice forms habit." He looks over the group one last time and nods. "It is time"

Stepping through the outer flap, the cold is not as severe as you had built up in your minds and almost strikes you as merely brisk and refreshing. Magical lights, Dancing Lights, flicker about the ground creatinga trail towards the obelisk. The other longhouses you pass are dark and shuttered tight with only smoke coming from the chimney to show that inside is still warm and welcoming.

Shortly, you arrive at the center of the village, where an obelisk of blue white ice stands around 12’. Gathered about it and a low burning ember fire, are about half a dozen men and women. Dra'Gul whispers to the party as they approach the identies of 4 of the people.

The woman is Kayra – High Hunter and Law of Ice Peak and she is flanked by 2 white dire bears. The group can easily see 3 ruby red stones on each bear's head and front arms. Kayra herself strikes an imposing figure at nearly 6 1/2 feet tall and clad in magnificent white fur cloak with a sparkling saphire clasp. On her hip is a hand and a half sword. She is fairly young, perhaps 35 with dazzling green eyes and flowing blonde hair pulled back in a ponytail. Heer high cheekbones and pointed chin and overall angular face gives her an almost fey-like appearance.

Just to her left is Svanhvít – high priest and Keeper of Spring. He is flanked by 2 white dire tigers, also with ruby gems upon their brows and forelegs. The high priest is shorter than Karya by a couple inches and not as powerfully built. He wears a white cloak of leather covered in symbols.
Knowledge Religion DC 35 or Linguistics DC 20Highlight to display spoiler: {High Woldian for Immortal, Creator, Life, Death, Eberyon, Celsiun, Burfell, Maab, Jericho, Feystone, Soulforge, Dragons, Cataclysm}

He is certainly older and his wind and sun bakes face is ample evidence that he spends a great deal of time outside and exposed to the elements here. His face is square with a squat nose deep set eyes of brown. the cloak he wears has a hood, that is up at the moment, hiding anything else.

To Kayra's right is Bjorn'Ursa – Hunt Master. Curled up behind him is a white dire wolf perhaps half aagin as big as those the party fought in Bonetown. It seems to be dosing peacfully behind him. Bjorn is a giant of a man, easily over 7' tall with blue eyes and short blonde hair. A large recurved bow at his left side and a inverted curved scimitar-like weapon at his right. He wears a thick golden fur over his shoulders with smaller white furs about his legs, midesection and arms.

To Bjorn's right is Mjolka'Frodr – Witch of Burfell, a frail looking hunched figure that is well and truly dwarfed by the figures on either side. A patchwork cloak of many furs and skins is draped over the hunched shoulders of Mjolka'Fodr. A hand rests with gnarled fingers upon a birchwood walking stick with a clear crystal uon the top. Whisps of white and gray hair dance about in the light breeze about the witch's head. The Age and even the sex of Mjolka'Frodr is hard to tell, but if a guess was required, perhaps 100 and female.

Amongst the others about, the group spots Úlf-warja'Ingr as well.

Dra'Gul steps forward, leaving the party at a distance of about 20' with a staying hand and approaches to about 5 feet or so. He bows slightly and stands tall as he is able, "Kayra – High Hunter and Law of Ice Peak, Svanhvít - high priest and Keeper of Spring, Bjorn'Ursa – Hunt Master. I Dra'Gul, Keeper of Ice and House Master present the Black Lions of Bonetown." Dra'Gul turns and steps back to the party. "Step forward to where I did and present yourselves and your purpose" he says in a low tone to the group.

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)   d20+3=4 ;
Monday September 5th, 2016 9:55:15 AM

Tishe' is very thankful that Dra'Gul halos with the furs. She actually practices a couple of times so she can correctly use them later. The directions to get used to the cold are helpful as well. Tishe', intensely curious about everything anyways, listens and watches and learns about the culture that can survive in the Ice Vein.

The walk to the blue obelisk makes Tishe' wonder. "Is that spire the Ice Peak for your village?"

The Spellweaver deliberately refrains from studying the leaders with her innate magical abilities, not wanting to skew the impending discussions.

At Dra'Gul's motion, she moves forward to five feet and gives a deeper bow. "High Hunter, Keeper of Spring, Hunt Master. I, Tishe' of Sargrass and new come of the Black Lions of Bonetown, thank you for your hospitality."

She steps aside, allowing The others to speak and for Captain Johur to speak the team's case.

.....
Know Religion. 4

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal)  d20+5=13 ; d20+22=30 ;
Monday September 5th, 2016 10:30:39 PM

Linguistics check 13.

Zeoll step forward and speaks for the group. The elderly liontaur's voice is old but still strong. After he introduces himself and his friends, he explains the situation.

"Honorred wise folk of this place, please hearr my tale. We live on an island in a warrm sea. But a mage of ourr people opened a gateway, a doorr, frrom ourr place to yourrs. We believe that he had help, maybe help frrom this side, frrom this place. Ourr intent is to close the gate, orr if that turrns out to be impossible, to guarrd it and keep it safely. We welcome yourr advice and assistance, forr dangerr can enterr to ourr place frrom therre, and frrom ourrs to this place."

Diplomacy 30

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Monday September 5th, 2016 10:38:45 PM

At the center of the village where the obelisk stands, Clyde is intrigued by the humanoid figures and animals gathered about the place. He's especially interested in the one called Svanhvít, high priest and Keeper of Spring, mainly because he wears a cloak covered in strange symbols. Digging deep in his well of knowledge, Clyde keeps a note to himself to let others know the meaning behind the symbols when he gets the chance. [OOC: He uses Lore Master to get Knowledge Religion 35]

When Dra'Gul motions the party forward, Clyde takes his turn and steps up appropriately. Bowing formally, Clyde puts solemn, but pleasant demeanor. "I am Clyde Fairwind, an adventurer, and a new member of the Black Lions of Bonetown. I came fatigued with frozen hands and chattering teeth, and I thank you for the warmth and hospitality you have provided. I am here with tales and laughter to share. And perhaps some dancing, if the wine flows freely." He adds with a small smile. "As to our purpose, the Captain speaks for us all on that account."

With that, Clyde bows once more and steps aside.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday September 6th, 2016 11:45:12 AM

Rill will also express interest in this Ice Wine, offering to pay in the manner that the gnomes he mentioned paid. Regarding the gnomes of Zaran City, he asks Dra’Gul, “You mentioned the Great Migration and how an entire city was plucked from the Ice Vein. What is the Great Migration? How could it involved moving an entire city? What happened to the gnomes in that city and where are they now?”

He will gear up with the others, paying attention to the instruction from Dra’Gul.

At the audience before these village leaders, Rill pays attention to all that is said, studying these leaders. When it is his turn, Rill steps forward, following Clyde’s example and bowing low. He addresses these four by their titles rather than their names.

“Greetings High Hunter, Keeper, Hunt Master, Good Mother. You honor us as visitors and Austlanders. Ulf-warja’Inger’s hunters saved us from the perils of this land, and Dra’Gul shares his lodge and his food with us. Thank you for your hospitality.

“I am Rillett Savenport of Bonetown, Soulseeker of Gargul. What my leonine friend here says is true. There now exists a portal between our two lands that has put my city at peril. The ways of Celsium are unknown to us, and our land and people are unprotected from the cold that comes through this portal. Dra’Gul mentioned Twin Tusks, and I fear they may choose to raid my city were this portal known to them. In addition, I confess that there are unsavory types where I come from as well that may seek to exploit this passage and the people of this land.

“We seek to close this passage of possible, or perhaps seek a way to secure it to control both cold and passage through. The mage that created it died in the process - frozen solid. We believe he had help in this, perhaps someone from the Ice Vein.”

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Tuesday September 6th, 2016 12:24:55 PM

The group around the spire is quite impressive, for reasons other than just their height, which means little to one of his race. Still, they all deserve respect, and he does his best to express it.

"I am Terser, originally of the Scab, and now of the Lionfish. My purpose lies with the Captain's, and personally I strive to protect him, the crew, and any who would harmed with the strength of my body and conviction."

DM Dan K - Ice Peak 
Tuesday September 6th, 2016 10:21:23 PM

Tishe gets a nod from Dra'Gul on the origin of the name Ice Peak. At the meeting she is respectful and polite. Kayra nods slightly in acknowledgment to her as does Bjorn. The Witch of Burfell cocks her head and squints and the high priest remains stoic in his stance.

Zeoll steps forward and explains graciously why the Black Lions have come to Ice Vein. Again Kayra nods and she does so again after Zeoll is finished, but Bjorn does not. The Witch of Burfell mumbles something to the air next her and then to her feet. Svanhvít continues his lowered gaze from beneath his hood.

Clyde steps forward and addresses the elders of Ice Peak. Kayra and Bjorn nod to him, but for the first time, Svanhvít too nods in greeting as Clyde speaks. The witch chuckles as the bard tells of how the cold touched him.

Rillett talks to Dra'Gul before leaving about acquiring some Ice Wine and Dra'Gul answers quite lainly that a bottle costs 300gp, but as Austalanders he cannot sell him any. Such things would need to be approved by the elders. Perhaps if this portal wer to remain open, a trade route could be established. The Great Migrtion is when the Powers of all the Southen Lands lift the various regions physically from the Wold and rearrange where they reside. In a single day, all borders and regions can be altered. During the last, Zaran City was plucked from Ice Vein and located elsewhere. Dra'Gul has no knowledge of where the gnomes ended up. Rillett can see the master of Ice Wine is holding back emotion and memory when speaking of it. There is more then he tells in the short tale to that story. Rillett greets and adds to the story to Kayra and the others. At the mention of Gargul, Svanhvít bows slightly, Kayra speaks, "Of Course" and the witch of Burfell sneers slightly and waves him off. Bjorn puts a hand upon her and she ceases all moment.

Terser steps forward and it is Bjorn who seems to instantly acknowledge a fellow warrior and nods more deeply in greeting, though Kayra is very much the diplomat and warrior as well.

A fairly large crowd has now gathered about the center, though a good amount of space is afforded to you and the elders. The ring of people is perhaps 40' about you. Bjorn then speaks, "Well met Dra'Gul, Keeper of Ice and Master of your House. You have servered your house and the Hunters well this night by words of these Black Lions of Bonetown." He then turns a bit to the crowd and looks about them and finally to Kayra. "They seem honest in thier belief and even bring a witch of the Sargrass who speaks well and is known to us." with that he falls silent and Kayra looks to Svanhvit who steps forward.

He pulls back his hood and looks across teh Black Lions and then the crowd beofre addressing Kayra. "Additional emissaries to our lands and who speak of assistance from here. I would advise to keep the Dyrr, this gate, they speak of intact." He looks over at Mjolka'Frodr – Witch of Burfell, and almost seems to shrink away from her as she moves forward, cutting off anything else he might have to say

"Fiegr" she cackles and she thrusts her arm and walking stick wide to her right. The sudden outburst causes the entire crowd of 100 and more people to flinch, including Bjorn and Svanhvit. Only Kayra holds a firm and unflinching position. "I know who did this." She pauses and glares about the assembled, "Celsiun is who answered the foolish Austlander of Bonetown. I felt him. Felt him reach out, not understanding, believing only in his power, his might. Austlander." she says the final word with such contempt it almost makes you feel the need to spit, like some magical command. Indeed, you spy many of the gathered do so. The witch then almost softens and looks at the party, "But you. dear sweet children." she cooes. "You are not like him, you are like those before you. Open." she eyes Rillett, "More or less."
Kayra holds a hand up and everyone falls silent and practiacally leans in to hear what she has to say. "I hear you Black Lions of Bonetown and I welcome you to Ice Peak." She turns to Bjorn, "I hear you my people." She takes Svanhvit's hand, "I hear you old friend." She then takea a knee before Mjolka'Frodr – Witch of Burfell, and as she does so, everyone else follows suit. "And I hear you Celsiun and Burfell" Kayra rises, as does the others and turns to address the Black Lions,
"While I hold no fear of what may come from your lands to ours, to hear that others may be in danger because of our ways sits ill with me. You ask the help of Ice Peak in this manner and you shall have it."

Kayra holds her hands above her head and claps loudly several times. A great drum booms somewhere nearby and rather suddenly the area becomes a celebration of sorts.

The party is motioned towards some tables being brought out and the elders are moving towards it as well. Dra'Gul moves up quickly "We now celebrate and can talk more freely of what is to be done. The witch will go and speak to Celsiun tonight and tell all of what she learns tomorrow."

The party sits with Bjorn, Kayra, Svanhvit and many others at great long tables. It seems that during celebration, rank and station are put aside. Bjorn is the first to pose a question, "How certain are you that your lands are in danger and this door cannot be left in place?"

Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will 
Tuesday September 6th, 2016 11:37:01 PM

Aesric breaks his silence to speak after a long moment spent studying the cackling witch, whose presence does not seem to inspire within him the same fear felt by those gathered around.

"I am not of the Black Lions, but I do accompany him as a colleague of the mage who participated in the gateway's creation," the elf says, "and the organization to which we belong will want full knowledge of how and why he died. Having inspected the passage myself, I can see that its creation was beyond his ability, and that something perhaps deific or otherwise beyond our world had some part in it."

More to the point, he notes, "You emphasize that he was too overconfident in his power, his might. This implies that you know who else was cooperating with him, perhaps even why. Is that so?"

The elf then turns his head to address Bjorn, speaking calmly. "The simple fact is that the door should not exist to begin with. The mage who played a part in its creation was not skilled enough to have succeeded alone, but there is a residue of power about the passage so great that I can hardly look upon it. The very fact that something so powerful had a vested interest in boring that passage in the fabric of the world is a concern, at the very least, if not a danger."

"What passes through the door is already a more immediate danger," he says as he begins to grow quieter, gesturing toward the worg. "A wild pack came through, and would surely have caught others unprepared. The cold seeps through the passage, as well, and the local lands and waters aren't meant for such. If a freeze should come, it would be most destructive."

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Tuesday September 6th, 2016 11:54:53 PM

Clyde watches in silence as the gathering begins. He watches Captain Jozhur and any of the others who would speak up, taking his cues from them. He feels still too new a part of the group to speak up too much.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 
Wednesday September 7th, 2016 12:26:59 AM

{OOC: busy time and Monday a holiday for me. sorry about the silence, and seems I missed the introductions so I will have to adjust as appropriate}

Reggie was reluctant to speak as the others have, she was not fluent in speech like they were, Spending much of her life as either a slave or a prisoner she had very little experience in these sorts of situations.

The start of the celebration came and Reggie gave a sigh of relief that she did not have to address the elders. Rillet seems as interested in the wine as Reggie was, and had better facilities to acquire it. Reggie makes a note to speak to him later as to what he had discovered.

Reggie was unsure who to speak to, they all held such magical presence, Reggie seemed a bit intimidated, perhaps past experiences fueled this feeling.

taking a seat beside Jozhur, almost like his protector, yet like a date as well. turning to Jozhur, "Captain, if the gate were to remain open, something must be done about the cold. "

It is also quite probable that others would hear her as well.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+8=17 ;
Wednesday September 7th, 2016 12:41:36 AM

"Right, Reggie." Jozhur answers Bjorn, "The chill from this land is rapidly seeping into Bonetown through this rift. The climate in Bonetown is rather warm. The people are not prepared for freezing temperatures, our buildings are not constructed for the cold.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Wednesday September 7th, 2016 12:47:08 AM

...Bonetown, being an island, is very reliant on its harbor for trade. The cold coming through that rift is likely enough to freeze over the harbor eventually. So Reggie here is right, IF the rift is to remain open, something would have to be done about the cold air passing through it. I have no idea of that's even possible, though."

Jozhur pauses for a moment, "You may also find some of the inhabitants of Bonetown to be...not such desirable company. The place is a pirate haven, you may want to take that into consideration."

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Wednesday September 7th, 2016 11:44:38 AM

Tishe' is pleased to see the People of Ice Vein know of Sargrass, at least the name, but it saddens her to think that there are so few people in the Wold who even know it used to exist. She listens about the Icelanders view of a Great Migration and she shares their sadness.

"The Ice Vein lost a city, hopefully it is somewhere around the Continent! And I lost a land, destroyed in a giant wave of Woldsblood. Thankfully, I don't remember any of it, you know, because I was dead at the time. Stil..." And the sorceress returns to feeling melancholy.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+13=22 ; d20+25=27 ; d20+30=34 ;
Wednesday September 7th, 2016 3:16:21 PM

Fieger indeed! Rill has a bad feeling about this witch. He looks for a holy symbol on her. Spellcraft 22 for Rill to determine what kind of spellcaster she is, and what spell she cast with that Fieger thing.

Rill will keep a sharp eye out for any trouble, or for anyone that means us harm. He expects some mistrustful stares being Austlanders. Rather, he's looking to see any hidden motives or sneaky actions designed to cause trouble. There may even be some here that are spies for an opposing force. (Perception 27, Sense Motive 34.)

He gives an approving nod to Reggie's seemingly protective stance relative to our Captain Jozhur.

As he moves with the others to take a seat for the meal, he will say in a low voice to Aesric., "Hey, can you tell what kind of caster that witch is? Are her spells arcane or divine? I wonder if she's one of those bloodwitches? She's kinda creeping me out, but I think that's kind of her thing here."

Once they are seated, he make a toast to their hosts, "Thank you for your kind hospitality. May Gargul bless this meal and our time together, bringing understanding and cooperation between our people. Peace and long life to you." As he does so, he gestures (casting a silent Detect Poison on himself.) He does not mistrust our hosts, but he remains concerned that someone here may seek to disrupt this meal.

As to the discussion of keeping the gate open, "Thank you for your pledge of help. We could only keep the gate open if it is secured against threats, and if the cold is prevented from coming through. Perhaps Mocha Frodo can ask Celsiun or Burfell to alter that part of the gate?"

"And what's up with those exploding ice zombies? Who creates and controls them? Do they just wander around the Ice Vein?"

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal)  d20+8=16 ; d20+22=23 ;
Wednesday September 7th, 2016 3:55:21 PM


Zeoll does not mind the old witch, maybe because she makes him feel young again, by comparison? He engages her in conversation, comparing notes on what he knows about witches, and telling her about Goodie Bess, the witch who lives outside Bonetown, and her coven, and how she made the anti-demon gem used to fight Biloopl.

Maybe because of the talk of the Great Migration, or because the old witch is herself a bit of a crone, he shares the story about how he rang the Chaos Bell and triggered the last Great Migration. He apologizes for the disruption that caused, and explains that he and his friends did it at the behest of the Crones of the South and of Gargul himself. He thinks it had something to do with fixing the Sargrass, and severing its connection to the vast Woldsblood reservoir that was under it, although he hastens to say that's just a guess and a theory.

He tries to comfort his old friend Tishe. "I too missed amazing events while I wanderred in the Lands of Rrest. That was durring the Year of Ascension, and I missed the grreat quest to stop Marrteus frrom rremaking the Wold in his own image. Although I underrstand that a liontaurr with the same name as me was therre. It is not an uncommon name among my people."

"And who knows, Tishe! It may be that the Sarrgrrass that was will rreturrn, now that the rrift underr it has been healed."

Perform Storytelling (untrained) 16
Diplomacy 23 ... not his best effort. Probably his stories are too convoluted, or too braggy!

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Wednesday September 7th, 2016 8:37:55 PM

Clyde watches the unfolding event while staying quiet unless spoken to. He's never been vocal of his opinions, seeing himself as a brute more than anything else. While he has a breadth of knowledge, the application of such knowledge could potentially affect so many lives, and that's a kind of responsibility better left for someone more suited to it, like a captain.

DM Dan K - Ice Peak  d20+15=25 ; d20+6=25 ;
Wednesday September 7th, 2016 10:21:22 PM

The feast, as it were, contiues for several hours with many of the Ice Peak villagers coming and going. Kayra, Bjorn and Svanhvit are present for the entirety and Kayra makes it a point to answer the various questions and concerns the Black Lions voice, even when the concern is not directed to her. Aesric attempts to engage the, but she merely chuckles to herself at his questions and statements. Turning away, she heads away from the area shortly after the feast begins.
Bjorn answers though, "Your mage attracted the attention of Celsiun. How he died is as you say, sudden cold. Why is just as simple, he was foolish."

Kayra addresses Aesric's concerns on the doorway itself. She states that she agrees with Bjorn on what the witch had meant. "Celsiun is fey, or was long ago and ever curious. Your mage knocked and he opened the door and now holds it open to see what lies beyond." She speaks politely but quite matter of factly in tone. Taking a drink of ice wine she then continues, "We will assist you in learning how this door may be closed. The witch will learn of it tonight and in the morning we will all speak again on the matter."

Reggie voices concern over the supernatural cold and what it might do to Bonetown and her Captain, Jozhur agrees

Jozhur then adds that not everyone in Bonetown are good people and some of the more seedy elements may come this way. This though given voice causes several at the table to chuckle and snort with more than one utterance of Austlanders adding to the army of the Doden.

Kayra adds an assuring voice to Tishe's concern that she is certain Zaran City is well, just eleswhere.

Rillett had been watching the witch, trying to figure her out. He has noticed a pair of symbols in recurrence. Tattooed on her arm, in the jewelry she wore and one that appeared to be a brand burned into her neck. The symbols look familiar as they are on Svnhvit's cloak as well. What they mean however or what they represent, Rillett does not know. He then casts Detect poison and finds none, but better safe than sorry. The enemy could be about and he would not take unessary chances with thier lives and mission.
Svanhvit turns to Kayra adjitated, "Peir geta ver onsjallr. Peir geta ver eitr gjor. Kirkja gjota frodleikr!"

"Sitja Logn Svanhvit" Kayra replies holding her hand towards Bjorn to keep the man seated. She then continues, "There was no harm to our honor." She then addresses Jozhur, "I am sure he cast his detection spell of posion as a matter of keeping his captain safe and not as an insult to us."

"As to the Bevroren Doden, not everything that dies in the Ice Vein crosses to the Lands of Rest. Somtimes men find the cold to powerful to escape and become trapped. They become The Bevroren Doden, the Frozen Dead. Be wary in the wilds for it is not just your life you risk in the Ice Vein

The subject shifts to happier things and Zeoll finds the villagers of Ice Peak very much entertained by his stories. More drinks are brought, though only one refill on Ice Wine is allowed and then a more rhobust beer becomes the drink of call for the rest of the night.

Kayra Bjorn and Svanhvit remain for several hours after the feast to sit with their people and talk. None have an idea of keeping the cold out of Bonetown and all concede it is likely best to look to close the door. But perhaps in the future another more cautious effort could be made

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday September 8th, 2016 12:00:10 AM

Rill has a permanent tongues effect on. He is truly distressed that he may have given offense, and responds sincerely,

"Fyrirgefðu góða þína Svanhvít . Ég ætlaði ekki brot . Þú hafði getið óvini í Ice æð. Við höfum líka óvini. Það kann að vera þeir sem vilja setja okkur á skjön . Ég myndi hata að skaða að koma til þíns fólks vegna þess að við vorum hér."

He smiles as he continues, "þitt fólk hefur þegar vistað lífi okkar . Ég er viss um , ef þú did vilt að skaða okkur , myndir þú ekki nota eitthvað sem smánarlaust sem eitur þegar sverð myndi gera."

He will translate for his friends, so they know what was said,

"I beg your pardon good Svanhvit. I meant no offense. You had mentioned enemies in the Ice Vein. We too have enemies. There may be those that want to put us at odds. I would hate for harm to come to your people because we were here."

He smiles as he continues, "Your people have already saved our lives. I am certain if you did wish to harm us, you would not use something as dishonorable as poison when a sword would do."

He intentionally speaks their language so that they know he can understand what is said. This is not to show off, but rather to show that he has nothing to hide from them. If he did not trust these people, he would certainly not have tipped his hand in this way.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+16=28 ;
Thursday September 8th, 2016 3:43:48 AM

Jozhur gawks at Rillett as he speaks in the Ice Peakers' tongue. He assumes Rillett already explained, but because Kayra addressed him directly, "That is exactly correct. As Rillett hinted at, we may have a common enemy that could seek to disrupt relations between us. We've found ourselves in a somewhat similar situation before and an outside plotter poisoned the meal. Rillett is also correct in that your people have already rescued us and I too can plainly see that your people are above poisoning."

He pauses a moment, then explains a bit further, "I've seen a lot of conflict in my short time at Bonetown. Coming from a place like that, it is healthy to distrust people in general. We have seen enough of the people of Ice Peak to know that we can trust you and we are honored to be your guests."

Jozhur enjoys the wine and drinks his share of beer. It has been some time since he has been able to unwind in a tavern amongst friendly company. It's just like old times, he even has a lady at his side.

-----------------------------------------------
Diplomacy: 28

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday September 8th, 2016 6:04:40 AM

Tishe' tries to shake off her melancholy and enjoy the feast. There is certainly some great foods and drinks to sample! She nods unsurprised that Rillett has a Tongues spell, useful that is, but he and the Captain... Tishe' gives a little laugh.

"They approached us, have shown every courtesy on sharing food and warmth, both as hard to come by in this climate as water on the Sargrass. Aesric detected overwhelming magic about the portal, and all their answers weave seamlessly with what we already know. You really don't need to watch for treadles in the light!"

She smiles to take away any unintended sting. "I counsel to relax and take these shady people at face value. They could have left us to wander forever."

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Thursday September 8th, 2016 11:09:49 AM

Hmmph, It seems like gaffes are easy when it comes to magic. Perhaps it would be better if Terser acted as a taster rather than potentially insult friends and allies by looking for poison. Not much is liable to upset this dwarf's digestion.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal) 
Thursday September 8th, 2016 5:50:18 PM


Zeoll mentions that he honors Maab and respects Eberyon, but did not know that Celsiun was in origin a person of the fey folk. He asks for more stories about that, and also asks if there are any fey creatures or magical beasts from the Wold's Cradle that come to this chilly land. Are there pine forests here? And do dryads live among them? Are there rivers of ice, what some call glaciers, and are there river nereid who live in them?

Zeoll trades fairy stories with the people here, recounting tales of Eberyon, some maybe just legends and myths. Is there any truth to "The Tale of Eberyon and the Seven Short Frost Giants"? How about "When The Fey King Lost His Unmentionables In A Game Of Ninepins." Or did Zeoll just make that one up just now? Either way, anyone enjoying these tales can hope a bit of the luck of the fey rubs off on them.

[OOC: Using Cradled PrC ability to boost saves with stories.]

Closing the Gate


(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 
Thursday September 8th, 2016 8:53:56 PM

Reggie never waited for any "taster" nor any thought of poison, she simply dove right in at the feast presented.

tasting everything across the table. settling back down beside Jozhur with a mug of the local beer.



Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2  d20+20=38 ;
Thursday September 8th, 2016 9:40:37 PM

A feast, now this was something Clyde could definitely partake in. He was disappointed to see the witch go, for he wanted learn more about her, but being protected from the cold with companions is more than enough to lift his spirits.

Clyde makes a conscious decision to go around and speak with as many people as possible. As much as he wants to solve the problem of the open portal, that issue was put on hold until tomorrow, so he makes an effort to speak only about things unrelated, asking the people of their home, their way of life, what they do for fun in such a cold dangerous place, what they do to keep warm aside from the obvious, things of that sort. Getting a great idea from Rill, Clyde casts Tongue for as long as needed so that he could better communicate with everyone, making sure to translate back the common tongue if his own companions may be listening. If asked, he would also regale them with tales of his own past adventures [OOC: Perform Oratory 38!], using simple props and with the help of much alcohol. He then asks for stories in exchange!

DM Dan K - Ice Peak  d20+16=28 ;
Thursday September 8th, 2016 11:18:39 PM

Kayra nods and smiles at Rillett as he explains himself. Bjorn's eyebrows have about risen from his head as Rillett speaks the ancient tongue of his people. Svanhvit simply sits a bit back in his chair and nods to Kayra. The leader of Ice Peak address Rillett briefly, "I suspected as much, cleric of Gargul." She smiles and adds looking at Bjorn, "Though it is a surprise to some."

Zeoll is able to share some stories and asks more about Celsiun and the lands about.
Clyde does excellent in this arena too and finds the villagers warming up to him a bit more as he speaks their more ancient tongue.
Stories are shared the yes indeed there are forests of great pine and cedar, just to the north. It is where most of the lumber used for Ice Peak comes from. About 4 hours journey where the great trees rise like mountains and there is a dryad, a friend of Ice Peak that dwells there. Zeoll is told of hot springs and thermal regions where elemental sprites often play and of an ancient story of Celsiun himself.

Kayra stands to recall it, and the entire area becomes quiet as she does so.
"Celsiun, A fey of near perfection and upon what Eberyon based nearly all of his other fey creations after. He was of the original royal court and has transcended to the level of Power in the Wold over the Ages. Celsiun eventually left the court of Eberyon and journeyed across the void to the Living Wold. He did this when the Cradle and the Wold were still close together, in near juxtaposition and the journey was as one would cross a street. Celsiun became intrigued by the shorter lived races. Their drive and ingenuity fascinated him, while their perceptions from a finite life amused him. While he was gone, Eberyon was put to sleep by Maab and others and with that act, the Cradle was pulled from the Living Wold to sleep as well. Celsiun found himself trapped and cut off from Eberyon and all others of the court.
The First Age ended with a titanic battle between the Gold Dragons and the Gods of Yore and pushed the Cradle away isolating Celsiun from the other created fey. He was alone. The Second Age would bring travelers though. Those of Noble and ignoble blood, the short lived beings that had captured his interest long ago. The lands about him were settled, Celsiun’s fascination for these short lived creatures returned in full and he began to reveal himself in signs and to whisper to those who might listen across the icy winds of the tundra and high mountain peaks. My great great great great grandfather was one such listener. He sought out Celsiun and created the first pact." She turns to look about her, eyes bright and a smile on her face. We are the children of Celsiun! Proud! Strong! And worthy!"

The people about shout back at her "Prúðr! Strerkr! Gilðr!"

With that last she drains the rest of her beer and Bjorn and the rest of the villagers gathered do so as well. The feast is over and the crowd disperces.

Dra'Gul escorts the group back to the long house and things quickly quiet down. You have your own space and can speak in private or simply settle in for the night.

Morning comes and after a hearty breakfast of hot milk over cooked oats with sharp cheese and a tart apple like fruit. The group arrives back at the obelisk.

Mjolka'Frodr, the witch of Burfell is there with Kayra. The witch moves forward as you arrive and extends a gnarled arm to Jozhur. She hands him a white flower that resmebles a lilly. "You must travel to Mt Bal and seek Frigga'Isa. She will help you."


(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Friday September 9th, 2016 2:32:42 AM

"Then we will do so." Jozhur asks Dra'Gul how to get to Mt. Bal and find Frigga'Isa.

ooc: Sorry for some short posts, lot of late nights at work lately.

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Friday September 9th, 2016 6:06:03 AM

Tishe' latches onto the telling about the Brevoren Doden, interested to find out the icy undead capabilities and variants from the Villagers, and what evil power creates them.

She is fascinated with the story of Calisun, and enchanted with these proud, strong, and worthy noble's. And as she drains her beer at the signal of the others, she quietly gives her own vow; “Talki fresal, dondit likki”. (Tongues Highlight to display spoiler: { the land, my life })

At the longhouse, alone with the Black Fish, Tishe' again strips and dries, carefully hanging clothes and furs before giving them a good once-over with a Prestidigitation spell to dry. "I like these people!", she exclaims matter-of-factly, "but I sure wouldn't want to weave the rest of my thread here!"

In the morning, warmed by a good breakfast, she listens carefully to the Witch. She ticks off her fingers, thinking aloud. "we'll need a guide or directions to Mount Bal, maybe an introduction token so Frigga'Isa would know we are sent by Ice Peak. Is she a more powerful witch or cleric who can intervene for us with Celsiun?"

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Friday September 9th, 2016 4:54:56 PM

It is good to have a direction again, and a way to help solve the problem in Bonetown. It is not good to feel powerless.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Friday September 9th, 2016 8:42:40 PM

Clyde bows deeply and offers his gratitude to the hosts. When he steps in front of the witch Mjolka'Frodr, he makes sure to say more to her than the others since he didn't get a chance to speak with her the previous night.

As the others prepare for the journey, Clyde once again walks around to pass his gratitude and say his farewells to everyone he's spoken with.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal) 
Friday September 9th, 2016 10:38:01 PM


Overnight, Zeoll explores his options for sleeping in Nature. He wants to reach out to his god, the Fey Queen, and he will not do so if he sleeps under a roof. Usually the old liontaur sleeps under the stars on the deck of the Lionfish. But is there any way to do that here?

Zeoll thinks there is probably not. Alas, the cleric slots he used yesterday, mostly the Endure Elements, will have to be filled with spontaneous cures and spntaneous summonings of fey friends.

However, he can still reach out for truth in his dreams. The old seer meditates on Mt Bal and Frigga'Isa, hoping for guidance or at least a hint in his dreams ... some clue as to the best way to proceed.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday September 9th, 2016 11:35:51 PM

Rill will keep a sharp eye out for anyone that may be in need of healing. The will also ask Dra'Gul if anyone in his household is ill or injured.

He can see that Zeoll is unsure about sleeping outside.

"You know Zeoll, Clyde mentioned the ability to create a Tiny Hut - would that constitute sleeping outside for you? I can also make sure you have Endure Elements if that will help.

In the morning, he will address the witch, "Good Mother, what is the significance of the flower? Should we expect to encounter more of those exploding undead? What other perils should we expect?"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday September 9th, 2016 11:40:09 PM

"Also, what can you tell me about this Mount Bal?"

DM Dan K - Ice Peak 
Saturday September 10th, 2016 1:36:21 PM

Zeoll realizes he has a bit of a predicament here. Sleeping out under the stars is nearly a death sentence in the Ice Vein and so he may have to monitor himself on what spells he casts and when. That night, he dreams again seeking guidance and again he encounters the young woman. This time she walks with the old liontaur along a river flowing though a deep ravine. The banks are entirely made up of round stones, worn by wind and water, about the size of a man's eye. The two walk quietly, enjoying the sound of the water, rapidly flowing past them in the direction they have come. The air is cold, but sheltered from the wind and your body is warmed by the sun to make is quite pleasant. You walk for a long time and the sun drifts over the right side of the ravine casting you into shadow and you can feel the warmth of your body flee. A few moments later, as Zeoll feels the cold pushing in on him, his breathing becoming labored, the woman stops and turns. Her face is sad, a tear rolling down her cheek as she takes your hand. "I'm so sorry. So very sorry dear child." She glances up at the deepening darkness and then shifts to look past you. "But it is dark now.." Zeoll feels the need to lie down, the cold, so tired, cold, exhaustion, just sit and rest. "I would tell you it will be all right." she pauses and Zeoll hears dozens of creatures rise from the river at his back, "But it won't be." footsteps on the stones tell him they are closing in, all around, though all he can see is this women's face. "It will not be quick either." A blast of cold and then adrenaline shoots through Zeoll and he is awake and in the long house, it is just before dawn

The group has an objective and Terser is more than pleased about it. Like many dwarves, he liked goals, objectives and milestone and the solution for Bonetown now had one.
Tishes and Rill ask about Mt Bal and a guide perhaps.
Kayra answers that Mt Bal lies 7 days to the west and points out the peak, visible from the village. The witch adds that the flower is the token to give. She then mumbles and something softly and leaves Perception DC20 Highlight to display spoiler: {"It was her favorite. My beautiful one." and you see a tear form in one of her eyes and partially freeze as it falls}

Rill has a few more questions, but the witch is leaving, though Kayra responds to him. "The Bevroren Doden are always a possibility. And not all of the frozen dead are the same. As to Mt Bal, it is where you can find Firgga'Isa and it is she who can tell you how to close the portal. Other creatures you could encounter are Sne Jempe, the snow giants, the great Iss Tiger, Iss wurms and it is possible to come across a party from Twin Tusks."

If the party has nothing more, you can begin your 7 day trek through the barren tundra to Mt Bal

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Sunday September 11th, 2016 3:38:12 AM

Rill will rise and pray for spells.

"Karyra, you mentioned snow giants, ice tigers and ice worms. Can you tell me more about these creatures? Are they affected by magic, are they vulnerable to fire? Anything else? As far as a group from Twin Tusks, what should we expect?"

"As far as a 7 day trek, do you have any suggestions how to deal with the cold, or for shelter? Is you Ice Wine for sale?"

Later, "Hey Clyde, you know anything about these creatures?"

To the others, "Wow. 7 days across this waste. Any thoughts on survival? I'm not sure my wand of Lesser Restoration will last us. I can only cast Water Walk a couple of times each day, so the going will be rough for anyone that does not have Boots of the Winterlands. I wonder if any are for sale here in town?"

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Sunday September 11th, 2016 9:51:33 AM

Tishe' sits next to Rillet during the discussions. "And any tactics for the Brevoren Doden, too", she chimes in. "And local traveling clothes and techniques would be shady. Gladly will we pay in helping out, or knowledge, or gold and gems." The last bit is added on but only because Tishe' has some and not by any hope the Ice Peakers actually value the stuff.

And as to getting tired. "Rillet, I would suggest you save your wand while we travel. The first one so exhausted they can't move, why, that's where we stop for the night!" She smiles, all irrepressible optimism and curiosity.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Sunday September 11th, 2016 6:28:58 PM

Clyde looks over at Rill. "We know that the Iss'Wyrm is a frost worm. I'm not sure if that's the same as the iss wurms that Kayra's speaking of. Iss Tiger presumably means frost tiger. I imagine that all of these 'iss' creatures would be vulnerable to fire. I'm not sure what Sne jempes are, lemme try to remember..." [OOC: Lore Master to do Knowledge check 36 (assuming it's Knowledge Nature)]

The seven day trek is a major concern for Clyde, so he listens intently as others ask about purchasing the Ice Wine.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=26 ;
Sunday September 11th, 2016 9:49:05 PM

"Thank you, Kayra."

Jozhur sighs, seven days out in this frozen wasteland. Oh to be back in Bonetown with a cold ale...then he remembers Bonetown is also iced over. He snugs up his coat and hood, "Let's get this done."

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 
Sunday September 11th, 2016 11:25:57 PM

Reggie didn't have many "good-byes" to say, she hardly knew these people, they made good wine but seemed a little reluctant to share it. the're names were a little confusing to her as well, probably due to Reggie's somewhat lack of any formal education. Still the food was good as was a warm bed. though she had though of ways to make her bed a little warmer, but that did not happen.

In the morning Reggie loaded herself up with as much food as she could carry, and poked around for some wine or similar drink for the trip.

bundling up she looks to her Captain, "Right lets go." she adds, reinforcing what Jozhur had said.

{ooc: Reggie will prepare Endure elements each day}

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal)  d20+11=18 ; d20+7=21 ;
Monday September 12th, 2016 1:29:58 PM


"Well," says Zeoll resignedly, "the Endurre Elements spell I used yesterrday will not serrve me in the days ahead. I'll just have to do my best, wrrapped in these blankets and furrs as I am."

"This old liontaurr will just have to rrely on the help you all can sparre, my frriends." He looks to the casters. "Do we have Rrope Trricks orr Tiny Huts to help us surrvive the nights? Can we build an igloo orr tunnel a nest underr the snow?"

The liontaur tries to think of any survival tricks the party can use to help stay alive, night or day. Survival check 18, Know Nature 21.

Zeoll shares his dream with his friends, and suggests that it may mean that the nights will be deadly if they do not take care.

"On the otherr hand, if we meet an ice wyrrm, give me a chance to charrm it beforre we attack. A frriend like that might serrve us well!"

Zeoll presses on as well as he can as the party begins the cold trek.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Monday September 12th, 2016 3:05:42 PM

Yes, we would not want to offend anyone else could we avoid it. Would the Twin Tusks folk be friendly towards strangers? We would rather avoid fighting the locals, though any of the frozen dead will be dealt with quickly.

Terser offers to carry Tishe', should she become too tired to walk. Everyone else can make do with their own two feet. =]

He also expresses a desire to take some ice wine on the journey. It could prove useful for many things.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday September 12th, 2016 7:50:07 PM

In addition to asking Kayra, Rill repeats any questions she does answer to Úlf-warja'Ingr and Dra'Gul.

Responding to Zeoll, "I'm sure we can help you out with Endure Elements, but shelter is another matter. If we do not have such, we should stay here for a few days to learn the skills we need to camp and survive in this harsh land. "

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Monday September 12th, 2016 8:21:10 PM

Clyde smiles at the old liontaur. "I can cast Tiny Hutt, which should keep the worst of the weather out, but not necessarily completely warm and comfortable, depending on just how deadly cold it gets."

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Monday September 12th, 2016 9:30:06 PM

Tishe' shakes her head at Terser, "you are kind but no, I'm sure I can weave the snow as well as most anyone else. Don't warp up about me!" It seems that any overture or entendres are over the head of the short woman.
......
Rose"'s Temperature Control. 12 hours. (From yesterday was 36 hours) As Endure Elements, can chill or warm food and drink at touch, and create a 5 foot Grease spell( ice) which ends the spell.

Mifune | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will 
Monday September 12th, 2016 11:10:53 PM

Mifune has been quiet for much of the time the party's spent preparing for its departure. His focus seems to have been more on checking the state of his unusual longbow, as well as fashioning arrows from materials available nearby. When one's finished, it goes into his quiver, and so on. Oddly, said quiver never seems to run out of space.

"Nature will provide a way if magic does not," says Mifune, calm and soft-spoken as ever. "In the former case, this makes keeping a keen eye on opportunities for shelter."

He tosses a bear fur cloak around himself, over the dark spidersilk cloak which already seems to cling to his form, and draws the hood. A practical fellow in his service to the guild, Mifune knows where he must go for answers and is apparently willing to chance the journey.

Mifune advises, "We may wish to watch the local fauna, all of it. Even the benign creatures may exhibit behavior which hints at how they survive the climate."

The elf lifts a tome he'd been reading from earlier from the ground, tucking it away, and dips a finger into a vial on his belt. His fingertip is coated in some manner of black paste when it emerges, which he swipes under either eye, refreshing the streaks there. No doubt, this helps to keep his sight keen even when the sun creates a glare against the snow. He seems ready to go.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday September 13th, 2016 11:05:27 AM

"Tishe, I'm sure Terser just wanted to let you know that no one will be weft behind."

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Tuesday September 13th, 2016 7:42:02 PM

Tishe' looks quizzically at Rillet. "That doesn't make sense. You see, in the Sargrass patois weft means... Oh"

curious, but serious, Tishe' smiles. "Yes, that was a good one."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday September 13th, 2016 8:40:38 PM

Jozhur watches intently as Mifune crafts arrows. He has always taken interest in archery, but it's never really been more than a hobby for him.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Tuesday September 13th, 2016 9:37:40 PM

Clyde finishes up his packing, uncertain of the harsh weather, but there wasn't much he could do about it. His Tiny Hut spell will just have to do if they can't find shelter during the nights. It'll be a tough 7 day march.

DM DPurifoy - Frigid Farewells 
Tuesday September 13th, 2016 9:54:25 PM

Kayra shakes her head as Rill & Terser ask to take more of the potent drink, confirming Reggie's intuition. "Ice wine is not something for Austlanders to become so familiar with. If Frigga'Isa sees your return from Mt Bal we can discuss it then." She gives Clyde a brief, confused look before continuing. "Celsiun does not permit such weakness in Ice Vein. Fire is no more deadly to most here than it is to the creatures in your own lands."

"The Sne Kempe are snow giants; ten-foot tall brutes - dumb as they are strong. I have heard Northerners call them ogres. And the violent barbarians of Twin Tusk embody the harshness of these lands as much as any human can - you would do well to avoid them. Any creature that dies in Ice Vein may rise as the Bevroren Doden." She gives the adventurers a pointed look, a warning, surely, that you all are not exempt from this fate as non-natives. "Unfortunately, the Bevroren Doden tend not to carry their original weaknesses through to their state of undeath, while retaining much of the original creature's strengths."

As the party prepares to leave, the Ice Peakers move about the group, fidgeting with your gear and garments. As the tough villagers pull snug your amalgamated cold-weather gear, you feel a bit warmer with the much improved insulation. They also take time showing you their methods, so you can make yourselves better protected moving forward. Everyone gets +2 on future saves vs cold weather effects.

"This journey is yours to make, Black Lion Austlanders." Kayra says at the mention of a guide. "I hope you all are not so foolish as to lose sight of your goal," She glances toward the looming mountain with a slight smirk, "And it seems to me the Powers wish you to undertake this trial, perhaps as a test, else the magic to close your unwanted doorway would already be within your grasp." The Chieftess' smirk twists more slyly, gracing her hard features with an edge of cold beauty. "Or perhaps Celsiun means to discourage your task & turn your attentions elsewhere; it is not for us to question that which is. We can only use what strength we have to endure and overcome."

"Forsake the journey and seek another solution if you wish, but Frigga'Isa is who you must see if you wish to close the portal, and through your own might alone can you reach her."

Making final preparations, most of the group is ready to go. Rill shares an inside joke in Tishe's Sargrass slang as the weaver declines Terser's piggyback offer. Mifune tucks a few whittled arrows into his bottomless quiver, to the Captain's curiosity, as Mifune, Zeoll & Clyde discuss the abilities and tactics they can use to survive the arduous journey. Are there any final questions for the Ice Peak villagers, or pre-trip preparations to be made, or do the adventurers feel themselves ready to embark on the next leg of their quest?

Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 -- +5 Fort/+13 Ref/+7 Will 
Tuesday September 13th, 2016 11:52:49 PM

Mifune looks less than thrilled to be picked over by the locals, but he tolerates it for the sake of reaching the mountain. The cloak he normally wears clings still to his body even as furs are wrapped over it and adjusted to function best in the cold. He's taken his own precautions, as well, with the paint smudged beneath his eyes and the newly fashioned arrows dropped into his strange quiver. The elf slings his beautifully carved bow over his shoulder and waits patiently for the others to come to readiness.

"The fact that something on an otherworldly level left signs of its involvement tells us the doorway was intentional," Mifune calmly voices to Kayra. "I doubt they would lack the means to hide their dealings from minor magic."

The elf meanders toward the village's exit and looks out upon the path before them, pondering to himself, "Reanimated with all of one's talents, but none of one's flaws. Were it not for the mindlessness, some might seek this place for a desirable death. Peculiar quality for a land to have, certainly beyond any necromancy I've heard of."

Mifune seems to continue holding conversation with himself, covering what they've learned so far and pitting what makes sense against the unlikely.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal) 
Wednesday September 14th, 2016 6:34:05 AM


Zeoll talks to his friends. "Serriously, frriends, what is ourr plan to surrvive the night? A Tiny Hut will not fit us all, I fearr. A Rrope Trrick would be ideal, but I cannot cast one. We need a plan forr dealing with the deadly cold beforre we head out."

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Wednesday September 14th, 2016 6:39:12 AM

The sorceress shakes her head. "I have no magical means of shelter, and I can't shrink something as big as a large shelter for us all. I have a shrunk tent..." She lets that thought slide, knowing a tent will be of little use in this cold.

Tishe' is thankful for the advice of the villagers, sort that she has little that she can give in return other than closing the portal, which she already wants to do. Looking about, a cold breeze makes her shiver and feel that that may be quite enough. "I prefer warm climates myself", she says to no one in particular. "Thank you for your hospitality. May Sargrass and Celisun's blessings be upon you worthy people!"

And she is ready for the trek.
....
Ice Peak Winter Gear. +2 vs non magical cold effects

Roses Temp Control. 12 hours.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal)  d20+8=17 ; d20+12=13 ;
Wednesday September 14th, 2016 9:55:44 AM

Before the group leaves, Zeoll prays for guidance and tries to figure out just how cold it is going to be, and whether there will be winds or storms. Knowledge Nature 17, Survival 13. Ugh, Zeoll is out of his depth here.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Wednesday September 14th, 2016 10:16:16 AM

Well we do have these anypurpose potions - might one of those shrink you down for the night?

Hmmn - I don't think Gargul would take too kindly to those seeking their death and reanimation. It's bad enough when some foolish mortal animates a corpse, but to wish it upon yourself?


He shakes his head. Knowing there are those that would give up the fire and passion of living for the sake of power makes him a little sad.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday September 14th, 2016 1:52:00 PM

Rill welcomes the assistance and instruction from these folks in preparing him for the cold weather. He tries to pay careful attention to what they do, asking questions about is so he also understands why they do each thing. Since these natives are also human but do not suffer from the cold as we do, he suspects divine protection, and he thinks that their minstrations may be passing some of this along to us.

He will also ask to purchase or borrow a bear skin to sleep on/in as insulation against the snow.

He thanks all there sincerely for their help, and hopes to see them all again soon.

With that, he's ready to go.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Wednesday September 14th, 2016 6:27:34 PM

Clyde sighs at Kayra's words that the creatures aren't any more susceptible to fire as cold creatures usually are. He groans at the mention of the Bevroren Doden, the special kind of undead they make here that are faster and stronger than the kind he's used to. "Well, I'll take comfort in one thing, cold blooded or warm blooded, alive or undead, none are immune to steel." He grins at Kayra, and thanks her for her hospitality.

Looking at the horizon, Clyde breathes in the cold winter air deeply. He's ready to go.

DM DPurifoy - Across The Ice Vein  d100=68 ; d100=34 ; d100=85 ; d6=4 ; d6=1 ;
Wednesday September 14th, 2016 10:12:24 PM

Kayra arches an eyebrow as Mifune presumes to ken the will of powers beyond normal human understanding, but the leader of Ice Peak says nothing more on it.

"To rise again as the Bevroren Doden is a fate worse than death - it is said the Frozen Dead seek out those they were close to in life, to pull their former loved ones into the same wickedness. No villager that falls anywhere in Ice Vein is left to the elements; avoidance of such a fate is a piece of the respect due in proper burial rites." Those villagers nearby mutter in unison a quiet oath in their native tongue.

Zeoll worries about how they will all find shelter; as the least accommodatingly sized member of the party, this is something the traveled seer must put his mind to at times. He checks the weather and notes that Clyde's Tiny Hut spell, as he's described it, should withstand the biting winds on the tundra, which seem to be less forceful than the hurricane gales that infrequently come off the Middle Seas into Bonetown.

With only a few days' reference, the old liontaur can offer no further guidance than to suggest that it will be very cold on your journey and will almost certainly snow sometime in the next few days.

Terser suggests they use the Anything Potions gifted from the Dragon Consortium to shrink Zeoll and easily fit everyone in the Tiny Hut. The seven day journey, however, would require the party to expend all of the granted potions.

The Ice Peakers gladly share extra grey furs and thick skins with the adventurers when Rill asks for further assistance to fight the cold. The few villagers fidgeting about the group mutter quiet farewells as they demonstrate methods for securing an outfit against the chill. All but Kayra remain mostly silent.

"That's the spirit to carry you across the Ice Vein." She says, returning Clyde's grin.

As the group leaves the warmth of the longhouses and the protection of the walls, once again the terrible, driving cold settles in. The faint sense of purpose behind the chill feels almost like a small animal trying to slowly worm its way into your body from everywhere all at once. After less than half a normal day's travel you already feel the land attempting to tighten its hold on your limbs. As you leave the lands surrounding Ice Peak, the scrabbled tundra gives way to low, gradually sloping snow dunes and sheets of snow-covered ice.

Fortitude Save DC 15 or take 4 nonlethal cold damage.and fatigue
Fortitude Save DC 16 or take 1 nonlethal cold damage and fatigue (or exhaustion if fatigued)

Same +2 on the saves if you have Endure Elements or similar, and now a +4 from your properly prepped & donned Ice Vein Cold weather gear.

Does everyone have Boots of the Winterland, Water Walk, or similar ability to travel easily over snow and ice? Those without make Reflex Save DC 20 to move faster than half speed across ice patches & through snowdrifts.

I believe a single casting of Water Walk will get you along for about 2 hours?

How far and long do you begin travelling?

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+22=25 ; d3=1 ; d20+22=32 ; d20+10=14 ;
Wednesday September 14th, 2016 11:22:44 PM

{ooc: wow I think I missed some days, I thought I posted but must have missed}

{ooc: fort save 1 = 25, second = 32}
{ooc: reflex save = 14}

Reggie is slow moving through the snow, but the cold seems to not bother her, she struggles through the deep patches causing everyone to wait for her.

urging everyone to just keep going, she will catch up. not wanting to burden the group.


Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (4 nonlethal + fatigue) -- +5 Fort/+13 Ref/+7 Will  d20+9=22 ; d20+9=15 ;
Thursday September 15th, 2016 12:15:32 AM

Mifune sets out with the others, maintaining his silence as they bid farewell to the inhabitants of Ice Peak. For the moment, he is not of the Black Lions, but a coincidental companion here on contract by the Star Mages. Perhaps it's best that he doesn't grow too attached, given what lies ahead of them.

The elf had cast a spell upon himself to better endure the frigid environs before heading out. At first, he handles the situation well, weathering the cold to no apparent ill effect. Incidentally, he's also walking atop the snow rather than having to wade through it, without first needing the assistance of others' magic. A small peculiarity overshadowed by the fact that the cold does eventually take hold. (Fortitude roll #1 = 22, Fortitude roll #2= 15).

Though the harm to his body is relatively minor, Mifune is left fatigued by the icy temperatures sapping the heat from his blood. This leaves him less than pleased, to be sure. For him to survive and be at his best against the strange beasts and undead of the Ice Vein, he cannot afford fatigue. His eyes must be sharp, his hands steady. The elf ensures that the furs given to him by the natives are in their proper place and presses onward, for lack of a better alternative. Going back certainly isn't an option, not for him.

Every so often, Mifune slows down to allow those less mobile to catch up, but that isn't the only reason. He'll duck down behind snow drifts and other convenient obstacles, concealing himself with some skill as he surveys each new stretch of horizon. Clever, this one, perhaps stealthy. Mifune seems more the predator than the beautiful, graceful elf of common lore.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+20=38 ; d10=4 ; d20+20=28 ; d20+25=38 ; d20+25=30 ;
Thursday September 15th, 2016 2:09:19 AM

Rill again thanks his hosts for their help. Before we leave, he will ask if anyone does NOT have Endure Elements on them. We will do what we can to make sure no one travels without this effect - does someone have a wand?. As we go, should anyone become exhausted, Rill will use a charge from his Wand of Lesser Restoration to get rid of the exhausted condition and return them to only fatigued. It's likely that Mifune would not have failed that save in this case, so he should not be fatigued.

Rill looks out at the frozen landscape, his robes matching the white surroundings. He steps out, able to move across the top of the ice and snow with ease.

As we set out, he will cast an Extended Water Walk, which will allow everyone to move on the snow for 3.6 hours, after which we sink, trudging though snow again.

Rill makes both saves, but still feels the cold trying to penetrate his defenses.

"Ugh. See, this is why I live in a coastal area. By Gargul's Teeth, I'm glad I bought these boots."

He scans the area for any approaching creatures, and listens to any telltale sounds of those Ice Worms bursting up through the snow. (Perception 38 and 30.)
______________________________
Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Deathwatch, Tongues

Spells/abilities available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Hide from Undead, Shiled of Faith
2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon, Status
3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Water Walk, Water Walk
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Plane Shift, Disrupting Weapon, [Open Slot]
6 (DC22): Find the Path (D), Heal, Blade Barrier

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)
Tongues (class)

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)   d20+14=32 ; d20+14=23 ; d20+2=3 ;
Thursday September 15th, 2016 8:53:13 AM

Tishe' is ready to go; furred, carrying an extra furry blanket, and fully charged with energy! She gives Rill a thumb's up sign indicating the sorceress is magically protected too. "Rose's Temperature Control here!", she confirms.

She notes Mifune ducking behind drifts and nods, keeping from the wind would provide some relief! She begins trailing the elf, helpfully pointing out possible things that could help the Black Lions.

....
Fatigue rolls; 32, 23. Pass Pass

Survival Aid Another to Mifune. 3. (No help)

Ice Peak Winter Gear. +2 vs non magical cold effects

Roses Temp Control. 12 hours; +2 vs Ice Vein cold

Water walk: 3 hours.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=34 ;
Thursday September 15th, 2016 9:28:32 AM

fortitude 14 base + 4 endurance + 4 gear + 2 EE = +24
snow walk active


Terser has no problems in the cold after all the preparations, and his boots keep him comfortable and stable, though it was hard to find matching gear on such short notice. Thanks for the tip on these boots, Rill. The designer needs to step up his game though!

Mifune may not feel part of the group, but that doesn't stop Terser from trying to include him in stories and conversation on the occasions that he's with the group and not off hiding and scouting. He must be a bit shy. Terser is fairly confident that anything dangerous will be visible quite far off in this landscape. perception 34



Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 8 nonlethal)  d20+15=16 ; d20+13=29 ;
Thursday September 15th, 2016 2:38:06 PM


Zeoll uses his CL1 Anything Potion to create the effect of Endure Elements. (removed from sheet) That's for today. Hopefully, after sleeping out in the wilds and travelling out in nature all day, his Lady will grant him another Endure Elements in the morning.

He is also as bundled up as can be! It's uncomfortable, but he tucks his tail into the furs bound around his lion half.

First Fort save at +6 (+2 for cold weather gear, +2 for Endure Elements, +2 for Cradled bonus on first save of the day) ... Fails with a natural 1! Ugh.

Second save of the day at +4 ... 29, A-OK. Zeoll is fatigued almost immediately, but does not fall into exhaustion. The old liontaur mutters, "If I can charrm one of those Ice Wyrrms, we could all rride it!"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday September 15th, 2016 4:39:39 PM

If the DM will indulge me, Rillett will cast Endure Elements on both Mifune (noted above) and Zeoll (thus allowing him to save his potion.) With a 1 on a save, Zeoll will still be fatigued though.

"Silly Liontaur, potions are for emergencies. You have a week to go in this stuff."

We have not heard from Reggie, but it seems likely that she will use her wand of Endure Elements. If Reggie will also cast this on Clyde, we'll all be good to go. If Reggie will not, Rill will use a scroll of Endure Elements.

(Or maybe I need to stop being such a cleric and mothering everyone on this point.)

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 8 nonlethal) 
Thursday September 15th, 2016 5:41:37 PM


Zeoll blinks and puts away his potion. "Thank you, Rrill. I'm getting old, and losing trrack of my frriends. You take good carre of us herre." He offers the fellow his hand.

Zeoll walks around to visit Terser, Tishe, Reggie, Mifune, Clyde, finally coming round to Jozhur. To each he offers a hand, pausing to hug Tishe and Jozhur. His old eyes are rheumy in the cold breeze.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2  d20+14=32 ; d20+14=17 ; d20+13=26 ;
Thursday September 15th, 2016 6:27:09 PM

Clyde thanks Rill for the Water Walk spell [OOC: I already have Endure Elements from my Cloak, so no need for a spell]. The bitter cold chills his bones once again, but the new method of wrapping his clothes about himself is helping out, and keeps the warmth just enough for him to not suffer fatigue. Clyde keeps an eye out to see if the snow is bothering anyone. There's not much he can do about the fatigue, but if anyone is having problems walking on snow, he may be able to spare a Phantom Steed, since it can Water Walk at will.

=======================
Fort Save 1: 32 vs DC 15: Success
Fort Save 2: 17 vs DC 16: Success
Ref Save: 26 vs DC 20: Success

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 8 nonlethal) 
Thursday September 15th, 2016 6:27:32 PM


OOC: Sad news about longtime Bonetown player Craig Wise. Go check it out on the LnB.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday September 15th, 2016 7:28:53 PM

Knowing the cold was the worst enemy right now, Reggie prepares Endure Elements in all available slots.

{ooc: yes Reggie can cast Endure elements on others (she has 3 available each day)}

Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (4 nonlethal) -- +5 Fort/+13 Ref/+7 Will  d20+17=29 ;
Thursday September 15th, 2016 8:57:16 PM

(OOC: Mifune cast Endure Elements on himself before they set out. However, given the Restoration wand, his Fatigued state is still dealt with.)

Mifune continues to forge a path over the snow, walking upon it without difficulty. How he managed this prior to anyone casting a spell to that effect is as yet a mystery, for he certainly doesn't seem to own a similarly designed and enchanted pair of boots as the others.

When he happens to shift closer to Terser, he listens to the man's stories in silence, occasionally acknowledging points of emphasis with a slight nod. This at least indicates that he's really listening! Never does Mifune shift his attention away from the horizon, however. He's watching carefully for anything telling, be it local fauna or the strange undead found on the Ice Vein. (Perception 29)

"If necessary, I will prepare more spells to resist the cold when next we bed down," the elf says, finally speaking in his deep yet soft voice. "I had only studied a casting for myself, given that you seemed so thoroughly prepared."

Well, he's considerate, at least. Quiet, but considerate. Now that they're well out into the open, exposed to both elements and more sentient dangers, he apparently finds it wise to reach for his quiver. Strangely, two arrows seem to be waiting for him to pinch them between his middle and forefingers, drawn forth and held at his side.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+12=24 ; d20+12=20 ; d20+15=28 ; d20+15=16 ;
Thursday September 15th, 2016 9:35:05 PM

Jozhur trudges along through the snow, staying near Reggie and helping her to keep up. He's not comfortable, but he manages to stave off the effects of the cold...for now. He tries to keep an eye out for danger, peering through the blinding glare of the snow.

--------------------------
Fortitude saves: 24, 20 (both pass)
Reflex save: 28 (pass)
Perception: 16

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday September 16th, 2016 3:42:29 PM

Rill takes stock of the party's ability to Endure Elements. He notes that he and Terser wear Boots of the Winterlands. Clyde and Jozhur have a Cloak of Comfort. Reggie and Mifune can cast the spell on themselves, and Tishe has a spell that protects her. Only Zeoll is without a means for now, and Rill has cast Endure Elements on him.

As far as moving across the snow, he can see that he and Terser wear boots that provide this benefit. Rill asks Mifune the Mystery Elf, "Hey, how're you able to walk on the snow?"

For the first 3.6 hours at least, we're all walking on the snow.

Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (4 nonlethal) -- +5 Fort/+13 Ref/+7 Will 
Friday September 16th, 2016 5:17:23 PM

Mifune continues to mind the horizon, the black paste he'd smudged under his eyes helping to reduce the glare which might otherwise interfere with his vigil. Even as he looks on, he answers Rill's question by lifting the hand whose fingers still pinch two arrows, extending it from underneath cloth and fur. This reveals a silver band set with a faceted blue sapphire upon his ring finger.

"A perpetual version of the same magic you're using," Mifune continues, "and useful, given that I am not studied enough in the arcane arts to cast the spell. My magic has gone in other directions."

The elf lowers his hand again, commenting, "It was fortunate coincidence that I had the ring on when we came here, and that the spell recognizes ice and snow as water. Then again, my preference is to mobile. I can walk on walls and ceilings, among other things. Whatever may be necessary to get to the vantage point needed for the best shot." Mifune lightly waves his right hand once, indicating the pair of arrows pinched between his digits.

Mifune keeps watching, and when he's afforded the opportunity, he pauses behind any cover to more carefully study the path ahead of them. "We may not be able to escape the elements, but I suspect the vastness of this land plays in our favor. I doubt that countless people have ventured out here to become undead, isolated as the land is."

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 8 nonlethal)  d20+22=39 ; d20+14=16 ;
Friday September 16th, 2016 7:05:03 PM


As he trudges along, Zeoll tries to keep his ears open for living things and their tracks. Perception 39, Survival 16, even boosted by his old pal Toros' cantrip.

AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK)  
Friday September 16th, 2016 8:22:27 PM

Tishe' gives a hug back to Zeoll, burying her face in his furry side. "We will be here as long as we are, sweetie, and do what we can until a final sleep and the Lands of Rest." She smiles at the old Taur. "It's never a goodbye, more of an 'until we meet again'. "

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Friday September 16th, 2016 9:53:02 PM

Clyde walks around and talks to each member, trying his best to keep warm by moving as much as possible in the blistering cold, and keeping an eye out for the fast undead.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Saturday September 17th, 2016 9:29:44 AM

Hey, Tishe', any tips or tricks you have for managing this snarl? He indicates the mass of bushy beard on his chin. I've always fancied a bit of braid or something, keep it from flying into my face in battle. Maybe even a little holster for a flask?

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Sunday September 18th, 2016 8:50:28 PM

Reggie is grateful of Jozur's assistance, he can almost sense that she is purposely sinking in the snow just to get him to help her up.

but still she helps him in return, making sure he remains warm. offering any magic she can to help.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 8 nonlethal) 
Monday September 19th, 2016 10:52:00 AM

Zeoll may be a little tired, but he's more than happy to help a friend! He casts Prestidigitation on Terser's Beard, much as he does every day himself with his mane and tail tuft, taking out tangles and burrs, making it neat.

"Therre you go, my bearrded frriend," Zeoll says, smiling.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Monday September 19th, 2016 1:49:58 PM

Huh. I guess that's a might easier than trying to get these clumsy fingers to sort out the knots. Many thanks!

Not sure why I didn't think of that earlier! Silly dwarf.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday September 19th, 2016 2:17:31 PM

Rill continues to trek onward with the others, seeing to their fatigue and exhaustion as it occurs. He has a second Water Walk to cast that day, saving it for any possible encounter. As such, it is ready to cast it at the first sign of trouble.

Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (4 nonlethal) -- +5 Fort/+13 Ref/+7 Will 
Monday September 19th, 2016 6:19:24 PM

Mifune presses onward, continuing the watch the horizon. Two arrows dangle at his side, held between his fingers, largely concealed by the furs he wears and the cloak which clings strangely to his form.

"I begin to think this is unusual," the elf comments, "for us to travel so far without hazard beyond the elements. As vast as the region is, any undead would doubtless be scattered, but I would've expected to at least encounter the local fauna. Perhaps closeness to this supposedly deific figure upon the mountain has an impact."

As he walks, Mifune pops open a flask on his belt and dips a finger inside, scooping out a bit of black paste. The dark streaks he'd applied beneath his eyes earlier have since flaked off due to the cold, and so he brushes on new ones. "The glare of the sun against the snow can hinder one's eyesight. Always wise to take measures when a long view is one's strength," comments the elf, explaining what might otherwise seem a strange habit.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Monday September 19th, 2016 10:32:28 PM

Clyde smiles amusedly at Terser's beard, and calls out to Zeoll. "That's a handy spell that you got there. It could make some entertaining hairstyles. Might have to learn that somehow."

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Monday September 19th, 2016 10:36:32 PM

Reggie makes her way over the elf, Mifune "so, why the black stuff? you hiding some zits or something?"

DM Dan K - Ice Peak  d4=3 ; d4=1 ;
Monday September 19th, 2016 10:40:18 PM

The cold continues its unrelenting assault as the group hikes towards Mt Bal. Mifune succumbs early, but a charge from Rill's wand does away with the problem. Eyes and ears are sharp in this hostile land for danger, but other than the the forces of the land itself, there seems to be nothing about. The tundra of snow and ice sweep out before you with seeming endlessness. Though you can easily see Mt Bal, after hours of trudging through the often mid thigh deep snow, you feel no closer. A trick of the flat terrain leading to such an imposing edifice to be sure, but still it plans s on your mind.

Hours tick by and the sun, though giving no warmth it seems, climbs high into the sky marking the transition form morning to afternoon.
Fortitude Save DC 17 or take 3 nonlethal cold damage and fatigue
Fortitude Save DC 18 or take 1 nonlethal cold damage and fatigue (or exhaustion if fatigued)

To the north, the keen eyes of Rill make out some movement. A hand to shield the eyes helps, but whatever the creatures are, they are too far off to make out very clearly. Phantom shadows against the snow on a blurred horizon

Perception 40 Highlight to display spoiler: { a group of reindeer, numbering 20, stand just over 300 yards away.}
Perception 50 Highlight to display spoiler: { a snow bank is slowly closing on the reindeer. }



Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (5 nonlethal + Fatigue) -- +5 Fort/+13 Ref/+7 Will  d20+9=25 ; d20+9=12 ; d20+17=31 ;
Tuesday September 20th, 2016 12:35:34 AM

Mifune glances briefly aside as he's asked about the black paste he keeps under his eyes. "The color helps to absorb some of the light," he says, "so as to better deal with the glare against the snow." Unfortunately, an archer's tricks of the trade still do not keep his eyes sharp enough to notice what's going on ahead of them. (Perception 31)

This may be explained in part by how hard Mifune has been working on the group's behalf. He's been quiet, true, but constantly active. The elf has minded the horizon, scoped out the oncoming landscape from carefully selected cover, kept his arrows at the ready, and slowed down only when others needed him to or he was engaged in conversation. Between his labors, as well as the failure of his magic and the furs to protect him once again, Mifune looks a bit wearied. (Fort 25, Fort 12 -- +1 Nonlethal Damage, Fatigued)

"Speaking of," says a slightly winded Mifune, "the sun's place in the sky would suggest that we've been on the move for some time. We've made good progress, but I still suggest that we find a place to make shelter for the night in advance of sunset. Local dangers aside, for which we do not want to be overtired, it will be a bitter cold evening out here."

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2  d20+14=23 ; d20+14=31 ;
Tuesday September 20th, 2016 1:00:30 AM

The relentless winter chill continues to gnaw at Clyde's hide, but he staves off the worst of it. He debates whether or not to finally summon a phantom steed, but once again he dismisses the idea. Better to save the spells for when it's really needed.

Taking stock of his companions, Clyde sees Rill putting his hand up to shield his eyes. "What do you see, Rill?" Clyde himself looks in the direction, but could make out nothing but the vista of white death awaiting him.

=======================

Fort Save 1: 23 vs DC 17: Success
Fort Save 2: 31 vs DC 18: Success

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+26=39 ; d20+14=22 ; d20+14=32 ;
Tuesday September 20th, 2016 11:14:07 AM

As they go, Rill is able to resist the effects of the cold. He's thankful for the preparations we revieced from our hosts. (Remember, we have +2 on the saves with Endure Elements or similar, and now a +4 from properly prepped & donned Ice Vein Cold weather gear.)

Rill looks to the north. He squints against the glare of the snow, but can't really make out much more. (Perception 39)

"All I can tell is that there seems to be some movement from multiple creatures up there, but I can't make out what they are. If we cannot see them, it's unlikely that they can see us. Let's move forward, and watch up there to see what happens. If anything comes near, I'll put us up on the snow again."

His white clothing should make him harder to see, and with some of the others pushing through the snow, they may also be hard to see.

"Just the same, it doesn't hurt to be ready" He removes the exhaustion and fatigue of Mifune, as well as Zeoll's fatigue. (3 charges used from wand.) Movement will be slow now as we push through the snow, so as we move, he readies an action to cast Water Walk on those that need it should trouble come our way.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=30 ;
Tuesday September 20th, 2016 2:56:37 PM

The cold bites deeper and deeper, but still is not a bother to a well prepared and insulated dwarf. +22 to saves vs cold weather

He peers into the north along side Rill, and points out what may be some movement that he missed. aid another perception - 30 = success for +2

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday September 20th, 2016 3:37:14 PM

Looking to where Terser points, Rillett squints in the bright light.

"Oh yeah, I can see that there are a couple dozen reindeer about 300 yards out."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+14=18 ; d20+14=15 ;
Tuesday September 20th, 2016 5:00:05 PM

Tishe is puffing after four hours in the unrelenting cold. Quite tired, she doesn't even try to spot what the others say is coming, trusting on their descriptions.

"Reindeer or no, I'm looking forward to warming up beside a big fire", she says brightly.

...
Fort 18
Fort 15 fail.

Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 8 nonlethal)  d20+13=14 ; d20+13=16 ; d20+28=41 ;
Tuesday September 20th, 2016 6:29:15 PM


Zeoll at first refuses the Lesser Restoration. "Oh no, my boy, I am just a bit weary. Save the magic."

But soon, the old liontaur lags and then collapses. "This cold weather is truly wearing down my old bones," mutters Zeoll, as he succumbs to the worst effects of the environment. [OOC: rolled a nat 1 and a 16.]

Assuming Rill spares one or two charges, Zeoll thanks him. "This old liontaurr is not too prroud to rrely on a frriend," he says, leaning on Rill to stand up, and using a cantrip to brush off the snow and to get dry.

He hears that there is something ahead, and he prays and casts for assistance (Guidance, Elf Vision, and Taurs Try Minotaur for a +4). He rears up on his back paws for a moment, rising to a height of eight feet or so and peering out ahead.

Perception 41!

Zeoll confirms that it is reindeer up ahead.

The old liontaur wonders if there is more to it ... are they mounted? He quickly casts Mage Armor on himself and Reggie.

To double check ... we are still all under the affect of the 3.6 hour extended water walk?

==============================
DM Sanity Info

Cleric spells (underlined = cast):

0: guidance, create water, light, mending
1: command, Open Slots x4, [u]elf vision[/i];
2: resist cold (2 slots), peaceball, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 2 of 8 1st lvl (Mage Armor x2)
Cast: 0 of 6 2nd lvl
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 0 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 0 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 0 of 1
Fey King's Blessing: +2 to first save of day - used.
Hero Points Used: 0 of 6
Pearl of Power lvl 1 unused

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL8 (duration 8 hours) Zeoll and Reggie
Endure Elements CL? (duration 24 hours) Zeoll
Extended Water Walking (duration 3.6 hours)
Taur's Try (Minotaur) CL8 (duration 80 min)
Elf Vision CL7 (duration 80 min) Zeoll

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+16=29 ; d20+16=29 ;
Tuesday September 20th, 2016 6:33:58 PM

{ooc: fort saves- 33 and 33 with the bonus from the clothing and spell}

"I don't suppose that stuff would work for me. Or is it just an elf thing." Reggie inquires of Mifune

Reggie does not even take notice of any dangers ahead.

{ooc: those DC as impossible for Reggie even with a nat 20}



(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+13=25 ; d20+13=14 ;
Tuesday September 20th, 2016 8:14:25 PM

Jozhur trudges along, seemingly endlessly. He starts to get suspicious when Reggie repeatedly falls in yhe snow. Is she really this clumsy? The cold finally started to set into his bones, wearing him down. Still, he presses on, if for no other reason than to get this over with and back to the warmth of Bonetown.

When the others jump to alert, he scans the horizon, but sees nothing through the glare of the snow. Rillet and Zeoll mention Reindeer, "Venison for dinner? I'll bet we could arrow a couple of them."

--------------------
Fort saves: 25, 14 (fatigued)
Perception: auto fail

DM Dan K - Ice Peak  d4=1 ; d12=4 ; d4=2 ; d4=1 ; d12=6 ; d4=3 ;
Tuesday September 20th, 2016 9:06:59 PM

The last couple of hours were hard on Zeoll, Jozhur and Tishe. They are tired and getting more so by the moment. Rillett's wand can strip
away the fatigue and pain and the cleric does so. (3 more charges Rillett)
With Terser's help, Rillett can make out the reindeer group. they are moving casually from the party's right to left in the distance.
Zeoll, though, has a different view. The snow drift he spies, slowly creeps in on the back group of the reindeer and then explodes into motion.
Vaulting across over 100' of space in the blink of an eye is a great white and grey shape. Zeoll recognizes the feline form when he sees it. As fast as the creature is, the
reindeer are even faster. The group bolts in unison and veers hard left. They launch and bound across the tundra, barely seeming to strike the ground before becoming airborne again.
The cat turns in midair to land squared up to pursue the fleeing creatures and is off again almost as fast. Zeoll can watch for only a few more moments and then all are too far away.

The party resumes the trek towards Mt. Bal

Hours move slowly, the cold moves quickly and your legs push through the snow. your mind cannot help but look to Mt Bal and realize that this is only day 1 as the sun drifts down towards the west.

4 more hours of marching have gone passed.
Fort Save DC 19 or take 1 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 20 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 21 or take 1 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 22 or take 3 nonlethal cold damage and fatigue (or exhaustion if fatigued)

The party makes camp, with little on the tundra other than open space to occupy. No rocks, no mounds or drifts of note, simply flat expanse.

Please note what your evening and overnight plans may be
Also keep in mind a natural 1 fails on saving throws regardless

Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (10 nonlethal + Exhaustion) -- +5 Fort/+13 Ref/+7 Will  d20+9=11 ; d20+9=28 ; d20+9=19 ; d20+9=11 ;
Wednesday September 21st, 2016 12:48:08 AM

Mifune glances aside at his companion as the question is asked. "Find out for yourself," is his reply, as he brings up another finger of the paste and swipes a streak beneath either eye. "The blackness dulls the glare somewhat. At least, such is what I was taught."

The elements are not kind to Mifune as he marches along, four more hours of progress made toward Mount Bal. The cold may not be lethal, but it still leaves his blood frigid and his muscles stiff. There eventually comes a point where exhaustion settles in and he shakes his head.

"We should make camp and rest," Mifune advises, though in a tone which acknowledges himself as the outsider among the Black Lions. He's not giving any commands. "Though the magic to relieve our weariness is useful, it will run out if we make a constant trek. We'll have to make it back, as well, and so I suggest we save it and bed down."

This is his advice. He's in no position to give any better. Assuming they do take shelter, Mifune arranges the bear hides in such a way as to best cover himself from the cold in whatever shelter they choose, as well as piling a bit up to prop his head. This is so that he might peruse the pages of a tome he carries with a look of concentration.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+20=29 ; d20+20=34 ; d20+20=31 ; d20+20=25 ;
Wednesday September 21st, 2016 1:15:02 AM

Rillett does not succumb to the afternoon's cold. He will spend those three charges, and rely on their rest to address any further fatigue or exhaustion.

"Hey Clyde - how about those sheltering spells you mentioned? That should shield us from sight, and combined with magical protection against the cold, we should be quite comfortable - even without a fire."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+14=24 ; d20+14=29 ; d20+14=15 ; d20+14=18 ;
Wednesday September 21st, 2016 6:13:46 AM

With a charge from Rillet's wand, Tishe' is reinvigorated for a couple of hours, but in the third hour of trekking after the wand, and then the fourth, the cold has nearly immobilized the sorceress from the hot plains.

"Wwwe hhhave a fffire", Tishe' chatters, and clumsily pulls out of her pouch a scrap of cloth shaped like a fire. "I've bbbeen kkkeeping since Bbbonetown."

Miserable and barely able to remember where she is, Tishe' will just follow direction and invoke the blazing fire where directed.
....

Shrink Item: bonfire. Used and taken off Equipment sheet.

Ice Peak clothes.

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 0. 0. 0. 0. 0

Zeoll (Cayzle) (AC26; HP62of62, 14 nonlethal)  d20+13=16 ; d20+13=30 ; d20+13=14 ; d20+13=14 ;
Wednesday September 21st, 2016 10:13:27 AM

The cold continues to treat the old liontaur harshly, and he fails three times. By the time the party calls a halt, he is ready to lay down in the snow. It looks so soft and comfy.

He is of little help in getting the camp ready.

But if we manage to make a snug shelter, maybe there is no need to use the wand: a good night sleep in a hut by a fire may suffice to restore him?



Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+22=28 ; d20+22=34 ; d20+22=42 ; d20+22=24 ; d20+22=38 ; d20+22=38 ; d20+16=17 ;
Wednesday September 21st, 2016 4:14:01 PM

no 1s, no fails! Except at perception, that is

Terser takes up some extra tasks for those that are too weary to help. He also volunteers for the first watch, since he is still relatively fresh, even after the day's harsh journey.

perception 17, darkvision

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 80/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2  d20+14=16 ; d20+14=16 ; d20+14=19 ; d20+14=31 ;
Wednesday September 21st, 2016 6:05:05 PM

The bitter cold finally took its toll on Clyde, first with fatigue, and then exhaustion settled in. Unable to keep up with the group, he calls forth a Phantom Steed to carry him so as to not burden the group. He began having a difficult time simply keeping his eyes open. Focusing on the white vista, and the cold fog of his breath, Clyde tuned out the rest of the world, concentrating on simply surviving by staying atop his steed.

When Rill finally called out to him, Clyde was ready to fall straight to sleep on the snow. "I can cast the spell as soon as the group is ready."

If we make a stop, Clyde will cast two castings of Tiny Hut to overlap with one another, say a 10ft diameter of overlap. That should provide enough space for me to stay in the middle of both huts so that they can both stay up. He'll collapse from exhaustion and sleep almost immediately afterwards.

=======================

Fort Save 1: 16 vs DC 19: Fail
Fort Save 2: 16 vs DC 20: Fail
Fort Save 3: 19 vs DC 21: Fail
Fort Save 4: 31 vs DC 22: Success



Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 -- +5 Fort/+13 Ref/+7 Will 
Wednesday September 21st, 2016 9:31:19 PM

Mifune hasn't the luxury of sleep, even as they settle down within the magical shelter conjured by Clyde. Though he's fashioned a comfortable enough sleeping spot for himself, he's focused on studying the pages of the tome he holds, taking in the details of various spells for use when they set out upon the morning.

Darkness is a menace, to be sure, and the bonfire created helps to gradually relieve his frigidness. He briefly takes up his bow and draws an arrow from his quiver, aiming it straight upward. As he nocks the arrow, its tip is coated in flame. He sticks the feathered end of the arrow into the snow next to himself, thus creating a candle-like arrow to aid in his reading and warming.

As he finishes his memorization of his arcane arsenal, Mifune carefully secrets the text away and closes his eyes. Best to rest as much as he can, while he can.

(OOC: Removed Exhaustion and Nonlethal?)

DM Dan K - Night on the Tundra 
Wednesday September 21st, 2016 10:03:42 PM

Many of the group are exhausted and feeling very frozen when the group stops for the night. Only Terser and Rillett are much help in setting the camp, though there is not much to do. Clyde casts a pair of Tiny Hut spells. The interior is warm, but all could stand more and Tishe takes over a magically shrunk bonfire. The fire helps considerably within the hut it exists. That hut warms to a balmy 70 at the exterior and even more so within 5' of the fire. The other hut is still a very comfortable 50 as the sun disappears completely in the west.

Watch is set and a new world is revealed upon the tundra to the men and women of Bonetown. Darkness happens rapidly, the land plunges into a near sightless void without the glare of the sun and snow. Soon, however you realize that it is not near so black, but only seemed that way as your eyes adjusted to the new light spectrum. The day transitions to night and the light from yellow white to blue. The night is clear, impossibly so and the number stars even seem so many more than from the far away deck of the Lionfish when she is far to sea without lights. The dancing blue and silver twinkling stars seem almost close enough to touch and looking out upon the tundra, the land seems magnified in detail.

The huts work, provide the ability for all to warm up and assuming nothing comes calling, everyone should be able to full rest and recover from the days hardships. Lesser restoration cures 1d4 non lethal and makes exhausted fatigued and removes fatigue. So if you are exhausted it takes 2 charges to be not fatigued but you still need to track non lethal dmg and curing

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+22=30 ; d20+22=24 ; d20+22=26 ; d20+22=39 ;
Wednesday September 21st, 2016 10:24:40 PM

Reggie is almost unaffected by the cold as she trudges along. her time as a slave has definitely hardened her.

Realizing that Jozhur seemed to be catching on to her little ruse, she stops and simply stays by his side to help keep him warm.

She did her best to help set up camp, but not being on a ship she is of only minimal help. though she does help to keep others warm.



Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+26=40 ; d6=2 ; d6=6 ; d6=1 ; d6=6 ; d6=6 ; d6=3 ; d6=3 ; d6=6 ;
Thursday September 22nd, 2016 1:21:02 AM

Before the huts are created Rill will pray for a spell and create a wall of stone to provide a solid floor for the huts. Then he works with Terserr to help set up camp and assist with the exhausted party members. He worries about the effects of the cold with 6 more days of travel ahead. Rill encourages the others to simply eat and rest. "Gargul has seen us through this day, and we ask for his protections this night as well." He then channels energy for 30 points, ridding the group of any non-lethal damage.

He confers with Terser. "Terser, I'm glad to see the tales of the heartyness of the Dwarves are well founded. I have a ring that limits my my need for sleep. The others all need a full night's rest to shake the effects of the cold. If you can take the first two hours, I can remain on watch the rest of the night."

If all agree, Rill will sleep in the side without the bonfire, and will wake after two hours to spell the dwarf. He remains vigilant, peering out into the blueish night, looking for any sign of trouble. (Perception 40) In the morning, he will pray for spells.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Thursday September 22nd, 2016 3:23:31 PM

Yup, we dwarves are hearty and hardy. Feel free to wake me a couple hours before sunrise and I can ride out of rest of watch with you as well.

Hmmn, maybe there's a way to make a disc of force or something and we can carry that bonfire with us in the morning.

Zeoll (Cayzle) (AC26; HP62of62, 14 nonlethal) 
Thursday September 22nd, 2016 5:23:50 PM


Zeoll sleeps next to the fire and wonders how the party will last another six days of this.

Well, with luck, sleeping in this "tent" will connect him with nature, and with his goddess, enough to let him pray for spells in the morning.

In the meanwhile, the old liontaur prays for guidance for the day ahead, and for a hint as to the best way to move ahead tomorrow. (Read Dream.)

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Thursday September 22nd, 2016 6:35:39 PM

Tishe' let's the fire warm herself and the exhausted members of the party for a couple of hours and then casts her Shrink Item spell once more, turning it into a piece of cloth. "I can't see the pattern to know when we will next find something to burn. We have to conserve the heat." She considers what is about the icy land. "In the Sargrass, we would use even dried animal droppings for fuel. I'll have to keep watch for some tomorrow."

She sleeps the sleep of the exhausted, and wakes dreading another day of outing one foot in front of the other. “the land my life” “Talki fresal, dondit likki” She says to herself while gathering her courage.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday September 22nd, 2016 9:21:06 PM

Reggie makes sure Jozhur sits by the fire, taking a seat beside him but a little back from the actual fire.

"you need to keep warm Captain. you can stay here, I'll back up some to give you more room." she says trying to repay him for the help in the snow.

DM Dan K - Mt Bal  d4=2 ; d4=4 ; d4=2 ; d12=7 ; d4=3 ;
Thursday September 22nd, 2016 9:46:46 PM

The Night Passes and Zeoll discovers that he is able to hear the song of the natural Wold and is able to pray for spells. His dreams, however, are random and patchy, providing little meaning to him. The party is fully rested and begins another long and hard trek through the snow. The weather is again relatively clear and appears to carry the promise of no storms or snow

The march is much like the first day. The cold begins its slow and inevitable assault upon everyone as soon as camp is broke.

For 3 days, the party moves slowly across the tundra. Nearly 24 hours of pushing through deep snow, burning muscles yet frozen stiff. Fatigue and exhaustion are constant companions to most. The cold saps strength of mind and body alike. Endless white into the horizon of fog and the ever present My Bal in the distance. A sharp jagged rip into the sky of impassive and uncaring granite.

At night you find relief within the Tiny Hut spells provided by Clyde. A few hours of a warm fire, provided by Tishe. The silver and blue stars light up the landscape providing a beauty few from beyond the Ice Vein have ever seen. A special peace has fallen over the group the last few nights since the first. A calm, an almost feeling of belonging begins to settle in on the 4th night and into the morning.

It is now midday of the 6th day of travel and you are entering the foothills and crags of the base of Mt Bal. Rock outcroppings can be seen jutting from the snow and with the rock, the welcome sight of pine trees. The tundra is behind you and you have discovered a boreal wood that wraps itself about Mt Bal and winds itself about the mountain like a great serpent.

4 hours of marching have gone passed.
Fort Save DC 15 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 16 or take 4 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 17 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 18 or take 3 nonlethal cold damage and fatigue (or exhaustion if fatigued)

The first day Rillett used 6 charges on his wand, I am going to rule each subsequent day will use 4 as it looked like there may have been a couple oddities in saves. Rillett please subtract 20 charges



Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 80/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2  d20+14=24 ; d20+14=30 ; d20+14=21 ; d20+14=29 ;
Thursday September 22nd, 2016 11:11:51 PM

Despite nearly a week's worth of traveling with nothing to distract him but the deadly cold claws of winter swiping him, Clyde surprisingly feels content. The daily struggle has become routine, and the nightly exhaustion feels as much a part of nature as blinking. Sort of. Now pine trees sre around them, providing meagre shielding from the winds, but he'll take any help he can get.

Clyde takes a deep lungful breath of chilled air, letting it out and watching the fog escape his mouth. "We're nearly there," he smiles at Rill. Clyde has become more comfortable around this group. Surviving through a week of treacherous wintry hell could do that, and it was worth it. These were good people, doing good deeds for its own sake. His kind of people. Clyde grinned at the rest of his companions, finally feeling content amongst them.

======================
OOC: Is there a reason why we'd keep wasting charges for exhaustion even though it disappears after a night's rest?

Fort saves: All 4 success

Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (3 Nonlethal + Fatigued) -- +5 Fort/+13 Ref/+7 Will  d20+9=14 ; d20+9=21 ; d20+9=17 ; d20+9=17 ;
Friday September 23rd, 2016 12:59:39 AM

Mifune studies his spellbook well, and for each of the four days they travel, he casts a spell upon himself to better ward away the cold (OOC: Endure Elements, Lesser Angelic Aspect). While this may not serve him well in avoiding exhaustion, it at least prevents his blood from nearly freezing over.

The elf never ceases his vigil, keeping two arrows tucked between his fingers as they venture ever onward. At long last, the boreal wood comes into distant view. "That should break the chill of the wind quite effectively," he comments, "but other creatures who make their homes there will have noted the same. We'll need to be mindful of what's above, as well as around."

(OOC: Lesser Angelic Aspect absorbs the first 2 nonlethal Cold damage from the initial failed roll. Suffer 3 nonlethal cold damage plus Fatigued for the last roll.)



(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+13=18 ; d20+13=21 ; d20+13=21 ; d20+13=28 ; d20+15=22 ;
Friday September 23rd, 2016 1:24:43 AM

Jozhur refuses to sit in front of Reggie at the evening fires. He may not have always been the most law abiding, but he has learned to be a gentleman.

By the 6th day of travelling, Jozhur seems to be numb to the frigid temperatures. He's certainly cold, he just seems to forget about the chill.

He's almost overjoyed at the sight of plant life. "Trees! Finally, a break from this frozen wasteland." He tries to keep his eyes sharp as the group enters the wooded area.

----------------------
Saves: 18, 21, 21, 28 (all pass)
Perception: 22

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+20=23 ; d20+20=31 ; d20+20=39 ; d20+20=21 ; d20+25=29 ;
Friday September 23rd, 2016 1:31:24 AM

Rill, seeing that Lesser Restoration has become a hot commodity, will pray for two each day. (This would mitigate the charges needed from the wand to an additional 10 instead of 20. His wand now has 17 charges remaining. Let me know if this is not ok.)

Rill makes these saves.

He begins to actually enjoy these nights, with the blueish light across the snow. He continues to do what is needed to keep everyone in good shape as we go. He will check food supplies, and can suppliment with Create Food and Water if needed. He casts Endure Elements as needed as well.

As they near the mountain, Rill looks at it carefully to see if there seems to be any path up and in. (Perception 29.) He also looks to see if there is any obvious threat in these woods.

(Not sure about the pacing here, but if we move into the wood and there is no clear path up the mountian, Rill Casts Find the Path, seeking the safest way up.)

Zeoll (Cayzle) (AC26; HP62of62)  d20+13=20 ; d20+13=28 ; d20+13=17 ; d20+13=25 ; d20+23=32 ;
Friday September 23rd, 2016 5:57:34 AM


"Ah," says Zeoll, "prraise be to the Lady! It may be cold, but even herre I can feel herr touch on the Wold."

Each other day, the old liontaur prays for an Endure Elements (using two slots for opposed school) and doubles its duration with his lesser metamagic rod. Each day, he also prepares two Lesser Restorations to help deal with the fatigue and exhaustion (conjuration = allowed school). Hopefully that will help reduce/remove the wand load. He saves them for when a person gets exhausted, seeing as fatigue by itself is not so bad.

[OOC to DM: I suspect 5-6 lesser restorations a day is closer to our needs. Zeoll alone needs 1-2 per day.]

On the day the party reaches the base of the mountain and its forest, Zeoll is faring better than he usually does. [OOC: made all four saves for a change!] Perhaps he is learning to survive this environment.

The old liontaur is alert to the concealment afforded by trees, and as the group is guided by Rillett and his spell going forward, Zeoll keeps his eyes and ears open, boosted by a cantrip. Perception 32.

==============================
DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, mending
1: command x3, endure elements (2 slots), elf vision;
2: lesser restoration x2, peaceball, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 2 of 8 1st lvl (Mage Armor x2)
Cast: 0 of 6 2nd lvl
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 0 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 1 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 0 of 1
Hero Points Used: 0 of 6
Pearl of Power lvl 1 unused

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL8 (duration 8 hours) Zeoll and Reggie
Extended Endure Elements CL7 (duration 48 hours) Zeoll
Taur's Try (Minotaur) CL8 (duration 80 min)

DM Dan K - Mt Bal  d4=4 ;
Friday September 23rd, 2016 4:32:19 PM

DM post will be on Sunday most likely.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+22=32 ; d20+22=31 ; d20+22=38 ; d20+22=37 ; d20+16=25 ;
Friday September 23rd, 2016 4:54:29 PM

ooc: would need to use them to keep traveling, instead of having to stop when a couple people collapse from exhaustion

Terser is glad that this part of their journey is almost over. Even at this temperature, burning animal dung for warmth is not the most pleasant way to survive. Still, survival is important, and whatever keeps them alive will be endured.

saves made

Trees will be an interesting change. After so many days of a clear view, he will have to be even more alert for dangers that have a place to hide.

perception 25



AC 15/ 15/ 13 CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+14=20 ; d20+14=21 ; d20+14=31 ; d20+14=19 ; d20+15=34 ;
Friday September 23rd, 2016 5:35:24 PM

The days are cold and miserable, but slowly she begins to acclimate to the Ice Vein. During the day treks, she picks up any burnables and puts it in her dimensional pockets. Every night, she adds it to the fire to make it last just a little longer. On the sixth day and approaching Mt Bal, she finds she can keep up the entire day!

She also is thankful to see the woods. "Wonderful! Tonight we can refuel the fire and maybe even a pile of wood that I can separately shrink."

More aware than she has been most days, Tishe' keeps her eyes open to be aware of potential dangers.
.....

Perception -34

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 0. 1. 0. 0



Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 80/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 
Friday September 23rd, 2016 10:20:03 PM

Clyde strolls up to Zeoll. There hadn't been much chance for conversation during the treacherous journey, preferring to stay focused and concentrating on every step taken. "So, any idea what the plan is when we get there?" Clyde asks the old liontaur.

Mifune | AC25, Touch 16, Flat 19, CMD 27 -- HP 87/87 (3 Nonlethal + Fatigued) -- +5 Fort/+13 Ref/+7 Will  d20+17=36 ;
Friday September 23rd, 2016 11:38:19 PM

Even as the others express their relief at the sight of the trees, their plans for resupplying and what to do next, Mifune's focus is upon the forest itself. He seems almost to not trust it, which is rather ironic for someone who hails from a mysterious forest, himself.

Mifune reaches under carefully arranged furs to ensure his armor is in order and weapons in check. As he does so, though, his eyes never cut away from the treeline. If there are threats possessed of any intelligence ahead, they may be watching upon the branches - if not living in them. Whatever might be there, he wants to spot it before it spots them. If there's nothing at all, that's simply icing on the proverbial cake. (OOC: Perception 36)

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+22=39 ; d20+22=31 ; d20+22=30 ; d20+22=34 ;
Saturday September 24th, 2016 6:49:59 PM

Reggie, as usual, is unaffected by the cold.

She kind of longs for something to happen, as she has been nothing more than an extra body in the group the past few days.

Reggie had offered to use her meager skill in magic to help those that need it.

[ooc: all saves made}

"does anyone know exactly where we need to go?" she asks of any that are willing to listen to her.

DM Dan K - Mt Bal 
Sunday September 25th, 2016 9:43:02 PM

Many of the group have their spririts lifted as they move into a more familiar biome, one with trees and life over the barren deesert like tundra. Mifune and Rillett both keep a shapr eye for danger, but none arise as the group begins to walk into the conifers.. The trees are sparse, thin and yet tall icons pertruding from the snowy landscape towards the sun and sky. The group finds no dead wood upon the ground, so any wood to add to Tishe's magical fire will need to be greenwood freshly cut. There is evidence of what might be called game in the sno under the trees, a track of perhpas rabbit, a fox line and even the more trodden path of reindeer is discovered, but no one n the party ever spies a living creature over the next 5 hours of travel.

The trees have now become numerous enough to consider a wood and the bite of the wind and glare of the sun has become nearly nonexistent. The Cold does remain, and it is an everpresent reminder to the Austlanders that it will always be there, waiting, biding its time when it might take you at a vulenrable moment

5 hours of marching have gone passed.
Fort Save DC 19 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 20 or take 4 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 21 or take 2 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 22 or take 3 nonlethal cold damage and fatigue (or exhaustion if fatigued)
Fort Save DC 23 or take 3 nonlethal cold damage and fatigue (or exhaustion if fatigued)

The sun is dropping into the west and the group is staring to set up camp on a jut of land that overlooks a ravine and almost completely frozen river below. The party is finally near the base of the mountain, though the true climb up will not begin until tomorow or perhaps the following the day. Rillett casts Find the Path for the safest way up the mountain. The ascent is revealed to him and dives sharply to the north and away from the mountain to indicate a circling path towards the far eastern side.

Zeoll immediately recognizes the ravine and river from his dream several nights ago. It leads right to the very doorstep of Mt Bal. It is also easily 15 miles away and in this trackless mountain terrain, making that run in a single day wouled be difficult at best

Zeoll (Cayzle) (AC26; HP62of62, 5 nonlethal)  d20+13=16 ; d20+13=24 ; d20+13=29 ; d20+13=17 ; d20+13=31 ; d20+13=15 ;
Monday September 26th, 2016 1:07:40 PM


Zeoll fails two of five saves, and becomes exhausted. But nothing can wear out the liontaur's gift of gab!

He explains his prior dream to Reggie and says that he will try to dream again this night to learn the best way to go in greater detail. He suggests that Rill's spell is also a fine guide.

Clyde asks the plan for when we arrive. Zeoll answers, "We arre seeking a frriendly spirrit, named Frrigga'Isa. I do not know herr storry, but she is said to be beneficent. We will ask her for help."

"Howeverr, beforre we meet herr, we should have a plan in mind. Do we ask forr herr to help us close the porrtal, or do we seek to rretain it, making it safe, so that it can be a useful magic, connecting Bonetown with the Southerrn Continent. In trruth, this could be an amazing boon for Bonetown, a sourrce of honest rriches that makes pirracy seem childish. You hearrd them say they had lost touch with theirr trrading parrtnerr rrecently, when the lands shuffled. Well, offerring trrade and frrindship, with Frrigga'Isa's blessing, would help everryone!"

"Thoughts?"



Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+22=23 ; d20+22=40 ; d20+22=39 ; d20+22=37 ; d20+22=34 ;
Monday September 26th, 2016 4:15:14 PM

Nat 1 - fatigued. 2 NL dmg

If we should like it to stay open, it might be best to move it somewhere more useful, instead of on the open tundra where one could be ambushed by those cold zombies or winter wolves. Maybe if it was placed nearer to the encampment, and a suitable offering had to be made before someone could walk through? Maybe just set up a switch to activate it, and only give the key to a few individuals?

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 6 NL Tishe' (SteveK)   d20+14=34 ; d20+14=24 ; d20+14=21 ; d20+14=18 ; d20+14=18 ;
Monday September 26th, 2016 4:49:40 PM

Tishe' kept up pretty good until the end of the day, but is now exhausted. That ever-present chill just saps the strength! Again, she barely has enough energy and thought to simple invoke he shrunk fire to its full blaze inside the Tiny Hut.

"Nnneed mmmore wwwood", she chatters, but will wait until the morning to chop some for the fire.

As she gets warmed and stops chattering, Tishe' can think seriously about Zeoll's proposal. "That's a big if, Zeoll. Although it would seem to benefit both Ice Peak and Bonetown, it may be better to close it if we can't guarantee the safety of both towns. And it is so cold here, it may be best if they only visit us!"

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2  d20+14=34 ; d20+14=24 ; d20+14=18 ; d20+14=19 ; d20+14=22 ;
Monday September 26th, 2016 4:50:27 PM

Clyde succumbs to the bitter cold, exhaustion settling into his bones and worming its way to his heart. He calls upon his Phantom Steed once again, using the creature's ability to water walk and bear his weight and journey.

When Zeoll asks everyone for their opinion on whether to keep the portal open or shut, Clyde rides up next to the old liontaur. He was about to make a joke about riding the old liontaur instead of his steed, but then he noticed the exhaustion in Zeoll's face, and decided to forego his quip. "If it can be kept safely open, it may not be a bad idea. Bonetown would just have to figure out a way of barricading it so that an army can't simply march through. Not sure how likely trade would happen though, this chill is deadly even for the hardiest of us."

=================================

Fort saves: Failed 3 of 5, Exhausted.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d100=3 ; d20=11 ; d20+20=24 ; d20+20=33 ; d20+20=22 ; d20+20=28 ; d20+25=30 ;
Monday September 26th, 2016 7:05:52 PM

(Got a little confused posting from my phone, but made all saves.)

Rill will cast Lesser Restoration on Zeoll and Clyde to get them up to just Fatigued before we rest, asking the others to do likewise. He can take the bulk of the watch. Hopefully, someone else Can take the two hours he cannot. I think Reggie and Terser have that ability as well. If necessary, Rill will cast it again to make sure Terser is unfatigued before nightfall.

Rill helps set up camp.

"Zeoll, I agree a passage may be beneficial, but I'm sure you'll agree that if we cannot be assured Bonetown will be protected we have to shut it down. Even if it is made safe, government in Bonetown is not, well, exactly orderly. As pirates, they're not very good at peaceful trade agreements. Do we want to becoming Bonetown's Trade Police? "

Rill keeps a sharp eye for any threats. (Perception 30)

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+13=30 ; d20+13=15 ; d20+13=16 ; d20+13=15 ; d20+13=27 ; d20+15=17 ;
Monday September 26th, 2016 10:30:26 PM

Jozhur trudges along, with the cold really getting to him at the end of the long day. The Pines do little to keep the chill from getting below his furs.

He shrugs when Zeoll brings up the possible option of leaving the portal open for travel, "I'm all for leaving it open, if possible. I cant see it being a bad thing for Bonetown. The people here seem to be for it, I think we owe it to them to honor their wishes."

--------------
Three saves failed.
Perception 17

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d6=3 ; d6=3 ; d6=1 ; d6=6 ; d6=3 ; d6=1 ; d6=6 ; d6=1 ; d6=5 ;
Tuesday September 27th, 2016 12:21:02 AM

Rillett will also channel energy once before we go to sleep, healing 26 points.

DM Dan K - Mt Bal 
Tuesday September 27th, 2016 8:02:14 AM

Night is descending and the last hours have been harder as the the group has been trekking not only through deep, but uphill. Combined with the insidious cold, even Terser begins to feel the cumulative effects. Tiny Huts are created, a bonfire enlarged and restorative magic is applied. Some cloud cover has moved in about the upper reaches of the mountain, that combined with the mass of the mountain itself and the trees and this night is truly dark. The silver illumination of stars on the snow is all but gone. The night is a land of shadow and darkness, but all is not still. Now that your own blood is not pounding in your ears and your own heavy breathing is not one of the only other sounds to be heard. You can hear an odd deep bass groaning or almost grinding like noise. It does not sound human, or like any other creature you've ever heard. It can almost be felt more than heard. Looking about is nothing, darkness and shadow with an occasional flicker of silvery light through the pines. The sound continues and then a higher pitched cracking pop like sound the echoes and changes pitch as it does so, going lower and than higher along the audio scale.

After listening for a time the seasoned adventurers are able to narrow the the source. The sound comes from the ravine and frozen river. The river is actually a glacier, slowly grinding the land beneath it. Advancing or retreating is impossible to say, but it is moving and tomorrow the party will be traversing along it.

Zeoll opens discussion on keeping the portal open. In general the party feels it a fine idea, but how to protect Bonetown from incursions from this land of cold death and how to protect those traders that might want to venture here? Can the Portal on either end be secured sufficiently or can the portal be moved or activated win some way? Perhaps with redstone. It is something to consider and the group will certainly have time to mull it over.

Another question is, how do you find this being known by the locals of Ice Peak as Frigga'Isa.

Night passes again and once again the party is never in danger from attack. A few small furry nocturnal guests are seen, coming to investigate the new smell within their area, but nothing more

Zeolls dream is the same as before as is his conclusion. If night falls while the party still stands upon the glacier, it will spell disaster

Day breaks and 15 miles of glacier await. 15 miles of broken challenging terrain of snow and ice.

Zeoll (Cayzle) (AC26; HP62of62)  d20+14=22 ;
Tuesday September 27th, 2016 1:10:16 PM


Zeoll thanks Rill for his help and finishes the job with his own Lesser Restore spell ... and another for someone who needs it.

He alerts the party about the danger of the glacier and urges the group to make as fast a transit as possible.

The old liontaur notes that with the Water Walk and the Find the Path, the group can hope to make the traverse as quickly and safely as possible.

Do we need another Water Walk? Rill, are you casting one or two? If we need one, Zeoll can prep the spell himself and extend it with his lesser rod. Zeoll can get 2 hrs and 20 minutes out of his, but it uses both of his third level slots.

Before setting out, Zeoll prays for guidance and recalls the nature lore of the centaurs as he tries to predict the way the weather will turn today. He swishes his tail and ponders how bad it would be to end up trapped on the glacier in a blizzard.

Survival to foretell the weather: 22.

Finally, he looks around and judges his friends' land speed. Is anyone travelling at 20? If so, Zeoll volunteers to carry a friend on his back. Despite his lumbago!

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Tuesday September 27th, 2016 3:33:41 PM

Clyde spends the night wondering if he'll ever make it out of this icy hell. The treacherous 15-mile journey across the glaciers will test them tomorrow, but he's got an idea for that.

"I can cast Phantom Steed for five of us. It can water walk, so crossing it Should pose no problems, unless a water creature attacks us, I suppose. I'll be out of some useful combat spells for the day due to Phantom Steed, but that can't be helped. The other members should be able to use Water Walk, and we should be fine, right?"

Zeoll (Cayzle) (AC26; HP62of62) 
Tuesday September 27th, 2016 4:07:33 PM


[OOC: Zeoll and Reggie move at 40, Jozhur moves at 35. The other five of us move at 30, but five phantom steeds fix that problem. So we'll be moving at 35, I think?]

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Tuesday September 27th, 2016 5:50:37 PM

[OOC: Phantom Steed moves at 100 ft. as a move action, so double move would put that at 200 ft. If there was a way to get Zeoll and Jozhur closer to that speed, that'd be ideal.

But even at 35 ft. per round, let's say that the terrain is difficult, which means a double move would still put us only at 35 ft. per round, which is 6 seconds, that means.... 21,000 ft. per hour. That's nearly 4 miles in an hour, which means 4 hours to cover the 15 miles of glacial terrain.

If it's not difficult terrain, then it's down to 2 hours. If it's more difficult than just half-speed, then it can be worse than that. Doesn't look too bad though, right?

Of course, a fight out there will be a bit more difficult, as I'll be without Good Hope to give to everyone, and no Haste for Clyde either.]

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Tuesday September 27th, 2016 5:56:29 PM

I bet we'll be slowed by the terrain anyway, so may not matter too much

Terser for one is looking forward to climbing a mountain. It takes him back to simpler (though) much warmer times back in the Scab.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday September 27th, 2016 7:36:51 PM

"Water walking horses? That sounds like a plan. Or perhaps split the phantom steeds and water walks so as to not completely drain anyone's magic." Jozhur goes to each person and helps adjust their heavy clothing, then does the same to his own.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 6 NL Tishe' (SteveK)  
Tuesday September 27th, 2016 8:09:50 PM

Tishe' adds her thoughts to get over the glacier quickly. "I know how to cast an extended Fly spell that can make Zeoll and Jozhur fly as fast as the Phantom Steeds. 4 spells each with each spell lasting 22 minutes will only be an hour and a half. If Zeoll is able to carry Jozhur, that would be 8 22 minute spells and I can do five more 11 minute spells which would be nearly four hours of flying at 120' per round... Would that be enough?"

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Tuesday September 27th, 2016 8:34:35 PM

"If we're able to move at a thousand feet per minute [OOC: that's 100 ft. per round], that makes us hit a mile in just over 5 minutes. We could be done in about an hour twenty. If there's no difficult terrain, that time gets cut in half."

[OOC: The calculation is done with the assumption that we'll be moving in difficult terrain, which would require double-movement to cover the usual distance for a single move action. If there's difficult terrain that makes us move slower than 1/2 speed, then it would take longer.]

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20=9 ; d20=12 ; d20=17 ; d20=20 ; d20=4 ;
Tuesday September 27th, 2016 9:09:26 PM

{ooc: missed rolling the fort saves yesterday but I only fail on a nat 1. (made all saves)}

despite the majority looking for a way to keep the portal open, Reggie is silently for a while, but soon offers her opinion. "I suggest we just close the portal. to risky for my liking to keep the thing open."

"Anyway Thanks for the dream stuff. not sure if it really means anything but, hey whatever. anyway. the rough go ahead, I up for whatever. "

{ooc: not mush opinion on the movement stuff, Reggie is gonna go with the flow whatever happens}


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday September 27th, 2016 11:29:29 PM

With the morning, Rill prays for spells and gives thanks to Gargul for his providence and protection.

He adds to the discussion.

"I can cast Water Walk 3 times, two of them extended, so that would be good for 9 hours. This time does not change if I include fewer people. I can also cast Air Walk twice lasting nearly 2 hours each. Find The Path will also last nearly 2 hours. Since it guides us to the safest path across, it should protect us from most of the pitfalls across the ice. We will likely be conspicuous going across the ice, so I would expect trouble and perhaps an ambush at the end of our journey.

"I suggest this: We will rope up, at the start, using water walk and just a couple of phantom steeds. I will make Terser Air Walk, as he is likely the strongest among us and can help should anyone fall through the ice. Once we are about half way, I will cast Find the Path, which should guide is safely the rest of the way without ropes, allowing us to be ready for trouble at the end."

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Wednesday September 28th, 2016 5:02:08 PM

ooc: actually, since I did surgery to add some points into CHA, Reggie is the stronger character

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday September 28th, 2016 5:04:52 PM

In which case, I will make Reggie Air Walk if she agrees.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday September 28th, 2016 6:04:32 PM

Clyde continues his discussion of the traveling method with the group.

"Really, I'm up for any options that get us across fast and safe. Whatever combination of Water Walk, Air Walk, and Phantom Steed, that you need, just let me know, and I'll cast it. Jozhur mentioned that it may be best to save some spells for combat instead of burning it all for the steed, but unless there's a way to get at least 3 people moving as fast as the steed for a couple of hours, I don't see any other way."

Unless the group figures out a way to get 3 people using Air Walk for a couple hours, or manages to shrink a couple people small enough that a single steed can carry both passengers, then Clyde will cast 5 Phantom Steed for the group to use.

Zeoll (Cayzle) (AC26; HP62of62) 
Wednesday September 28th, 2016 6:26:45 PM


"I love it when a plan comes togetherr," says Zeoll. He is well pleased with the ingenuity of his friends, and agrees. With the Fly option and the Air Walk option, he thinks it should not be too hard to trim the travel time considerably.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 6 NL Tishe' (SteveK)  
Wednesday September 28th, 2016 7:05:23 PM

Tishe' is happy that the others have enough longer lasting spells to not need to burn through all of her magical ability just for movement. But thier strongest opponent is the cold, so going at the problem like a combat made sense.

DM Dan K - Mt Bal  d4=3 ; d4=2 ;
Wednesday September 28th, 2016 9:08:47 PM

The group begins discussing things and finds out quickly they have a consider list of options to choose from.
Phantom Steeds with Water walking capability and great speed, but Clyde can only cast 5 and the spell only allows a maximum of 1 rider per steed. Jozhur, Zeoll and Reggie are naturally the fastest in the group and so it is decided that they should get a Water Walk spell cast on them and the group should then all be able to make the crossing in about 4 hours. Barring something horrible

Water Walk allows you to hover an inch or two above the ground and so, anyone on a steed or using the spell will exert no pressure to the surface of the glacier. Assuming no one intentionally jumps into a hole, there should be little danger

Zeoll is unsure on what the future may bring precisely. Mt Bal is a large mountain with little about it and if the weather continues as it has from the far side, sudden storms without warning in the area would not be unusual at all. Still Zeoll is fairly certain he could at least provide a couple hour advanced warning if such a system spins up. The higher the group gets on the mountain, the less forewarning to storms they might have

The Plan is put into motion and the group begins on phantom steeds and with Water walk spells. Out on the glacier it self, the wind sweeps down from the mountain and seems to not even pause as it tears straight through everyone to the bone. The ice creaks and groans beneath you you and every few moments a loud reverberating popping sound is heard. To add to the cold, the glacier itself radiates it as well. The group is able to move as planned for two hours with little issue outside of the disturbing noises coming from beneath your feet.

Fortitude Save DC 18 failure indicates fatigue and 3 non lethal damage
Fortitude Save DC 19 failure indicates fatigue and 2 non lethal damage; exhausted if already fatigued

The group is making excellent time, and Rillett casts Find the Path, but instead of continuing up the glacier, the spell steers more directly at the mountain and to its higher slopes

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+20=27 ; d20+20=29 ; d20+25=44 ;
Wednesday September 28th, 2016 10:39:04 PM

Rillett is able to resist the cold, but keeps an eye on his friends to see how they may be affected.

Once the glacier is crossed, we will rest for a bit. He looks up at the mountain, pushing his helmet back on his head as he rubs his forehead.

"Hmmm. How do you suppose we can climb that? Fly spells won't last long, and I don't have enough Air Walk spells to get us far. Anyone here know much about mountain climbing?"

Rill scans the area for any sort of path or stairway, or for any creatures lying in wait. (Perception 44)

"We need some sort of stairway to heaven. It makes me wonder..."

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20=16 ; d20=6 ;
Wednesday September 28th, 2016 11:15:01 PM

{ooc: Fort saves - only fail on a 1... no missed saves}

Reggie had reluctantly agreed to the spell, she has been gaining more confidence in magic and does not fuss to much like she used to. though she is always a little leery.

Reggie looks at the mountains before them. "ya know, we are sailors, aren't we. climbing these mountains can't be much harder than the rigging of a ship. even during a storm. Right?"

Looking at the group, "we did bring rope, didn't we?"

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 2 NONLETHAL, FATIGUED   d20+13=32 ; d20+13=16 ;
Thursday September 29th, 2016 6:30:22 AM

"I have some rope." Jozhur pulls two 50 foot lengths of silk rope from his bag. "Don't suppose we have some magic available to help with the climb if it gets too difficult?"

One save failed: 2 nonlethal damage, fatigued

DM Dan K - Mt Bal 
Thursday September 29th, 2016 7:37:29 AM

Secondary note,
The climb, as it stands from what you can see, will be strenuous, but not overly difficult. It is NOT a technical climb or vertical ascent

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20=3 ; d20=13 ;
Thursday September 29th, 2016 9:28:13 AM

Terser adds his own rope to the pile. What adventurer leaves home without a rope?
no 1, no fail

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will  d20+17=36 ; d20+17=28 ;
Thursday September 29th, 2016 4:12:17 PM

Mifune continues to advance with the group, having largely been silent for some time. Perhaps he's contemplating the breadth of the situation. Difficult to get a read on some elves.

"The gate should not be left open," he eventually comments, "as powers beyond our understanding somehow participated in its creation - and a man died for it. Even this place is wrong in many ways. The dead who fall here unfailingly rise into undeath. The cloak I have woven through my armor, it should shrug off weather colder than this, yet it bites at my flesh even still. Dangerous forces are at work in this place, possibly capable of passing through the breach, and I think it safer to keep this land settled only by those who were already here."

Of course, Mifune's contributions are offered humbly. He remains a guest, a companion in the search for truth about an individual's demise and the reasons behind it. What the larger group elects to do is beyond his control.

He continues, "I am neither a climber nor a sailor. Esilvyn - my companion, a horse of sorts - can ascend any roughly flat path surface without issue. Climbing would likely see me doing poorly. Gods willing, not too much so. Having said that, I do have a coil of rope in my pack. Fifty feet's worth."

-----
DM Sanity List

Spells Prepared
1st-level: Cure Light Wounds, Divine Favor, Lesser Restoration, Protection from Evil
2nd-level: Bull's Strength, Zone of Truth
3rd-level: Greater Magic Weapon, Prayer

Smite Evil: 3 uses
Lay on Hands: 10 uses
Summon Esilvyn: 2 uses
Channel Positive Energy: 9 uses

DM Dan K - Mt Bal 
Thursday September 29th, 2016 10:15:30 PM

The group veers with Rillett's guidance on where his spell is directing. An odd thought occurs to him, even as the group moves. He had cast the spell with the intent on the safest way to journey across the glacier. yet the spell has taken him completely away from it. The rock and slope before the party does not look to require pitons or even rope, at least not to climb, but perhaps for safety. There will be some scrambling over boulders and steep narrow trails. One promising detail that Rillett also spies is that there is little to no snow and ice on the trail. The group can also easily see that if Rillett's spell had not directed them to this spot, they would surely have not found it

According to the spell, the rest of the day will be spent heading straight up the mountain. The cold air still pulls at you and presses in from everywhere about you

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday September 29th, 2016 10:58:42 PM

Concerned for Jozhur's safety, Reggie hurries to help him keep moving, "I can carry you if need be. You gonna be alright Captain?"

{ooc: the failed save by Jozhur had raised Reggie's concerns.}



Zeoll (Cayzle) (AC26; HP62of62) 
Thursday September 29th, 2016 11:28:34 PM


Zeoll joins his friends in the ascent.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 2 NONLETHAL, FATIGUED  
Friday September 30th, 2016 12:39:49 AM

A muffled laugh can be heard from beneath Jozhur's furs in response to Reggie, "I'll be fine, this is just a little hill. I'm just a little...worn out."

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Friday September 30th, 2016 2:48:14 PM

Mifune falls back a touch as those sharp ears of his catch upon the conversation between Reggie and Jozhur. The elf comments, "We know not what may be between us and the destination. Nothing sociable makes itself this difficult to speak with. Better that you are not worn out."

Lifting a hand, he places it briefly upon Jozhur's shoulder and exhales a slow breath, eyes closed. There's a brief flash of light, and his hand slips away. "Pantheon willing, you should feel more than invigorated for the path ahead," he offers.

Simple as that. Mifune advances back toward the fore, adjusting his own furs so as to better warm himself and hide glints of his mithril armor.

(OOC: Expanded one use of Lay on Hands, applying the Fatigued mercy on Jozhur. Should also heal all damage - mathematically impossible for it not to.)

-----
DM Sanity List

Spells Prepared
1st-level: Cure Light Wounds, Divine Favor, Lesser Restoration, Protection from Evil
2nd-level: Bull's Strength, Zone of Truth
3rd-level: Greater Magic Weapon, Prayer

Channel Positive Energy: 9 uses
Lay on Hands: 9 uses
Smite Evil: 3 uses
Summon Esilvyn: 2 uses



Zeoll (Cayzle) (AC26; HP62of62) 
Friday September 30th, 2016 6:19:46 PM

"Do let us prress on without delay, my frriends!: says Zeoll. "Ourr magics will be expirring soon, and we should be as farr up the mountain as we can be when they end."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 6 NL Tishe' (SteveK)   d20=2 ; d20+14=27 ; d20+14=27 ;
Friday September 30th, 2016 7:09:50 PM

Tishe' is able to overcome the cold and keep her concentration on the task at hand. Keeping up with the team and ready for whatever may come

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+6=16 ;
Friday September 30th, 2016 11:08:32 PM

Terser will lend a helping hand as needed. (Climb 16)

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday September 30th, 2016 11:38:37 PM

Rill will dispel Jozhur's fatigue, and will tend to anyone else suffering from the cold.

"I'm worried about this climb, but if it must be done... "
Rill begin the ascent with the others. He keeps a sharp eye out, and is ready to cast Fly or Air Walk at the first sign of trouble.

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Saturday October 1st, 2016 8:06:02 PM

After having laid his hand upon the Captain, transferring divine power and merciful relief of his fatigue, Mifune advances forward once again. He seems to find it more comfortable to be at the fore.

"There's little reason to be uncomfortable now. We're already here," the elf says calmly to Rill in passing. "Best to embrace calm and keep both a clear mind and a steady hand. These will serve you better, given that there's nothing we can do to change what lies ahead."

Mifune produces a rod from beneath furs and robes, extending it over his shoulder so as to touch its tip to the hilt of a sheathed greatsword. His other hand grasps a silver holy symbol as he whispers a verse. The hilt of the sword glows faintly, with the energy flooding down into the back sheath, presumably sinking into the blade.

(OOC: Mifune casts Greater Magic Weapon on Lightbringer, making it +3, and uses a daily charge from his Rod of Extend to make the spell last for 22 hours.)

-----
DM Sanity List

Spells Prepared
1st-level: Cure Light Wounds, Divine Favor, Lesser Restoration, Protection from Evil
2nd-level: Bull's Strength, Zone of Truth
3rd-level: Greater Magic Weapon (used), Prayer
Channel Positive Energy: 9 uses
Lay on Hands: 9 uses
Smite Evil: 3 uses
Summon Esilvyn: 2 uses
Rod of Extend: 2/3 daily charges remaining

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Sunday October 2nd, 2016 5:39:53 PM

Reggie smiles, "you need more protein and rum, that is what keeps me going. when we get abck, you need a big steak dinner with fresh brewed ale, and a bottle of rum and me for desert."



(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 2 NONLETHAL, FATIGUED  
Sunday October 2nd, 2016 10:44:13 PM

Jozhur bows his head as Mifune puts his hand upon his shoulder and he suddenly feels reinvigorated. "Thank you."

He looks to Reggie and smiles, but the expression is hidden by warm furs, "That sounds nice."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Sunday October 2nd, 2016 10:44:51 PM

Header fix

DM Dan K - Mt Bal  d4=3 ; d4=4 ; d4=4 ; d4=4 ;
Monday October 3rd, 2016 9:02:06 AM

The party begins the ascent and while it is a tough steep climb, it is not a technically challenging climb. Mifune, through the grace of Pantheon is able to banish the fatigue from Jozhur. The cold, always, gnaws at your face and tries to push through your protections and always it seems with maligned intent. Rillett's spell has put the party on a steep inclined set of switchbacks that plot a course up Mt Bal. The climb goes on for hours, as you steadily move up the mountain side. Below and to the right, the glacier can be seen easily and from your new vantage point, you can spot darker discolorations of blue and black snaking along under the ice and snow. The popping and groaning has now become almost a simple backdrop of audio with an occasional higher pitched crack. Midday passes and you continue ascending, now perhaps 1000' above the glacier. Rillett's spell has ended, but its last indication was the continuation of your present coarse, and so that is the heading you maintain.

Several more hours pass and as the sun begins its final descent from the sky, you spy a cave. Perhaps 1 more hour of this and it appears your destination will be at hand

Fortitude Saves DC 20 Failure Non lethal Damage 3 and fatigued or exhausted if already fatigued
Fortitude Saves DC 21 Failure Non lethal Damage 4 and fatigued or exhausted if already fatigued
Fortitude Saves DC 22 Failure Non lethal Damage 4 and fatigued or exhausted if already fatigued
Fortitude Saves DC 23 Failure Non lethal Damage 4 and fatigued or exhausted if already fatigued
+2 Circumstance for cold weather gear
+2 Circumstance for magical cold protection

All party members get 1000xp for so efficiently solving the glacier crossing

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will  d20+14=25 ; d20+14=22 ; d20+14=24 ; d20+14=30 ; d20+6=17 ;
Monday October 3rd, 2016 4:09:25 PM

Mifune seems to cope well with the frigid temperatures accompanying night's approach. Although he's no doubt as uncomfortable as everyone else, between furs and the robes woven through his armor, he remains warm enough to preserve his stamina.

The elf's attention shifts regularly between their surroundings and the Black Lions who he accompanies. If it should be the case that any of them are in a bad way, he's prepared to go back and call upon Pantheon to aid them. The other half of Mifune's vigil watches the switchbacks for anything of a menacing nature. As he said earlier, no one who wants to be visited lives in so unwelcoming a place. (Perception 17)

Mifune pulls the furs covering the lower half of his face down for a moment as he gestures ahead, when the cave comes into view. "Our possible destination," he says, "but I suggest we take advantage either way. We've not taken the time to rest in some time now." The furs are pulled back over his face, and he marches on.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+22=41 ; d20+22=26 ; d20+22=34 ; d20+22=34 ; d20+22=30 ; d20+9=27 ;
Monday October 3rd, 2016 4:47:38 PM

saves passed

Upon finding the cave, Terser casts about, looking for tracks or other indicators of its inhabitants. It would not do to surprise some creature in the middle of a nap. He peers inside with his darkvision and all about the entrance and potential other paths to the cave.

survival 27

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 13 NL Tishe' (SteveK)   d20+14=16 ; d20+14=23 ; d20+14=16 ; d20+14=25 ;
Monday October 3rd, 2016 8:10:41 PM

The cold seeps in, sapping strength and will. Tishe' is glad Rillet, Clyde, and Mifune have been able to get them to the top of the glacier.

.....
Exhausted. 2 missed saves.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+18=28 ; d20+18=26 ; d20+18=29 ; d20+18=28 ;
Monday October 3rd, 2016 11:06:41 PM

Rill feels bolstered by Gargul's life giving powers as he resists the effects of this unnatural cold. As they climb, he can see Tishe shiver against the cold, and draws on the power of his God as he casts Lesser Restoration twice on her.

"We can take heart that Gargul's power penetrates even this frozen hell. I'll be glad to be quit of this place, but until then we'll do what must be done. Perhaps it's also due to Mifune's infectious optimism." He smiles at the archer.

"Now, about this mysterious cave. It certainly seems like a good place to rest. Let's see if that's true."

Before we enter the cave, Rillett will pause. "I know we are all cold, but if you will give me a minute..."

Peering into the cave from the ledge, he will cast Detect Magic followed by Augury, asking "Will entering this cave bring weal or woe to the Black Lions." (He has an 81% chance of success.)

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+20=26 ; d20+20=33 ; d20+20=25 ; d20+20=29 ;
Tuesday October 4th, 2016 1:05:01 AM

{ooc made all fort saves}

Reggie makes her way to the front of the group. "I can take point if ya need me to."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+13=26 ; d20+13=24 ; d20+13=32 ; d20+13=24 ; d20+15=20 ; d20+20=28 ;
Tuesday October 4th, 2016 2:13:15 AM

Jozhur shrugs off the cold for now, thoughts of returning to the warmth of Bonetown, or even Icepeak, allowing him to push through.

As they come upon the cave, he pushes into the mouth of the cave and peers into the darkness.

---------------
All saves pass
Perception: 20
Stealth: 28

Zeoll (Cayzle) (AC26; HP62of62, 4 nonlethal)  d20+13=15 ; d20+13=23 ; d20+13=19 ; d20+13=17 ; d6=1 ; d6=5 ; d6=2 ; d20+11=13 ; d20+24=43 ;
Tuesday October 4th, 2016 7:41:18 AM

[OOC: Missed Monday's Post! Ugh! Sorry!]

Zeoll struggles with the weather, which seems to be getting worse as the group ascends. He is exhausted after three hours, and is honestly worried. At the cave mouth, he casts Lesser Restoration on himself, so that at least he is fatigued, not exhausted, and drains his own (renewable) resources rather than the party wand.

He also channels energy twice to rid himself (and anyone else nearby) of some of their nonlethal damage. Everybody, please cure 7 damage.

Zeoll stands at the cave mouth and looks for tracks. He sniffs deeply, trying to tell with his liontaur scent ability if anything has passed in or out recently. Survival 13.

He peers into the cave and also listens. Perception 43.

Currently: Fatigued

==============================
DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, mending
1: command x3, endure elements (2 slots), elf vision;
2: lesser restoration, lesser restoration, peaceball, faerie fire
3: prayer, sum mon III, glibness

Sorcerer spells:
Cast: 2 of 8 1st lvl (Mage Armor x2)
Cast: 0 of 6 2nd lvl
Cast: 0 of 4 3rd lvl

Other Stuff Used:
Laughing Touch: used 0 of 8.
Channel Energy 1d6: used 2 of 8.
Fey Domain Hide Away: used 0 of 8.
Meta Rod: used 1 of 3
Cape of Dim Door - used 0 of 1
Horn of Good/Evil - used 0 of 1
Hero Points Used: 0 of 6
Pearl of Power lvl 1 unused

Current effects cast by / activated by / affecting Zeoll:
Mage Armor CL8 (duration 8 hours) Zeoll and Reggie
Extended Endure Elements CL7 (duration 48 hours) Zeoll
Taur's Try (Minotaur) CL8 (duration 80 min)

DM Dan K - The Cave on Mt Bal  d100= 95; d100= 01; d100= 39; d100= 88 d100=90 d100=89
Tuesday October 4th, 2016 8:44:53 AM

At or just before the cave, Rillett casts 2 lesser Restoration spells on Tishe, removing the exhaustion and fatigue from her body. Zeoll casts a spell upon himself and Mifune uses a second Mercy to remove all fatigue and exhaustion from the liontaur. Zeoll then channels positive energy to teh entire group healing the pain left behind by the cold.

Terser looks into the cave, his darkvision allowing him to see quite well. He sees no signs of habitation by animal, monster or noble race. Nor were there indications on the switchback path to get to the cave that anything has ever come up here. The cave, frost covered walls and what appears to be a very slick floor, extends further than Terser's vision.

Rillett casts detect magic and beyond the party's own equipment, he discovers nothing. To his augury spell about entering the cave, he also receives nothing

Jozhur steps just into the cave itself. The walls area darker stone with clusters of grey and rust red rock. The captain neither see or hears anything out of the ordinary.

Zeoll comes to the same conclusion as Terser, though he cannot see quite as far as the dwarf. His sharp ears hear nothing other than the shifting of the glacier far below, and that of leather and mail as his companions move about.

The cave becomes dim light within 20' and visibility drops to 0 within 30 as the angle of the sunlight outside is cut off by the mountain itself. The sun is also setting fast and here upon the high trial, some 2,500' above the glacier it is getting dark fast

Clyde (Mark sub for Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Ma  d20+12=25 ; d20+12=19 ; d20+12=14 ; d20+12=24 ;
Tuesday October 4th, 2016 10:40:08 AM

Riki climbs with the others, but his usual cheerfulness begins to fade as the cold of this land seeps into his bones. He barely makes it up and collapses with exhaustion as they stand before the cave entrance.

As Rillett steps over to remove his exhaustion and fatigue and the warm healing of Zeoll flows through him, his usual cheerfulness bounces back as he springs to his feet.

"Thanks! That feels much better. Let's get out of this wind!"

With a gesture and a word, he conjures forth some glowing balls of light and sends them into the cave to light the way as he enters with the others.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday October 4th, 2016 11:10:27 AM

Rill steps forward, casts a spell on Clyde, and pulls out his wand to fully restore the bard.
(Cast Letter Restoration using a Pearl of Power, and then use one charge out of his wand.)

As he peers into the cave now partially lit by Clyde's spell, Rill reaches beneath his furs and pulls out a glowing amulet. The area around the cleric is filled with a warm glow as he proceeds with the others into the cave. The light shines on his white furs and clothing, and he is anything but inconspicuous as he moves forward. If the floor is slick due to ice, his boots will aid him. If not, he will use his Agile Feet ability to be sure he does not fall.

"Hmmm. My spell gave me no insight into the threats in this place. Not sure what awaits us in here, but it can't be worse than this cold! Well, I take that last part back, but I am glad for the shelter. We should explore this cave a bit before we rest in it."

He turns to the sharp eyed Dwarf, "Hey Terser, how's this stone look to you?"

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Tuesday October 4th, 2016 6:39:44 PM

Mifune makes the final steps up into the cavern and looks around with care. Unfortunately, however far his gaze may reach into the dim light, they can't pierce the deeper darkness.

Reaching over his shoulder, the elf grasps the hilt of his sheathed greatsword and draws the beautiful weapon, the blade of which sheds bright light all its own. Mifune holds the weapon ahead as they advance, but he remains with the Black Lions he accompanies.

"For us, far better than the outside with respect to having genuine rest. The time to recuperate and, in my case, pray would be welcome," he says. "The deeper we go, the less exposed we are to the cold and winds, assuming something else hasn't already laired here with the same concept in mind."



Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=35 ;
Tuesday October 4th, 2016 10:10:23 PM

Terser examines the stone at Rill's request. (Perception 35, 37 for stone)

"If you take point, Reggie, I can back you up withmy extended reach."

Zeoll (Cayzle) (AC26; HP62of62, 4 nonlethal) 
Tuesday October 4th, 2016 10:12:22 PM


Zeoll casts a Light cantrip, just to be on the safe side. He looks at the slick floor and flexes his claws, ready to dig in if he feels himself slipping.

He grips his shield and enters, keeping to the middle of the pack.


(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=29 ;
Wednesday October 5th, 2016 3:17:55 AM

Liking Tersers plan, Jozhur takes up a spot in front of Terser, next to Reggie.

"It would probably be wise to check the entire cave before setting up camp, as long as it's not too big.

Perception: 29

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 13 NL Tishe' (SteveK)   d20+14=31 ;
Wednesday October 5th, 2016 5:27:27 AM

Tishe is relieved to be out of the wind and in the cave! Her spirits and body ( thanks to Rillet) revived, she makes more Dancing Lights to follow her in a diamond shape around her head, providing yet more light for her and the group.

Perception. 31

DM Dan K - The Cave on Mt Bal 
Wednesday October 5th, 2016 10:43:42 AM

Clyde draws his sword and casts Dancing Lights
Rillett takes out an amulet that was glowing under his armor and clothes fully out acting as a Light spell
Mifune draws his blade which also sheds Light
Zeoll casts Light and dons his shield
and not to be left out, Tishe casts Dancing Lights to form up over her head

Needless to see the area within 20' of the Black Lions is quite well lit, Dim light extending an additional 20' before becoming black to all those without enhanced vision.

The cave walls sparkle and glitter as if precious gems have been crushed and embedded into them. the floor and ceiling sparkle as well and as the lights move the twinkling from all of the surfaces around you is stunning and beautiful in its affect. The floor is slippery, but not treacherously so. If you move with some caution, there should be no concerns. The wind is no longer your enemy and the general temperature of the cave feels quite a bit warmer the outside as well. As you move deeper in the air becomes pleasant as compared to the last weeks travel on the tundra.

Terser's best guess is the cave is mostly granite with a heavy quartz content. Resulting in an extremely hard substance that could endure against extreme temperatures of both heat and cold

The group explores and examines the immediate cave opening as well as the first set of recesses. In all, your current exploration has found a cave that varies from 20' to 40' wide, 15' to 25' high and extends 140' deep with more beyond Tersers vision. You find no sign of habitation. The cave has no stalactites or stalagmites, but Terser's knowledge of the rock and earth assures all that this is not extraordinary. The floor remains uneven and frost covered and to the best of the dwarf's knowledge, this is a natural cave.

The sun has completely set at this time and the only source of light now is that of your spells. All Dancing Light spells expired.

Zeoll (Cayzle) (AC26; HP62of62, 4 nonlethal)  d20+24=32 ;
Wednesday October 5th, 2016 7:00:26 PM


The party has headed 140 ft deep and there is more continuing onwards.

"Now is not the time to flag, frriends! Let us head onwarrds! Into the deeps! Arre we not adventurrerrs? Let us seek adventurre!"

He urges the group forward, keeping alert (and sniffing) as the group heads on.

Perception 32

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Wednesday October 5th, 2016 9:07:43 PM

Reggie pulls out her magic torch, "we are pirates, or so I was led to believe." she says as she takes point to advance further.

She nods her approval of Terser's idea.

{ooc: using everburning torch for light (Reggie only had bright light vision}

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+15=17 ;
Wednesday October 5th, 2016 9:08:34 PM

{ooc forgot to roll perception = 17}

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Wednesday October 5th, 2016 10:50:31 PM

Tishe' pauses to cast her cantrip again, bringing forth four more lights in a diamond shape and each ten feet away from the sorceress. "It's not a problem keeping this spell renewed", she tells the others. "It's just a bother having to re-do it every minute."

"Maybe we should find an alcove and bed down?"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday October 5th, 2016 11:31:06 PM

"Reggie, my dear, er I mean Jozhur's dear, we are not pirates. Pirates take what is not theirs and prey upon the weak. We do not tolerate such behavior. Indeed, we remain committed to showing the pirates of Bonetown that there is a more noble way to behave."

"I'm game for pressing on for a bit, but not for too far. We are in no hurry, and should rest soon. No need to press our luck in this unforgiving place."

Rill's light source is Continual Flame cast on a ring attached to a cord around his neck.

Clyde (Sub by MarkB) 
Wednesday October 5th, 2016 11:34:07 PM

Clyde smiles broadly to the others.

"I've used most of my more powerful spells, but I'm game for pressing on if the rest of you are!"

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=30 ;
Thursday October 6th, 2016 1:55:35 AM

"We're more like privateers, I suppose." Jozhur's curiosity is getting the best of him and he nods in agreement when Zeoll suggests pressing on. He stays at the front and keeps an eye out ahead.

Jozhur also suggests that he could drink a darkvision potion and sneak ahead at the edge of the dim light, where everyone could still see him.

------------------------
Perception: 30

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+18=23 ;
Thursday October 6th, 2016 9:57:45 AM

Terser continues along, second in line, and continues to scan the stone for any abnormalities, instabilities, traps, or pitfalls. perception 23

Yar, thar be no use scoutin' ahead if yer stayin in sight of us. Save yer potion, laddie!

Terser's attempt at piratey talk is poor and unpracticed. He shakes his head and promises never to do it again.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Thursday October 6th, 2016 11:55:58 AM

"We'll stick together then, it's probably unwise to venture off in here.

DM Dan K - The Cave on Mt Bal 
Thursday October 6th, 2016 6:24:38 PM

The group has light in abundance, between cantrips that are second nature to items that glow. Despite the lateness of the hour, the group decides to forge ahead and explore. And so ahead they go. The cave continues and Terser can detect as they pick their way up and over various formations, having to hop up on some natural shelf formations, dropping down others, that the party is slowly descending.

Jozhur makes a suggestion about using a darkvision potion and taking point about 40' up. Terser in his best, or perhaps worst, piratey voice and jargon, says he shouldn't do so.

After another hour of picking your way deeper into the cave, the light you are using begins to reveal strange glyphs upon the wall to your left in blue and silver
Linguistics DC 40 or or if High Woldian is a language for you
Highlight to display spoiler: {
Elf Songs and dreaming kings
through longing lost united will sing
Herald an age of truth untold and
Bring about the end of the Wold
Sacrifice will be given by the pure
As clean and powerful as the driving snow
Here she will rest unyielding
Sacred forever more
}

Written in glyphs of red, just past the silver and blue
Linguistics DC 40 or if High Woldian is a language for you
Highlight to display spoiler: {
De Kyll' Dreyni
The Pack of Blood
}

Perception DC 30 Highlight to display spoiler: {Just past the writing on the right hand wall is a section of smooth rock with the a dagger embedded in it}

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+15=31 ;
Thursday October 6th, 2016 6:41:56 PM

Tishe' takes a moment to lament her choices in life. If she pursued being a Mystic instead of allowed no Sargrass to change her to follow the path of a Spellweaver, she would have been skilled in High a Woldian. As it is, she only recognizes the glyphs but not their meaning.

Her eyesight is better than her knowledge of ancient languages. "Um, what's a dagger doing embedded in the wall there?" She asks. And renews her diamond of Dancing Lights.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Friday October 7th, 2016 7:08:40 AM

"Maybe someone was using it to carve and left it there for safekeeping?"

Zeoll (Cayzle) (AC26; HP62of62, 4 nonlethal) 
Friday October 7th, 2016 7:11:40 PM


Zeoll says a prayer and stares at the runes, but they do not mean anything to him.

He sighs, and ponders how much he has forgotten over his varied careers. He feels sure that he used to be able to cast Comprehend Languages, but he has forgotten how. Well, on the off chance, he casts Read Magic and inspects the runes again.



Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=34 ; d20=7 ; d6=6 ; d20=9 ;
Friday October 7th, 2016 7:46:25 PM

Alas - Rillett lacks any skill in linguistics, at least written words. He is unable to puzzle anything out.

"I can't read any of this stuff. Anybody know what this says? How about you Clyde - bards are supposed to know everything. Anybody have Comprehend Languages?" He rifles through his scrolls, "Curses - I didn't make scroll of that spell."

(Perception 34.) "Oh, I see the dagger you talking about Tishe."

Rill walks over and tries to pull it out the dagger. Does it move? Also, are we at the end of the cave? We're still looking for someone.

"You know, that Mjolka'Frodr woman said we were supposed to find Frigga'Isa somewhere around here."

A bit exasperated, he'll shout down the cave, "HEY - FRIGGA'ISA! YOU HERE?"

Then he waits for a cave bear or worse to come charging out of the darkness. He'll ready an action to cast a spell should anything threatening charge the group.

Clyde (Sub by MarkB)   d20=14 ; d20=1 ;
Friday October 7th, 2016 7:54:03 PM

Clyde frowns at Rill, both because of his assumption that bards know everything, and for his general impatient and complaining attitude.

"You know, Rill, grabbing a mysterious dagger embedded in the wall may not be the best move. This is just a puzzle to solve. You need to relax a little. What's your hurry?"

He looks at the messages but cannot figure out any of them initially, so he casts Comprehend Languages. Assuming this works, he will read the messages aloud to all there.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=20 ; d20+8=23 ; d20+15=19 ;
Saturday October 8th, 2016 1:16:43 AM

Jozhur stares at the glyphs for a few minutes, scratching his temple. "I sure can't make any sense of these."

After the others point out the dagger embedded in the wall, he tries to examine it more closely. Does it look like it could be removed? Could act as a trigger for something? (Perception: 19, 24 vs traps).

He nods to Clyde, "Now may be the time to slow down a bit and investigate. It's also getting late, we may want to think about resting, who knows where we could find ourselves next."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Sunday October 9th, 2016 12:10:58 AM

"Yeah, maybe rash and impatient is not the best approach here. Nor it is the best reflection of the Lord of Life and Death."

If nothing happens with the dagger, Rill will move to the wall and begin to meditate and pray.

DM Dan K - The Cave on Mt Bal 
Sunday October 9th, 2016 1:09:34 PM

The runes prove unreadable to any in the group. Zeoll's Read Magic does not help, the runes are apparently not magical writings.
Tishe spies and points out the dagger, prompting Rillett to walk over and try to pull it from the wall. The dagger does not budge. A bit at his end, Rillett calls out for Frigga'Isa.
Clyde mention that grabbing daggers thrust into stone might not be a wise course of action and Jozhur moves over to inspect the area more thoroughly.

Clyde then casts Comprehend Languages and reads them. The glyphs upon the wall to your left in blue and silver read
Elf Songs and dreaming kings
through longing lost united will sing
Herald an age of truth untold and
Bring about the end of the Wold
Sacrifice will be given by the pure
As clean and powerful as the driving snow
Here she will rest unyielding
Sacred forever more


Written in glyphs of red, just past the silver and blue
De Kyll' Dreyni
The Pack of Blood


The dagger begins to glow, with a life of its own and stepping from it appears to be a phantom or ghost. It quickly solidifies into the form a of young woman. The young woman before the group looks to be maybe 20 years of age, but carries an aura of power well beyond her years. She wears a pure white wolf's cloak with matching boots, gloves and hat. Under the full length cloak can be seen an ivory colored fur jacket and pants with a white shimmering belt as if made of pearl. Her brown hair is long, braided and over her front right shoulder.

"Greetings Crew of the Lionfish" "Tell me why you have come here in search of knowledge and guidance from the Ice Vein Austlanders.”

The wall behind her and the dagger driven into, glow and shimmer as if not completely within the Living Wold.


Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Sunday October 9th, 2016 3:20:56 PM

Needless to say, Mifune has been keeping an eye on their surroundings since they entered, utilizing the bright light shed by his greatsword plus his low-light vision. It's not much in these inky depths, but it's something.

It's only when the phantom emerges from the wall that the man turns about to face her, his expression neutral for the moment. Not so mindless as the undead outside, he thinks, but that only makes this all the more dangerous.

Mifune takes a slow inward breath and exhales, looking at the phantom and the cavern in general while using his Detect Evil ability.

"I am a companion of the Black Lions," says Mifune in his usual calm voice, "requested by the Star Mages to determine the fate of a missing mage. He was found dead, in front of a portal bridging our land with yours. The rift burns with power difficult to look at, the sort I can only imagine to be divine. Certainly, well beyond said mage's power."

Mifune lowers his blade and continues, "I cannot speak for the leader of the Lions, but I am here to learn who killed that mage and why. If possible, to close the portal, as well. Its presence is causing the land on the other side to freeze."

"Are you Frigga'isa?" Simply enough asked.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Sunday October 9th, 2016 7:49:38 PM

"The Pack of Blood?" Tishe' is stunned "Trellus? Grymash? Flea? Gilan? Mac? Jake?" She wonders incomprehensible at the arrival of the vision, lost within her own, vague memories.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Sunday October 9th, 2016 9:14:50 PM

Reggie takes a defensive posture to protect the crew in case of trouble as the aberration appears.

"This magic stuff can be tricky as well as dangerous" she warns. hoping the others don't become to complacent.



(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d8=7 ;
Sunday October 9th, 2016 11:43:35 PM

"Indeed, the poral Mifune speaks of is freezing Bonetown. It also stands as a gateway between this land and ours. Those in Icepeak have expressed interest on keeping the portal open as an avenue of trade, but if Bonetown freezes, there will be no one to trade with on the other side. We seek guidance in closing the portal, or a means to control it to allow passage but ensure the safety of our land."

Jozhur thinks of the flower he was given in Icepeak, but decides to keep it hidden for now.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+13=16 ;
Monday October 10th, 2016 1:23:21 PM

With the appearance of this woman, Rill’s attitude instantly shifts from his former, whiny demeanor to one of professional respect.

He will bow low to this lady. He assumes this woman to be Frigga'Isa. He activates circlet (Eagle’s Splendor) before he speaks. Then he pulls himself up to his full height.

“Greetings Frigga'Isa. I am Rillett Savenport, Soulseeker of Gargul and a member of the Black Lions. We were sent by Mjolka'Frodr to seek your counsel. She sent us with a flower as a token. My friends here have outlined our dilemma - the portal they mentioned seems to have been ill wrought, and it threatens to destroy our town. We have divined that the mage who died creating it had help from some power in your lands. Can you help us close this portal to save our people?” (Diplomacy 16)

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+2=10 ;
Monday October 10th, 2016 7:20:35 PM

Terser doesn't speak, but tries to present an air of respect and help convey their intent to help their people.

aid another for +2 on Rill's Diplomacy.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Monday October 10th, 2016 11:15:37 PM

Reggie just maintains a wary eye on the woman, hoping for the best but ready for the worst.

DM Dan K - Frigga'Isa 
Monday October 10th, 2016 11:24:42 PM

Mifune is the first to address the young woman and just before he does so, he uses a gift of Pantheon to Detect Evil. He detects no evil about him. He speaks for his purpose, but not to presume for his current companions. "who killed that mage and why. If possible, to close the portal, as well. Its presence is causing the land on the other side to freeze." He ends by using the presumed name of the woman, Frigga'Isa.
The revelation of her packmates, that they well may have stood in this very cave, overwhelms Tishe
Reggie cautions her crew to be wary
Jozhur concurs with what Mifune has said and adds his concern over the people of his land, Bonetown
Rillett steps forth and gives a bow and explains that the group came from Ice Peak and that Mjolka'Frodr sent them with a flower and asks for assistance to close the portal.
Terser lends his support to Rillett

The young woman nods towards the party shakes her head slightly as she smiles. "Always caution. Be wary that it does not transform itself into distrust. The first step to the fallen." She turns her gaze to Tishe, "Yes, they were here child."
The young woman then returns Rillett's bow as the cleric speaks. "Well met Rillett Savenport. I am was Frigga'Isa, daughter to Ull'Isa Ulf'Borsa, blood daughter of Mjolka'Frodr, woman of Ice Peak and wunjo of Burfell." She stands straighter as she speak, stretching to her full nearly 6' of height with her chin proud as she recites the words. "The portal can be sealed and I will share with you what must be done to do so. As to the mage of your lands, you have been given that answer before."

She sweeps the group with a steady, yet understanding gaze, " “To do what you seek to do is dangerous. You must breech the barrier with the once living fire of the Ice Vein. Heat incarnate and captured within the life of the ja’Kollu Iss’Wyrm. It’s fire will shatter the rift and close the breech between our lands. You will find the creatures south of here where they hunt."

Zeoll (Cayzle) (AC26; HP62of62, 4 nonlethal)  d20+22=36 ;
Monday October 10th, 2016 11:45:37 PM


Zeoll bows at these words, although his tail swishes in disagreement. "We thank you, spirrit who is and was. But need this brreech be sealed? Could it be tamed, so that the differrent people of the Wold -- sailorrs on a distant sea, and the harrdy childrren of the cold -- could visit and trrade and learrn about each otherr in safety?" The old liontaur talks about how he has lived on the northern continent and on the southern continent, and how he thinks more contact between these far apart places would help everyone.

Diplomacy 36

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+12=15
Tuesday October 11th, 2016 1:01:32 AM

Rill wonders if perhaps what Zeoll asks is possible.

"Mistress, thank you for your advice. Your appearance and this cave begs many questions. There are great powers in this land. As I am pledged to serve Gargul, I understand this bond. I have noted that the people of Ice Vein do not suffer the magical cold of this land. Is there a way we may have the same protection? The effects of this cold is proving to be taxing for us. Are there perhaps other things we can do to protect ourselves?

"As for the rift, will the powers of this land guarantee passage and trade in a way that our lands are protected from the cold and it's deadly inhabitants? If there is no surety in this, then we must indeed secure it's closing.

"You stepped from that dagger. Do you live in the dagger, and are you free to come and go? If not, is there any way we can help you, perhaps reuniting you with your mother? Is there some message or token we can bring back to her?

"With the Iss’Wyrm," Rill swallows, "yeah, those things are huge. But we find that preparation and planning often succeeds where brute force fails. Can you tell us about these creatures? Are they affected by fire and heat? You said they contain a fire we need - how do we get that fire? Do these cause damage with fire and cold? Do they have any other weaknesses or strengths? Where do we find their hunting ground?

"Finally, may we have your permission to rest here in this cave before venturing out again into this icy landsape?"

Diplomacy 15

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2  d20+20=27 ;
Tuesday October 11th, 2016 3:31:03 AM

Clyde shook his head, as if to clear away cobwebs muddling his brain. All that traveling has left him weary, and the presence of the young woman left him momentarily stunned. Nonetheless, he steps up and bows as a gentleman would.

"Many thanks for your advice, alas, we are but simple mortals, limited by our physical capacities, and as such we seek further guidance. As Rill mentions, the bite of winter from this land gnaws at our bones, the effects of its chill on the other side of the rift is unknown to us, and we know next to nothing of the Iss'Wyrm. If you'd be so kind as to indulge us with your divine knowledge, we would be ever so grateful."

=======================

Diplomacy: 27

Sorry for being a day late in getting back into posting! I'm back now, and really shouldn't be missing a single day again!

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Tuesday October 11th, 2016 4:30:08 PM

Mifune inclines his head mildly as Frigga'Isa explains their circumstances, offering the slight gesture of respect. "Then, the mage spoken of was indeed killed by tampering with forces beyond his control," he says, "or by being used as a pawn in opening the portal." This, at least, gives him something to bring back to the Star Mages, as these are the only things previously suggested to him.

"That slaying the Iss'Wyrm will close the portal begs a question," he begins. Calmly, Mifune inquires of the spirit, "How swiftly will this closure take place? The living people here are welcoming, but I should prefer not to be trapped as a resident of the Ice Vein. My own people have need for me."

The others have rather thoroughly covered every other curiosity he might've had, and so he remains silent, hands resting upon the hilt of his glowing greatsword as its tip rests against the floor of the cavern.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Tuesday October 11th, 2016 8:18:32 PM

Tishe' is hardly able to speak, running her hands slowly over the cold stone words. Her eyes shine. But only speaks in peripherals. "The Sargrass witnessed nearly my entire life with the Bloodpack, where we pledged our life to defend the land. And the Sargrass was destroyed by a tsunami of Woldsblood. This is nearly the only proof my friends ever existed."

Even the talk of the Iss'Wurm doesn't interest the usually mucurial human woman.

Zeoll (Cayzle) (AC26; HP62of62, 4 nonlethal) 
Tuesday October 11th, 2016 10:43:09 PM


Zeoll tries to comfort Tishe. "Not trrue, old frriend. I knew Flea myself, and I knew Grrymash by rreputation. They will live on in song and tale, as trrue heroes often do, but even if they pass from memorry, the Wold is a betterr place forr theirr deeds. That can be enough."

DM Dan K - Frigga'Isa 
Tuesday October 11th, 2016 10:52:31 PM

Frigga'Isa looks at Zeoll with an incredulous look, "Tamed? Tell me Austlander, what about my home makes you believe it could ever be so done." She shakes her head slightly and smiles, "No there is no taming of the wilds of Ice Vein. There is learning, there is belonging and there is respecting."

Rillett speaks of the cold and goes into a host of wuestions, about Frigga'Isa the land, how she might help and most importantly, information about the ja’Kollu Iss’Wyrm
Clyde concurs with Rillett and also asks to be told about the creature they would need to face

Mifune asks for a bit more detail on the closing process and Tishe is absorbed by a long lost past.

Frigga'Isa smiles and softens and moves to Tishe and places her hand upon the others shoulder. Tishe feels a warmth pour throuh her body and her mind opens. Frigga'Isa looks out to the rest of group and you feel your minds pulled into the link. The entire crew of the Lionfish 'sees' Trellus, Grymash and the others standing within the cave, cold confused but ready. Across from them are people who look very much like the Ice Peak villagers and specifically one of them is a young, very mortal, Frigga'Isa. "Yes, she says warmly, dreamily. I was there. With my brother and then wunjos. We had just been blood bonded and Celsiun called us to Mt Bal."

Your minds is whisked across the tundra as the Ice Peak villagers take the Blood Pack to their home and then on to the mighty Burfell. In your mind, you scale the cliffs up, up over 10,000 feet to a great stone bridge and across to an ancient stone gate. Burfell, the mountain is a distinct presencein the vision, a power, a sentient being. Even in this link you can feel the mountain pressing in, and even the vision of the gate feels more solid than anything else you could imagine, but then Frigga'Isa states, "It is all right mighty friend, I wish them to see."

Instantly the pressure of the other, of Burfell melts away and the group is brought through the mountain gates. You descend stairs and find yourself witnessing a mighty battle, the Ice Peak warriors with Frigga'Isa on one side of a force barrier and the Blood pack on the other. Undead pour from the walls, explosions rock the area and each group conducts themselves in splendor. Trellus leading his Pack, despite heavy wounds, always lookng to heal or direct the others. A cleric, you instinctively know as Garret with the ice Peak stepping in front of Frigga'Isa and taking a great spear meant for her. Pain washes over all of you, not physical, but of failure as you watch the cleric of Burfell die in front of Frigga'Isa. To her left, her brother lies bloddy and broken. Horribly still next to a gnome. On the other side, Jake and Grymash are both lying prone is pools of thier own blood. The battle is lost, they were too many. Darkness closes about your vision, cold, cloying death, loss and a saddness as deep as any abyss. It threatens to pull you in, smother you, but then a small light appears and with it warth and hope.

The scene before you brightens and Frigga'Isa draws her glass dagger as she mounts a dias and grasps a ring upon a small stand. This young womwan then plunges the dagger into her own chest. Gasping in pain, the throes of death closing upon her, she slips the ring upon her finger. The vision ends and you are back in the cave in Mt Bal.

"They will always be remembered and sung of in the Ice Vein." Frigga'Isa then moves back away from you a bit. She looks over you all and speaks, her voice gentle and understanding. The last of you to step through the breech to your homeland should carry the fire gland. For when it contacts the gate, the gate will close." she then looks at Zeoll and adds with a mischevious smile, "And perhaps be forever sealed."

She then moves on to address some of Rillett's questions. "The ja’Kollu Iss’Wyrm is a creature of Fire and Ice and particularly bothered by neither. What you saw on the tudra was an Iss'Wurm. They are diffent. The prey of the ja’Kollu Iss’Wyrm. is the Iss'Wurm. It is one of the most fearsome natural creatures of the land. You should be wary. As for the cold of my lands?" She shrugs. "I am not understanding what you are asking."

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Wednesday October 12th, 2016 1:11:57 AM

Mifune is something of a guest in the telepathic journey through history, as he wasn't acquainted or involved with the Blood Pack in the past. Still, a recounting into this glimpse at history will no doubt fascinate the Star Mages who hired him.

"The last through must carry the fire gland," the paladin repeats, sounding thoughtful. "That's one reassurance, but what of this Iss'Wyrm itself? Does it think as would a man, or is it more a beast? Might it have had a reason to participate in opening the portal?"

He tries to help further interpret. "The cold of your land refers to the cold carried upon the winds, the ice and snow. Our bodies are not accustomed to such things, and if they do not do us harm, they sap the energy and warmth from our blood. We expended much in the way of magic and divine aid simply to reach this cave. This is why you are asked about protection from such."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Wednesday October 12th, 2016 2:31:24 AM

"I'm guessing the Ice Peakers taught us about anything there is to know about keeping warm. If this Ja'Kollu Iss'wurm preys on Iss'wurm, then it must be huge. Does it have any weaknesses? Would you be bothered by us resting in your cave?" He also presents the token to Frigga Issa, "We were sent with this."

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Wednesday October 12th, 2016 10:53:25 AM

The vision of the battle is at once inspiring and saddening, and prompts Terser to think of never ending battles and the need to prevent fighting over the same things over and over.

"There is another concern as well. How do we prevent someone else being used as the mage in Bonetown was? Do you know what power was involved in coercing him to create the gate in the first place? "

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday October 12th, 2016 11:28:01 AM

Rill looks at the dagger in the wall, and thinks about what he just saw. After a bit of contemplation, he says , "Thank you Frigga'Isa for sharing that vision with us. Would you like us to seek a way to release you from this place?

"My question about the cold related to something we were told in the Ice Peak Village. It was said that Celsiun and Burfell protect the people of the Ice Vein from this unnatural cold. I was merely seeking that same protection for our group. But perhaps this is just part of Celsiun's test of us. As is all of this, because if he wanted that gate closed, he never would have answered the mage's call and opened it in the first place. If you see him, tell Celsiun we're the good guys.

"Now we'll see if we can pass his next test. So that thing that ate the mammoth was the little worm? I can't wait to see this ja’Kollu Iss’Wyrm."

Later, as the group prepares to rest here in this cave, he'll see if Frigga'Isa will join us in a meal and perhaps a normal rest. Rill doesn't imagine being imprisoned in a dagger is a fun existence.


(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Wednesday October 12th, 2016 5:00:44 PM

Reggie remains silent at the vision, she had an extremely worried look on her face as she was whisked away like she was.

upon the return she remains silent still, apparently not liking the experience to much.

"Soo, let me get this straight, the thing we saw that was like really huge and probably out of our league is actually food for what we actually need to get?"

"yeah, were gonna die."

Reggie her usual optimistic self.

Zeoll (Cayzle) (AC26; HP62of62, 4 nonlethal) 
Wednesday October 12th, 2016 6:19:27 PM

Zeoll thanks the spirit and asks if the beast they seek has any weaknesses and strengths. Is it immune to mental effects? To fire and cold? To magic in general.

He thinks that unusual attacks may work best. Calming and charming it, maybe.

He listens and nods when his friends ask if the spirit wishes to be free.

He reassures Reggie. "If you die, my dearr, fearr not. I have a scrroll to Rraise the Dead."



AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Wednesday October 12th, 2016 8:34:54 PM

Tishe' nods and holds onto Zeoll until the spirit Frigga'Isa brings them into a vision of the deeds of the Bloodpack and heroes of the Ice Vein. Eagerly she watches, standing taller, proud of the exploits of her friends, gaining strength by seeing they aren't gone, that they are revered here in the cold tundra. And it gives her hope.

"Thank you, Wunjo Frigga'Isa. And I know what happened next, for they all survived and we continued to protect the Sargrass after we were reunited."

Tishe' turns to her new friends, a sense of strong purpose about the short woman. "It's not gonna help us." She smiles. "We are gonna have to kill it and cut this gland out of it':s body. Then march across the Ice Vein back to the portal to close it. As to ensuring it doesn't happen again, I bet burning the dead mage's book and notes will take care of that problem!"

DM Dan K - Frigga'Isa 
Wednesday October 12th, 2016 9:12:00 PM

Mifune asks if the ja’Kollu Iss’Wyrm has an intelligence, like one of the noble race and if it might have had a reason to help in creating the portal. He also clarifies on the assistance with the cold.

Jozhur asks about any weaknesses they might exploit and he gives Frigga'Isa the flower from Ice Peak. He also inquires again about resting in the cave

Terser asks the group as well as Frigga'Isa, how they might prevent another mage from being used to open a second gate

Rilllett thanks her and offers the groups assistance in setting her free of her prison and offers her a meal

Reggie comments on the size of what the ja’Kollu Iss’Wyrm must be like to prey on the Iss'Wurrm that they saw swallow a mammoth whole

Zeoll reassures Reggie that any of them that survive will make the trip to Gargul to get her back

First, she addresses an oversight and assure the group they may spend the rest of the night in safety within the cavern they are standing in.

To the questions about the ja’Kollu Iss’Wyrm, the woman smiles. "The ja’Kollu Iss’Wyrm is terrifying and powerful, but it is just a creature, like the mammoths and reindeer. It's name means Volcanic Ice Worm. You will find fire and cold of any kind of no use as a weapon. You will need strength, speed, skill and steel." She then playfully shrugs and adds, "Perhaps healing magic as well." It is apparent by her nature that she has provided all the information she intends to about the creature

Frigga'Isa takes the flower and slides the stem into her hair, Her face takes on a slightly sad visage, but only for a moment and it is gone. "Thank you Jozhur Derile. A token of home is always a welcome thing."

The woman stands a bit taller for a moment and her tone becomes more serious and begins to border anger. "Your trials and hardships are not tests. A mage of the north, with help from the north and funding from the north and for the ill gains of the north created the breech. Your lands are in danger now because of the wizard Raigel and whomever assisted him, in the north You would do well to seek answers of such nature, far closer to home. As to the protection of Celsiun, you are Austlanders and until that fact changes, there is no pact that can be made."

Frigga'Isa takes a breath and calms herself, or at least appears to, "I am not in need of rescuing, it is kind of you to ask. I will stay with you as long as you wish this night. I am interested in hearing more about your own lands. Bonetown, Rum, and life on the great seas."

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2  d20+17=24 ;
Wednesday October 12th, 2016 9:25:00 PM

The vision journey filled Clyde with a sadness. As the others continue with a barrage of questions, Clyde pauses to contemplate what he'd just witnessed.

The idea of having to face is massive ice wyrm that preys on smaller-but-still-gigantic ice wurm seemed daunting. But steel solves all problems.

Once everyone has settled down, and some of the others have told their tales to Frigga'Isa, Clyde will share his own journeys and stories. [OOC: Perform Oratory 24]

Zeoll (Cayzle) (AC26; HP62) 
Thursday October 13th, 2016 1:50:46 PM


Zeoll is glad to offer stories of the Fey King and different ways he has come to the aid of mariners who call on him. As the master of air and water, Eberyon is often called upon to tame storms and calm the ocean.

Cradled special ability gives everybody a +2 on the first save of the day if they listen to Zeoll's stories. Likely it will be a fort save vs the weather! :-)

That night, Zeoll tries to dream for guidance -- what is the best way to find a "ja’Kollu Iss’Wyrm" -- Seer power requires no roll for success on the divination dream.

Privately, the old liontaur is sad that the gate between the two places will be shut permanently. But he does not say anything to the spirit.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Thursday October 13th, 2016 2:05:50 PM

Jozhur nods to Frigga'Isa, "If the rift needs to be closed, that is what we shall do. I have my own doubts about peaceful trade between your people and the pirates of Bonetown."

He listens to Zeoll's tales, then tells their own story of their war against the cult god Biloopl.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Thursday October 13th, 2016 3:41:46 PM

There is no way he can compete with the tales of the sea that Clyde shares, but he has tales from the Scab, which is just as desolate as the ice vein, if not so cold, and tells her about the dwarcen clans and the stone festivals there.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday October 13th, 2016 4:42:19 PM

"Good mistress, I did not mean to insult you or your people. It was Mjolka'Frodr that told us that when the mage knocked, it was Celsiun that opened the door. This gateway would not have existed but for both this wizard Raigel and Celsiun. I know the wizard's motives. I do not know why Celsiun chose to answer this northerner.

"Whatever the reason, I am glad to have met your people. We have been treated honorably and well by since we arrived. Your environment is tough, but Gargul, Domi and Maab have seen fit to protect us. And Celsiun has not barred us from this land or struck us down. Perhaps it was his desire to establish some sort of communion between our two peoples.

"And if nothing else comes of this, I am indeed honored to have met with you."

As for stories later, Rill will relate the recent conflict with and defeat of Billoopl and his forces. He will mention Goodie Bess and her defense of the town. And the great gnome Aexana.

Rill will rest with the others and pray for spells in the morning.

"Given the trek we need to make back, I would appreciate if others with access to divine spells could also prepare to cast Lesser Restoration. I can handle most of it, but if the cold is getting to people I'll need a little help."

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Thursday October 13th, 2016 7:15:55 PM

Mifune listens attentively as Frigga'Isa provides him with the information he seeks. So armed, the elf now better understands what he's dealing with. Not a dragon by another name, say, but something simply higher on the predatory ladder.

"I am not local to the area from which we arrived," the paladin explains to the spirit. "It simply happened that our interests were similar and we arrived at the same time. The Black Lions have been good companions to me throughout this trek."

The elf lifts the tip of his sword from the cavern floor and turns with furrowed brow to separate himself from the group somewhat, sitting down and grasping his silver holy symbol. "If you would avoid destroying Raigel's spellbook and notes, it would be appreciated. I will give them to the Star Mages," he thinks to say, before falling into the silence of prayer.

DM Dan K - Frigga'Isa 
Thursday October 13th, 2016 9:54:31 PM

The group accepts Frigga'Isa's words as she accepts the offer to stay. Clyde tells a resounding story that brings a smile to the woman's face and a light to her eyes. Zeoll Terser and Jozhur all tell a tale as well. Frigga'Isa accepts too, what Rillett says about Mjolka'Frodr. The evening and night pass, the party sleeps and the sleep is deep refreshing and peaceful.
Zeoll's dream takes him upon a flight across the wooded south and away from Mt Bal. Pines grow in abundance and mammoth move about them. He spies grasses and a running river and upon the banks is where he lands. Her soft, yet firm hand on his shoulder has always been of comfort in the past. "You are worried, but it will be all right."

The day breaks and the party is away, into the bitter cold once again and now heading south

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Thursday October 13th, 2016 10:16:32 PM

Tishe', her spirit refreshened, enjoys the tales and tells of her own in the Cinnamon Valley and even before with the Bloodpack. "There was a time where we were in a ritual combat against an evil team. The Manfri, a special people who protected the Sargrass, oversaw the trial with thier magic. No one could die inside the circle, but if 'killed' and doused with water, insects would swarm and devour the body in seconds. Trellus gave us a plan to keep Grymash healed and attacking and Gilan was in charge of wetting down any enemy. It worked too, saving the day with water!"

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Thursday October 13th, 2016 11:19:06 PM

The night was pleasant, a nice change from the past week of travel. Morning came too swiftly. Clyde sighed as he awoke, yawning the chill winter air. Time to go slay a frost wyrm god of some sort.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Friday October 14th, 2016 8:19:22 PM

Tishe' sleeps and wakes well, ready for the day.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Friday October 14th, 2016 9:35:39 PM

As Clyde prepares for the day, he attempts to plumb through his well of knowledge to see if he can remember ever hearing or learning anything regarding the ja’Kollu Iss’Wyrm. [OOC: Using Lore Master to take 20 on a Knowledge check, so it'd be 31 to 36, depending on which Knowledge is required.]

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Saturday October 15th, 2016 2:27:48 AM

Jozhur wakes up feeling refreshed and steels himself to leave the relative warmth and shelter of the cave.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+9=19 ;
Saturday October 15th, 2016 12:42:02 PM

Teaser preps himself to help the others down the slope, should it be necessary. He had enjoyed the chance to bed down under shelter, but has strapped all his gear back into place and is ready for the cold once more.

(Survival 19)

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Saturday October 15th, 2016 8:15:00 PM

Mifune spends the night in the cavern in prayer, where Pantheon sees fit to grant him power he'll need in the journey ahead. When morning at last comes, he touches the flat of his elaborate greatsword before tucking it into the sheath against his back. A duty-bound man, so it seems, unwilling to complain about heading back out into the wilderness.

"As a paladin, it seems less than fitting to leave your spirit here to linger," Mifune says, pausing on his way out as he addresses Frigga'Isa. "If this is what you choose, then you seem to not have taken leave of your senses, however. I can return once matters are dealt with, before the rift is closed ..."

That said, he heads for the mouth of the cave and begins to descend along with the rest of the party. "Were I not in so foreign a land, I would think this fiery predator of the worms to be a dragon. I know not how far we can trust the guidance of a ghost."

At least he's honest.

-----
DM Sanity List

Spells Prepared
1st-level: Cure Light Wounds, Divine Favor, Lesser Restoration, Protection from Evil
2nd-level: Bull's Strength, Zone of Truth
3rd-level: Greater Magic Weapon, Prayer
Channel Positive Energy: 9 uses
Lay on Hands: 10 uses
Smite Evil: 3 uses
Summon Esilvyn: 2 uses
Rod of Extend: 3/3 daily charges remaining

Zeoll (Cayzle) (AC26; HP62) 
Sunday October 16th, 2016 10:48:28 PM

Zeoll is careful to tell his friends all the details of his dreams, and then joins his party in beginning the hunt.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday October 17th, 2016 8:47:06 AM

Rill continues with the others as they had back down the mountain.

DM Dan K - Ti Kill a Mocking ja’Kollu Iss’Wyrm 
Monday October 17th, 2016 9:07:48 AM

The party exits the cave and descends in down a different path then they can up. Frigga'Isa points out the trail that leads further south across Mt Bal where she tells you that beyond an alpine meadow will be the descending trail. Frigga'Isa remains in the cave as you depart and gives a final nod before fading into nothingness.
How everyone failed to notice this other path upon entering the cave is a mystery. Perhaps the hard climb and cold had befuddled your senses greater than any realized. Now, though, there is a very clear path, nearly 4' wide cutting south across the mountain.
What has not changed is the cold. The sun is rising into a lightly cloud scattered sky, but the air is absolutely frigid. Again, with each lung full of air, you are reminded that the land itself seems out to kill you.

On the trail, Mifune cautions that the helpfulness of a ghost should be taken with a grain of salt. Clyde mentally plumbs the stories he has heard trying to conjure up anything about the opponent they will soon be facing. Only one seems to fit and the name of the creature was never given, but the tale was from a northern group outside of Plateau City who were hunting Ice worms

"We had thought the creature trapped, dropping into's its nest and sealing the escape tunnel it had. The only way out was now through us. But it turned and simply dove into the ice and rock as easily as a fish through water. In moments, it was gone and came at us from below. It emerged in an explosion of heat, steam and soon everything was covered in water. As we regrouped and attacked the blazing heat from it body disappeared. Only to be replaced by a deep cold that reminded me of a cone of cold spell. Several of our company were over come and the retreat was called. We magically jumped to lick our wounds and never went back."

The Alpine meadow is reached as the day comes to an end. There are several copses of pine trees and poking through the snow in several places are various colorful wildflowers. A promise of life here on the mountain

It is going to be assumed that several characters will succumb to fatigue and exhaustion during the day and Rillett and others will expend various restoration spells to counter the affects throughout the day, so that you can log the necessary mileage to reach the meadow. fortitude saves start at 15 and end at 23. Shelter is then supplied by Clyde using 2 Tiny Huts, Tische supplies a bonfire.



Zeoll (Cayzle) (AC26; HP62)  d20+7=27 ; d20+5=15 ;
Monday October 17th, 2016 5:39:41 PM

The naturalist in Zeoll in amazed that there are wildflowers growing in temperatures so very far below freezing! How is that possible? The old liontaur casts detect magic and tries to understand what is going on.

Know Nature 27
Know Geography 15

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+14=24 ; d20+14=16 ; d20+14=33 ; d20+14=22 ; d20+14=22 ; d20+14=31 ; d20+14=20 ; d20+14=33 ; d20+14=29 ; d20+14=34 ;
Monday October 17th, 2016 9:37:42 PM

Tishe listens to Clude's tale with much interest. "It sounds like resist spells and many fly spells may assist us against the beast. I can supply all of those to Black Lions and Mifune if you can't yourselves." She considers the paladin's words to Frigga'Isa and puts in her own thoughts. "Just because she is dead doesn't mean she is a ghost, Mifune. There are also avatars and heralds of the Powers. I wouldn't assume she was undead."

It may be that the sorceress is getting used to the Ice Vien, or that the rest did her good, but Tishe' is able to resist the cold for the entire day's march!
......
9 environmental saves. Success!

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Monday October 17th, 2016 9:47:38 PM

Remembering the tale of the ice worms, Clyde shares it with the rest of his companions. It may or may not be helpful, but every cautionary measure should be taken, and knowing that the creature may be able to dive into ice and rock as though a fish through water, that may help save their lives.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday October 18th, 2016 12:49:36 AM

Jozhur listens to what Clyde has to say in silence, contemplating the imminent fight.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+20=38 ; d20+20=25 ; d20+20=39 ; d20+20=26 ; d20+20=37 ; d20+20=21 ; d20+20=22 ; d20+20=31 ; d20+20=30 ;
Tuesday October 18th, 2016 1:28:04 AM

Rill steels himself against the cold as they descend (all 9 saves made.) He keeps a close eye on the others for signs of fatigue. "Tell me if you need protection against the cold, or it's really getting to you and I'll see what I can do." He's ready to cast Endure Elements on anyone not so protected, and will remove any exhaustion. If all his spells are not needed he will also remove any Fatigue caused by the cold.

He is glad to be making camp among trees again. Anything other than this endless ice and snow is a welcome respite. He'll help set up camp, and scour the are for dead branches or other fuel.

(I assume the adds to our saves are the original +2 for Endure Elements and +4 for our clothing adjusted as we were instructed in Ice Peak Village.)

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+22=42 ; d20+22=37 ; d20+22=35 ; d20+22=39 ; d20+22=28 ; d20+22=28 ; d20+22=27 ; d20+22=26 ; d20+22=41 ; d20+22=41 ; d20+22=26 ; d20+22=23 ; d20+22=38 ;
Tuesday October 18th, 2016 10:53:12 AM

woops, a couple too many. but all saves successful

The cold is just another foe to battle, and Terser has gained much experience versus this foe in the last few days. It serves him well, and he ends the day's march unscathed by the bitter winds and ice and snow.

DM Dan K - Ti Kill a Mocking ja’Kollu Iss’Wyrm 
Tuesday October 18th, 2016 12:44:47 PM

The group is able to gather some wood as well as find a suitable camp location on the meadow. Zeoll casts detect magic but can find no auras outside of what the party carries with them. The snow is far less here in the meadow and these plants must have adapted as other creatures have. As the party camps, stars once again light up the night cast the whole about in a blue and silver light. To the north and east, Mt Bal looms into the sky, to the west the tundra opens up just beyond a ridge and to the south, across the meadow the trail continues. At one point in the night a group of big horn sheep are seen higher up on the mountain, perhaps 2500'.
It is morning and the sun rise awakens all but those on the last watch. A unseen rift in the peaks to the east, allow a shaft of brilliant light of the first morning to strike the meadow and the warmth it provides is noticeable. Judging from the the line, sunlight strikes this meadow all day long and sailing overhead Reggie spies a medium sized bird, riding the thermals high above.

The path continues to the south. The group gets going and all too soon step from the sunlit meadow and back into the shadows of Mt Bal. The trail continues for about 2 hours and then the trail begins a steep descent and narrows to force the group to single file and for Zeoll to squeeze through. Sheer rock rises up on both sides and as you press against it, you find the rock far warmer than the frigid air should allow. Indeed, the air here is not as cold either.
Know Geography DC 15 Highlight to display spoiler: {Thermal activity nearby is warming the rock, it could even be volcanic in nature}

You have been moving down through this narrow fissure for nearly an hour when a deep rumbling is heard and it is steadily and rapidly growing louder

no fortitude saves necessary thus far...

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday October 18th, 2016 3:29:03 PM

That night, Rill takes some time to enjoy this little copse of woods and the eventual stars overhead. This alone is worth the ring he wears that alleviates most of his need to sleep. The sun in the morning is a welcome respite, making breakfast and breaking camp almost pleasant. And the day gets even better for the cleric born to a more temperate clime. “It’s nice to have these rocks warm. Perhaps Frigga'Isa talked to Celsiun or Bursun and got one of them to cut us some slack.”

As the rumbling starts, Rill is alarmed and doesn’t want to be caught unawares by a worm that tunnels through rock and ice. Assuming we are already moving with Water Walk on, he casts Air Walk on Terser just to be prepared.

-----------------------------

Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before),

Spells/abilities available, * = cast/used:
0 (DC16): Mending, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Hide from Undead, Shiled of Faith
2 (DC18): See Invisible (D), Delay Posion, Resist Energy, Lesser Restoration, Lesser Restoration, Lesser Restoration, Lesser Restoration
3 (DC19): Fly (D), Blindness/Deafness, Prayer, Water Walk, Water Walk, Water Walk
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal
5 (DC21): Teleport (D), Break Enchantment, Disrupting Weapon, Plane Shift
6 (DC22): Find the Path (D), Heal, Summon Monster VI

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)
Tongues (class)


AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+16=18 ;
Tuesday October 18th, 2016 7:03:54 PM

Tishe' basks in the sunlight and is very happy to gather extra logs for her extra dimensional pockets as well as building up the bonfire to last for several more hours before turning it into a cloth patch for easy carrying.

The travel after the sun is welcome too, especially since it is a tougher climb. The rumbling beneath her feet brings the sorceress to the here and now. "Heads up!" She calls, "Sounds and feels like a heated Iss'Wurm, doesn't it!"

Tishe' casts a Fly spell on herself and flies out above the crevasse at a 45 degree climb to give herself some room to fight!

........

Cast Shrink item in the morning
Cast Fly
Move 30 feet away and 30 feet up. Skill Check. 18

eak clothes.

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 0. 2. 0. 0

Zeoll (Cayzle) (AC26; HP62)  d20+5=17 ;
Tuesday October 18th, 2016 8:44:14 PM


Know Geography 17.

Zeoll tells his friends that he thinks the warmth in the area comes from an underground source, maybe a volcano.

He decides that now is a good time to sound his horn of good, to create a magic circle around him. He does so.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2  d20+11=21 ;
Tuesday October 18th, 2016 9:54:59 PM

The night was uneventful, and Clyde was glad to be out of the deathly chill, but all too soon they were back into the shadows of Mt Bal. As the trail narrows and the group is forced into a single file march, Clyde could feel the strangely warm rock and warmer air all around him. Seems that the thermal activity nearby is warming the rock, it could even be volcanic in nature. [OOC: Knowledge Geography 21]

Clyde pauses momentarily as a deep rumbling is hear, and steadily grows louder. The battle seems imminent. He closes his eyes and takes a deep breath, feeling the comfort of his blade handle behind him, but he left it sheathed for now.


Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+9=14 ;
Tuesday October 18th, 2016 10:31:48 PM

"If a volcano is creating this warmth, maybe we should be worried about an eruption rather than the worm. If it has been a long time, there could be immense pressure built up."

Terser climbs up into the air a bit and looks around for a probable place for an eruption to occur.

Survival 14

Reggie (MarkB sub post) 
Wednesday October 19th, 2016 1:51:54 AM

Reggie keeps a sharp eye out. And usually her eye is on Captain Jozhur.

She marvels at the warm sunshine, and the warmer rocks. Things are looking up.

And then the ground rumbles. She moves near Jozhur, her guard up.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+2=19 ; d20+15=20 ;
Wednesday October 19th, 2016 2:47:51 AM

Jozhur is suddenly very nervous, "Perhaps we should hurry. I get the feeling this is a volcano, and the rumbling is a sign it is about to blow. We happen to be in a channel that is perfect for lava to flow through."

He begins looking around for a way out, or up the crevice.

Knowledge geography: 19
Perception: 20

DM Dan K - Ti Kill a Mocking ja’Kollu Iss’Wyrm 
Wednesday October 19th, 2016 2:34:50 PM

The rumbling and thunderous noise that seems to be closing in on the group causes the group to spring into action. Either an imminent attack by a ja’Kollu Iss’Wyrm, or a possible volcanic eruption. Neither would be a good thing with the group in such a narrow confine as they find themselves in.
Rill casts Air Walk on Terser
Tishe casts Fly and moves up and out to get a better view
Zeoll takes out his horn and sounds it
Clyde keeps a sharp eye ou
Terser moves up and into the air for a better view as well
Reggie is on alert
Jozhur starts scanning for a way out of the possible lava flow tube they might be standing in

Tishe and Terser Perception DC 20 Highlight to display spoiler: { You can see an odd billowing cloud up on the north side of the mountain. It seems to come from the mountain itself, but instead of heading up, it seems to be hugging the ground and heading towards lower elevations. It is not heading towards you at all}

Jozhur does see some handholds here and there in the rough natural walls to either side. One would need to be very skilled at climbing to get up without equipment. The height of the climb is about 30'

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=20 ;
Wednesday October 19th, 2016 4:52:20 PM

perception - 20 exactly

Hmmn - there is a strange cloud on the north side of the mountain. It seems to come from the mountain itself, it seems to be hugging the ground and heading towards lower elevations, away from us. Is that the direction of the village?


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday October 19th, 2016 7:39:24 PM

"Pfffft. We got all excited about Ol' Bursitus blowing off a little steam in the other direction. Glad to hear it was a false alarm."

"Let's keep moving. Terser and Tishe, you see anything else from your vantage points? Like a big worm?"

Rill will keep moving toward this Ice Worm hunting ground.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+15=27 ; d20+15=31 ;
Wednesday October 19th, 2016 8:03:42 PM

Tishe' nods and calls down from her vantage point. "It is as Terser says. The cloud isn't coming near us, but we should continue to be aware of what's around us. ".

Tishe' flies a total of 60' in the air and keeps her pace with the team on the ground. "May as well take advantage while I'm flying!" She keeps a lookout for the team. !

........
Perception. 27
Perception 31. Keeping watch

Fly. (Fly skill 16; auto hover)

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 0. 2. 0. 0

Zeoll (Cayzle) (AC26; HP62) 
Wednesday October 19th, 2016 8:11:37 PM

Zeoll frowns. "Rrill, my frriend, the immorrtal powerrs of the South arre not distant, like ourr norrthern gods. I know, having met the Crrones. So please, forr all ourr sakes, do not mock Lorrd Burrfell."

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday October 19th, 2016 9:15:13 PM

Everyone seems to be assuming the rumbling a false alarm, which means a potential lax in caution. Clyde keeps his eyes out for any threat.

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Thursday October 20th, 2016 1:51:34 AM

"Even if that isn't the beast itself, it makes sense that he should lair in such a region," comments Mifune, looking to the plume of smoke. "I wouldn't care to make my home upon lands which would always melt around me. Of course, that also gives me certain concerns for ourselves and slaying it ..."

The elf produces a slender rod from his belt, hidden beneath the robes woven through his mithril full plate, and touches it to his greatsword. A blue glow flows fleetingly over the weapon, disappearing into the sheath and sinking in. Satisfied, Mifune secrets the rod away once more.

"If we should find ourselves set upon by this Iss'Wyrm, then I shall pray to Pantheon for His assistance. He shall balance the scales according to what is most just."

Reggie (MarkB sub post)   d20+15=26 ;
Thursday October 20th, 2016 11:19:18 AM

Reggie scans the area for threats, and even rests her hand on the ground to see if she feels anything different. (Perception 26)

In response to Mifune, she smiles, "I'm less interested in justice for a worm than I am in seeing that we complete our mission. Justice is fine among intelligent beings, but against this worm it will be Domi's courage that wins the day.

"Hey Mifune - what's that rod do to your sword?"

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+13=29 ;
Thursday October 20th, 2016 3:53:56 PM

Jozhur still doesn't like being confined to the crevice. He does his best to get up the wall, and offers to drop a rope for anyone else wanting up.

Climb: 29

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=17 ;
Thursday October 20th, 2016 6:06:59 PM

"If you wanted a ride up, you just had to ask, boss. Hey Reg - you want the crows nest view as well? "

Terser offers to carry anyone requesting it up to the top of the chute. Otherwise, he keeps walking through the air, keeping his eyes peeled along with Tishe'. Not that he notices much besides the roiling ground cloud. perception, nat 1



Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday October 21st, 2016 12:23:12 AM

Rill smiles up at the dwarf. Simply being useful pleases him Rill a great deal.

He thinks about what Zeoll said. "Yeah, you're probably right Zeoll."

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2  d20+5=10 ;
Friday October 21st, 2016 1:14:30 AM

Clyde tugs on Jozhur's rope and climbs up.

Zeoll (Cayzle) (AC26; HP62)  d20+24=38 ;
Friday October 21st, 2016 7:50:37 AM


Zeoll smiles and says he is probably too cautious.

He looks around to see if he has missed any useful detail about the place.

Perception 38

DM Dan K - Ti Kill a Mocking ja’Kollu Iss’Wyrm 
Friday October 21st, 2016 8:46:49 AM

Tishe continue to move a bit higher, wanting to keep an eye on the odd cloud.
Jozhur begins climbing the side of the crevice the group is heading down. If the group follows him up and out of the path though, the descent will become far more treacherous. The narrow crevice continues for many more miles down the mountain side and working your way down on the slope above will be much harder.
Terser can easily ferry anyone to the top of the crevice, but it will put them in a difficult spot to go any further down the mountain.
Rillett makes light of what could be an immortal power here in the Ice Vein and Zeoll cautions him that those same powers of the south are far more 'personally active' in the affairs the lads then the gods of the north. Some caution to that end may be warranted.

Tishe eventually gets to a height to see the cause of the cloud, a massive avalanche. She witnesses the last moments of the thundering wall of rock, ice and snow strike the glacier valley the group was in the other day.

The party returns to the matter of descending the trail and several hours later you exit the crevice and onto a slope of scree. The terrain opens before you and your view of the valley south of Mt Bal is grand indeed. Pine trees litter the area, creating a practical forest. Fir and White pine dominate the landscape below you and what really stands out is the river of ice free flowing water that cuts across the land from your right to left. Flowing fast and green from the higher slopes of Mt Bal.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+16=34 ;
Friday October 21st, 2016 2:33:18 PM

"It really was a handy trail Figga'Isa sent us on", the sorceress says as her flying spell ends and she is back walking with the Black Lions. "We would have been buried in that avalanche if we went back the way we came!"

She tries to prepare herself for the cold and keeps a watch around her to help the team.
.....

Perception 34

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vien

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 0. 2. 0. 0

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=41 ;
Friday October 21st, 2016 3:52:59 PM

Rill is thankful the avalanche did not take them, and wonders if perhaps Burfell was angry about what he said. Aloud, he says, "Thank you Burfell for your forebearance and sparing us this day."

Rill continues on with the others, and tells them about his family's initial intent that, as the youngest of four children, he was sent to serve in the church of Ffloy. With the senseless, violent deaths of his two older brothers, he questioned the point of following the God of Temporal Riches and turned instead to Gargul in an attempt to make sense of death.

As they go, Rill keeps vigilant against any attack - particularly by a worm from below.

(Perception 41)

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=23 ;
Saturday October 22nd, 2016 6:22:53 PM

Terser keeps his watch focused mainly on the ground, hoping to see any worm tracks in time to swoop down and pick up anyone who would be the target of an underground attack. He spares a moment to check out the river though, wondering if it is speed, warmth, or salinity that keeps it liquid. Maybe a bit of each?

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=29 ; d20+2=10 ;
Sunday October 23rd, 2016 12:08:48 AM

Happy to have an apparent break from the tundra, Jozhur continues to trudge along in relative silence. He is not too thrilled to be hunting something that could very well be hunting them. But, it must be done.

He keeps his eyes open for any signs of the huge creature and tries to think of anything that could help in locating it.

----------------------
Perception: 29
Knowledge nature: 10

Zeoll (Cayzle) (AC26; HP62)  d20+7=25 ;
Monday October 24th, 2016 5:46:27 AM


Zeoll looks around and enjoys the break from the deep cold. He looks at the river.

Know Nature 25.



Reggie (MarkB sub post)  
Monday October 24th, 2016 11:01:22 AM

Reggie continues with the others, keeping an eye out for worms.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Monday October 24th, 2016 4:21:25 PM

Terser keeps his eyes peeled for any cilantro or dill that may be growing near the banks of the river, thinking that the worm may be attracted to the smell of fresh spices in this otherwise less than fragrant snowy landscape.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+5=9 ; d20+15=33 ;
Monday October 24th, 2016 5:25:59 PM

{ooc Know nature = 9; perception = 33}

Reggie remains vigilant, her captain's personal bodyguard

Zeoll (Cayzle) (AC26; HP62)  d20+13=18 ;
Monday October 24th, 2016 5:34:17 PM


"Oh, good thinking, Terrserr!"

Zeoll casts Taur's Try (centaur) and then casts around with his nose, wondering if he might sniff out herbs or trails or wormscat or something.

Survival plus racial Scent ability: 18

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday October 24th, 2016 6:26:25 PM

As Rill makes his way down across the scree, he is careful with his footing. Should the path to the Jolly Ice Worm become perilous or unclear, he will cast Find the Path to guide them across.

Rill is very glad of the shift in the weather. It's nice to not have that cold constantly gnawing at us.

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Monday October 24th, 2016 6:40:56 PM

"It extends the presence of blessings granted to me by Pantheon," Mifune states to Reggie, in his typically efficient fashion.

He glances about when at last the group's leader chooses a path to follow and investigate. "The avalanche may well have been caused by the Iss'wyrm being on the hunt. We did see one surge up from the snow when it was hunting. If such is the case, it may simply not have returned to the nest."

Mifune looks to the river and further comments, "If it were here, I would imagine that we'd have certain obvious signs. For one, its body is so hot that it would surely turn the water flowing here to steam."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+13=19 ;
Monday October 24th, 2016 7:02:42 PM

Tishe' nods, what Mifune says makes sense, though she has never noticed magical creatures always doing what makes sense! So the short human woman idly tucks a lock of brown hair behind an ear while keeping a watch on the landscape.
....

Perception 19

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vien

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 0. 2. 0. 0

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Monday October 24th, 2016 8:32:23 PM

Clyde was thankful for the trail that Frigga'Isa revealed to them, even more so when he saw the results of the avalanche. Unable to help with tracking and hunting the monster they're looking to kill, Clyde simply keeps and eye out and makes sure everyone is well.

DM Dan K - Ti Kill a Mocking ja’Kollu Iss’Wyrm 
Monday October 24th, 2016 10:00:24 PM

The group moves down into the pines and towards the shore of the green river. The water smells cold and is moving at great speed. A hand or perhaps foot into the waters, show that it is indeed tremendously cold. Likely glacier melt and only fluid due to the rapid flow. In the trees and along the river, while the air is certainly cold, the magical protections and clothing the party wears, protects them fully/ With little to do but walk this side of the river, the party keeps alert but finds no sign of their target for the remainder of the day. As the evening begins, the party is still in the pines and have been following the river all day.
Rill's spell Find the Path was not capable of finding the creature or where one might lair.



Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday October 25th, 2016 1:24:43 AM

Rill continues walking with the others. And then camps. With the others.

"We can cross this river if we need to. Anyone have a good guess on where the worm hunting ground is? I cast a spell to locate their hunting grounds, but it must not be limited to one general area."

(To the DM: I used Find the Path only because I thought the ja’Kollu Iss’Wyrm Hunting Grounds was a "prominent specified destination." I'll assume it's not a defined enough area for the spell to locate.)

DM as you should have at least tried :)

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=30 ;
Tuesday October 25th, 2016 12:20:27 PM

"Well at least it's not so cold here. Hopefully we have better luck tomorrow." Jozhur helps with setting up camp for the night, keeping a vigilant eye out for any signs of trouble.

Perception: 30

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+8=11 ;
Tuesday October 25th, 2016 5:09:27 PM

Reggie tries to forage for some food but come up empty handed

{OCC: 11 on survival}

"this blasted place has no food, how can anything survive out here!" she curses.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Tuesday October 25th, 2016 7:26:07 PM

"We seem to be meandering along and hoping to catch our prey. Any idea what we can use as bait instead?" Clyde asks the group.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Tuesday October 25th, 2016 9:16:23 PM

"I bet the entire tundra counts as its hunting ground. If he managed to ride it, it could probably take us all the way back to Bonetown."

Zeoll (Cayzle) (AC26; HP62) 
Tuesday October 25th, 2016 9:37:22 PM


Zeoll shakes the glacial meltwater off the paw he dipped in the river. "Cold!" he declares.

"It looks like we'll have to camp forr the night. And I do not mind, thank the Lady, in this fairr, chill land."

DM Dan K - Ti Kill a Mocking ja’Kollu Iss’Wyrm 
Tuesday October 25th, 2016 10:30:50 PM

The group makes camp and while the Tiny Hut spells from Clyde might not be needed to survive the cold within the pine forest, Clyde still casts them as they help in the defense of the group. Tishe enlarges the bonfire and there is plenty of wood about to fuel and keep it going to as large as an extent as the group may want. The river is quite loud, and after a time quite rythmc and you find sleep again, very easy to come by. Cloud cover moves in over the night hours and a gentle snow falls for the better portion of the very late hours after midnight. Nothing dangerous is noted during the watches, but signs of creatures are picked up regularly across every watch. Mostly small nocturnal furry creatures, resembling raccoons and chipmunks. Nothing gets closer than a few dozen yards.

Morning revels a fresh blanket of powder on everything to the amount of 3". The striking beauty of the land freshly dressed in snow is dazzling as the crystals glint and catch the rising sun light. The air again feels warmer today, one might almost call it brisk as your breath billows out in a gentle fog. At last now it does not instantly freeze and coat your clothes and hair in ice.

The group continues along the river and through the trees and does so for the next couple days. It snows lightly during the day, slightly heavier at night, and the temperatures remain quite tolerable. The river continues to blast along and up ahead the party spies a great rising column of mist. Perhaps 500' away still. the ground begins to crunch under each footstep and the snow in the trees have a far more ice like appearance. The roar of the river ahead has changed as well, to become deeper, more resonating and Terser particularly can feel the ground beneath his feet almost humming.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday October 26th, 2016 1:04:14 AM

In the morning, Rill prays for spells and give thanks to Gargul for their continued health and well-being. As Reggie mentions food, Rill makes sure to cast Create Food and Water in the morning. We gather the remainder of the simple fare to feed us for the rest of the day. As we break camp, he makes it a point to burn some of the good as a sacrifice to Celsiun and Burfell, thanking them for relief from the cold.

Grateful for the change in weather, Rill moves forward with the others. He makes sure we have Water Walk on to easy our travel over the snow and guard against being swallowed by the icy river as we cross. As we near the plume of mist, Rill will cast Air Walk, this time on Reggie. The mist and the rumbling ground makes him nervous, and it would be best to have one of our warriors airborne.

"Hey Reggie, would you mind moving up and seeing what's causing that? Keep an eye out for any worms in the area while you're up there please."

Zeoll (Cayzle) (AC26; HP62) 
Wednesday October 26th, 2016 6:39:44 PM


As the party travels for a few days, Zeoll works in his dreams to see if he can find any guidance on how to find the beast the party hunts. Or even just what one might smell like.

Also, in the evenings, he sees which among his friends have 4th level spells uncast, and he begs them for help in recharging his half-charged staff.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Wednesday October 26th, 2016 6:53:02 PM

After eating breakfast, Terser makes sure to set aside a few strips of bacon as an offering to those left behind.

To Zeoll: "I have some magic that I've only had cause to cast once. Would Freedom of Movement be useful for recharging your staff? I don't know much about how it works, so I would need some guidance."

Zeoll (Cayzle) (AC26; HP62) 
Wednesday October 26th, 2016 7:45:16 PM


Zeoll thinks intently for a few minutes. Then he shakes his head unhappily. "To rrecharrge a Staff of Charrming, such as I have, you must (a) be able to actually cast Charrm Perrson orr Charrm Monsterr, and also (b) give up a 4th level spell slot at the beginning of the day, or wheneverr you rregain spells. So I suspect you will not be able to help me, good Terrserr."

"My apologies forr the confusion. Staves have worrked differrently in severral ways overr the courrse of my long life, and it is harrd to keep trrack of the nuances each time the multiverrse burrps."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+14=26 ;
Wednesday October 26th, 2016 8:05:17 PM

Tishe' looks about in awe at the beauty of the place with snow on the ground. "This place does have its own beauty, doesn't it?"

At the roar of the river, Tishe' again casts a Fly spell, and rises up with Reggie to get a view on what she assumes is going to be a gigantic waterfall.
....

Perception 26

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vien

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 0. 2. 0. 0

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday October 26th, 2016 9:07:57 PM

Clyde is glad to be out of the blistering cold, and enjoys the brisk chill mingling with the warmth of the sun. Traveling with his companions, he feels content.

As the group hears the deeper roar of the river, Clyde watches Reggie and Tishe' fly off to inspect.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=28 ; d20+20=35 ; d20+2=12 ;
Thursday October 27th, 2016 2:24:59 AM

Jozhur continues marching along quietly. While he's relieved to be out of the bone chilling cold, he would still prefer the warmth of Bonetown.

When he spots the column of mist, along with the other changes, he tries to deduce what is going on. (Knowledge nature: 12) He also surveys the area for other signs, potential cover, or places to hide. (Perception: 28). He quietly slips next to a tree, just slightly away from the rest of the group.

---------------------
Do shadows from the trees and other objects create dim light in the snow?



DM Dan K - Ti Kill a Mocking ja’Kollu Iss’Wyrm 
Thursday October 27th, 2016 8:54:42 AM

Rillett casts Water Walk n the group to speed and ease travel. He then casts Air Walk on Reggie to allow her to ascend and investigate the mist from above

Tishe casts Fly to accompany Reggie to see what she assumes to be a great waterfall.

Clyde and Zeoll keep a sharp eye out on thier friends

Jozhur looks about the shadows the trees cast in the morning sun and concludes that they do not create the Dim Light he would require. The tree canopy is not dense enough. They do provide cover and the Captain slides off just in case cover is quickly needed. Jozhur, like Tishe, believes the mist and roar of water indicate a waterfall ahead.

Reggie and Tishe move up and out to investigate and they needn't go too high or far to unravel the increased audio coming from the river. A few hundred meters ahead, the river plunges, transforming into a waterfall. Here, Mt Bal end quite abruptly and the view provided to Tishe and Reggie is hard to describe. A great plain opens up and from here they can see a distant mountain in the south, perhaps 200 maybe 300 miles away, rising up and wreathed in darker clouds. Back to the northeast the pair can also see Burfell rising like stoic black granite guardian with only the very peak shrouded by white clouds and a blowing snow stream from its summit. The waterfall lands in a wide basin and continues as a fast moving river further along. The river snakes its way southward towards the distant mountain. Along the bank the trees become more sparse in some places and as a herd of mammoth wander from the river it is easy to understand why. The powerful animals have made trails to the water in those locations.

Tishe and Reggie can also pick out some worn paths the animals have recently made and near the edge of one such trail, the land is a sunken crater. The pair also can spot several other locations closer to the river, where the tell tale sign of plant life, in the color of greens, yellows and violets exist marking wild grasses and flowers

Tishe and Reggie make a quick survey. There is no good non magical way down. The words sheer and straight drop, simply do not do it justice. The distance is approximately 1000 feet. The water moves so fast from the cliff, that the arc creates almost a 50' gap between the cliffs and water itself near the top.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Thursday October 27th, 2016 6:05:58 PM

"Looks like a huge waterfall!" Tishe' reports, and there are mammoths on the plain below. Those are the prey for the Giant Ice Worm, yes?"

Coming back down, Tishe' thinks she has an easy way down. "I know the Feather Fall spell. As long as we hold hands in a circle, I can cast the spell again and keep us falling without getting hurt. Two or three should be enough to get down. "

Tishe' doesn't assume this is how they will go, but looks to Jozhur for a final direction.


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday October 27th, 2016 7:02:19 PM

As Tishe and Reggie describe what they saw, Rill offers some additional routes down.

"I'm good with the feather fall approach if you don't think we'll bump into things as we descend. I can cast one Teleport spell, and that's good for four of us, or three if our faithful Liontaur is one. Reggie and you could fly down. Other thoughts?"

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Thursday October 27th, 2016 10:21:58 PM

Clyde nodsat Tishe'. "Aye, I can also cast Feather Fall, enough to last about six minutes or so, if it comes to it."

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Friday October 28th, 2016 7:52:06 AM

Reggie was a little clumsy with the air walk, but she soon gets the hang of it, much like getting your sea legs.

"I kind of don't mind this flying stuff, if it will last. maybe I can go ahead and scout things out a bit at the bottom."



Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Friday October 28th, 2016 10:48:50 AM

"It's like an inverted version of the peak where we hold the stone festival. It's a wonder the things that nature can create. My rope isn't going to be of much good, so the magic seems like a good option. "

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Friday October 28th, 2016 12:58:15 PM

Jozhur responds to Tishe, "It appears we need to get down there. Your spell sounds like a better idea than trying to climb down. We will just have to trust the magic."

Zeoll (Cayzle) (AC26; HP62) 
Friday October 28th, 2016 1:18:04 PM


Zeoll is on board with this plan. But before dropping down, he casts Mage Armor on himself and any who wish it. Reggie? Anyone else?


Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Friday October 28th, 2016 2:35:36 PM

Mifune considers the planned drop for a long moment, staring out over the landscape in that tranquil silence so characteristic (and elven) of him. After a moment, he looks to the party and inclines his head mildly.

"I have a ring which will bear me to the ground below. It will be less a burden upon your magic, if this is the route we are to take," the paladin notes. For a guest of the Lions, he's always so very compliant.

Mifune continues, "We did see something hunt these beasts when we first arrived. Whether it was the Iss'Wyrm or not, I cannot say. If it is, then perhaps we can lay in wait, or even hunt one of said beasts for meat to use as bait."

The elf turns and walks toward the edge, thin snowflakes carried upon the flowing length of his black mane. When he takes that last step over, it's with enough of a leap to distance himself from the nearby wall. Wouldn't wish for any collisions as he otherwise drifts down to the plain far below.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday October 28th, 2016 2:42:14 PM

Rill will Teleport to the bottom with Terser, Jozhur and Clyde if they agree. Reggie is Air Walking, and the elf just jumped. He assume Tishe will get Zeoll down, so that puts us safely at the base of the falls.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+14=29
Friday October 28th, 2016 9:30:44 PM

Tishe' laughs jovially. "Mifune, I can cast a single Feather Fall spell on 11 people at once, it is no... aaaand he's over the cliff." She shakes her head. She really feels like she is trying to include the paladin, but the elf keeps going out of his way to be a loner. "Ah well, we better start getting to the bottom of the clif!"

She turns to the old Liontaur. "Looks like it is just you and me, Zeoll. Shall we Feather fall together?" Holding on hand and casting the spell, Tishe' and Zeoll hop off the cliff. Halfway down, a second FeatherFall spell ensures they don't go 'splat' at the bottom.

She takes a look below and uses her Fly spell to try and pull the falling Zeoll toward the dots that are Rill and the teleport team.

.........

Perception 29

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Featherfall. 11 people, 11 rounds, 60' per round

Fly. 11 minutes, 60' per round

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 3. 0. 2. 0. 0

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Friday October 28th, 2016 9:49:54 PM

Clyde nods at Rill. "Sure, teleporting is even better! I do wonder if there's anything behind the waterfall..."

DM Dan K - First sighting of a ja’Kollu Iss’Wyrm 
Friday October 28th, 2016 11:23:06 PM

The group makes the journey down without incident or issue. A teleport, a feather fall and a magic ring see them safely down. Those that take the scenic route of floating, enjoy the view and watch the mammoth roaming about and also see a fur covered worm blast from a hole to grab at one of the mammoths. It misses, and retreats as the herd scatters, trumpeting loudly. A few moments later a glowing line appears beneath the ice and streaks on an intercept to the hole made by the fur covered worm. There is another blast of snow and rock from the ground as the Fur covered worm emerges from another hole. The area about it turns to water hover ever as a second scale covered worm surfaces through the melting landscape. As the second worm makes the surface it grabs the first Ina pair of mighty jaws and pulls the creature back and down with it. The entire attack and capture lasts for only 24 seconds at most and thankfully takes place 1000's of yards from the group that teleported down

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Saturday October 29th, 2016 4:28:57 PM

Tishe' , holding onto Zeoll, is shocked nearly into forgetting to cast the second Featherfall! "Light!", she curses softly.

She tries to remember every detail to report to Jozhur and the others on the ground.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=33 ;
Monday October 31st, 2016 2:01:56 AM

Jozhur scans the area when they reach the ground, "It seems the hunt is on."

Perception: 33

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday October 31st, 2016 11:44:12 AM

As Tishe and Zeoll describe what they saw on the way down, Rill listens and asks a few questions.

"Wow. Sounds like the scaled worm melted the snow and ice. That thing must be hot."

Not sure of the time of day, or how far we are from our destination. We'll either camp or keep going.

[DM - what size was the furry worm, and what size was the scaled worm?]



Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Monday October 31st, 2016 12:41:38 PM

"Hopefully they're like me and like to sleep off a good meal."

Zeoll (Cayzle) (AC26; HP62)  d20+7=10 ;
Monday October 31st, 2016 3:42:40 PM


Zeoll wants to head over there and see if there is any sign of the worm's passing, either on the surface under which it moves, or in a smell. He wants to track this one back to its lair.

He tries to figure out if it is a mindless vermin or an animal with more smarts.

Know Nature 10

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Monday October 31st, 2016 8:08:05 PM

Tishe' shakes her head. "It was too far away for me to get an accurate size estimate. But I do know the wooly worm was big enough to cut the threads of a mammoth in one chomp, and the Hot Worm was that much bigger than the wooly worm. "

The sorceress considers for a moment. "That's big", she says obviously.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Monday October 31st, 2016 8:18:19 PM

Reggie spent her decent enjoying the scenery, she became a little curios about behind the falls and tries to maneuver to get behind them on her way down.

{ooc: not sure if Reggie can actually do this but she only will look not really explore.}

She kind of missed much of the details of the worm stuff, bust she did hear the sounds but a little to late to get a good look.

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Monday October 31st, 2016 11:11:46 PM

By the time his feet touch the ground, Mifune has drawn his glowing greatsword, measuring the location where he saw the scaled worm engage its wooly counterpart with the tip.

"Our Iss'Wyrm, if Pantheon favors us," he wagers. "We've seen the variety with wool earlier, before we reached the mountain. This scaled one is by far different, and indeed, seems to be quite hot. An interesting turn. I hadn't imagined that it might choose a similar variety of beast as its favored prey."

Mifune marks the direction upon the ground before holding his sword aside, sounding thoughtful. "How to engage best engage such a thing, I wonder. It's almost as if approaching the southern equivalent of a dragon. Will our armor melt if we even get close enough to strike a blow?" He purses his lips into a straight line, further reasoning, "Perhaps there's some swift means. I can pray for protection for our flock, but other than that ... We do only need the one organ, wherever it may be."

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Monday October 31st, 2016 11:57:03 PM

Clyde was surprised, but excited at the prospect of possible battle. After battling nothing but the cold and feeling as if he would die by the weather, the idea of confronting a tangible enemy held promise.

Zeoll (Cayzle) (AC26; HP62) 
Tuesday November 1st, 2016 10:14:15 AM


Zeoll worries that the worm-thing will be hard to kill if it can just burrow away. He asks if anyone has any ideas for containing it.

"Anybody have any means to tie this thing down"

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday November 1st, 2016 4:36:03 PM

Jozhur ponders a moment, "I also doubt it would simply fight to the death, but you never know. As for keeping it from fleeing, I doubt my silk role would contain the thing."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Tuesday November 1st, 2016 5:39:26 PM

Tishe' shakes her head, "I have nothing that can stop the creature from burrowing away unless it's heat is an active spell, not likely." , but maybe it's lair is where iwe saw it go to. If it has eggs or babies or treasure, maybe it won't run even if sorely wounded. "

DM Dan K - First sighting of a ja’Kollu Iss’Wyrm 
Tuesday November 1st, 2016 6:18:05 PM

Multi part post incoming....

Reggie was part of the teleport spell

Tishe describes to the rest, the attack. The scaled worm was larger, but not greatly so.

Miguel marks the direction of the sighting and begins to theorize what the creature is capable of. Could it be a dragon by another name? Hard to say from such a brief view from so far

Zeoll wants to go and investigate the scene of the attack as soon as he can. It is mid afternoon and the trip to the scene will take about an hour. Based on the descriptions and now brief sighting, Zeoll can only guess at the creatures cunning or intelligence.



Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Tuesday November 1st, 2016 9:31:17 PM

Clyde turned to Mifune. "I've never fought a dragon before, or really anything of its like. How large do you reckon this thing was?"

Mifune | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will 
Tuesday November 1st, 2016 11:20:54 PM

"Very," Mifune says to Clyde, still looking out at the horizon. "The woolen variety of these worms are already quite massive, and the scaled one preys upon them with brute force. I couldn't say how large it is beneath the snow, but I'd say that it's worryingly large above."

Slowly tapping a finger against the hilt of his greatsword, he shakes his head. "I don't have the means to lash down something of that size, whether by body or by prayer. As I'd said, I'm concerned that even getting close may melt our armor."

Mifune seems to lapse into thought for a moment. "It may hunt by detecting vibrations on the surface, like so many burrowing creatures. If so, I do have the means to move above at great speed without making any contact. Could be of some use to us."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday November 1st, 2016 11:39:08 PM

Rill is OK with proceeding.

"I'll make sure we can walk atop the snow and water. But I'm worried about the heat of that thing. "

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Tuesday November 1st, 2016 11:56:48 PM

{ooc: I thought Reggie had the air walk? I don't recall volunteering to be teleported. If that is the case Reggie is probably freaking out right now and will probably punch whoever cast that spell without really warning her.}

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Wednesday November 2nd, 2016 1:38:22 PM

"I'm better at making stuck things move than the other way around. But it's got to sleep sometime, stealth may be the best option."

yes - Reggie was air walking down

Zeoll (Cayzle) (AC26; HP62)  d20+11=25 ; d20+24=31 ;
Wednesday November 2nd, 2016 2:58:37 PM


As Zeoll walks toward the site at which the worm emerged from the earth, he scans the ground and sniffs the air.

Survival 25
Perception 31

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Wednesday November 2nd, 2016 6:09:40 PM

After reaching the ground, Reggie wanders to Zeoll.

"whats this? you guys find something?" she asks

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Wednesday November 2nd, 2016 6:58:36 PM

Tishe' volunteers. "I can protect each of us with Fire Resistance. That should help. "

DM Dan K - First sighting of a ja’Kollu Iss’Wyrm 
Wednesday November 2nd, 2016 8:46:01 PM

Reggie was indeed Air Walking and is able to look behind the waterfall finding only rock

The group decides to press onto the location and in just under an hour arrive. Inspection of the area quickly finds where the ja’Kollu Iss’Wyrm emerged. A hole in the ground, measuring about 40' across, it drives into the ground beyond your vision at a steep angle. The area smells and Zeoll identifies it as a cross between wet and burned hair. The scent is at the surface, from the hole, Zeoll smells what he thinks must be the ja’Kollu Iss’Wyrm, though he cannot liken it to anything he has ever smelled before

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday November 2nd, 2016 10:50:46 PM

Staring at the massive gaping hole, Clyde scratches his chin. Fighting this creature will be meddlesome at best. He doesn't like the thought of the worst possible outcome.

"If stealth is our option, I can provide a Zone of Silence to go along with an Invisibility Sphere," Clyde tells the group.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Thursday November 3rd, 2016 2:07:42 AM

Jozhur stares at the void left behind by the Wyrm they are trying to track down. They've confronted all sorts of evil, from human's to cult gods and survived, mostly. They've stood face to face with gods. Yet facing this massive creature has him more concerned than ever. A few short years ago, he simply would have left Bonetown had it started to freeze over. Now, he feels compelled to put a stop to the magic.

He thinks back to the time he was swallowed by a plant. He looks to Reggie and smiles as he remembers that it was largely her who saved him. He fears the wyrm could simply swallow them all, but he must soldier on and hide his fear.

"Well, it should not be too hard to follow it, if we want to go that route."

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Thursday November 3rd, 2016 5:10:17 PM

Terser thinks back to what he's seen of the worm's movement, and that of the smaller ones. Could they reverse on their own tracks? If not, following the hole may lead to it and be a relatively safe course.

"Maybe being swallowed isn't so bad? We're so small compared to it, maybe we can just walk in and retrieve the organ, then walk or teleport out? How complicated is worm anatomy? "

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Thursday November 3rd, 2016 6:00:46 PM

Tishe' is appalled at Terser's suggestion, then laughs, and then gets quiet. "That's actually not a bad idea...if only we would be able to walk about like inside a house. I am more certain that getting swallowed would be more like a gauntlet than a house."

She looks at the hole. There is no way we can emulate an Iss'wurm or try to capture one to be bait. We're gonna have to follow it to its lair."


(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday November 3rd, 2016 7:19:56 PM

Reggie looks to the hole, "one thing for sure, We might be able to fight it better down there as it's maneuverability will be limited. the size difference will give us plenty of room to move about and even back out if need be."

Looking to Jozhur, "and try not to get swallowed this time. Please."

Zeoll (Cayzle) (AC26; HP62) 
Thursday November 3rd, 2016 8:31:21 PM


Zeoll thinks hard. "It trrvels underrground. Likely it has trremorrsense. I do not think invisibility orr silence will serrve to hide us. We would need to be ethereal or airwalking or maybe earthgliding to sneak up on it."

"I also think that trrying to follow it down this hole is a fool's choice. It can double arround, and we would not even have line of sight until it attacked. And no warrning, seeing as we do not have trremorrsense. And if it collapsed the tunnel we would be burried."

"I suggest that we eitherr set out some bait to lurre it orr use ourr divinations to prredict wherre it will be, and then ambush it therre."

"If we arre lucky, I might be able to drream tonight of the best place to lay in wait, or maybe to drream of something that would be good bait."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+11=12 ; d100+11=89 ;
Friday November 4th, 2016 1:50:16 AM

Rill whistles at the size of the hole. Must be really long to be 40' wide.

"Hmmm. Problem is, we don't know how far it is. I'm not thrilled chasing somehting into the earth that can burrrow this kind of a hole. Zeoll's right - we'd likely be burned, buried or swallowed. Think there's any way to get it up to the surface to fight? If we wait until tomorow, I could summon an elephant or a rhino. Even a dinosaur may work."

(Rill casts Augury, asking if we should proceed after this creature down the hole. He needed to get 1-81, but rolled an 89. Oh well.)

"Hmmm. Even Gargul's vision seems shrouded here. Either that, or he wants us to solve this on our own."


DM Dan K - First sighting of a ja’Kollu Iss’Wyrm 
Friday November 4th, 2016 7:16:05 AM

The group stands before the hole and discuss how to proceed. Could they simply let it eat them and go for the gland and teleport out?
Is following the creature to its possible lair the best way?
If it can Tremorsense, how to mask the groups approach and can that be done now with everyone?
Can teh group lure it out somehow? Rillett's Augury goes unanswered, but if the group waits, Zeoll could try and Dream up some assistance.

So where does the group want to pull back to. Camping right next to the hole is not a good choice.

Zeoll (Cayzle) (AC26; HP62)  d20+11=19 ;
Friday November 4th, 2016 3:48:54 PM


Zeoll sighs and suggests that those who can speak with animals and plants interrogate the local flora and fauna to find out if there is a place that the quarry wyrm tends to frequent. A place it often visits. A watering hole, or a spot in which it likes to sun itself ...

[Zeoll sighs because he recalls a time when he could talk to animals and plants himself. But he has forgotten that art. Maybe some day the Lady will grant him those gifts again.]

When it is time to camp, Zeoll helps to find a good spot [Survival 19].

Then he meditates, trying to picture an ambush of the wyrm. What bait would attract it? What place would be the best to encounter it? He prays for guidance from the spirit world and closes his eyes.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Friday November 4th, 2016 5:49:10 PM

As useful as it can be, Terser is glad that he has not had enough magic about him that he has come to rely on it to solve every problem.

"Why doesn't it eat mammoths too? That would put a dent in even that thing's hunger. I think we may be too small to even register on it's tremorsense, or at least small enough that we would be ignored. We don't know anything really. We can send a scout to fly down and see if there is a lair at least. Someone flying shouldn't alert it. Stealth and darkvision would be useful too. I could leave my armor here and check it out, if Tishe' has a spell for me. "

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Friday November 4th, 2016 8:23:12 PM

Clyde's never been swallowed whole by a creature before. "Seems a mighty risk to assume the creature would swallow us whole instead of chewing us up to bits. I didn't think about tremorsense though, good point on that one. Zone of Silence will only be half useful. I'm not too sure what else we can do. Certainly going to its lair and trying to set an ambush would be good, just not sure how."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Saturday November 5th, 2016 10:08:02 AM

Tishe' smiles at the dwarf. "I've never travelled with a dwarf before, but it seems the fabled valor is well-founded!" She turns her attention to the hole. "It follows the pattern that we would be too small to attract its trmorsense if mammoths do not; at least up on the surface. It may be more interested in us if we went down there. I vote for camping back at the cliff and using spells to give us a clue. "

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Sunday November 6th, 2016 10:19:22 PM

"Sounds like a plan. We will rest for now. Hopefully Bontown isn't completely froze over by now."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d100=62 ;
Monday November 7th, 2016 12:08:17 AM

Maybe you're right Zeoll.

Rill will rest for the night, and in the morning cast Divination, asking, "What is the best way to pursue and defeat the ja’Kollu Iss’Wyrm?" (He rolls a 62, success!

--------------------
Divination - a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.

DM Dan K - First sighting of a ja’Kollu Iss’Wyrm 
Monday November 7th, 2016 9:15:43 AM

Zeoll knows the best location would be back at the cliffs, but that is an hour back. He pulls the group away from the hole and into the pines well off the game trail of the mammoths.
As camp is set up, Terser wonders why the creature does not attack mammoths as well and that a flying scout could investigate if the creature is still down the hole
Clyde casts the 2 Tiny Hut spells and the eveinng and night watches are set

The roar of the falls is relatively subdued in the trees, but so too is the silvery shine of the stars. Some additional clouds pushing into the mountains just after sundown take the area into a darkness resembling the underground. The night is also far more active than is was higher in the mountains. Animals can be heard moving through the snow and trees regularly through the night, though non are ever seen. The trumpetting of mammoths and the vibration through the ground alerts you to a sizable herad moving rapidly somewhere in the dark. Several deep growls that would be from a very large pair of cats is also heard shortly after. The trees nearest the group and out to Tersers Darkvision are never disturbed, so the watch in convinced the ruccus happened much further afield.

Zeoll meditates and dreams for how to possibly ambush the worm and awkens with a start. The great bonfire has died to low embers and the cold has returned. Tishe, Clyde, Reggie and Jozhur all sleep nearby, but Terser, Rillett and Miffune are not immediately noticable. A snapping branch turns the liontaurs head back and to the right where he catches a glimpse of the dwarf making a circuit. A soft voice immediately next to him spins him back. She always had a calming effect and Zeoll feels his heartreat slow and the adrenaline of his initial start fades. He knows he need not look to her and so Zeoll simply stares into the fire and returns his head to his resting place. Her hand slowly stroking down his flank as he closes his eyes and falls back asleep

Rillett awakens in the morning and Casts Divination The cold returns about his person with the same ferocity it seemed to hold when he first stepped through the portal and into this land. Rillett feels his lungs filling deeply with impossibly cold air, his nose and fingers quickly lose all feeling and even the tears of his eyes feel as if they are starting to freeze as a single word rolls though his mind, Directly

Zeoll (Cayzle) (AC26; HP62) 
Monday November 7th, 2016 1:06:34 PM


Zeoll tells his friends of his middle-of-the-night encounter. That, plus the results of Rill's Divination, makes the old liontaur think that the wyrm will come to them soon enough. He prays for spells and casts Mage Armor on himself and on anyone else who needs it (Reggie? Anybody? Just shout!).

He also casts his Elf Vision spell.

Then Zeoll finds a large tree in the area and climbs it, ten ft up. He ties himself to the trunk, figuring that this will maybe make it easier for him to hide from tremorsense. And not get swallowed whole.

DM Sanity Info:
Cleric Spells Prepped, underlined = cast
0: guidance, create water, light, mending
1: command x2, obscuring mist x2, bless, elf vision
2: calm emo, aid, less restore, faerie fire
3: loc object, sum mon III, glibness
Sorc Spells
1: cast 1 of 8 (mage armor)
2: cast 0 or 6
3: cast 0 of 4

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Monday November 7th, 2016 5:06:32 PM

Reggie had curled up close to Jozhur during the night. hard to believe she could stand toe-to toe with most men as she looked so innocent and helpless sleeping as she is.

In the morning, Reggie steps outside for a morning stretch and some exercising to keep battle ready.

"If anyone needs to get inside the thing, I'll go I can withstand quite a bit before I go down. as long as you guys can offer to help get me out.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday November 7th, 2016 5:21:58 PM

Rill relates the result his Divination spell. He also shivers in the cold that has returned with a vengeance. As he pulls his cloak more tightly about him, he looks around at his friends and quickly sees that they are not affected this sudden cold.

"This is interesting. Soon after we left Frigga'Isa to pursue this great beast, the unnatural cold of this place seemed to abate. I suspect we were granted some sort of protection from the gods of this place so long as we were on our quest.

“I asked how to best pursue and defeat the ja’Kollu Iss’Wyrm. In response, I became instantly as cold as I have ever been in this land, and in my mind was the word, 'Directly'. This could mean a number of things.

“Perhaps it means that attacking the creature directly will subject us to magical cold damage.

“Perhaps it is a warning that failure to pursue the creature directly will result in the gods of this land removing their protection from the cold.

“Perhaps the cold is part of the answer, and we need to attack the creature directly with magical cold. But that can’t be right, because Frigga'Isa said the great worm was a creature of both fire and ice, and not particularly bothered by either.

“I am left with the conclusion that Zeoll was right yesterday when he suggested we go down that hole. That would be the most direct route to pursue the creature. After such a big meal, it is probably still down there. We should all be prepared for both magical cold and fire as best we can. Having a small weapon at hand would also be good in case we are swallowed.”

Without looking at Zeoll, he says, “But don’t tell Zeoll I said he was right. I don’t want him to get a big head.”

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Monday November 7th, 2016 8:09:57 PM

Tishe' listens to Zeoll and Rillet in the freezing morning air. " there may be another reason," says the Psion of the southern continent. " The powers of the seven continent are closer to mortals. We were warm when Friga'Isa's patron cast his eyes upon us. But now that Rillet's spell has brought Celisiun watching, it is cold."

Whichever way it is, Tishe' is sure 'directly' means to follow the beast into its own hole. ...

And she is ready to follow Jozhur and the Black Lions to the same pick.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Monday November 7th, 2016 9:08:36 PM

Clyde followed the conversation of the group with great interest. He's never fought a creature of this sort before, and prefers to listen to others for input, and making suggestions only if his ideas seem worthwhile. But who was he to ignore a god's advice to pursue the creature through direct methods?

Stretching his neck and shoulders, Clyde prepares for the inevitable journey down the hole. He's got Feather Fall to descend, and Light in case the sunlight didn't penetrate through the depths, but he's at a loss for what to do if the creature is able to take flight. No point worrying over something he can't control.

Clyde speaks up and tells the group, "I can cast Invisibility Sphere and Zone of Silence, in case we need it. Though if the creature does have tremorsense, it's all but pointless. Still, something to keep in mind should you wish to use it. Just let me know."

With that, he takes out his trusted blade, wiping it down and inspecting its condition as the group finalizes the plan.

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Monday November 7th, 2016 11:14:40 PM

"A small weapon is always useful, though I favour keeping things at arm's distance. Going underground should abate the cold somewhat as well, or at least reduce the windchill. Either way, I do like this direction, even if it took the word of your God to convince you. "

DM Dan K - The ja’Kollu Iss’Wyrm 
Tuesday November 8th, 2016 10:12:33 AM

Zeoll and Rillett both tell the party of what their magical divination a revealed and the group speculates on possible meanings. Most conclude that the original thought of going down the hole is the correct choice now.

Zeoll looks for a tree large enough for him to climb and is successful at finding a great white pine to try and do so. The next step is getting up to the nearest low branches that could support his weight, about 35 feet up. Climb check DC 25

The rest of the group wants to get back to the hole, about an hour hike through the pines and onto a wider field where the creature broke through.

Once there, discussions about what spells to cast on who and when will need to be replaced by the action of casting the spells and what to do after

Durations may become important depending on the spells , so please list for DM sanity

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday November 8th, 2016 12:18:45 PM

Jozhur agrees, they are to follow the beast.

"I have a couple potions of Darkvision, they could prove useful down there. I'm not sure it's a good idea to let the thing swallow us, but if we go with that plan, we should probably all go into the belly of the beast."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=28 ;
Tuesday November 8th, 2016 12:32:01 PM

Rill looks up at Zeoll and pushes his helmet back and scratches his head, "Anybody know how to get a cat out of a tree?"

Assuming someone can talk Zeoll down from there, Rill will prepare to move with the others to the worm hole. He will cast an extended Water Walk (Duration 3.7 hours). Once at the hole, he looks down, listening for noise (Perception 28.) Also, how's it smell?

Rill pulls out a continual flame affected amulet, shedding a good amount of light.

He will cast Air Walk on Terser if the Dwarf accepts the spell. If it is a vertical descent, he prepares to Feather Fall with Tishe and the others. On the way down, he continues to invoke power to clean his white robes and furs if they get dirty. Not a big fan of being dirty.
------------------------------------
Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before),

Spells/abilities available, * = cast/used:
0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith
2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy, Resist Energy, Spiritual Weapon
3 (DC19): Divination* (D), Prayer, Searing Light, Water Walk*, Water Walk, Water Walk
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Summon Monster IV
5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone
6 (DC22): Find the Path (D), Heal, Heal

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)
Tongues (class)

Zeoll (Cayzle) (AC26; HP62) 
Tuesday November 8th, 2016 12:57:27 PM


Zeoll laughs and gives up his climbing attempt.

"Okay, if the wyrmm will not come to us, I guess we have to go to it!"

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Tuesday November 8th, 2016 3:58:18 PM

"Best way to get to your goal is a straight line!" Terser will lead the way, a bit ahead of the light, floating down and using his darkvision.

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+14=21 ;
Tuesday November 8th, 2016 6:01:03 PM

Tishe' waits for everyone who wants to Featherfall down to gather near before she casts her spell. "No need to hold hands", she tells the group, then steps off the edge to the bottom.

Her hand touches her cloak creating a Light spell in the tunnel.

And then she looks about. She keeps close to Terser, intending to start casting Resist Fire spells when they hear an approaching avalanche of fiery ice worm!

.........

Perception 21

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Featherfall. 11 people, 11 rounds, 60' per round

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 1. 0. 0

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Tuesday November 8th, 2016 8:01:42 PM

Clyde peers down the wide hole with a certain excited anxiousness. As Terser descended, Clyde whispered a soft word, and slowly descended down, light as a feather. Down into the gaping maw, Clyde touches the amulet hanging around his neck, and flutters another word, causing a soft light to appear. Gripping his curved blade, Clyde continues his descent.

DM Dan K - The ja’Kollu Iss’Wyrm 
Wednesday November 9th, 2016 10:57:29 AM

Zeoll gives up on climbing the tree and by mid morning the group is back at the hole. The sides are quite icy, but thanks to the Water Walking spell, Rillett is able to examine the edges without fear of slipping in. The morning sun is providing more light at the surace and down the shaft then any current magiclal light source. It is confirmed by Rillett, that the hole extends down at least 100', but that is where natural light ends and it fully appears the hole continues and where the magical light sources will be taking over.

The smell of the area is simply one of cold. Further to the south, the group can spy some reindeer moving through the pines to the river this morning and back into the tundra there are signs of the mammoth herd. Whether or not that herd is approaching cannot be determined right now. The sky is cloudy and there is a feel of snow in air.

Jozhur mentions a pair of Darkvision potions he has, in case they are needed as the group readies to descend.
Rillett casts Air Walk on Terser and then prepares to go down himself with Tishe's Feather Fall
Tishes casts Feather Fall on Rillett, Clyde, Jozhur, Reggie, herself and Zeoll. She activates a magical light source and steps off.
Clyde follows, also activating a Light source.

Thus the group gently floats towards the bottom, but as the shaft is not entirely vertical, you must push off from the side now and again to continue the magical air born version of a lazy river ride. Terser is able to move at greater speed.

Less than 30 seconds later, 4 rounds of spell time the group arrives at the bottom of the shaft where it straighens and continues into the dark. The floors, ceiling and walls of this smooth cylindrical tunnel are comprised completely of ice. Footing is precarious at best. The tunnel is at least 65' long as Terser cannot see an end to to it within his 60' of Darkvision sight. Rillett's Water Walking spell and Air walk on Terser allow each of them to move along the floor without issue. Anyone else might have problems walking and would certainly have concerns trying to fight on such an icy surface.


Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Wednesday November 9th, 2016 11:17:53 AM

"What if we like holding hands? Though it's a good idea not to. Reggie's is the only hand I wouldn't worry about crushing by accident, and mine isn't the hand she wants to hold."

Zeoll (Cayzle) (AC26; HP62)  d20+11=30 ; d20+26=46 ;
Wednesday November 9th, 2016 5:29:22 PM


OOC: Kindly DM -- any chance that having four feet might bestow a stability bonus? :-)

Zeoll casts Light, and looks at the icy tunnel. Would a Spider Climb spell help with that, he wonders? [Spellcraft check 30, if that reveals any spell that might help, Zeoll considers using his level 1-3 Anything Potion.]

Or *do* we all have water walk, and does that help?

Zeoll keeps his shield ready and also keeps alert. Perception 46 nat 20!

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Wednesday November 9th, 2016 5:29:26 PM

Jozhur walks gingerly across the icy surface, "I knew I should've bought those boots." He examines the walls and ceiling, "Kind of looks like it was melted and froze again. This wyrm must be very warm."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Wednesday November 9th, 2016 7:08:49 PM

Tishe' agrees. "That matches with what we saw at the top of the cliff. And Fridda'Isa said neither heat nor cold will hurt it."

"Maybe I should start protecting people". Tishe' takes some extra time to weave an Extended Resist Energy spell

....
Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 2. 0. 0


Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday November 9th, 2016 9:41:24 PM

Staring into the dark tunnel, Clyde mutters to the group. "I can cast Phantom Steed for myself, and perhaps for one other person, but the rest of my spells need to be saved for combat and Tiny Huts at night. That said, we could always do without the huts, which frees up a couple more spells."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday November 9th, 2016 9:54:27 PM

(Sorry if I was not clear. Water Walk will affect everyone in the party for 3.7 hours. Everyone has secure footing on the ice.)

Rill is ready to move forward. He casts extended Resist Energy (Fire) on Reggie and Terser (2 spells cast, 22 min duration.)

"Lead on Terser!"

DM Dan K - The ja’Kollu Iss’Wyrm 
Thursday November 10th, 2016 10:37:10 AM

Bit of clarification here

Rillett's Water Walk spell can affect everyone providing secure footing as your feet don't actually touch the surface used Extend rod to increase duration

Rillett casts Resist Energy Fire on Terser and Reggie using the last 2 charges of his Lesser Extend Rod

Tishe casts Resist Energy Fire Extending the spell by Weaving it for a bit longer. How long are you weaving?

The others likely have preparations to make as well.
Terser can see 60' with his Darkvision
Jozhur, Clyde, Tishe, Reggie can see clearly for 20' and into Dim light for the next 20'
Zeoll can see clearly for 40' and into Dim Light for 40'

No one can see the end of the passage.
As perceptive as some in the party are, the tunnel is quiet and calm, like a cylindrical tomb of ice. The movement of the party and the clouds of your breath are the only perceptible things about.

Due to the misunderstanding on my part i'm giving pause here to anything else anyone wants to do before Terser 'Leads On'



Mifune (MarkB sub for Jay) | AC22, Touch 11, Flat 21, CMD 33 -- HP 115/115 -- +13 Fort/+10 Ref/+10 Will  d20+6=15 ;
Thursday November 10th, 2016 11:01:37 AM

Mifune looks around the tunnel (Perception 15,) peering into the darkness ahead. He draws his greatsword "Lightbringer." Light spills from the blade, bathing the elf in a brilliant glow in this dark place. Light glistens off the walls and floor around him.

He casts and extended Resist Energy (Fire, 22 minutes) on himself. Taking a front position in the party, he moves ahead with the others.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday November 10th, 2016 5:22:46 PM

{ooc sorry all, didn't realize i missed so much... working long hours}

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+15=21 ;
Thursday November 10th, 2016 5:35:54 PM

Reggie moves along the ice. being as careful as possible on the ice. despite the magic on her. she stays near Jozhur to prevent him from being swallowed.

{ooc: perception = 21}



Zeoll (Cayzle) (AC26; HP62)  d10=7 ;
Thursday November 10th, 2016 6:49:13 PM


Zeoll casts Bless. That'll last for the next seven minutes.

If we are not round by round yet, then Zeoll will also cast a Summon Fey Friend III, using a third level sorcerer slot, and setting down his shield as he does so. The creature summoned is random, of course, and turns out to be a rolling a d10 ... a Satyr. Since it is CN and Zeoll is NG, (alignment two steps removed), it will do as Zeoll commands, but it will be surly and may not follow the entire spirit of his commands.

Zeoll bows to the Satyr and asks him to walk along with the group for the next 8 rounds, attacking any foes who attack us first.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Thursday November 10th, 2016 9:21:49 PM

Clyde mutters a thanks to Rill, not taking his eyes off of the dark tunnel. "I'll stay at or near the front."

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Thursday November 10th, 2016 10:01:10 PM

Tishe', if allowed, takes less than a minute (7 rounds) and casts Extended Resist Energy; Fire on Herself, Rillet, Terser, Zeoll, Jozhur, Clyde, and Reggie.

"There, and with Mifune taking care of himself, we have over 3 hours protection. And I can recast for three more hours on everyone if we need to hunt longer than that. "

....
Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration. Reduce every fire attack by 30 damage.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 0. 0


Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=29 ;
Thursday November 10th, 2016 10:12:06 PM

Magic wraps around Terser like a protective blanket. He willingly accepts it, but ignores it and trusts it to do its work while he does his. He keeps heading down the tunnel, alert for the slightest disturbance.

Perception 29

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=32 ;
Friday November 11th, 2016 2:58:30 AM

Jozhur thanks Tishe for the magic and continues silently creeping through the tunnel, keeping his eyes and ears peeled for any signs of life. (Perception: 32)

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday November 11th, 2016 11:16:00 AM

(since we're amending moves, Rillett saves casting that Extended Resist Energy on Reggie since Tishe is doing so.)

Rill will cast Detect Magic as they go, looking at the walls and floors if we pause long enough.

DM Dan K - The ja’Kollu Iss’Wyrm  d20+3=10 ; d12=10 ; d20+4=17 ; d20+3=21 ; d20+3=11 ; d20+3=6 ; d20+25=41 ;
Friday November 11th, 2016 3:40:23 PM

Mifune draws his weapon, which casts a light about him and then casts Resist Energy Fire; Extended Mifune moves to the front with Terser

Reggie keeps next to Jozhur

Zeoll casts Bless and then summons assistane Summon Fey Friend III A Saytr appears and immediately begins cursing at the Liontaur about the cold. AS Zeoll tells the saytr what is expected of it, the fey curses him, his race and especially Zeoll parentage. The Saytr checks his footing and then carefully moves up alongside Tishe.

It takes Tishe 7 rounds to complete the weaving, but in the end Extended Resist Energy; Fire is protecting Herself, Rillet, Terser, Zeoll, Jozhur, Clyde, and Reggie. It is after this, that Zeoll summons the Saytr.

Clyde moves to the front to walk on Tersers right, with Mifune on Terser's left. The passage is wide enough for all 3 to stand abreast and not be crowded.

Rillet is in the second row on Jozhur's right and Reggie on the other side of the captian

Zeoll and Tish are bringing up the rear with the Saytr trying to walk next to the spell weaver. He is having a very hard time of it on the ice.

Rillett's Detect Magic reveals only the precense of magic as would be expected, given how much is wrapped about the group

The group moves down the passage steadily and the Saytr quickly falls behind. As he tries to keep up, the creature falls several times, cursing Zeoll with every shivering, teeth chattering breath as he collides hard with the ice. In less than a minute, his misery is over as the spell fades and the satyr vanishes

The corridor is silent, save the party once again.

The group travels ofr just over an hour, before Terser notes the tube like tunnel ahead opens into a greater chamber.

Jozhur, Terser and Reggie's sharp sences pick up sound coming from in front of the in the chamber. It sounds like wood or some other fairly solid and sizable object being dragged across the floor. Very suddenly, the sound stops and all is completely quiet.

It has been 60 minutes since the last Resist Energy Spell was cast

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=19 ;
Friday November 11th, 2016 5:03:20 PM

Jozhur curses the satyr under his breath as it talks loudly and repeatedly crashes onto the ice. He is happy when it is gone. "You and your silly magic, Zeoll."

Jozhur quietly removes a potion of Darkvision from his bag and prepares to drink it, but holds off for now. When he hears the noises, he hold up a hand, motioning for everyone to stop. He ponders their next action in a low whisper, "Shhhh. I can try to go see what we're dealing with, or we all move up and attack."

--------------------------
Readied action: Drink potion if anyone hears/sees wyrm coming towards them.

If there is a consensus for him to scout, Jozhur will drink potion and move forward. Stealth checks made at +20

Perception: 19

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+3=15 ;
Friday November 11th, 2016 6:05:42 PM

Reggie places a hand on Jozhur's shoulder before he heads off, "be careful, if you need help, I'll be there."

Once Jozhur advances a bit Reggie starts to follow slowly

{ooc: stealth - 15}

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2  d20+14=15 ;
Friday November 11th, 2016 10:12:10 PM

Clyde briefly looks at Tishe' and smiles solemnly, before quickly darting his eyes back towards the darkness ahead. He feels comforted by Terser's presence to his left, and Mifune further left of Terser.

After an hour's tense silent journey, the tunnel opens into a chamber. With caution, Clyde pauses and waits for his senses to detect any possible danger [OOC: Perception 15 (rolled a nat 1)]. Looking around at his companions, Jozhur asks the group whether he should scout. "I can cast Invisibility and Silence if you'd like. It won't help against scent or tremorsense, but might still be helpful. What do you think?" [OOC: If Jozhur agrees, Clyde will cast whichever spell(s) Jozhur wants.]

====================

EFFECTS:
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+14=23 ;
Saturday November 12th, 2016 11:50:56 AM

Tishe' feels sorry for the satyr and is actually relieved when it's summoning is expired. "I am just uncomfortable around most satyrs", she says to no one in particular.

An hour of travel, and Tishe's magics are still holding strong.

She looks about trying to assist Jozhur.

....

Perception Aid Another 23 for Jozhur

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 0. 0

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Saturday November 12th, 2016 12:32:51 PM

"I won't trip any tremorsense as I'm in the air. Let me go ahead. Silence could be useful though. "

Zeoll (Cayzle) (AC26; HP62)  d8+7=8 ; d10=7 ;
Sunday November 13th, 2016 6:11:28 PM


Zeoll casts Aid on Jozhur, granting him 8 temporary hit points and +1 to hit and vs fear.

Then old liontaur also casts an extended SFFII. This time he calls a tiger, which will persist for 32 rounds.

DM Sanity Info:
Cleric Spells Prepped, underlined = cast
0: guidance, create water, light, mending
1: command x2, obscuring mist x2, bless, elf vision
2: calm emo, aid, less restore, faerie fire
3: loc object, sum mon III, glibness
Sorc Spells
1: cast 1 of 8 (mage armor)
2: cast 1 or 6 (SFFII)
3: cast 1 of 4 (SFFIII)

used 1 of 3 meta rod charges

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Sunday November 13th, 2016 11:11:02 PM

Jozhur agrees with Terser and asks Tishe to cast his spells on Terser instead.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday November 14th, 2016 12:52:10 AM

Rill will cast Air Walk on Reggie, allowing her to advance with Terser should she wish to.

He moves onward with the others, ready for what awaits.

DM quest. Do you have a second Airwalk? I cannot access Rill for some reason.

------------------------------------
Spells Running: Longstrider (extended from the night before), Water Walk (Extened), Resiste Energy Fire (Extended, from Tishe)

Spells/abilities available, * = cast/used:
0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith
2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy*, Resist Energy, Spiritual Weapon
3 (DC19): Divination* (D), Prayer, Searing Light, Water Walk*, Water Walk, Water Walk
4 (DC20): Dimension Door (D), Air Walk*, Air Walk*, Freedom of Movement, Summon Monster IV
5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone
6 (DC22): Find the Path (D), Heal, Heal

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)
Tongues (class)

Mifune (Mark B sub for Jay)  
Monday November 14th, 2016 8:53:17 AM

Mifune casts Greater Magic Weapon on his sword, as he advances with the others.

Zeoll (Cayzle) (AC26; HP62) 
Monday November 14th, 2016 10:42:50 AM


Reggie, did you want a Mage Armor?

Did anyone else? Please speak up now!

DM Dan K - The ja’Kollu Iss’Wyrm 
Monday November 14th, 2016 1:27:24 PM

A short discussion occurs and the results are in.
Jozhur drinks his Darvision potion
Clyde casts Silence on Terser, or an object Terser is carrying which you can verify in your next post
Zeoll casts Aid on Jozhur
Zeoll summons a tiger and upon appearing, it immediately crouches down and begins to shiver
Rillett casts AirWalk on Reggie
Mifune casts Greater Magic Weapon upon his sword

Terser and Reggie move forward, with Jozhur inching his way to get a better look as well. The rest of the group is hanging back. The tiger that Zeoll summoned is voicing its likely discontent with the cold and icy ground upon which it finds itself. Terser and Reggie glide forward upon the air, Silenced by Clyde's spell completely and thus also do not hear the tiger's complaints behind them.

40' into the chamber, Terser Highlight to display spoiler: {can make out the ceiling, about 30' above his head. The chamber expanded to about 100' across, and thus the dwarf can see both sides. Ahead of him, at the edge of his vision, is what appears to be a roiling fog bank. It fills the chamber top to bottom and from let to right. The Silence spell prevent you from hearing anything}
40' into the chamber and all light sources held by the group back at the entrance have completely faded and Reggie finds herself, quite factually, completely in the dark. The Silence spell also deprives her of all sound and if Terser had not physically grabbed her she would have kept on strolling as the dwarf took what he sees.

Jozhur moves silently 10' into the chamber, his now magically enhanced sight taking it in. The ceiling is fairly low, perhaps 30', the left and right walls are nearly 50' away from his central position. Ahead, Terser and Reggie have both stopped. Behind him, the low growls of protest from the tiger, resonante through the chamber. Something up ahead, something large is moving, the scraping sound has begun again.

In the tunnel, about 50' from the entrance to the chamber, Tishe, Zeoll, Clyde, Rillett and Mifune, oh and an unhappy tiger, wait and listen.
Zeoll Perception 15 Highlight to display spoiler: {Near the edge of your Lowlight vision, you can still make out Jozhur. Currently in a crouch and peering ahead of himself intently. Terser and Reggie are completely out of sight.}

Light sources
Rillett - Light Amulet
Mifune - Light Sword
Clyde - Light on ? an object

Time Hack (because Steve K loves them so)
2.5 hours from WaterWalk casting of the morning
1 hour from Resist Energy spells
5 rounds from the Airwalk to Reggie
5 rounds from the Silence spell to Terser
4 round from Aid spell to Jozhur
3 round Tiger appearing
3 round from GMW from Mifune

Additional prep spells could alter the Time Hack

Zeoll (Cayzle) (AC19; HP62) 
Monday November 14th, 2016 1:48:50 PM


Zeoll and his tiger pal move so that they stay 35 ft behind Jozhur, or 40 ft forward, whichever is the lesser distance. Zeoll readies his tower shield so that if he is attacked, he will use the shield for total cover and block the attack. His AC drops to 19 when he does that.

PS: Updated sheet to add Dragon Party favors.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Monday November 14th, 2016 5:29:50 PM

Reggie will take the mage armor, but at present she is silenced and cannot make such a request (unless it was done prior to advancing)

Suddenly jerked back Reggie almost was about punch whatever grabbed her, but she saw no target.

quickly pulling out a small stick with a glowing rock tied to it.

{ooc: everburning torch, unless someone stops her}

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Monday November 14th, 2016 8:57:06 PM

Clyde nods at Jozhur's advice to cast the spell on Terser instead, walking over to the dwarf to mutter his spell. As Terser and Reggie both move ahead, Clyde nervously awaits behind along with the rest of his companions.

====================

EFFECTS:
Light (on amulet) - 1/2 hours
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Monday November 14th, 2016 9:31:31 PM

Tishe' shakes her head at Jozhur. "I don't have many long term spells that I can cast on others; prot v energy is about my only one."

Yet while Terser and Reggie are down the tunnel, Tishe' has one for herself... a wand of Mage Armor comes out of a pocket and she touches herself. Then casts an Extended Fly spell on herself.

....

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Mage Armor. +4 AC. 10 minutes.

Fly. 22 minutes. Move 60'

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 1. 0

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Tuesday November 15th, 2016 1:00:47 AM

Terser sticks the silenced dagger into the ceiling, and taking Reggie's hand, guides her a few feet back out of the silence. He reports back to the others what he saw in the chamber.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday November 15th, 2016 1:47:11 AM

Rill advances with the others. As he does so, he whispers to Jozhur, "hang on a second." Then he reads a scroll of Fly, casting it on Jozhur (duration 5 min.)

"There you go Jozhur. Better than pixie dust."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+20=24 ; d20+14=19 ; d8+2=4 ; 5d8=22 ; d20+15=32 ;
Tuesday November 15th, 2016 2:24:18 AM

Jozhur nods to Rillet and slowly moves up closer to the ceiling, near Terser amd Reggie, and seemingly fades into the shadows. He draws his bow and waits, hoping to catch a glimpse of the creature. Is the fog disapating? They need to attack soon.

--------------
Perception: 32
Hovering 10' up
Stealth: 24 (Jozhur can hide in Plain sight)
Readied ranged attack is rolled above. Will only fire if enemy comes within 30'

DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 1 
Tuesday November 15th, 2016 8:08:47 PM

COMBAT ROUNDS


Zeoll moves up 25' to be 35' still behind Jozhur who is just inside the chamber. The tiger moves up with him on much less than sure footing.

Clyde waits further back

Tishe pulls a wand and casts Mage Armor on herself

Terser sticks the Silenced dagger into the ceiling and begins heading back with Reggie to tell the others what he sees.

Rillett advances with Zeoll and passes the liontaur to move up alongside Jozhur. He then casts Fly on the Captain

Before Jozhur goes anywhere, Terser comes over with Reggie and tells him about the odd cloud bank 90' away from where the 4 heroes are standing.

Light sources
Rillett - Light Amulet
Mifune - Light Sword
Clyde - Light Amulet
Reggie - Everburning Torch

Time Hack (because Steve K loves them so)
2.5 hours from WaterWalk casting of the morning
1 hour from Resist Energy spells
7 rounds from the Airwalk to Reggie
7 rounds from the Silence spell to Terser
6 round from Aid spell to Jozhur
5 rounds from Mage Armor on Reggie
4 round Tiger appearing
4 round from GMW from Mifune
1 Round Fly on Jozhur

https://docs.google.com/spreadsheets/d/1P_l8ST1mE6s9-SnnAbFozXzjvhqFOUQTBcFTLnyJc4k/edit?usp=sharing

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Tuesday November 15th, 2016 8:34:59 PM

Reggie is a little embarrassed that Terser has to guide her out, or maybe just that she is holding hands with him.

"So, We gonna go in and beat this thing, or just get swallowed and get what we need.

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Tuesday November 15th, 2016 8:48:55 PM

With Terser's news of a mysterious fog, fight seemed imminent. "Sounds like we may need to battle this thing in the fog, limiting our vision. If the immediate entrance is clear though, it'd be best to go ahead and start moving everyone in."

After listening to everyone else's input, Clyde takes his own advice and moves past the entrance, as close to the fog as his companions are willing to go.

====================

EFFECTS:
Light (on amulet) - 1/2 hours
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours

AC 15/ 15/ 13 CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Tuesday November 15th, 2016 9:29:51 PM

Tishe' puts away her wand and casts Extended Fly spell on herself.

....

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Mage Armor. +4 AC. 10 minutes.

Fly. 22 minutes. Move 60'

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 1. 0

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=34 ;
Wednesday November 16th, 2016 10:42:00 AM

Terser retrieves his dagger and moves himself close to the fog bank as well, eyes alert and ready to jump out of the way of anything that might come at them out of the underground cloud.

silence
perception 34
Total Defense +6AC (28 total)


Zeoll (Cayzle) (AC19; HP62) 
Wednesday November 16th, 2016 3:00:12 PM


Zeoll calls another fey friend to the party's aid. (Will roll for it tomorrow, takes a round to cast.)

He reaches out to pet his tiger and steady her. He has her stand next to him, not behind.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+20=22 ; d20+15=27 ;
Wednesday November 16th, 2016 4:33:37 PM

Jozhur moves further into the room, until he can see the misty area. He keeps his bow ready for whatever comes out.

-----------------------
Stealth: 22
Perception: 27

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday November 16th, 2016 9:01:33 PM

Clyde slowly steps over next to Jozhur as he moves up. "Ready for us melee folks to move in?"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=43 ;
Wednesday November 16th, 2016 10:53:06 PM

Rill pulls out his sling and a sling bullet that already has Continual Flame cast on it. He slings it into the fog, listening to gauge if he can determine where the back wall is. (Perception 43.)

"I don't think it's a good idea to go after this thing in the fog. Hey Tishe, you know what would really get rid of that fog. A fireball!"

DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 2 
Wednesday November 16th, 2016 10:56:10 PM

The group talks things over and Clyde moves forward.

Reggie stays where she is and asks if the plan is to get eaten or fight the worm

Tishe stows her wand and casts Fly

Terser turns and heads back to the dagger in the dagger in the ceiling. The wold, once again goes completely silent. The dwarf is 25' above the ground. {this is a double move action. Total defensive is a standard Action and thus Terser is not Total Defensive

Zeoll casts Summon Fey Friend and tries to coax the tiger to squeeze in next to him, which it does and he tiger is now Squeezed

Jozhur glides forward just above the ground, thanks to Tishe's fly spell.

Terser and Jozhur can both hear a grinding against the ice. It seems to come from everywhere, but the pair can both hone in to know it is from the billowing fog. The two heroes can also tell the fog is not abating, but perpetually being created.

https://docs.google.com/spreadsheets/d/1P_l8ST1mE6s9-SnnAbFozXzjvhqFOUQTBcFTLnyJc4k/edit?usp=sharing

Light sources
Rillett - Light Amulet
Mifune - Light Sword
Clyde - Light Amulet
Reggie - Everburning Torch

Time Hack (because Steve K loves them so)
2.5 hours from WaterWalk casting of the morning
1 hour from Resist Energy spells
8 rounds from the Airwalk to Reggie
8 rounds from the Silence spell to Terser
7 round from Aid spell to Jozhur
6 rounds from Mage Armor on Reggie
5 round Tiger appearing
5 round from GMW from Mifune
2 Round Fly on Jozhur
1 Round Fly Tishe

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday November 17th, 2016 5:56:01 AM

When Jozhur advances, "Hey your not going in without me" and she rushes up to help defend her Captain from giant worms or what ever else that may want to eat him.

Zeoll (Cayzle) (AC19; HP62)  d10=7 ; d20+26=36 ;
Thursday November 17th, 2016 11:17:56 AM


Just in time to join his tiger pal in the coming fight, Zeoll's Summon Fey Friend II spell calls another tiger!

Zeoll places him 25 ft forward, and then leads his first tiger friend along too (move action). Zeoll will end in L-M-29-30, with his tigers in K-L-27-28 and M-N-27-28. The old liontaur listens and smells carefully to try to figure out just where the grinding is centered in the fog ahead.

Perception 36.

Based on his best perceptive guess, Zeoll casts Faerie Fire right at it, hoping to highlight and illuminate the thing in the fog.

DM Sanity Info:

Cleric Spells Prepped, underlined = cast
0: guidance, create water, light, mending
1: command x2, obscuring mist x2, bless, elf vision
2: calm emo, aid, less restore, faerie fire
3: loc object, sum mon III, glibness

Sorc Spells
1: cast 2 of 8 (mage armor x2)
2: cast 2 of 6 (SFFII, extended SFFII)
3: cast 1 of 4 (SFFIII)

used 1 of 3 meta rod charges
Extended Tiger 1 (AC14, 45 hp)
Tiger 2 (AC14, 45 hp)

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Thursday November 17th, 2016 12:04:42 PM

Having taken more time to position himself than he thought, Terser now prepares himself to avoid incoming attacks while peering into the (hopefully) illuminated fog bank.

total defense standing still

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday November 17th, 2016 5:04:11 PM

Rill activates his spell-like ability Greater Insight to give himself Tremorsense 20' for 11 minutes. Then he moves forward to J25, stomping as he goes.

He looks to see if the Continual Flame he threw into the fog last round is visible in the mist. He also thinks back to estimate where if may have stopped from the sound it made when he slung the bullet is was cast on. (Perception roll was 43 - just catching up last move too since I submitted it a bit late.)

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 76/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Thursday November 17th, 2016 6:28:11 PM

Clyde moves forward to join Jozhur and Terser, casting Mirror Image on himself as he does so. "I can't get rid of the fog, but some Glitterdust may help keep it more visible than normal. If anyone has a leftover Fly spell, I could use one."

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Thursday November 17th, 2016 8:36:56 PM

Tishe' rises up, easily flying forward and moving to Clyde. "Mifune, someone needs to make sure it doesn't escape this way. Do you want to take the job?"

She casts Fly on Clyde.
....

Move 60 feet to Clyde
Cast Fly on Clyde using a 4th level slot. (Clyde has 11 minutes of Fly)

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Mage Armor. +4 AC. 10 minutes.

Fly. 22 minutes. Move 60'

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 2. 0

DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 3 
Thursday November 17th, 2016 10:42:49 PM

Last Round - Rillet pulls his sling and fires a one of his bullets with Continual Flame into the fog. The fog seems to swallow the bullet and light completely as it sails in. A hiss like sound comes from the direction of the fog and the grinding sound stops.

Reggie moves up to be with Jozhur to protect him.

Zeoll's spell summons a second tiger and the trio of cats move up. Zeoll then tries to see if he can locate their foe by smell. A move Action Zeoll detects the same scent he discovered at the surface, but it is not close enough or powerful enough to give him any good distance guess. The second cat is also quite put out about the freezing conditions it finds itself in.

Terser remains where he is, 25' above the floor and enveloped in a sphere of silence, compliments of the dagger he is holding.

Rillet peers into the fog for the Light Bullett, but it must be deeper or the cavern continues to a distance where the Continual Flame on the bullett cannot reach back to hs eyes. Rill then activates an ability and gains Tremorsense to 20'. Due to a Water Walking spell, Rillett is not actually touching the ground and cannot benefit from Tremorsense...you can change this action in your next post

Clyde moves forward and joins Jozhur and Reggie on the ground undr where Terser is keeping his airial lookout. The bard casts [i]Mirror Image
upon himself.

Tishe floats her way forward and as requested by Clyde, casts Fly upon the bard

The fog continues to roil like a stationary wall for a second or two and then becomes briefly backlit with an orange red glow. In that moment, the group of heroes spy the great worm, coiling about itself like a serpent. It is at least 20' into the fog and just off center in the cavern to the groups left. The flash is shortly followed by a wave of heat that rolls past you, like the opening of a hot stove. As the heat wave moves, it reacts with the ice and tendrils of fog sprial up all about you. Unlike the bank about the creature though, the tendrils dissipate quickly.

Im afraid I do not have access to Google drive and thus the map currently. Hopefull with the map and my description, you have a pretty god visual to go off of

Light sources
Rillett - Light Amulet
Mifune - Light Sword
Clyde - Light Amulet
Reggie - Everburning Torch

Time Hack (because Steve K loves them so)
2.5 hours from WaterWalk casting of the morning
1 hour from Resist Energy spells
9 rounds from the Airwalk to Reggie
9 rounds from the Silence spell to Terser
8 round from Aid spell to Jozhur
7 rounds from Mage Armor on Reggie
6 round Tiger appearing
6 round from GMW from Mifune
3 Round Fly on Jozhur
2 Round Fly Tishe
1 Round Mirror Image Clyde
1 Round from Tiger #2
1 Round Fly on Clyde

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5)  d20+16=31 ;
Friday November 18th, 2016 4:11:05 PM

Terser peers through the fog as it is briefly lit up, searching the worm for any sign of weakness, or perhaps a bright point that may indicate where the gland they need is located. If he sees none, he will approach with some level of caution, and inspect the worm from a closer vantage.

perception 31 - will move into the fog bank until it's more visible if necessary

Zeoll (Cayzle) (AC19; HP62) 
Friday November 18th, 2016 5:34:00 PM


Does the heat coming off the thing make the situation more temperate for Zeoll's tiger pals?

Zeoll orders his two tigers to attack if any enemy gets within range. Meanwhile, he summons another fey friend.

"Can't have too many friends," he says.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday November 18th, 2016 5:48:25 PM

(Thank for cutting me some slack on the Tremorsense/Water Walk issue.)

Last round, Rill would have cast Prayer on everyone he could reach (40' Radius, +1 Luck Bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.)

This round he will spend a full round to summon a Medium Air Elemental at the edge of the fog, instructing it via Tongues to form a whirlwind to disperse the fog and expose the great worm within.

------------------------------------
Spells Running: Longstrider (extended from the night before), Water Walk (Extened), Resist Energy Fire (Extended, from Tishe), Prayer (10 rd), Medium Air Elemental (11 rd)

Spells/abilities available, * = cast/used:
0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith
2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy*, Resist Energy, Spiritual Weapon
3 (DC19): Divination* (D), Prayer*, Searing Light, Water Walk*, Water Walk, Water Walk
4 (DC20): Dimension Door (D), Air Walk*, Air Walk*, Freedom of Movement, Summon Monster IV*
5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone
6 (DC22): Find the Path (D), Heal, Heal

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Extend, Less. (Item) - 3/day -**
Endure Elements (Item)
Tongues (class)

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   10d6=27 ; d20+15=32 ;
Friday November 18th, 2016 6:02:11 PM

Tishe' is surprised the heroes haven't been attacked, or fled from. "Its as if it is guarding something and it won't move. To get what we need, we're going to have to take the initiative, Captain!"

"Fire and Cold won't harm it, right?" Tishe' hovers in the air and readies a lightning bolt, waiting for two things; Jozhur's agreement, and Line of sight on the great wyrm.
. ....

Ready Extended Lightning Bolt (240 feet, 4th lvl slot). Need Jozhur approval and Line of sight on the Wyrm.
DC 19 Reflex for half, 27 damage.

Perception 32

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Mage Armor. +4 AC. 10 minutes.

Fly. 22 minutes. Move 60'

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 2. 0

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=19 ; d20+20=39 ; d20+15=20 ; d8+4=6 ; 5d6=14 ;
Friday November 18th, 2016 7:17:06 PM

Jozhur flys forward, staying just out of the fog (hopefully within 30' of the wyrm). He keeps silent and becomes a part of the shadows as he creeps forward. He keeps his bow trained towards where he thinks the wyrm is and will loose an arrow if he catches sight of it.

-------------------
Perception: 19
Stealth: 39
Readied ranged attack hits AC 20, 6 damage plus 14 sneak attack if he catches it flat footed

Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+15 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2  d4+3=7 ;
Friday November 18th, 2016 7:50:37 PM

Clyde nods at Tishe' to give thanks for the fly spell.

Finally seeing the great worm lurking in the fog focused Clyde's attention. First thing first, everyone could use a bit of cheer and hope from all the fear and weariness. [OOC: Standard Action - cast Good Hope.] There was no point in trying to hide their presence any more, so Clyde began a speech to embolden everyone, starting off with an epic of a band of adventurers that sought to end a dragon's tyranny. [OOC: Move Action - Inspire Courage.]

============================

EFFECTS:
Light (on amulet) - 1/2 hours
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours
Mirror Image (7 images) - 1 round; forgot to roll for this last post, so it's rolled here.
Good Hope - started
Inspire Courage - started

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 137/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) 
Monday November 21st, 2016 4:41:04 PM

Terser tries not to hold his breath, waiting on whatever reaction the worm may have to all of the pain about to come its way.

DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 3 
Monday November 21st, 2016 5:33:17 PM

sorry guys...composing over the next few hours.....

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+15=29 ;
Monday November 21st, 2016 6:49:13 PM

Reggie shows some signs of nervousness as she advances closer to the creature. "we're gonna win...we're gonna win" she repeats over and over as she cautiously advances.

trying to keep Jozhur and as many of her comrades in visual distance.

{OOC: rolled a 29 perception if needed}

DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 4  d20+21=30 ; 3d8+32=49 ; 2d6=6 ;
Monday November 21st, 2016 9:22:13 PM

DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 4

Other than the creature, Terser sees nothing of great interest in the breif glimpse provided by the heat wave that emenated from the wyrm. The Dwarf moves cautiously forward. Still 25' above the floor and in perfect silence, Terser vainshes from sight into the darkness and fog

Zeoll begins casting for another friend. The heat was all too brief and the cold rushes back in stealing any comfort that was temporarily gained

-Last ROund Rillett casts Prayer The spell reaches everyone
Rillett then begins summoning assistance appears on your turn next round within range

Tishe hovers and readies a Lightning bolt

Jozhur glides forward and upwards, gaining 20' of height as he approaches the fog

Clyde casts Good Hope Jozhur and Terser are beyond the limits of the spell

Reggie moves forward to keep an eye on the Captain Jozhur

Ahead in the darkness there is another red orange flash. Most see little, but feel a second heat wave wash over them. Tishe spies only a brief glimpse of fog with a shadowy form within. There is a sound of a loud hiss that suddenly goes quiet.

Terser Highlight to display spoiler: {The intense heat and flash blast away the fog in an instant and you alomost wished it hadn't. A wall of teeth with 6 great mandibles emerges from the disapating fog with the speed of an arrow. The blow is sends you flying backwards and leaves a deep gash in your side. A hideous cold stabs you at the point of the wound turning your blood to ice. In the aftermath of the attack, the fog returns from the cold surroundings to envelop the creature. In the attack you also spied a clutch of eggs}

ALL: Terser suddenly appears in the dim light of Reggie's everburning torch. His side torn open, but no blood falls. It has been flash frozen where it sprayed

Terser Dmg 49 +6 Cold

Jozhur and Terser are both Silenced

Light sources
Rillett - Light Amulet
Mifune - Light Sword
Clyde - Light Amulet
Reggie - Everburning Torch

Silence
20'radius on Terser's Dagger in hand

Time Hack (because Steve K loves them so)
2.5 hours from WaterWalk casting of the morning
1 hour from Resist Energy spells
10 rounds from the Airwalk to Reggie
10 rounds from the Silence spell to Terser
9 round from Aid spell to Jozhur
8 rounds from Mage Armor on Reggie
7 round Tiger appearing
7 round from GMW from Mifune
4 Round Fly on Jozhur
3 Round Fly Tishe
2 Round Mirror Image Clyde
2 Round from Tiger #2
2 Round Fly on Clyde

https://docs.google.com/spreadsheets/d/1P_l8ST1mE6s9-SnnAbFozXzjvhqFOUQTBcFTLnyJc4k/edit?usp=sharing

Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Monday November 21st, 2016 10:18:06 PM

The air felt heavy in Clyde's lungs as he tries to anticipate the creature. Clyde's voice booms through the cavern as he continues his tale of courage and heroism, but such words seemed paltry against the force that knocked Terser back in the blink of an eye.

With the hypnotic calm broken, Clyde whispers a spell, and immediately felt elated, more free somehow [OOC: Casting freedom of movement]. He rushes closer to the front of the fray, his mirror images moving in perfect unison, ensuring he stays away from the captain's and Terser's cone of silence.

Clyde's voice still booming, he addresses his friends, though the message was clearly aimed the creature. "My friends, I had heard a god beast ruled this land! But what manner of monkey is this that hides behind a fog of cowardice? Perhaps the fog permeates from its yellow soiling!"

============================

EFFECTS:
Light (on amulet) - 1/2 hours
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours
Fly - 2 rounds
Mirror Image (7 images) - 2 rounds
Good Hope - 1 round
Inspire Courage - 1 round
Prayer - 1 round
Freedom of Movement - started

Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 102/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 1/5)  4d6=17 ;
Tuesday November 22nd, 2016 10:51:59 AM

Terser flings the dagger to the side of the cavern when he is pushed back through the air, seeing as the silence did nothing to prevent the worm from detecting him. It must have some other means of finding them.

No need for stealth it seems, perhaps being a mother has given this thing some extra sensory abilities. Also, ouch. Didn't imagine it could move that quickly from a standstill.

reduced damage by 1 for DR - channel heal for 17

Zeoll (Cayzle) (AC19; HP62)  d10=8 ; d20+11=18 ; 2d6+9=19 ; d20+14=28 ; d20+15=26 ; d20+15=25 ; d20+15=31 ; 2d6+7=15 ; d8+7=10 ; d8+7=15 ; d8+7=10 ; d8+7=8 ;
Tuesday November 22nd, 2016 11:00:12 AM

Lets see what Zeoll summoned ... an 8 means that a Shambling Mound appears!

Zeoll places the Shambler at 20-21-I-J, and then it charges the worm! It moves straight to I-J-12-13, stopping five ft from the worm because it has reach. It attacks once, at +2 to hit and -2 AC for the charge, using its power attack to slam the worm for -2 to hit and +4 damage. It hits AC18 for 19 damage. (Grab and constrict = nope, foe too big)

Zeoll casts Mage Armor on the Extended Tiger and sends it charging into battle too! The Extended Tiger charges 80 ft to K-L-11-12, and then pounces on the worm. That gives it a bite, two claws, and two rakes, all at +2 to hit with the charge, +2 with Good Hope, and +1 Inspire Courage. It hits ACs 28, 26, 25, and 31 for 15, 10, 15, 10, and 8 damage, respectively.

Zeoll and the Normal Tiger move up 40 ft to 21-22-K-L (Tiger) and 23-24-J-K (Zeoll)

DM Sanity Info:

FRIENDS:
Shambling Mound AC19 (17 charging), HP67of67
Extended Tiger AC18, HP45of45, good hope, inspire courage, mage armor
Normal Tiger AC14, HP45of45, good hope, inspire courage

Cleric Spells Prepped, underlined = cast
0: guidance, create water, light, mending
1: command x2, obscuring mist x2, bless, elf vision
2: calm emo, aid, less restore, faerie fire
3: loc object, sum mon III, glibness

Sorc Spells
1: cast 2 of 8 (mage armor x2)
2: cast 2 of 6 (SFFII, extended SFFII)
3: cast 2 of 4 (SFFIIIx2)

used 1 of 3 meta rod charges

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+17=25
Tuesday November 22nd, 2016 3:31:42 PM

Rill sees the creature dart out of the fog for a moment before the dwarf goes tumbling back from the blow.

“Gargul’s Teeth! That thing’s big! Good job Terser - you found the worm!”

He knows that he’ll have to be more mobile if he is to keep this group alive. As he moves forward to H20, he draws a FLY scroll out and reads it. (Fly - duration 5 min.)

“Now let’s see if we can get a better look at this thing.”

As the Medium Air Elemental he began summoning last round appears at H16, Rill instructs it (via Tongues) to form a whirlwind at that location (30’ tall, 5’ wide at it’s base, 15’ wide at the top) to begin clearing the fog away. So the whirlwind moves 100' through the fog and the creature's squares, clearing fog as it goes (Fly check = 25, does not provoke AOOs.)
------------------------------------
Spells Running: Longstrider (extended from the night before), Water Walk (Extened), Resist Energy Fire (Extended, from Tishe), Prayer (2/11 rd), Medium Air Elemental (1/11 rd), Fly (5 min)

Spells/abilities available, * = cast/used:
0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith
2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy*, Resist Energy, Spiritual Weapon
3 (DC19): Divination* (D), Prayer*, Searing Light, Water Walk*, Water Walk, Water Walk
4 (DC20): Dimension Door (D), Air Walk*, Air Walk*, Freedom of Movement, Summon Monster IV*
5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone
6 (DC22): Find the Path (D), Heal, Heal

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Extend, Less. (Item) - 3/day -**
Endure Elements (Item)
Tongues (class)

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d6=5 ;
Tuesday November 22nd, 2016 6:35:29 PM

Reggie catches a glimpse of Terser and his wounds. she also knows Jozhur is near by. Reggie rushes forward to make sure everyone is alright.

almost instinctively and without any planned thought, a sudden wave of energy emanates from Reggie.

{ooc: she channels to heal Terser for a whopping 5 damage, She seems to have no idea that she actually did that}


(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Tuesday November 22nd, 2016 6:36:19 PM

{ooc forgot to say I am moving to L-17}

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+20=40 ;
Tuesday November 22nd, 2016 7:17:34 PM

Seeing that he is about to head off into the darkness, Jozhur drinks his potion of dark vision, then taps his heels together flies off, swiftly circling around the wyrm. He seems to vanish into the darkness, hopefully the wyrm cannot determine where he is.

------------------------------
Drink potion of dark vision
Use boots of haste (swift action, hasted for one round, 1/10 uses): fly speed =90, +1 AC dodge bonus/reflex save)
Fly to M2, circling around the wyrm and staying 10 feet from the mist. This can be done with all 45 degree turns, shouldn't need a fly check.

Stealth: 40

Jozhur has the rogue talent Fast Stealth (can move at full speed without penalty to stealth) and hide in plain sight (stealth while being observed).

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday November 22nd, 2016 7:21:57 PM

Stealth roll should be 41 with prayer

Active effects:

Aid (+1 morale attack rolls, save vs. fear), 1d8+caster level temp HP
Prayer (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks)
Darkvision: round 1 of 2 minutes

Current AC is 24 with haste


AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   10d6=32 ;
Tuesday November 22nd, 2016 9:31:50 PM

Tishe' doesn't get the word from Jozhur and so she only watches as the great creature takes a bite out of Terser. That won't happen again!

The sorceress flies to the left and further into the cavern to get a good shot for the Wyrm.

Tishe' again Readies her Lightning bolt, only waiting to get a good head on the ja'Kollou Iss'Wyrm.
. ....

Ready Extended Lightning Bolt (240 feet, 4th lvl slot). Need Line of sight on the Ja'Kollou Iss'Wyrm
DC 19 Reflex for half, 32 damage.

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Mage Armor. +4 AC. 10 minutes.

Fly. 22 minutes. Move 60'

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 3. 0

Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Tuesday November 22nd, 2016 10:03:58 PM

Clyde watches as Rill commands an air elemental to enter the fray. Here we go, Clyde thinks to himself.

Zeoll (Cayzle) (AC19; HP62)  d20+13=33 ;
Tuesday November 22nd, 2016 10:39:56 PM

Zeoll makes a spellcraft check -- 33! Nat 20!

The old liontaur calls out to Tishe: "Tishe, zap my Shamblerr with that lightning too please! He likes it!"

[OOC: Why do you need line of sight to target the lightning bolt?]

DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 4  d20+3=23 ; d20+21=35 ; 3d8+32=43 ; 2d6=6 ; d20=3 ;
Tuesday November 22nd, 2016 10:46:15 PM

Terser throws the dagger aside and channels energy to heal his wounds

Clyde castsFreedom of Movement and moves up towards Terser

Zeoll summons a Shambling Mound and urges it to attack the wyrm. The shambling Mound cannot see the wyrm in the dark or through the fog. The creature does move forward in search of his foe. Zeoll casts Mage Armor on a tiger and urges it forward intot he fray. The tige moves forward, but is unable to charge due to the ice.
Zeoll and the other tiger then also move forward

A medium air elemental appears to answer Rill's summons. Rillett then moves forward and takes out a scroll from his magical pants. move action to advance and move action tu get a scroll, you haven't cast the spell yet

The Air elemental becomes a vortex and moves into the fog, dissipating it as it does so

Reggie moves forward and releases a burst of energy, healing more of Terser's wounds. Channel Heal Terser 5

Jozhur drinks his Darkvision potion, activates his Boots of Haste and flies off into the dark.

AS The shmabling mound and tiger vanish into the fog. There is a hiss, flare of heat and a snapping of branches

Terser sees teh Wyrm strike the Shambling monund and lift the hulking creature easily into the air. The mandibles have impaled the creature thoroughly.

Shambling Mound Dmg 49 and is Grappled

Terser also sees that the fog is only pushed away by the elemental for a moment as right after the heat wave from the Wyrm, a wave of cold pulses from it as well

Light sources
Rillett - Light Amulet
Mifune - Light Sword
Clyde - Light Amulet
Reggie - Everburning Torch

Silence
marked on map

Time Hack (because Steve K loves them so)
2.5 hours from WaterWalk casting of the morning
1 hour from Resist Energy spells
11 rounds from the Airwalk to Reggie
11 rounds from the Silence spell to Terser
10 round from Aid spell to Jozhur
9 rounds from Mage Armor on Reggie
8 round Tiger appearing
7 round from GMW from Mifune
5 Round Fly on Jozhur
4 Round Fly Tishe
3 Round Mirror Image Clyde
3 Round from Tiger #2
3 Round Fly on Clyde

https://docs.google.com/spreadsheets/d/1P_l8ST1mE6s9-SnnAbFozXzjvhqFOUQTBcFTLnyJc4k/edit?usp=sharing

Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday November 23rd, 2016 3:01:06 AM

With a harsh whisper, Clyde feels his blood rush through the veins [OOC: Cast Haste]. Exploding with newfound speed, Clyde moves towards the earth elemental, his mirror images blazing by in sync, and finally lays eyes upon the mighty wyrm. A mocking sneer twitches upon his face.

"Hello, monkey," he goads the creature."Enough with the tricks. Your death comes."

[OOC: Welp, here goes nothing.]

============================

ACTIONS:
Standard: Cast Haste
Move: Move to H-11
Swift: Activate Arcane Strike
Free: Continue Inspire Courage

EFFECTS:
Light (on amulet) - 1/2 hours
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours
Fly - 3 rounds
Mirror Image (7 images) - 3 rounds
Good Hope - 2 rounds
Inspire Courage - 2 rounds
Prayer - 2 rounds
Freedom of Movement - 1 round
Haste - Started


Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday November 23rd, 2016 3:05:05 AM

[OOC: Probably should've been more clear, but Clyde has moved to H-11, right in front of the creature. Hopefully he doesn't get impaled in one go.]

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   10d6=32 ; 05d4+5=16 ;
Wednesday November 23rd, 2016 10:07:03 AM

Last Round. "flies to the left and further into the cavern to get a good shot for the Wyrm. "

This round.
Tishe' is frustrated at not being able to see the ja'Kollou Iss'Wyrm. So she continues to move forward, this time seeing the mists part with the Air Elemental and flying behind it. "There you are!", she cries aloud, and targets the Wyrm and Shambling Mound with a Lightning Bolt! (use 4th level slot)

The sorceress follows up with a series of Quickened Magic Missles!

. ....
Move to F, 16

Lightning Bolt (120 feet, 4th lvl slot). DC 19 Reflex for half, 32 damage.

Quickened Magic Missles (5th lvl slot). 16 damage

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Mage Armor. +4 AC. 10 minutes.

Fly. 22 minutes. Move 60'

Good Hope +2 morale on all rolls
Inspire Courage. +3 morale on fear and charm, +3 competence on attack and weapon damage
Prayer. +1 luck on all rolls

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 3. 1

Terser (Warren G) Raging HP 140/172, AC20 [AC22/13/19 -- CMD 27 (29) -- HP 107/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used   d20+22=38 ; d10+15=18 ;
Wednesday November 23rd, 2016 11:42:44 AM

Maybe we don't need to fight this thing at all, Captain. Think you could get one of those eggs?

Regardless of his statement, Terser doesn't mean to waste time while the worm is occupied with the mound. He darts in through the air and channels some frustration into his glaive, swinging mightily at the scaled monstrosity. When a second wave of healing comes from somewhere, he is momentarily confused, but he'll investigate that later.

rage on, power attack
Move to H12
AC 38 for 18 damage




Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+17=22 ;
Wednesday November 23rd, 2016 12:27:49 PM

Rill reads his FLY scroll and moves forward to F16 (Fly - duration 5 min. - sorry about too many actions last round.)

He instructs Medium Air Elemental (via Tongues) to continue in whirlwind form (30’ tall, 5’ wide at it’s base, 15’ wide at the top) to continue clearing the fog away. So the whirlwind moves 100' through the fog and the creature's squares, clearing fog as it goes (Fly check = 25, does not provoke AOOs.)
------------------------------------
Spells Running: Longstrider (extended from the night before), Water Walk (Extened), Resist Energy Fire (Extended, from Tishe), Prayer (2/11 rd), Medium Air Elemental (1/11 rd), Fly (5 min)

Spells/abilities available, * = cast/used:
0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith
2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration, Resist Energy*, Resist Energy, Spiritual Weapon
3 (DC19): Divination* (D), Prayer*, Searing Light, Water Walk*, Water Walk, Water Walk
4 (DC20): Dimension Door (D), Air Walk*, Air Walk*, Freedom of Movement, Summon Monster IV*
5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Wall of Stone
6 (DC22): Find the Path (D), Heal, Heal

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Extend, Less. (Item) - 3/day -**
Endure Elements (Item)
Tongues (class)

Clyde (Riki) -- AC 26, Touch 15, Flat 23, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 
Wednesday November 23rd, 2016 3:38:07 PM

[OOC: Everyone should have gotten hit with my Haste spell. It can affect up to 11 creatures, but if there are more, Clyde would've given priority to all the martial combatants first.]

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+21=35 ; d20+17=23 ; d20+20=38 ; d6+7=10 ; 5d6=22 ;
Wednesday November 23rd, 2016 3:58:27 PM

When Terser mentions eggs, Jozhur looks around and shrugs at the dwarf. He wastes little time when he sees the others moving in the attack. He flies silently at the creature, losing some altitude and drawing his sword as he goes. He does his best to slip his blade between the wurm's scales.

----------------------
Move to J7 to flank with Terser
Perception: 38
Stealth: 35
Attack hits AC 25 (27 with flanking, should have been rolled at +19 with all the buffs), 10 damage plus 22 sneak attack damage

Active effects:

Aid (+1 morale attack rolls, save vs. fear), 1d8+caster level temp HP
Prayer (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks)
Darkvision: round 2 of 2 minutes
Inspire Courage: +3 morale on fear and charm, +3 competence on attack and weapon damage

boots of haste used 1/10
Current AC: 23



(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Wednesday November 23rd, 2016 5:50:24 PM

Reggie continues to advance, she seems lost as Jozhur took off into the darkness.

"Well, we gonna go get this thing?"

DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 5 
Wednesday November 23rd, 2016 10:08:06 PM

Last Round - Tishe flies further into the cavern and Readies a Lightning spell

Current Round
Clyde catas Haste and closes with the Wyrm. AS he closes, the light from his amulet lights up the Wrym. Jozhur is not affected by the Haste spell

The Air elemental and Especially Clydes light source, now provide Tishe with a definitive target and she makes the most of it. Lightning and Magic Missiles fly from her hands to strike the creature

Terser calls out that maybe they should get one of the eggs, even as he comes in at the creature and strikes with his glaive.
As the glaive strikes, a blast of heat radiates from the point of impact. Terser Reflex save DC 19 or your glaive takes Dmg 29 your fire protection applies

Rillett casts fly and moves to the left, caling out for the air elemental to continue trying to clear away the fog. The creature does what it can, but the cold of the cavern, the heat from the creature and the pulses of cold from the creature, seem to recreate the fog almost as fast as the elemental is blowing it away. The air elemental is able to keep a channel along the left side clear

Jozhur descends as he closes and attacks with his sword, but the blade skips off of the Wyrms scales.
Johzur Reflex save DC 19 or your sword takes Dmg 32 your fire protection applies

Reggie closes to melee range with the others

Most of the party can now easily see the wyrm. It is blue and white in coloration with snake like skin covering most of its body. Its head is disproportionately large with a massive set of 6 interlocking manibles which can all split apart allowing it to grab prey larger than itself. Strips of white and grey fur run dwon the length of the body on either side. Currently it is coiling about itself, the Shambling mound trapped in the powerful jaws.

The mandibles close and the shambler is gone, eaten.

Supernatural cold gnaws at Reggie, Terser, Clyde, Jozhur, the tiger and the Air elemental. Dmg 11 It seems to surge from the creature, a palpable field surrounding it

All Flying PC's must either attempt to hover DC 15 as a move action, OR move First in their round
See Fly skill for more information

Light sources
Rillett - Light Amulet
Mifune - Light Sword
Clyde - Light Amulet
Reggie - Everburning Torch

Time Hack (because Steve K loves them so)
2.5 hours from WaterWalk casting of the morning
1 hour from Resist Energy spells
12 rounds from the Airwalk to Reggie
12 rounds from the Silence spell EXPIRED
11 round from Aid spell to Jozhur
10 rounds from Mage Armor on Reggie
9 round Tiger appearing
8 round from GMW from Mifune
6 Round Fly on Jozhur
5 Round Fly Tishe
4 Round Mirror Image Clyde
4 Round from Tiger #2
4 Round Fly on Clyde
1 Round Haste on party minus Jozhur

https://docs.google.com/spreadsheets/d/1P_l8ST1mE6s9-SnnAbFozXzjvhqFOUQTBcFTLnyJc4k/edit?usp=sharing

Clyde (Riki) -- AC 25, Touch 15, Flat 21, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W  d20+22=25 ; d20+22=36 ; d20+17=26 ; d10+30=37 ; d10+30=40 ;
Wednesday November 23rd, 2016 11:30:49 PM

Finally face-to-face with the fearsome beast, Clyde explodes into a blur of action. Flashes of Last Verse can be seen reflecting light as it hits the blade.

==========================================================

QUESTION:
Did I read that correctly, we take 11 damage from cold?

ACTIONS:
Free: Continue Inspire Courage
Swift: Activate Arcane Strike
Attacks 1: 27 (I assume this missed, since Jozhur's attack vs AC 27 glanced off the scales)
Attacks 2: 38 for 37 damage
Attacks 3: 28 for 40 damage
Note 1: My attack rolls forgot to include the +2 from flanking, hence the adjusted scores.
Note 2: Between the Resist Fire 30, and weapon's hardness of 14, any damage to the weapon should hopefully be sufficiently negated that the attacks shouldn't have been hindered.


EFFECTS:
Light (on amulet) - 1/2 hours
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours
Fly - 4 rounds
Mirror Image (7 images) - 4 rounds
Good Hope - 3 rounds
Inspire Courage - 3 rounds
Prayer - 3 rounds
Freedom of Movement - 2 rounds
Haste - 1 round

Yes you read correctly on 11 Dmg from cold

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+16=35 ; 10d6=40 ; 5d4+5=16 ; d20+9=27 ; d20+18=38 ;
Thursday November 24th, 2016 8:10:21 AM

Tishe' hovers, easy after many flying hours of practice, and keeps herself aligned with the window the Air elemental is providing. Weaving spells, she again targets the ja'Kollou Iss'Wyrm with a Lightning Bolt and follows up with a series of Quickened Magic Missles!

She uses Terser's light to look at the creature and see if there are any magical augmentations that she might be able to dispel to make it easier for the others to strike the great creature. Tishe' will call out any information she sees to the others.

. ....
Hover at to F, 16. (Fly check: 35)

Know Arcana 27
Spellcraft. 38

Lightning Bolt (120 feet, 4th lvl slot). DC 18 Reflex for half, 40 damage.

Quickened Magic Missles (5th lvl slot). 16 damage

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Mage Armor. +4 AC. 10 minutes.

Fly. 22 minutes. Move 60'

Good Hope +2 morale on all rolls
Inspire Courage. +3 morale on fear and charm, +3 competence on attack and weapon damage
Prayer. +1 luck on all rolls

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 4. 2

Zeoll (Cayzle) (AC20; HP62)  d20+14=33 ; d20+14=32 ; d20+13=19 ; d20+13=29 ; d8+7=9 ; d8+7=10 ; 2d6+7=19 ; 2d6+7=15 ; d20+14=21 ; d8+7=8 ;
Thursday November 24th, 2016 11:33:21 AM


Zeoll sighs as his shambler is eaten.

His tiger attacks, hasted, with two claws and two bites: AC33, 32, 19, and 29 for 9, 10, 19, and 15.

His other tiger does not charge because the ice is too much. It moves up to 70 ft forward with a move action and then makes a standard attack with a paw. It hits AC21 for 8 damage.

Zeoll backs up five feet and casts Extended Summon Monster III to call a lantern archon next round.

DM Sanity Info:

FRIENDS:
Extended Tiger AC19, HP34of45, good hope, inspire courage, mage armor, haste
Normal Tiger AC15, HP45of45, good hope, inspire courage, haste

Cleric Spells Prepped, underlined = cast
0: guidance, create water, light, mending
1: command x2, obscuring mist x2, bless, elf vision
2: calm emo, aid, less restore, faerie fire
3: loc object, sum mon III, glibness

Sorc Spells
1: cast 2 of 8 (mage armor x2)
2: cast 2 of 6 (SFFII, extended SFFII)
3: cast 2 of 4 (SFFIIIx2)

used 2 of 3 meta rod charges

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+16=26 ; d20+16=29 ; d20+16=28 ; d20+16=26 ; d20+20=23 ; d20+20=38 ; d20+14=15 ; d6+7=9 ; 5d6=18 ; d20+20=37 ; d20+6=11 ;
Thursday November 24th, 2016 4:05:19 PM

After watching the wurm swallow one of Zeoll's poor Fey friends, he decides he doesn't want anyone to be swallowed by this thing. He unleashes a fury of attacks, but seems to have trouble finding his mark. He also glances around, looking for the eggs Terser was talking about.

-------------
Fly check to hover: 11 (failed, not sure what happens, will use a hero point to add +4 if failing the check results in no attacks)
Perception: 37
Use boots of Haste (swift action)
Full hasted attack
Attacks hit AC 25, 40, 15 with flanking

The one likely hit does 9 damage plus 18 sneak attack if able to flank

Reflex save: 26 (pass)
Rolled three reflex saves for these attacks, they all pass (29, 28, 26)

Active effects:

Boots of Haste (Extra attack, +1 to attack/+1 dodge AC/+1 reflex save)
Aid (+1 morale attack rolls, save vs. fear), 1d8+caster level temp HP
Prayer (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks)
Darkvision: round 2 of 2 minutes
Inspire Courage: +3 morale on fear and charm, +3 competence on attack and weapon damage

boots of haste used 2/10
Current AC: 24


Clyde (Riki) -- AC 25, Touch 15, Flat 21, CMD 30 -- HP 84/84 -- +10 F/+16 R/+13 W 
Thursday November 24th, 2016 6:30:12 PM

[OOC: Don't forget Haste everyone. I think Jozhur was the only one that didn't get hit with it apparently.]

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+14=30 ; d8+3=8 ;
Thursday November 24th, 2016 6:32:49 PM

Rill casts Spiritual Weapon and moves up to H14.

Spiritual Weapon hits AC 30 for 8 damage.

Zeoll (Cayzle) (AC20; HP62) 
Friday November 25th, 2016 2:45:42 PM


When his lantern archon arrives, Zeoll asks it to blip (ie fly) around the battlefield giving aid to those fighting the worm.

Terser (Warren G) Raging HP 129/172, AC20 [AC22/13/19 -- CMD 27 (29) -- HP 107/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used   d20+9=17 ; d20=18 ; d20+22=38 ; d20+22=35 ; d20+17=21 ; d20+11=14 ; d20+11=24 ; d10+19=23 ; d10+19=28 ;
Monday November 28th, 2016 1:25:58 PM

Saving throw vs heat - 19 (with haste and prayer)

Forgot to mention before, but Clyde, air elemental, and the tiger are welcome to share Terser's rage from when he activated it. Also, per the description of air walk, do I need to make a hover check? Sounds like I'm just standing as if on solid ground. Roll of 18 makes this question moot this round.

Terser's nearest allies feel his strength radiating in an aura around him, ready to support them to should they allow it. He channels this into his strikes, hoping that the worm dies before his glaive melts into a pile of slag.

2 hits - one save fails
AC 40 and 37 (with flank)
23 and 28 damage


DM Dan K - The ja’Kollu Iss’Wyrm - Combat Round 6  d20+9=26 ; d20=17 ; d20=15 ; d20=3 ; d20=17 ; 8d6=30 ; 3d8+32=54 ; d6=1 ; d6=2 ; d20=17 ; 3d8+32=45 ; d6=5 ; d6=5 ; d6=5 ; d6=3 ;
Monday November 28th, 2016 5:34:29 PM

CLydes blade flashe3s repeatedly, but only penetrates the thick hide of the wyrm once

Tishe hovers without really gibving it a thought. She then delivers another lightning bolt and Magic Missile spell into the Wyrm. Having a bit of extra time, see tries to see if she can tell if any magical protections are upon it, and sees no evidence of any

Zeoll's tiger attacks, scratching the wyrm with 2 great swipes. The other tiger moves up as well but as it does so, the wyrm strikes and the tiger explodes into light as it is destroyed
Zeoll begins another summoning spell

Jozhur has a bit more trouble than Tishe to maintain his hover, but through a heroic last effort, he keeps his airial position use the hero point...you would have lost your rounds action Jozhur is able to strike once as well.

Rill casts Spiritual Weapon and moves up to H14.

Terser attacks twice and tears into the wyrm with each mighty swing

A great hiss erupts from the creature and it strikes out again, grabbing Terser into its massive maw. The dwarf is strong,but the sheer power of the wyrm is far more than he can fight off.
Terser Hit AC 42 Dmg 45 Cold 10
Terser is Grappled
Terser Highlight to display spoiler: {The Wyrms CMD is 39}
Terser's glaive took 30 Dmg minus your fire protection

Terser, Rill, Clyde, Tiger, Jozhur, Air Elemental Cold Dmg 8

Light sources
Rillett - Light Amulet
Mifune - Light Sword
Clyde - Light Amulet
Reggie - Everburning Torch

Time Hack (because Steve K loves them so)
2.5 hours from WaterWalk casting of the morning
1 hour from Resist Energy spells
13 rounds from the Airwalk to Reggie
12 rounds from the Silence spell EXPIRED
12 round from Aid spell to Jozhur
11 rounds from Mage Armor on Reggie
10 round Tiger appearing
9 round from GMW from Mifune
7 Round Fly on Jozhur
6 Round Fly Tishe
5 Round Mirror Image Clyde
5 Round from Tiger #2
5 Round Fly on Clyde
2 Round Haste on party minus Jozhur

https://docs.google.com/spreadsheets/d/1P_l8ST1mE6s9-SnnAbFozXzjvhqFOUQTBcFTLnyJc4k/edit?usp=sharing

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d6=1 ; d6=5 ; d6=4 ; d6=6 ; d6=6 ; d6=4 ; d20+21=36
Monday November 28th, 2016 6:08:15 PM

Rill flies up and to Terser (move action), and then uses his Dimensional Step ability to shift both of them 5' left (move action, Concentration check 36 vs DC 23 succeeds) placing Terser at G12 and Rill at G13.

Then he will use a hero point to channel energy, healing all he can reach (excluding the worm) for 25 points!

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 87/106 -- +12 F/+16 R/+15 W  d20+24=39 ; d20+24=44 ; d20+24=34 ; d20+19=27 ; d10+33=42 ; d10+33=36 ; d10+33=38 ; d10+33=38 ;
Monday November 28th, 2016 6:26:17 PM

Clyde witnesses Terser's ferocity as the dwarf's glaive lands its massive swings successively. Clyde himself began to feel the rage of the dwarf take hold of him, and he burns with renewed intensity.

That rage was nearly undone as the wyrm overpowers Terser with a bite, but Rill flew in and disappeared in a blink, seemingly taking Terser with him. That concern out of the way, Clyde continues to goad the creature. "It's over, monkey."

======================================

ACTIONS:
Free: Continue Inspire Courage
Swift: Activate Arcane Strike
Attack 1: 41, crit confirmation (if applicable) 46, for 78 damage (42 only if crit doesn't count)
Attack 2: 36 for 38 damage
Attack 3: 29 for 38 damage
Note: Forgot to add flank +2

EFFECTS:
Light (on amulet) - 1/2 hours
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours
Fly - 5 rounds
Mirror Image (7 images) - 5 rounds
Good Hope - 4 rounds
Inspire Courage - 4 rounds
Prayer - 4 rounds
Freedom of Movement - 3 rounds
Haste - 2 rounds
Rage - started (from Terser)

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+15=16 ; d20+15=30 ; d20+10=18 ; d20+15=27 ; d10+8=16 ; d10+8=10 ; d10+8=11 ;
Monday November 28th, 2016 7:32:32 PM

As her friend is attacked by this creature and it tries to swallow him.

"hey you overgrown maggot, let him go, It will just give ya indigestion anyway!"

Reggie unleashes a series of punches on the creature.

{OOC: three attacks with flurry plus one haste attack, hits AC: 16, 30, 18, Haste attack 27}
{ooc: first attack was a nat 1 so that is a miss, second attack 16 damage, third attack - 10 damage, Haste attack does 11 damage}



AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+16=22 ; 10d6=31 ; 5d4+5=20 ;
Monday November 28th, 2016 8:05:35 PM

Tishe' watches as Rillet moves to the very teeth of the Wyrm, trying to dimension out. "Sly like a fox!", the sorceress calls, thinking that as long as the ka'Jollou Iss'Wyrm's maw is occupied, it can't bite anyone else! ( or so she hopes!)

The air elemental and lights about the great beast keep a line of sight on the monster, and Tishe' continues to demonstrate the advantage of being a sorcerer! Another Lightning Bolt! Another Quickened Magic Missles!

. ....
Hover at to F, 16. (Fly skill 22)

Lightning Bolt (120 feet, 4th lvl slot). DC 18 Reflex for half, 31 damage.

Quickened Magic Missles (5th lvl slot). 20 damage

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.

Mage Armor. +4 AC. 10 minutes.

Fly. 22 minutes. Move 60'

Good Hope +2 morale on all rolls
Inspire Courage. +3 morale on fear and charm, +3 competence on attack and weapon damage
Prayer. +1 luck on all rolls

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 5. 3


Zeoll (Cayzle) (AC20; HP62)  d8+3=9 ; d20+16=19 ; d20+16=30 ; d20+15=20 ; d20+15=18 ; d8+9=17 ; d8+9=14 ; 2d6+9=15 ; 2d6+9=20 ;
Tuesday November 29th, 2016 12:29:56 AM


Zeoll's mage-armored hasted raging inspired good-hope tiger shivers violently and then tries to rip again into the worm, with two bites and two paws. It attacks at +6 to hit and +3 damage. It hits AC19, 30, 20, and 18 for 17, 14, 15, and 20 damage.

Zeoll's Archon Aids itself, adding 9 temp hp.

Zeoll himself casts another summoning.

DM Sanity Info:

FRIENDS:
Extended Tiger AC17, HP38of57, good hope, inspire courage, mage armor, haste, rage
Lantern Archon AC15, DR 10/evil, HP13of13 +9 temp hp.

Cleric Spells Prepped, underlined = cast
0: guidance, create water, light, mending
1: command x2, obscuring mist x2, bless, elf vision
2: calm emo, aid, less restore, faerie fire
3: loc object, sum mon III, glibness

Sorc Spells
1: cast 2 of 8 (mage armor x2)
2: cast 2 of 6 (SFFII, extended SFFII)
3: cast 2 of 4 (SFFIIIx2)

used 2 of 3 meta rod charges

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+6=8 ; d20+17=31 ;
Tuesday November 29th, 2016 2:35:09 AM

Jozhur struggles to maintain flight and is unable to strike for the time being. He will the others to keep up their assault.

Fly: 11

Active effects:

Fly (scroll from Rillet, caster level 3?
Aid (+1 morale attack rolls, save vs. fear), 1d8+caster level temp HP
Prayer (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks)
Darkvision: round 2 of 2 minutes
Inspire Courage: +3 morale on fear and charm, +3 competence on attack and weapon damage

boots of haste used 2/10
Current AC: 24


Terser (Warren G) Raging HP 100/172, AC20 [AC22/13/19 -- CMD 27 (29) -- HP 107/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used   d20+22=24 ; d20+22=40 ; d20+17=19 ; d20+9=17 ; d10+19=22 ; d10+19=21 ;
Tuesday November 29th, 2016 4:13:11 PM

Terser is momentarily confused by being dragged forward, then zapped back by his helpful friend. He doesn't get much chance to use his divine powers, and Rillett has robbed him of the opportunity! Not to sound unappreciative, but save yer hoppin about for those as can't escape a bind on their own! non-serious grumblings

Still, he remains in attack range and in relatively good fighting form, and Tishe''s spell has kept his glaive safe from harm. The sudden movements disorient him a bit though, and only one strike makes it through the worm's defenses.

AC40 for 22 damage, save 19

please disregard extra damage roll


Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 106/106 -- +12 F/+16 R/+15 W 
Tuesday November 29th, 2016 9:45:50 PM

Clyde takes a quick glance at the battlefield to ensure no one is in dire need of help. He couldn't see much, but no one seems to be screaming in pain, which is always welcome. "Let's end this!" He shouts.

[OOC: Forgot to add Rill's 25 hp healing, so I've fixed my header accordingly.]

DM Dan K - The ja’Kollu Iss’Wyrm - That wasn't such a Chore 
Tuesday November 29th, 2016 10:05:06 PM

Rill moves in and rescues Terser, or rather moves him out for the creatures mouth before he gets swallowed and thus allows Terser to continue the fight

The fight is quickly concluded as the wyrm is no match for the onslaught of magic and steel

The creature lies slain, thought still giving off some strong waves of heat and cold, it is quickly diminishing and no longer harmful

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Tuesday November 29th, 2016 10:11:28 PM

Reggie gives the worm a quick kick to make sure it isn't moving.

"good thing I was here to keep ya'll form gettin swallowed." She adds taking credit for her part (maybe a little more than it really was though)

"So what do we do now? should we go find another one?"

{ooc: I never did update my header for damage and healing but I know that Reggie is at full anyway.}

Zeoll (Cayzle) (AC20; HP62)  d10=8 ; d20+10=14 ; d20+14=34 ;
Tuesday November 29th, 2016 11:56:05 PM


Alas, Zeoll's summons cannot be stopped! He calls another Shambling Mound!

Well, Zeoll has it stay alert as he goes over to look at the corpse.

"What do we need to dig out of this beastie?" he growls. He casts Locate Object to find the object -- the organ, that is, no longer a creature -- that the party seeks. He asks for the Lady's blessing and uses his knowledge of nature and natural butchery to begin the job of extraction. Plus Good Hope plus Aid Another, anybody?

Know Nature: 14
Survival: 34, nat 20!

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday November 30th, 2016 12:43:57 AM

(I assume we are no longer going round by round.)

"Wow. At least it didn't blow up like those frozen zombies." He looks at it with Deathwatch to ensure it is dead and does not rise as one of those zombies this land creates. Assuming he sees that the creature is dead, Rill moves to Terser and casts a Heal spell, restoring the dwarf to full hit points. Then he looks around to see if anyone else is still injured.

As the fog from the creature abates, Rill will thank the Air Elemental for its help and release it from service. And onece the fog is clear, he will cast detect magic and begin scanning the chamber.

"Hmmm. This thing has eggs. You guys think there's any chance its mate might be around?"

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+2=16 ; d20+15=33 ;
Wednesday November 30th, 2016 2:19:28 AM

Jozhur looks at the slain wurm in amazement, "Good work, gang. No one got eaten, I'm impressed."

He pokes and prods at the beast, trying to help Zeoll find what they're looking for.

--------------
Knowledge nature (aid Zeoll): 16
Perception: 33

Terser (Warren G) Raging HP 100/172, AC20 [AC22/13/19 -- CMD 27 (29) -- HP 107/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used   d20+9=10 ;
Wednesday November 30th, 2016 2:20:20 PM

Terser adds his two copper to the discussion of animal parts that is being thrown about in the frosty cavern while he catches his breath from the battle.

He also let's Rillett know that his assistance really was appreciated, but for future reference, he can extricate himself from binds several times a day, thanks to some divine assistance.

survival aid another: 10

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday November 30th, 2016 2:30:57 PM

Rill pushes his helmet back on his head as he smiles at the dwarf.

"Sorry Terser, I'm not used to nimble dwarves. But I can focus my rescue hops on those not as well prepared. Like Jozhur. That guy's always getting into trouble. 'Course, now he has a girlfriend that can bail him out."

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+16=21 ; d20+14=25 ;
Wednesday November 30th, 2016 5:41:37 PM

"Light! That was tough!", exclaims Tishe'. "I am nearly out of thread to weave higher level magic. I'll hover here and watch for any dangers while you black handed packmates get the organ, OK?"

It's easy for Tishe' to hover and look around.
. ....
Hover at to F, 16. (Fly skill 21)
Perception. 25

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage.
Mage Armor. +4 AC. 10 minutes.
Fly. 22 minutes. Move 60'

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 5. 3


Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W 
Wednesday November 30th, 2016 8:30:08 PM

Clyde leans down to catch his breath, hands on his knees, a tired grin on his face. "That went rather well, I thought."

Walking over to Terser, Clyde pats the dwarf on his back. "Thanks for that rage, renewed my strength just in time. What would you have done if Rill hadn't bailed you out?"

========================================

EFFECTS:
Light (on amulet) - 1/2 hours
Water Walk - 2/3 hours
Extended Resist Energy (Fire) - 2/3 hours
Fly - 6 rounds
Mirror Image (7 images) - 6 rounds
Good Hope - 5 rounds
Prayer - 5 rounds
Freedom of Movement - 4 rounds
Haste - 3 rounds

DAILY USAGE:
Inspire Courage - 5 rounds used
Lore Master: 0 used

DM Dan K - The ja’Kollu Iss’Wyrm - That wasn't such a Chore 
Wednesday November 30th, 2016 9:37:09 PM

The wyrm is checked on quite thoroughly and it is determined that it is indeed very dead. Magic and mundane sources concur. Over the next rather disgusting hour with direction of Locate Object the gland required is extracted from the wyrms back. As it is revealed, you can feel the heat pouring from the gland. The creature may be dead, but the lingering heat from this particular gland is tremendous. Currently it feels as if you are next to a lava flow. Handling and carrying the thing over for the next several weeks across the tundra could be problematic. It certainly cannot simply be scooped up and dropped in a bag.

A small side conversation takes place about the clutch of eggs. Could there be a mate and could it be nearby?

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday December 1st, 2016 12:48:57 AM

Rill takes a piece of cloth and touches it to the gland to see if it catches fire. He moves over to the eggs and looks at them. Are they hot? How big are they? Do they seem to move? How heavy are they? He tries to carefully pick one up.

"Well, those eggs weren't affected by the heat of that monster. Maybe we can crack one open and use the shell to carry this thing that's too hot to handle. Anybody up for an omlet?"

"Hey Tishe, why do you keep calling us black handed? I don't think that means what you think it means."



Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Thursday December 1st, 2016 4:46:55 PM

An omelet would just make me miss the brothers' bacon. But the eggshell carrying case is a sensible idea. Unless Tishe' can shrink it an carry it like she does the bonfire?

I wouldn't say I'm nimble, Clyde, but the ancestors provide me with a little insight now and again that can show me a path out of a sticky situation. They also taught me that little trick of sharing my strength with my allies.
He pats the leather bag around his neck. functionally - liberation domain power.


AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Thursday December 1st, 2016 5:32:52 PM

Tishe' comes on down as the gland is extracted and the heat comes out in waves. "Well! We won't need to weave a fire at night, that's for certain! "

The sorceress has a couple of possible solutions. The first is to try Clyde's idea and to cast Shrink item on the gland. If that doesn't work... "I can weave a series of Fire Resistance spells over the person to carry the gland to last an entire day's march. "

The sorceress is confused by Rillet's question for a minute, then laughs as if sharing a joke. "Maybe it is that YOU dont know what it means, sweetie", she replies to Rill. "You are all decent, trustworthy, and hardworking people. Like people who work the land and their hands are always dirty; they have Black Hands. See?"

. ....

8 2nd lvl Resist Energy spells at 110 minutes each Good for 14.5 hours

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Extended Resist Energy (fire). 220 minutes duration.(60 down) Reduce every fire attack by 30 damage. '

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 5. 3

Zeoll (Cayzle) (AC20; HP62) 
Thursday December 1st, 2016 5:43:58 PM

After using his spell and carefully extracting the object of the quest, Zeoll is careful to pack the magic giblets away carefully. He is still sad to think that the party's object is to close the gateway between Bonetown and Ice Vein. But a demigod cannot be denied.

Zeoll tells Tishe to feel free to try her Shrink spell, but he is very doubtful. "My underrstanding of that spell is that it fails when cast on magical objects. And this is no naturral heat; it is clearrly magic. Still, strrangerr things have worrked in this Wold."

Rill's excellent eggshell case idea may be workable, says Zeoll, though it seems a shame to kill the baby wyrm in the egg. Does anybody have a Fabricate spell to turn the egg into a box? He wonders aloud who would buy these eggs, and at what price, for the right customer.

Zeoll also voices the chance that a mate is nearby, and suggests moving away posthaste!

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W 
Thursday December 1st, 2016 8:04:52 PM

Clyde grins at Terser's answer. "Good to know for future encounters! Or if this one's mate returns. Speaking of, anyone here an expert at tracking? Perhaps we should ensure that this dead one's mate isn't going to catch us unaware. If we carry its egg, perhaps it might even be able to track us by scent long after we've gone. Might be best to kill it now."

DM Dan K - The ja’Kollu Iss’Wyrm - That wasn't such a Chore 
Thursday December 1st, 2016 11:06:09 PM

A discussion is had on how to carry the fire gland. Tishe thinks of but quickly dismisses magical protection from fire. It would be like carrying lava.

Using one of the eggs comes up. It may work and the only stopping point is Zeoll current reluctance to use one as it would mean the death of the egg, but then again it is only an egg and may not even be fertilized or developed and thus no different from eating eggs at breakfast.

The egg conversation bleeds into could they be valuable. The short answer is almost certainly, but who would you trust to sell them to to hatch one of theses things, which is really the only logical result of buying one.

What of the mate? Could it track you by the scent of the egg like some crazied super dinosaur of the Cthonian jungles? Unknown.

Did you slay the male or female and what could be the issue depending on the answer to that question?
Again, the group is not sure

Tishe tries and find Zeoll's reasoning sound, the gland is somehow still magical and her spell fails to shrink it.

Using an egg as a container seems the most likely route

********
Excellent work all
I would like to award all members a Hero Point for your efforts and play thus far in Ice Vein
also XP yay xp of 18,125 each

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Friday December 2nd, 2016 12:17:05 AM

Jozhur picks up one of the eggs and examines it, "It has to be done, Zeoll. Unless someone can think of another way. I don't think removing these eggs is a good idea. I would hate to see one of these things domesticated in the wrong hands. This is where they belong."

He pokes at the egg with one of his daggers, "So what, just cut the top open?"

Zeoll (Cayzle) (AC20; HP62) 
Friday December 2nd, 2016 3:48:14 PM


[OOC: PC sheet updated, thanks Dan!]

"Sorrry captain, let the prrofessional do herr worrk." The old liontaur takes the egg gently from Jozhur.

Zeoll gathers whatever hairs and guts of the beast he can find. He hands these and the egg to Tishe.

"Weave us a giblet carrrierr, my crrafty frriend. No one else can do it."

Then he says to Clyde, "Please, use yourr barrdic powerrs to aid Tishe in herr crrafting." [OOC: inspire competence.]

Zeoll himself casts Guidance to help his friend in her work.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W 
Friday December 2nd, 2016 8:01:39 PM

Clyde watches Zeoll and Tishe' prepare the egg, unsure what they were doing exactly. Whatever it was, seemed like a dirge would be fitting. Clyde takes a deep breath, inhaling the scent of the ice, and sings a melancholy song of the eternal circle of life. [OOC: Inspire Competence]

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Friday December 2nd, 2016 9:07:33 PM

Tishe' sighs, knowing it wasn't going to be that easy, but Zeoll's non-Magic solution perks her up. "There are several eggs and spinning the ka'Jollou Iss'Wyrm's own fur into a net that we fill with some eggs and then put the gland in the nest of eggs... well, that should be a shady pick!"

She takes her time, making sure the hair is weaved into rope and then the rope is woven into a net to place eggs, and then taking two eggs like oven mitts, picks up the gland and places it in the carefully woven net of eggs.
....

Weave 25: Take 10: Inspire Competence 3 = 38


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20=13 ;
Friday December 2nd, 2016 9:15:14 PM

Rill raises an eyebrow at Tishe's description of being black-handed. "Well, coming from Bonetown, I can tell you that having your hands dirty is not the hallmark of a good heart. Rather the opposite, I would say. But I take your meaning, and thank you for the kind compliment." With little more than a thought, he wills his white robes and furs to clean themselves.

He watches with interest to see this special egg-shaping skill the Sargrass sorceress is purported to have. As he watches Tishe, and considers the remaining eggs. He will cast a Divination spell, asking, "What will be the effect of bringing some of these eggs to the Village of Ice Peak?" (81% chance of success. Rolled a 13 - success!)

-------------------------
Divination - Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+15=27 ;
Saturday December 3rd, 2016 7:46:52 PM

{ooc: got side tracked a little really sorry...new expansion to Star Wars the old republic game}

Reggie simply does her best to check the surrounding area. looking for anything unusual or dangerous.

{ooc perception check = 27}

DM Dan K - The ja’Kollu Iss’Wyrm - Of Eggs and Glands 
Sunday December 4th, 2016 10:28:20 PM

The group sets on a plan to transport the dangerous gland. Using parts of the wyrm and eggs to do so. Tishe is able to weave a carrying basket that will hold a few of the human head sized eggs and the fire gland. The entire process takes several hours and during so, Rill decides to try and divine what might happen if the eggs were taken to Ice Peak. The answer comes to his mind, "Your story will be secured, beyond that the freedom of will clouds all."

Reggie checks about the cavern and finds an oddity about one wall. A rather large section, perhaps 30' across is slightly discolored. Nearly twice as large as the hole and passage the group came down to fight the Wrym. She also finds a nearly fist sized white gem stone embedded in the wall maybe 6" deep.
Appraisal DC 20 Highlight to display spoiler: {rare ice diamond valued at 20,000gp}

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday December 5th, 2016 1:07:24 PM

Rill shares with all there that the answer to his Divination question, "What will be the effect of bringing some of these eggs to the Village of Ice Peak?" was, "Your story will be secured, beyond that the freedom of will clouds all."

"Well, it looks like we need to get these eggs to Ice Peak."

He will walk over to the discolored wall Reggie mentioned (assuming she does,) and will pull out his morning star and tap on the wall with it. No intent to do damage just yet, just looking to see if it's particularly soft or fragile.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Monday December 5th, 2016 4:37:02 PM

Why doesn't Zeoll know Unseen Servant? haha

That's a mighty shiny stone, Reggie. A bit large to fit on your finger though. Maybe a fancy pendant?

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W 
Monday December 5th, 2016 6:01:28 PM

Clyde finishes his melancholic tune, still unsure what Zeoll and Tishe really had in mind. Shrugging, he looks around the ice cavern, wondering what everyone was up to. It'd sure be nice to get back to a warm place, he thought.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Monday December 5th, 2016 7:47:19 PM

Tishe' sits back, elated that she was able to help the Lionfish heroes "and I didn't even need Magic to do it! It sometimes feels that fighting and Magic are the only solutions. It is nice to remember that there are other skills. "

The sorceress listens intently to Rillet and nods. "Yes, I see I'm going to have to weave my words more carefully when we are back at Bonetown. I don't want some beater to get warped up from a misunderstanding "

Zeoll (Cayzle) (AC20; HP62) 
Monday December 5th, 2016 8:34:39 PM


Zeoll smiles at Tishe and Reggie and exclaims over the value of the gem, whatever it is.

He suggests that after gem extraction -- which he leaves to Terser -- it is time to go.

DM Dan K - The ja’Kollu Iss’Wyrm - Of Eggs and Glands 
Monday December 5th, 2016 10:22:26 PM

Reggie gathers the group and points out what she found.
Rillett taps the ice and finds it quite solid.
Extracting the gemstone discovered by Reggie, though, is not very difficult. It is still, after all, ice.

The group now has a gemstone, a basket with a tremendously hot piece of a ja’Kollu Iss’Wyrm and few eggs. The passage back is about an hour of walking and then the near vertical 200' shaft and the group will be back onto the tundra.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+6=17 ;
Tuesday December 6th, 2016 5:27:04 PM

Reggie was lost in a daydream at the discovery of the gemstone. though she has no idea the true value, she doe know it is something that any girl wold love to receive from a special someone.

regarding Terser "It really depends on the giver of the gift, even a small cut would make me happy if given by the right person" she glances toward Jozhur

The trip back Reggie kind of hints about gifts but makes no real demands nor claims of any treasure.



Zeoll (Cayzle) (AC26; HP62)  d20+24=27 ; d20+11=27 ;
Tuesday December 6th, 2016 5:39:47 PM


Zeoll smiles at Reggie. He says not a word, however, but does take point, shield in hand, and leads the group back the way they came.

He keeps his eyes open for danger and his nose ready for enemies. Perception 27, Survival 27.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Tuesday December 6th, 2016 7:47:38 PM

Tishe' offers the gland bag to someone stronger than herself to carry, and walks back with the heroes to the entrance 200' feet above them to the tundra.

"I've got one last trick I can weave. I have enough magical power to Dim Door up and Featherfall down to bring the whole team up to the top. That is, unless someone else has another suggestion?"

. ...
(Tishe' can take herself +3 medium beings up per Spell and has 1 4th slot, 1 5th slot, and 1 arcane bond spell available

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 5. 3

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+6=20 ;
Tuesday December 6th, 2016 8:03:20 PM

Jozhur stares at the gem with his mouth agape. "That's an Ice Diamond, it's quite valuable." He blushes at Reggie's comments, and gives her a wink so she knows she's not being ignored.

Appraise: 20

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W 
Tuesday December 6th, 2016 9:17:25 PM

That wasn't too bad, Clyde thought to himself. The journey from the village to this place wasn't as blistering cold as it was to get to the village. Got a vigorous battle in, a massive diamond-looking type of rock, and now heading back. All in all, not too bad.

Clyde set out in a good mood, whistling as he looks around the area as if looking at it for the last time.

DM Dan K - The ja’Kollu Iss’Wyrm - Of Eggs and Glands 
Tuesday December 6th, 2016 10:33:51 PM

Jozhur knows the value of the diamond and lets the others know.

The trek back through the tunnel is slow going upon the extremely slippery surface of the curved ice tunnel. All magical protections and spells cast, save Endure Elements, have faded. It takes nearly 2.5 hours to get back to the section of the tunnel that slopes upward and eventually out. The shaft is dark above and in front of you.

Tishe has an idea on using Dimensional Door and Feather Fall to ferry the group to the top

Soon after, the group is on the surface next to the hole. The river is about 200 yards away to the groups rear. The pine forest expands out to the left and right for at lest a mile. In front of you the wood thins over the next 100 yards before opening up to the open white tundra. The sun above, in the clouds, marks the day at just past noon. The great cliffs and waterfall is the the groups left, about 4 miles away.

Is there a way to cut across the open space and find Ice Peak, or will you need to back track and scale Mt Bal to retrace your original path?

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5)  d20+9=11 ;
Wednesday December 7th, 2016 12:13:01 AM

Though unfamiliar with the region, the Cardinal directions never change. Terser casts about for the direction of the sun, how the wind blows, and the Moss on the trees to see if there's a more direct route back to the village or the portal. The glare off the ice Oscar confusing though, and he is thoroughly unable to find a shortcut.

Survival 11



Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday December 7th, 2016 1:48:10 AM

"I sure hope there's a better way back than going over that mountain again. Let's see if we can find a better way."

Rill will draw on the spells provided by his divine patron, and cast Find the Path, atempthing to find the shortest, most direct route to Ice Peak (will provide direction for 110 min.) If this takes us over ice and snow, he will cast an Extended Water Walk (220 min.)

Zeoll (Cayzle) (AC26; HP62) 
Wednesday December 7th, 2016 12:56:56 PM

Zeoll volunteers that he can cast a Dim Door once a day, if it helps.

He is eager to see what the Find the Path reveals.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+8=21 ;
Wednesday December 7th, 2016 5:39:12 PM

"I suggest we make camp here, or at least near here, so we are not stuck somewhere less pleasant when night falls."

Looking about Reggie looks for a good site as well as for some food.

{OOC: Survival = 21}

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Wednesday December 7th, 2016 6:26:25 PM

Tishe' agrees with Reggie, "but not here. Under the pine boughs where it is warmer. And then we can find a morendirectbway to get back to. ... um, where are we going? Back to Ice Peak Village or direct to the portal?"

Tishe' is no help at all in remembering directions, but cheerfully helps where she can for camping.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W 
Wednesday December 7th, 2016 7:58:04 PM

That wasn't too bad, Clyde thought to himself. The journey from the village to this place wasn't as blistering cold as it was to get to the village. Got a vigorous battle in, a massive diamond-looking type of rock, and now heading back. All in all, not too bad.

Clyde set out in a good mood, whistling as he looks around the area as if looking at it for the last time.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20=17 ;
Wednesday December 7th, 2016 8:24:27 PM

Jozhur looks about, trying to help Terser navigate, "The moss always grows on the outside of the trees, Terser."

DM Dan K - The ja’Kollu Iss’Wyrm - Of Eggs and Glands 
Wednesday December 7th, 2016 10:37:57 PM

Terser tries to orientate himself and even with Jozhurs help, he cannot do so. More than two score of miles of tundra lie between the group and Ice Peak. Being off by even half of a degree and the group will never find the snow and ice walled village.
Rillett is prepared to cast Find the Path, to locate Ice Peak and then set out across the tundra on what would be about a 4 day journey or so.
Reggie and Tishe council the group to seek shelter deeper in the trees and set off in the morning. Reggie is pretty confident at being able to find a good spot for the rest of the afternoon and the darker night

Does the group move out now with 4 hours of travel time before nightfall? Or does the party move deeper into the pines and strike out in the morning

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Thursday December 8th, 2016 6:51:13 AM

Tishe' has said her piece and waits for the leaders to make a decision. Being caught in the open tundra with no clear direction was still survivable; striking out on her own was not. And jostling the leaders elbow when they haven't decided wasn't much better.

She becomes interested in the crystalline structure of the ice and starts to contemplate how to replicate the image in a woven tapestry.

She supports whatever decision Jozhur makes.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday December 8th, 2016 2:27:48 PM

Rill has cast Find the Path. Even if we don't go further today, it will give us a general bearing in the morning.

"I guess the question here is if we're pressed for time. Not sure what's happening in Bonetown so far, but it didn't seem like the cold was advancing terribly fast there. The other issue is how long that gland will stay hot. I suppose a half a day will not matter much - at least Frigga'isa didn't indicate that thing had an expiration date.

"I suggest we move toward our objective up to the edge of the trees and camp. That way, we have their shelter but are ready to head out into this frozen wasteland, er, I mean beautiful, pristine wonderland in the morning. We can use that worm thing to keep us warm tonight."

If this is agreeable, Rill will lead everyone toward Ice Peak up to the treeline. He'll help make camp, and see to any wounds.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Thursday December 8th, 2016 2:47:00 PM

As long as we have the magic huts available, I'd say that getting a half day of travel in tonight is worthwhile, especially when that makes the rest of the journey only 3.5 days. I'm not too beat from battle, I could certainly march. I'll concede the everyone else though if they're not so fresh as me.

Also, I'd say that some extra distance between us and the worm's lair is advisable if there really is a mate running around somewhere.


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday December 8th, 2016 7:41:48 PM

"Terser raises a good point. We're in good shape and we have a ways to go. Let's head out and stop when it's dark."

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 84/84 -- +12 F/+16 R/+15 W 
Thursday December 8th, 2016 8:10:43 PM

"Yep. Still a couple magic huts available," Clyde answers Terser. "I'm up for more travel myself."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Thursday December 8th, 2016 10:21:07 PM

"There is also that issue of Bonetown freezing over as we speak. Onward it is."

DM Dan K - To Ice Peak  d6=2 ; d20=17 ; d6=2 ; d6=3 ;
Thursday December 8th, 2016 10:33:48 PM

Jozhur listens to the group and then decides to move off and into the tundra under the guidance of Rillett's spell. The trees are left behind and the cold begins its assault anew. The wild picks up on the walk and very soon all are reminded of how deadly the tundra can be. Snow is swept past and lifted into your eyes and seems to be able to blow from every direction at once. Even when hunched and looking straight down at your feet, the wind and snow bites and stings your eyes.

Fort save DC 15, 16 and 17 Failure indicates fatigue and non lethal damage 2/2/3 and if you fail a second save you are exhausted. You get your bonuses for cold weather gear + magical protection as before

The sun drops behind the peak of Mt Bal and darkness spreads across the land. This night, thick clouds cover the sky and the Wold shrinks to the feeble extent of your light spells. The winds blow in the dark and the snow makes a tinkling sound as it skips across the ground

Zeoll (Cayzle) (AC26; HP62, 2NL)  d20+9=10 ; d20+9=21 ; d20+9=28 ; d20+24=33 ;
Thursday December 8th, 2016 11:12:53 PM

Zeoll fails one save and is fatigued with 2 hp nonlethal damage.

"It will be good to get back home," he thinks. He wonders if the person holding the eggs is any warmer, whoever that is. He is too fatigued to look.

He trudges on, looking forward to the relative warmth of the tiny huts and a fire.

He looks around as he travels, though. Perception 33.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+14=22 ; d20+14=26 ; d20+14=19 ; d20+15=34 ; d20+15=32 ;
Friday December 9th, 2016 6:46:51 AM

Tishe' trudges across the tundra without complaint, mostly because breathing deeply enough for extended conversation hurts!. She is becoming acclimated and sees the wisdom of a half day of travel that minimizes the effects of the terrible cold.

Once Clyde casts the two Tiny Huts, Tishe' places the egg-net in the overlapping area where she would normally put the fire. The lava-hot gland should keep them toasty enough!

......

Fort 22, 26, 19

Perception 34



(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+8=19 ; d20+16=27 ; d20+16=24 ; d20+16=33 ;
Friday December 9th, 2016 10:51:35 AM

{ooc: survival to avoid getting lost (DC 15) = 19}
{ooc: fort saves: 27, 24, 33}

Reggie seems to have been acclimated to the cold after all her time here as it does not seem to bother her even without any magical protection.

Reggie is a bit quiet as they travel, always on the lookout for danger or at least something good to eat.

Moving toward the front of the group, Reggie tries to keep the group on track to get to the village.



Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+20=39 ; d20+20=24 ; d20+20=39 ;
Friday December 9th, 2016 2:03:18 PM

Rill will work with the other spellcasters to make sure all are under the effects of Endure Elements. Should anyone become exhausted, he will use lesser restoration to remedy that. Rill makes all this saves. As we go, he really tries to remain positive, but it is clear that he is done with all this ice and snow. "Let's keep an sharp eye out for those frozen undead we encountered before."

As we prepare to rest, Rill will get a bit of sleep and spend the rest of the night awake (Ring of Sustenance - 2 hours sleep required.)

In the morning, he will prepare and cast Create Food and Water to make sure all have food for the day.

(Adds to saves are +2 for Endure Elements and +4 for our clothing adjusted as we were instructed in Ice Peak Village.)

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5)  d20+22=23 ; d20+22=30 ; d20+22=42 ;
Friday December 9th, 2016 3:56:38 PM

failed 1st save with a nat 1, fatigued

Terser immediately feels the bite of the wind, but refuses to bow to it. Instead, he trudges along with the rest, and wishes for a sip of the miraculous wine of the Ice Peak Village.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+7=11 ; d20+7=11 ; d20+7=9 ;
Friday December 9th, 2016 5:28:57 PM

Jozhur trudges along through the snow,entirely ready to be back in Bonetown at last. His clothing and magic items keep him mostly protected from the cold. He helps with the minimal camp setup, thanks to the tiny huts.

--------------
Saves: 17,17, 15
3 non lethal damage, fatigued

Zeoll (Cayzle) (AC26; HP62, 2NL) 
Friday December 9th, 2016 9:54:13 PM


"So tirred," Zeoll murmurs. He is eager to lay down in the tiny hut. "I'm getting old for this. Oh! my lumbago!"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+19=30 ;
Sunday December 11th, 2016 11:59:50 AM

At camp, Rillett will cast Lesser Restoration on Terser, Jozhur, and Zeoll. Then he will channel energy, healing any lingering damage.

"I know this would have gone away while you rested, but better to be prepared. Now, about that lumbago, I have this healing kit that's about to expire."

Rillett pulls out his healing kit and attempts to alleviate the old liontaur's ailment, if only for a while.

(Heal check 30!)

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Sunday December 11th, 2016 12:23:02 PM

After the long day, and once everyone starts to settle in, Reggie sits for a bit and soon completely passes out. occasionally letting out a rather unladylike snort (or a snore)

Zeoll (Cayzle) (AC26; HP62, 2NL) 
Monday December 12th, 2016 5:18:17 PM

Zeoll thanks Rill for his help.

"Ah, that liniment is just the thing forr an old taurr like me, my frriend!"

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday December 12th, 2016 6:13:12 PM

The thought of rubbing liniment on an old Liontaur seems slightly less herioc when put into words. Nonetheless, Rill does what he can.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)  
Monday December 12th, 2016 6:18:27 PM

Tishe' warms herself over the gland. "I think we're getting the hang of this!" She says warmly. "But It'll be shady to see Bonetown again!"

. ...

Ice Peak clothes. +2 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 5. 3

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 82/84 -- +8 F/+13 R/+11 W  d20+12=24 ; d20+12=15 ; d20+12=30 ;
Monday December 12th, 2016 7:08:11 PM

Clyde was ready to be back in Bonetown, the fatigue setting in once more as the group trudged their way back. He thought about grabbing hold of the hot gland of the dead wyrm. Surely that would perk him up. He had just enough power to cast the Tiny Hunts before crashing.

========================

Fort saves 24, 15 (fail), 30

DM Dan K - To Ice Peak  d6=3 ; d20=7 ; d6=3 ; d6=6 ; d6=6 ;
Monday December 12th, 2016 10:39:37 PM

The cold takes many in the group early, but there is magic enough to wipe the fatigue and pain of the cold away. Night settles in, with with no real shelter or place to camp that is any better than another stretch of tundra, the group simply stops. Clyde provides protection and the gland provides warmth. The cloud cover makes the night far less beautiful than the group has seen in the past. Beyond 60', Terser's Darkvision, all is black. Most can only see 40' dimly by the magical light provided by several magical items.
Watches are set and the night bares down upon you. A constant wind scatters snow across the icy ground to sound like glass. Eventually the long night comes to a close and dawn breaks, though it does not bring the sun. The clouds, if anything have deepened, the promise of a storm pushes from the south.
Survival DC 25 Highlight to display spoiler: { The powerful storm will mostly keep to the south. The party will be at the border of it this afternoon and into through the night}

Rill casts Find the Path and the group begins making time following the spell
The morning hours pass slowly

Fort Save DC 15, 16, 17, 18
Failure is fatigued Plus non lethal Dmg 3/3/6/6
Exhausted if you miss 2

You get your bonuses for cold weather gear + magical protection as before

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 0 NL Tishe' (SteveK)   d20+2=20 ; d20+14=19 ; d20+14=25 ; d20+14=22 ; d20+14=23 ;
Tuesday December 13th, 2016 7:46:56 AM

Toughened to the biting cold of The Ice Vein, Tishe' is able to keep her clothes and magic functioning properly and keep moving forward. The storm clouds frighten her, and she doesn't know enough about the weather to have inside information. So she keeps glancing worryedly at the sky as she continues through the snow...

. ...
Survival. 20
Fort 19, 25, 22, 23

Ice Peak clothes. +4 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 2. 0. 8. 5. 3

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+18=26 ; d20+18=37 ; d20+18=31 ; d20+18=37 ;
Tuesday December 13th, 2016 10:41:16 AM

Rill will work with the other spellcasters to make sure all are under the effects of Endure Elements. Should anyone become exhausted, he will use lesser restoration to remedy that. Rill makes all this saves. As we go, he really tries to remain positive, but it is clear that he is done with all this ice and snow. "Let's keep an sharp eye out for those frozen undead we encountered before."

As we prepare to rest, Rill will get a bit of sleep and spend the rest of the night awake (Ring of Sustenance - 2 hours sleep required.)

In the morning, he will prepare and cast Create Food and Water to make sure all have food for the day.

(Adds to saves are +2 for Endure Elements and +2 for our clothing adjusted as we were instructed in Ice Peak Village.)

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5)  d20+9=29 ; d20+22=34 ; d20+22=27 ; d20+22=40 ; d20+22=39 ;
Tuesday December 13th, 2016 1:02:19 PM

Survival 29 (nat 20), all saves made

Not to worry, friend. That storm looks like it will stay to the south of us, though not by much. Rill is right though, unpleasant things may approach under its cover. We should keep an extra sharp eye in that direction.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+13=33 ; d20+13=32 ; d20+13=30 ; d20+13=28 ;
Tuesday December 13th, 2016 1:19:10 PM



(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday December 13th, 2016 3:46:50 PM

Jozhur breathes a sigh of relief when Terser gives the weather forecast. He also knows how quickly the weather can change, "We best get moving."

----------------------------------
Fort saves: 33, 32, 30, 28 (all pass)


(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+16=27 ; d20+16=18 ; d20+16=30 ; d20+16=18 ; d20+8=25 ;
Tuesday December 13th, 2016 5:31:38 PM

{ooc: almost failed that last Fort save, but I did not include the clothing bonuses though}

Reggie wakes looking rather...disheveled, her hair a complete mess, and an really bad case of "bed head"

She wipes the drool from her mouth and gets herself together to head out into the cold.

Checking the sky, "I agree with the "T"-man, The storm should not prove much of a problem, but even so, we can probably handle it. we are "pirates" after all." Reggie makes the little quote marks in the air as she identifies herself as a pirate.

{ooc: I forget reggie has that ring of sustenance also, but she like to sleep anyway.}

DM Dan K - Storm Rise  d6=1 ; d6=4 ; d6=4 ;
Tuesday December 13th, 2016 8:56:11 PM

Terser and Reggie both agree that the storm should stay south of the groups trek towards Ice Peak. Though the Find the Path has long since expired, the group feels they have a pretty good bearing and marches onward. Mid Afternoon and the storm is behaving itself. At least to the point of not coming at the party. The storm continues pulling alongside, but keeping its distance. As if watching you or investigating you, like an animal might. All other bets are off however. Light snow is coming down about you as you trudge onward, but less than a mile south is a storm you would call a hurricane were it happening over water. You can hear the wind and almost feel the power surging through the air, even from this distance. Like a waterfall or a dragon who never tires, it roars and blackens the southern sky line for as far to the east and west as you can see. You can all see the telltale signs of precipitation and the amount falling must be truly unimaginable.

Keeping a sharp eye, the party on more than one occasion sees a sharp flash of blue white and purple lightning deeper and higher in the clouds. The gods may not show much influence here in the south, but you no doubt need to thank them for keeping that monster of nature away from you.


Perception 35Highlight to display spoiler: { Terser's warning about the storm being used for cover seems to have merit. 3 Large humanoids are moving your direction from the south. Looks like they may have been flanking you and have now veered into an intercept, closing rapidly. You estimate they are about 500' away}
Perception 40 Highlight to display spoiler: {4 great wolves, like the ones you fought in Bonetown are leading the humanoids, running across the snow and are already only 300' from you}

COMBAT ROUNDS

Fort Save DC 19/20/21
Failure is fatigued Plus non lethal Dmg 1/6/4
Exhausted if you miss 2

You get your bonuses for cold weather gear + magical protection as before. To be Clear. +4 for cold gear wore Ice Peak Style. +2 for Endure Elements or similar 24 hr magic. These stack

If you fail the last save of DC 21, that is taking its toll at the start of combat rounds

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +8 F/+13 R/+11 W  d20+12=15 ; d20+12=26 ; d20+12=22 ; d20+12=14 ; d20+12=19 ; d20+12=21 ; d20+12=24 ;
Tuesday December 13th, 2016 9:38:31 PM

Another dawn, another day of snow. At the mention of a storm from Terser, Clyde visibly perked up. Regardless of whether it will hit them or not, he didn't want to let the fatigue weaken his alertness. It was a valiant effort, but Clyde had to nudge Rill and ask him to remove the fatigue with magic if possible.

Afterwards, he felt much better, and continued on his journey coldly but more alert. "This storm is practically blinding. Any of you see anything?"

==========================

Fort saves: 17, 28, 24, 16 (fail), 21, 23, 26 (miscalculated in the rolls)


Zeoll (Cayzle) (AC26; HP62, 1NL)  d20+15=35 ; d20+15=24 ; d20+15=28 ; d20+15=34 ; d20+15=17 ; d20+15=32 ; d20+15=26 ; d20+11=19 ; d20+25=34 ;
Tuesday December 13th, 2016 9:56:31 PM

Zeoll saves (7) starting at DC15 and working up to DC21: 35, 24, 28, 34, 17, 32, 26.

One save failed -- the old liontaur is fatigued! He has taken 1 hp nonlethal.

On the walk, Zeoll tries to tell what the weather holds. Survival to forecast: 19.

Perception (with mino taur try for a +1): 34 ... Zeoll does not sense anything.



Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5)  d20+16=19 ; d20+22=27 ; d20+22=37 ; d20+22=39 ;
Wednesday December 14th, 2016 2:01:09 PM

Terser continues to plod on, unaffected by the cold and snow, other than how it reduces visibility.

perception 19

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+16=17 ; d20+16=20 ; d20+16=34 ; d20+15=35 ; 5d4+5=22 ;
Wednesday December 14th, 2016 7:36:41 PM

The storm is impressive and the first flurries suck some of the energy out of Tishe'. The sorceress tucks her head further into the Ice Peak clothing and trudges on, stoically enduring the afternoon cold while watching the lightning play across the snow. "That is as impressive as the lightning storms that used to play over the Sargrass", she says wistfully.

Amazingly, as the sorceress watches the snow blown by the wind look an awful lot like sand in a windstorm, she sees 3 Large humanoids are moving your direction from the south!
"We are under attack!", she shouts above the wind, "Three large humanoids in attack formation are using the storm to flank us!"

Tishe' waits until the advancing creatures are 400 feet away before casting an Extended Magic Missle, the bright bolts of light showing the direction of the attackers through the storm! "That direction!"
...

Fort 17, 20, 34 (Fatigued)

Perception 35

Ready cast Extended Magic Missle (range 420') (2nd level slot) 22 damage on lead humanoid.

Ice Peak clothes. +4 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 1. 1. 0. 0

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18  d20+15=18 ; d20+22=40 ; d20+22=41 ; d20+22=37 ;
Wednesday December 14th, 2016 9:13:45 PM

{ooc: perception = 18, fort save with bonuses = 40, 41, and 37}

Reggie was at a loss for anything moving toward the group. (some body guard huh?)

Upon the warning Reggie tries to see hat is approaching but she sees nothing. "Well if giants are commin, I'll take care of one of em. "

turning to Jozhur, "you stay where I can help ya. no gettin eaten."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=32 ; d20+11=25 ; d20+11=31 ; d20+11=19 ;
Wednesday December 14th, 2016 9:17:34 PM

Jozhur continues to march on. He's keeping a sharp eye out, but nothing catches his attention. It's unpleasant, but he manages to shrug off any effects of the cold for now.

----------------------
Perception: 32
Saves: 27, 33, 21 (only accounted for +2 on cold weather clothing)

DM Dan K - Storm Rise 
Wednesday December 14th, 2016 9:38:14 PM

Tishe spies the 3 large humanoids coming in at them and at 400' distance, she sends magical missiles into one of them.

The rest of the group form up knowing an attack is coming.

Practically appearing from the snow and nearly on top of the party are 4 massive white wolves. They look very much the same as the ones you fought back in Bonetown. The only difference being, in their natural habitat, they seem far more dangerous

COMBAT NOTES:
The wolves are considered to have concealment. 20% chance to miss
The blue bar on the map represents 100' from the party. The giants are an additional 200' further than the line
https://docs.google.com/spreadsheets/d/1P_l8ST1mE6s9-SnnAbFozXzjvhqFOUQTBcFTLnyJc4k/edit?usp=sharing



Zeoll (Cayzle) (AC26; HP62, 1NL) 
Wednesday December 14th, 2016 9:58:32 PM


Zeoll says gently to Tishe, "My dearr, it is harrderr for me to charrm them afterr you attack them."

The old liontaur ponders and then asks, "Arre we surre they arre evil? Shouldn't we wait until we know, orr until they attack firrst?"

Zeoll sounds his horn of Protection from Evil.

Zeoll (Cayzle) (AC26; HP62, 1NL) 
Wednesday December 14th, 2016 10:01:22 PM


"Ah," says Zeoll, "the wolves arre a good tell that these arre up to no good. You were rright, Tishe. I am an old soft fool."

His eyes narrow as he looks at the wolves. So like and yet unlike their opposites, the hell hounds that have long plagued his home isle.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Wednesday December 14th, 2016 10:46:03 PM

At Tishe's warning, Clyde moves into formation, all thoughts of rest gone with the threat on their lives. He whispers a magical cant, and immediately fills everyone in the party with good hope. As the creatures moved closer Clyde could see that they looked similar to the wolves they all fought against back in Bonetown. "It's like we're back home already!" Clyde shouts at the group, and he begins singing a familiar song from back home... [OOC: Inspire Courage]

======================================

ACTIONS:
Standard: Cast Good Hope (+2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls)
Move: Start Inspire Courage (+3 competence bonus on attack and weapon damage rolls; +3 morale bonus on saving throws against charm and fear effects)

EFFECTS:
Good Hope - Started (lasts 110 rounds)
Inspire Courage - Started (out of 27 rounds)

DM Starting a Bardic performance is a Standard Action. You can Cast Good Hope Or Inspire Courage

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21  d20+25=30 ; d20+20=33 ; d20+20=38 ; d20+20=38 ; d20+20=22 ; 11d20=139 ; 11d6=46 ;
Wednesday December 14th, 2016 10:48:03 PM

Last Round:
As they go, Rill keeps an eye on everyone for signs of exhaustion, ready to intervene. He's glad he's been able to keep everyone under the effects of Water Walk as we go.

"I don't like the look of that storm. Maybe the we've found favor with the gods of this land and they're holding it at bay. I'm not sure Clyde's sheltering spell would hold up to that. Best we put as much distance as we can between us and that monster."

Rill fails to see anything and trudges along with everyone else. However, at Tishe's warning and then seeing her cast a spell, Rill will cast Air Walk on himself and rise up 10' into the air to get a better look.

(Perception 30, Saves 33, 38, 38, 22)
-------------------------------------------------------------
This Round:

Rill sees the wolves appear, seeming out of no where. Without thinking, he casts Blade Barrier, calling into being a line of gleaming, whirling blades with the intent of catching both of the frontmost wolves.

He rises another 5' in the air (5'move), and pulls a tuning fork out of his pocket (move action.)

As these creature come into view, he looks with Deathwatch to see if they appear to be undead or alive.

(Cast along the line between rows 10 and 11, 220 feet long and 20' high, 46 damage, save DC 22 Reflex.)

"This wall may buy us a round or two."
----------------------------------------------------------------
Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Deathwatch, Water Walk, Air Walk

Spells/abilities available, * = cast/used:
0 (DC16): Create Water, Guidance, Detect Magic, Detect Posion
1 (DC17): Long Strider (D), Doom, Endure Elements, Endure Elements, Detect Evil, Protection from Evil, Shield of Faith
2 (DC18): See Invisible (D), Augury, Lesser Restoration, Lesser Restoration,Lesser Restoration, Resist Energy, Spiritual Weapon
3 (DC19): Fly (D), Prayer, Create Food and Water, Water Walk*, Water Walk*, Water Walk
4 (DC20): Dimension Door (D), Air Walk, Air Walk, Divination, Summon Monster IV
5 (DC21): Teleport (D), Disrupting Weapon, Plane Shift, Plane Shift
6 (DC22): Find the Path* (D), Heal, Blade Barrier*

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 110'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous -
Eagle's Splendor (Item) 1/day -
Faerie Fire (Item) - 3/day -
Endure Elements (Item)
Tongues (class)

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5)  d20+19=36 ; 3d6=10 ;
Thursday December 15th, 2016 10:57:40 AM

bardic performance is move action starting 7th level, oh kindly DM

Round? What's a round, Rill?

Strange terminology aside, Terser hopes to do better fighting the wolves this time, rather than being caught in a crossfire of icy breath. He waits for the first one to come through the wall of blades, then activates his ring, hoping to blast it back into the whirling wall of death.

5 foot step forward
Hold action - If a wolf walks through the wall, activate ring of the ram. If one doesn't walk through, then the first one to walk around.

3 charges - 10 damage and bull rush on wolf vs CMD 36




(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+18=37 ; d8+7=13 ; d100=22 ;
Thursday December 15th, 2016 4:13:30 PM

"Of course we couldn't just have an uneventful trip back."

Jozhur draws readies his bow and launches an arrow at the wolf directly in front of him.

------------------------------------------------
Ranged attack hits AC 37, 13 damage
Roll vs miss chance: 22/100 (Low % will be a miss for my rolls)



AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+15=19 ;
Thursday December 15th, 2016 7:13:24 PM

Tishe' sees the blade barrier go up. "Shady picks, Rillet". And the sorceress casts a Fly spell on herself and rises 30' in the air. "I'll be able to see over the Barrier and less chance to all get caught in one wolf blast."

She tries to see what's going on and will relay to the others on the ground.

.....
Fly. 11 minutes. 60'

Move. DC 16 hover and vertical rise auto succeed

Perception. 19

Ice Peak clothes. +4 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 1. 2. 0. 0

Zeoll (Cayzle) (AC26; HP62, 1NL)  d20+4=17 ; d20+5=25 ; d20+25=43 ;
Thursday December 15th, 2016 8:04:27 PM

Waiting for the rest of the team to act, Zeoll takes a close look at the enemies, trying to use his knowledge skill to identify these monsters and their special powers or vulnerabilities.

Wolves: Knowledge Arcana (untrained) 17.
Giants: Knowledge Local (trained) 25.
Perception: 43

After delaying until his friends have acted, Zeoll casts a Peaceball on the two wolves in the back (range 170 ft). Will Save DC22 to resist. If it works on either (or both), Zeoll clearly points them out to his friends so they do not attack the peaced-out ones.

Zeoll also tells his friends about the benefit of being within 10 ft of him (+2 deflection bonus to AC, +2 resistance bonus to saves due to horn's magic circle)

DM Sanity Info

Cleric Spells CL7:
1: command x3, divine favor 2 slots, elf vision
2: calm emo, calm emo, hold person, faerie fire
3: prayer, sum mon III, glibness

Sorcerer Spells CL8:
Lvl 1: cast 2 of 8 (mage armor on Z and R)
Lvl 2: cast 0 of 6
Lvl 3: cast 0 of 4

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Thursday December 15th, 2016 9:25:27 PM

"What does being peaced out do?" Clyde asks Zeoll

DM Dan K - Storm Rise - out of Combat  d20+8=28 ; d20+9=12 ; d20+9=10 ; d20+8=24 ;
Thursday December 15th, 2016 9:44:17 PM

At Tishe's warning and before she casts her spell a few things occur.
Rillett casts AirWalk upon himself
Zeol takes out and sounds his Horn of Protection from Evil
Clyde Casts Good Hope
Terser gets ready
Jozhur pulls out his bow

Tishes sends her magic Missiles at the distant giants
The wolves 'appear'
Jozhur fires his bow, striking one
Rillett casts Blade Barrier
Clyde starts to Inspire Courage
Tishe casts Fly and rises intot he air 30'

Rillett's spell springs up directly into one of the wolves. It moves quickly to get out of the spinning blades

Zeoll casts a spell and the back 2 wolves seem to loose interest and take a seat on thier haunches

Terser activates his ring on teh Wolf that is on the party's side and the tremendous blast hurls the wolf back through!

Tishe see the giants pull up short and stop advancing. Shortly thereafter is a loud pitched whistle, like that a human might make to get a dogs attention.
The 4 wolves immediately spin thier heads around and bolt back towards the giants. They disappear into against the snow and grey clouds like ghost.

Tishe's advantage allows her to note how fast these wolves are as they bound away. In seconds they are headed past the giants which called them and lost to her sight The giants then likewise turn back away from the group and towards the raging storm.

Zeoll only saw the giants for the briefest of moments, but it was enough for him to rule out Frost Giants. The Sne Kempe, a race of powerful giants that he heard of through a story at Ice Peak. The race is supposed to be one of the original beings of the Ice Vein, stepped in magic, superstition and the old Powers. They are also as cruel and relentless as the cold of the land itself.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday December 15th, 2016 10:41:13 PM

Reggie simply stands guard by her Captain. the magic flying around proves she needs to just stay clear of all that for now.


Zeoll (Cayzle) (AC26; HP62, 1NL) 
Thursday December 15th, 2016 11:19:06 PM


Zeoll explains that he can make enemies peaceful, and they won't attack or take offensive actions, unless they are attacked first. So do not attack any peaced-out foes. Instead, attack the other ones, or if they are all peaced-out, use the breather to buff up and get ready.

Let Zeoll keep concentrating on them, effectively taking them out of the battle for rounds and rounds. By the time the spell expires, the non-peaced out foes will be defeated, and we can then focus on the formerly peaced ones.

The liontaur continues concentrating on his Peaceful spell [OOC: Calm Emotions] until the duration runs out.

"I guess they did not want to dance?" he ponders.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Friday December 16th, 2016 11:29:30 AM

Hmmn. That wolf seems stronger than the ones we fought before, to go twice through those swirling blades and still be able to run off so quickly. Well trained too. Wonder if I can get one as a pet. If we wanted to brave the storm, the trail of blood should lead us for a little while at least.


Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday December 16th, 2016 12:25:54 PM

“Well that went unusually well - nice team work!

"I guess once they saw what they were faced with, they decided against messing with us. Or maybe they decided to go get reinforcements. Either way, we should put some distance between us and them just in case they’re regrouping. I certainly don’t want to plunge into that storm to continue a fight we didn’t ask for. Let’s press on.”

Rill will continue if everyone else is ready. As usual, he will intervene should anyone become exhausted from the cold.

If there are no further encounters, we will likely camp as we did before.

Zeoll (Cayzle) (AC26; HP62, 1NL) 
Friday December 16th, 2016 6:47:27 PM


Zeoll agrees to press on during daylight and then camp as before. But he suggests that the group add extra guards at night -- it would not be hard for the giants to use their wolves to track us and attack in the cold darkness.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+15=31 ;
Friday December 16th, 2016 7:33:40 PM

Tishe' returns to the cold earth as the wolves then Giants disappear in the storm. "That was too easy", she says, clearly waiting for the other shoe to drop. She nods as Zeoll talks of more guards. "It looks like they could sneak up on us really easy."

She tries to keep her eyes open as they continue to march.

.....

Ice Peak clothes. +4 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 1. 2. 0. 0


Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Friday December 16th, 2016 9:37:13 PM

"It's over already? Not being able to see anything really puts me at a disadvantage," Clyde says.

==========

OOC: For future reference, Inspire Courage can be activated as a move action around lvl 7 if I remember right. On phone right now, hard to check.


(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Saturday December 17th, 2016 8:36:14 AM

"Right, it would be safe to assume we havent seen the last of them. Unless they decided we are no an easy target."



Zeoll (Cayzle) (AC26; HP62, 1NL) 
Monday December 19th, 2016 10:07:05 AM


As the party trudges on through the day towards a place to camp, Zeoll says, "It's a shame that we did not get to kill those wolves. Those pelts looked nice."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday December 19th, 2016 3:41:55 PM

Rill trudges through the cold with the others, mindful of anyone becoming exhausted.

"I liked Terser's trick of pushing a wolf through that Blade Barrier. Nice work there."

"Another option, should we encounter a group we either don't want to fight or that we want to just delay a bit would be for Tishe and I to work together and dimension door several hundred feet away."

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Monday December 19th, 2016 5:42:23 PM

"Thanks, Rill. I thought that might make that wolf think twice, or even take it out of the battle completely. Only downside is, it only works within 30 feet, so if I'm not ready, I would get a frost breath to the face just as easily. "

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Monday December 19th, 2016 7:34:26 PM

Clyde looks over at Zeoll. "I was just wanting the fight to get these old bones warmed up."

DM Dan K - Storm Rise -  
Monday December 19th, 2016 11:08:59 PM

The party watches after the retreating wolves and giants as they vanish into the deeper storm, obviously at home in the hostile environment. With little more than keep their eye out and expect to see the hostile forces again, the group pushes on.

An hour later of pushing through the snow, the group makes camp. Clydes casts a pair of spells to protect and hide the party. The gland of the wyrm keeps everyone warm and the land about you darkens. The storm still blows to the south and the steady snow still falls about you. Over the course of the day, about 6" of snow fell and it is likely another 6-8 will fall as you are camped

Nothing very far beyond about 40' is visible, even to Terser and Zeoll. The falling snow making it hard for even them

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Tuesday December 20th, 2016 3:30:10 PM

Hmmmn. Too bad we don't have any sleds to use. That would be more fun than all this trudging, certainly.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday December 20th, 2016 5:44:48 PM

"That would be more fun Terser. But for it to truly be fun, we'd need a horse, for it is written in Gargul's holy scriptures, in the Book of Funerary Processions, 'Oh what fun it is to ride in a one-horse open sleigh.'

"Now, there is some debate in ecclesiastical circles that since this passage began as a ballad, the original term used may have been 'slay' instead of 'sleigh'. But I digress."

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+15=17 ;
Tuesday December 20th, 2016 8:47:46 PM

Tishe' nods at Rillet. "That is an excellent suggestion, but we would need a way to make Zeoll medium sized for it to work." She turns to her old friend. "Can you transform yourself to a smaller liontaur?"

Trudging over the tundra and then making camp, Tishe' doesn't have any magical support for early warning, so can only assist with her own senses.

.....
Fatigued.

Perception 17

Ice Peak clothes. +4 v cold environment

Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitatiottn with temperature, and/or ice 5ft patch like Grease spell with touch as decided. +2 saves v cold in Ice Vein

Spells
Lvl. 0. 1. 2. 3. 4. 5
Avl. * 8. 8. 8. 6. 4
Cst. *. 1. 1. 2. 0. 0

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=18 ;
Tuesday December 20th, 2016 9:38:24 PM

"Hmm, Gargul is an...interesting Deity."

Jozhur curls up close to the worm guts and settles in for the night.

Perception: 18


Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Tuesday December 20th, 2016 11:24:26 PM

"I've about had enough of snow for a season." Clyde grumbles as he trudges along.

DM Dan K - Storm Rise -  
Wednesday December 21st, 2016 1:18:12 PM

ALL, I'm going to be taking a full on break during the slowdown. As we all know, I'm swapping with Kathy and want to use the slowdown to get the Dirt City modules squared up

Merry Christmas to all
Dan k

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday December 21st, 2016 2:16:18 PM

Merry Christmas Dan. Thanks for all your work!

------------------------------------
Rill senses this may be one of the longest nights he's ever known. Perhaps a good time to share tales.

"There is a ballad of a snowman built by some children. It seems there was a silk hat found by these children. There must have been some magic in that old silk hat they found, for when they placed it on his head, he began to dance around."

Zeoll (Cayzle) (AC26; HP62, 1NL) 
Wednesday December 21st, 2016 4:54:11 PM


Zeoll grins. "I think I heard about some magic hats like that," he says.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Wednesday December 21st, 2016 10:39:13 PM

[Happy holidays to everyone! Glad to join this group!]

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday December 22nd, 2016 1:57:12 PM

Rill activates his Darkvision ability, and looks out through the tiny hut that provides them shelter. He's glad for the heat sources provided by this thing they carry.

"Oh the weather outside is frightful, but the fire is so delightful."

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Sunday January 1st, 2017 10:56:54 AM

"And since we've a long way to go
Please don't snow,
Please don't snow
Please don't snow!!

Zeoll (Cayzle) (AC26; HP62, 1NL) 
Monday January 2nd, 2017 5:19:10 PM


Zeoll looks around at the frozen landscape. It seems like they have been trapped here forever.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday January 2nd, 2017 7:30:06 PM

Rill takes off his Boots of the Winterlands long enough to make a snow angel.

DM Dan K - Storm Rise -  
Monday January 2nd, 2017 7:57:22 PM

The is long and dark indeed. The storm to the south drifts somewhat closer and the snowfall picks up, perhaps now at 2" in hour. The gland continues to pour out heat and the snow melts as fast as if lands. The result is beginning to resemble a building of ice walls about the tiny huts. None need be concerned, even if buried, the group will have little trouble getting out.

There are no signs of the Giants or wolves from late in the afternoon.



AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+15=21 ;
Monday January 2nd, 2017 10:04:55 PM

Tishe keeps warm and takes her turn at watch.

....
Perception 21

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday January 3rd, 2017 2:33:18 AM

Jozhur sleeps well next to the warmth of the worn guts. It's been a long journey, he's ready to be out of this frigid wasteland.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday January 3rd, 2017 12:21:52 PM

Rill sleeps the 2 hours his Ring is Sustenance requires, and remains awake and alert the rest of the long night. In the morning he thanks Gargul for his continued protection in this forsaken wasteland, and petitions his god for the Divine Power we will need to get through another day.

Once the group breaks camp and is ready to go, he will cast an extended Water Walk on the party as we head out. After we are on our way, he will also cast Find the Path to get our bearings and a general direction to the village (Find the Path will last for a 110 minutes.)

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Tuesday January 3rd, 2017 3:34:19 PM

Terser does his best to follow the suggested magical path, while also keeping ahead and out of the storm that passed them by recently. It gave altogether too much cover to those giants, who seemed not at all bothered by the cold.

Anyone know any traveling games? I Spy would get old rather quickly out here.

Zeoll (Cayzle) (AC26; HP62, 1NL)  d20+24=31 ; d20+11=12 ;
Tuesday January 3rd, 2017 5:11:12 PM

Zeoll casts his Endurance and thanks Rill for his help with the mobility. The old liontaur is a bit grumpy and ignores Terser. The chill is beginning to seep into his old bones. He is watchful as he heads back to the village, and sniffs for clues to the weather.

Perception 31, Survival 12.

He's eager to return to the warmth of the ocean shore.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Tuesday January 3rd, 2017 7:18:45 PM

Creaking his neck and none too happy about the cold, Clyde wonders if he can figure out a way to learn a teleport spell that he's heard wizards use. Surely there are better ways to travel than this!

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Tuesday January 3rd, 2017 9:31:38 PM

{ooc hey all, sorry about the late return}

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Tuesday January 3rd, 2017 9:38:23 PM

After a short rest Reggie is refreshed and ready to move on.

She bundles up as she was taught and does her little ritual that seems to do some magic trick to keep her warm.

{ooc casting endure elements for the day}

"can't wait to get back to the sea, I miss sailing, the battles, the plunder." she rambles on a bit not really thinking anyone would even be listening to her. but her talk drifts off as she recalls some memories that she thought she forgot about.

DM Dan K - The Grey  
Tuesday January 3rd, 2017 9:38:44 PM

Morning finds the party having been unmolested during the night by monsters, but they are encased in a nice double igloo. Terser, Reggie and any other relatively strong individuals make short work of a section and find the ice to have become about 3" thick. A problem for lesser folks perhaps. Water Walking provides 3 hours of easy travel and Find the Path provides a heading for a time and the group is off. the storm has pushed further from the party now and is pushing further still. Other than a light flurry and general cloudy conditions, the group looks to be in no danger from the storm. The cold, as always is relentless.

The cold has intensified out on the open frozen plains with little to stop the wind, it blows at a constant 15-20mph and cuts into and through everything in its path. Your breath freezes almost the instant you exhale, piling up as ice upon your chest, beards, cheeks and shoulders. Ice and snow bounce off like shards of glass an the whole Wold is uniformally grey. Land and sky blending and loosing meaning. The mountains of Burfell and Bal are completely masked so as to almost seem like the land of Shadow, devoid of any features or terrain. And so goes the next 5 days across the tundra towards Ice Peak.



Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday January 4th, 2017 11:02:56 AM

Rill continues on with the others, using Endure Elements, Lesser Restoration, Water Walk and Find the Path as needed.

He'll be glad to be quit of this grey, featureless, frozen wasteland, but he does try to keep a cheerful attitude as the party proceeds.

Zeoll (Cayzle) (AC26; HP62, 1NL)  d20+24=43 ;
Wednesday January 4th, 2017 5:27:03 PM


Zeoll trudges onward, day after day. He keeps alert, however, and tries his best to celebrate the nature of this place.

Perception 43

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Wednesday January 4th, 2017 6:05:50 PM

Day after day of the seemingly endless trek through the blistering cold was gnawing Clyde's patience, and he considers himself and extremely patient man. "By the gods! Someone put me out of my misery!" He yells one afternoon. Yet, he trudged on.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Wednesday January 4th, 2017 6:18:29 PM

Tishe' gamely carries the sack of Kollja Iss'Wurm eggs and lava gland through the incessant cold and sparkling ice. The glare of the ice is just as bad as the Sargrass sun, but the cold isn't something the sorceress is used to. After five days, it feels like a year, like a lifetime, like she will never get warm again.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Wednesday January 4th, 2017 9:25:55 PM

Jozhur plods along, grateful for relatively uneventful journey, but long ready for it to be over. "Drinks are on me after we save Bonetown...again."

DM Dan K - Ice Peak, The Return 
Wednesday January 4th, 2017 11:02:05 PM

The 6th day breaks the drudgery and brings hope to the party. The walls of Ice Peak appear from the grey trackless cold and bitter landscape. Already coming towards the party, by the time you notice the walls, is a group of 6 hunters of Ice Peak. They approach steadily and the pack leader hold aloft his arm and calls greeting to you. The Hunters are lead by none other than Ulf-warja’Ingr, the hunter who led the group that first encountered you on the tundra near the portal. "It would seem you have been successful, as you are here and not dead" He says with a grin. The man is standing with an open cloak, no hat and a great grin on his face. He slams a great hand upon Jozhur's shoulder, "It is good to see you again captain. Let's get inside and convince Dra'Gul that this is a good time for some Ice Wine eh?"

A loud whistle sends a few hunters running ahead and Ulf-warja’Ingr takes you to the longhouse you stayed at when you first arrived. He sees you inside and then turns to leave, "Im afraid I must be off. Sne Kjempe were spotted a few days ago. Kayra wants an accurate accounting. Be warm." and he heads back into the cold outside.

Word spreads quickly of your return and Dra'Gul arrives soon after you are seated at the longhouse fire. "So, you've come back. And with gifts it would seem. " He makes some motions and several children arrive with hot soups, stews and mulled wine. "Get yourself to a normal state of mind and then I'm sure Kayra will want to speak with you."

A woman stides over to Dra'Gul and whispers into his ear. He turns slightly annoyed, "Yes I know he's back , but mind your place." the woman looks downward instantly and backs off.

Dra'Gul has a seat and helps himself to a bowl of stew next to you. "So you saw her then? Frigga'Isa?"

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday January 5th, 2017 12:12:55 AM

Reggie warms herself by the fire. accepting all offers of food, wine, ale, whatever is offered. she definitely has an appetite tonight.

as for stories and who they met, Reggie was a bit lost with who was who and decides it best to let the real story teller do their thing.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Thursday January 5th, 2017 1:34:37 PM

Reggie bristles a bit at the treatment of the woman, but reminds himself that he doesn't know their customs and doesn't choose to comment. He would speak up at a similar treatment of his companions if he wasn't so sure that they could defend themselves better than he ever could.

Yes, Frigga'Isa honored us with an audience and gave us direction to what we sought. If we continue to follow her advice, we should be able to get the portal safely closed before it does any more damage to either of our homelands.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday January 5th, 2017 5:57:12 PM

Rill gladly greets Ulf-warja’Ingr and the other warriors. "We're glad to have finally returned. We defeated a great worm and have brought with is it's eggs if they may be of some use. Or perhaps we just have some really big omelets."

Once we are with Dra'Gul, he says "Master Dra'Gul, you are very kind to take us in once again. We climbed, Mount Bal was it? There we found a inscription and a dagger embedded in the wall. We called for Frigga'Isa and a apparition of her stepped out of the dagger somehow. As my dwarven friend her says, we spoke with this apparition. She said that she was.."

Rill consults his notes.

"She said that she was 'Frigga'Isa, daughter to Ull'Isa Ulf'Borsa, blood daughter of Mjolka'Frodr, woman of Ice Peak and wunjo of Burfell.' She showed us a vision from a battle long past, and told us where and how to find the worm. She said we must bear the fire from the ja’Kollu Iss’Wyrm back through the portal we used to get here. She said doing so will seal the breech between our lands."

Zeoll (Cayzle) (AC26; HP62, 1NL)  d20+12=16 ;
Thursday January 5th, 2017 8:16:32 PM

Zeoll tells the tale with a little more embelishment and music. Perform 16.

His teeth are chattering a bit, and that seems to throw off his performance, but he is just glad to be out of the cold.

"Thank you very much!" he says to the kids who bring warm food.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Thursday January 5th, 2017 8:58:15 PM

Tishe' is happy to have reached the village and much enjoys the happy welcome. Warm food and drink are quite welcome, and she plays with Zeoll and helps her old friend get warmed up.

Speaking of Frigga'Isa, a light of happiness lights her eyes. "And she showed us visions of heroes of Ice Vein and my own Bloodpack of the Sargrass. It was wonderful!"

The sorceress waits for Captain Jozhur's nod before revealing the hot gland to anyone. The Ice Worm Hunter gland seems to her as hot as ever

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W  d20+20=35 ;
Thursday January 5th, 2017 10:04:40 PM

The sight of Ulf-warja’Ingr spread a grin across Clyde's face. Never would he have thought he'd be so happy to see the man. Well, to see anything else other than snow, really.

Clyde happily joins everyone by the fire, accepting whatever drinks they offer. It was good to feel some semblance of warmth again. Clyde uses the alcohol as an excuse to also regale the group with an epic of their latest adventure [OOC: Perform Oratory].

DM Dan K - Ice Peak, The Return 
Thursday January 5th, 2017 11:28:36 PM

Dra'Gul listens to Rillett as he tells what the group did and the rest of the longhouse gathers about as Zeoll expounds on the tale with some musical accompaniment. Dra'Gul does shake his head with a wry smile upon his face, as Rillett describes the apparition, but says nothing.
When Zeoll finishes, DraGul does produce a small glass of ice wine for each of you.
He stands and proposes a toast, "To your excellent health." He drains the glass.

"As you might imagine, Kayra will want to see you soon, but I can give you a hour or so to warm yourselves. Make yourselves at home, I'll be back for you later."

Dra'Gul leaves and the questions start coming fast and furious from the children who gathered about to hear Zeoll
Was she so beautiful
Were you scared
Did it breathe fire
Did you have to fight the Frozen dead
Did you see the great storm
Did you know it was Celsiun
Did Mt Bal speak to you
And on and on. The children are tireless in hearing from you on the legends and tales that they have heard about all of their lives, now lived by those beyond their walls


Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Friday January 6th, 2017 3:39:32 PM

Never having been good around children, Terser is content to sit back and let the Liontaur consume the majority of their attention while slowly sipping his ice-wine.

Zeoll (Cayzle) (AC26; HP62, 1NL)  d20+12=26 ;
Friday January 6th, 2017 5:21:16 PM


Zeoll entertains the children with tales both tall and short.

He sings amusing tunes that the cubs always liked back home.

Now that he is warmed up, his singing voice comes back. Perform 26.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Friday January 6th, 2017 9:01:53 PM

Reggie sips some Ice wine as she too listens to the stories. she does not interrupt any embellishments letting the children just enjoy the stories.



DM Dan K - Zeoll, the Bard! 
Saturday January 7th, 2017 1:29:04 PM

The Ice Wine has the same affect as the last time you drank it. The fatigue from the journey, both mental and physical are washed quickly away. Warmth flows into you from the wine as well as the great fire and the joy of life itself is very much present within the longhouse.

Zeoll entertains the children, who range from 4 to 12, while the others are content to sit and drink. The old liontaur has the small crowd in front of him enraptured, as well as the adults who are obviously listening from a distance. One of the older children blurts out a request for a tale of the oceans where Zeoll hails from. Another voice quickly seconds to hear the tales and adventures of Zeoll and his austlander friends.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Saturday January 7th, 2017 10:47:02 PM

Tishe' sits near Zeoll as he regales the youngsters. She sees the kids as the best of the future, and while she's not very good with them, she enjoys watching the piggies enjoy themselves.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Sunday January 8th, 2017 2:24:08 AM

Jozhur quietly sips his wine and watches Zeoll entertain, amused by how good the old Liontaur is with the children.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Sunday January 8th, 2017 7:37:40 PM

Rill will let the story tellers take the lead here. He'll add a detail here and there if it's helpful. While he respects the power and autority of Celsium and Burfell in this place, he makes sure all there understand that he believes it was Gargul's help that protected and healed them as they went.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Monday January 9th, 2017 5:47:16 PM

Though he doesn't worship the God, Terser nods along with Rill's acknowledgement of Gargul, as he has felt his power protect and restore him any number of times.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday January 9th, 2017 6:18:45 PM

Rill looks to see if any of those assembled here are in need of healing. He will also use his Deathwatch ability to see if there are any undead about.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Monday January 9th, 2017 7:05:30 PM

Tishe' eyes bright, waits for Zeoll to need a drink and a rest before she pulls out her set of finger cymbals and sets up a chiming rhythm. "And now, my piggies, I tell you the story of the Bloodpack, where they travelled from a place of eternal heat to meet Frigga'Isa and then go into the ice mountain and save the Ice Vein from the Fey King. There was Trellus, blonde and brave, the symbol of Domi upon his armor. Grymash, the four half-orc of Gargul. Flea..."

She's not a really good storyteller, but she knows the names and personalities of the long-ago heroes like they were family. Because, well, they were!

Zeoll (Cayzle) (AC26; HP62, 1NL)  d20+22=41 ;
Monday January 9th, 2017 7:16:16 PM


Zeoll really enjoys his time with the cubs. It gives him thoughts of settling down some day and maybe being a teacher or a shaman. In liontaur culture, those are basically the same job.

He sees that Tishe wants a turn, so he takes a break and pauses for a drink. While Tishe is telling stories and performing, he moves around the room, talking with people and asking gentle questions about the magic they brought back from the ice worm.

Diplomacy to Gather Info: 41.

DM Dan K - Austalanders 
Monday January 9th, 2017 11:57:41 PM

The group relaxes and Rillett and Terser work a bit of Gargul into the conversation, but the children have little to know interest in it. As Tishe takes over, the children are thoroughly entranced in any story, Zeoll mixes with the adults. He finds that whil they know of Gargul and Domi and the other gods of the north, they fully and wholly believe little to nothing of their power carries sway here. None want to argue or belabor the opinion though.

Shortly the inner sanctum of the longhouse in exposed and a dwarf strides in. The first non human any of those from Bonetown has seen in the village.

The dwarf is short and squat, he wears dull black platemail and carries a dull black shield. A massive dwarven waraxe is stored in a loop on his back. He wears a simple looking cloak with a massive WLA badge as a clasp. His full beard is tied into two braids, which flow out from beneath a black helm. His dark hair is pulled back into another braid, usually unseen beneath his armor. All three braids end in a simple obsidian band. His dark deep set eyes peer out over a large round nose.

Near the door he is intercepted and had a conversation with a female warrior of the longhouse. He nods politely as she points towards the party. The dwarf strides over and Dra'Gul moves over to greet him. A moment later Dra'Gul turns to the party.
"This is Bralin." Dra'Gul has no other words to say,but at this time shoos the children away from the party

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday January 10th, 2017 2:53:40 PM

"Greetings Bralin. You are the first of your kind that we have encountered here, outside of our little group. If our host welcomes you here, then so do we. And if our host does not welcome you here," he glances over at Dra'Gul, "then we may have a problem. I pray that is not the case."

"I am Rillet Savenport, an Eye and Soulseeker of Gargul. I do not see the typical winter clothes or gear common to these parts. How come you to this place, and how may we be of service?"

Rill will begin to observe this newcomer for one minute in preparation for using his Probe Psyche ability.

------------------------------
Probe Psyche - After one minute of observation and/or conversation, a seeker can use this ability, with a Sense Motive check at DC 30, to know the creature's alignment and fully understand the creature's personality. This also gives the seeker insight into that particular creature, gaining a +2 Insight bonus to attacks, armor class, and spell DC against the creature. Doing so turns the seeker's eyes completely white.

Zeoll (Cayzle) (AC26; HP62) 
Tuesday January 10th, 2017 3:24:44 PM


Zeoll looks up at that name, startled.

"Brralin? Brralin Stoneminderr?" The name is mangled a bit by the old taur's accent. "Well, the Wold is vast, and its marrvels even morre so! Can it be the same fellow? Who I once watched play chess in the Giggling Ghost?" [OOC: Giggling Ghost, November 2008]

Zeoll looks closely at the dwarf. He himself is much changed since then. His auburn mane is almost all grey. He is not the young, vigorous liontaur he was. He is carrying a big honking tower shield, and does not wear the symbol of Domi any more.

"Well met, Bralin, perrhaps well met again!"

Zeoll holds out his hand in friendship.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Tuesday January 10th, 2017 4:57:25 PM

Jozhur extends a hand towards Bralin, "Jozhur, captain of the Lionfish, pleased to meet you." He awaits a response to Rill's inquiry.

He also recognizes what Rill is about to do, "Always doing that when we meet people, that's creepy."

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Tuesday January 10th, 2017 5:30:58 PM

Reggie watches the dwarf with a wary eye. Making sure her Captain is safe. but soon she relaxes a bit.

"Dwarf huh? finally someone to have some drinks with that can keep up."

Bralin 
Tuesday January 10th, 2017 6:51:01 PM

Bralin takes Zeoll’s offered hand, and then Jozhur’s.
“Well met,” he replies in greeting. “Well met indeed.”

Sizing up Rillet, he replies. “I have lived among these good folk for nearly a year, and they have not yet revoked their welcome. And soon, by your leave, my time here may end, so that I need impose no further.”

Taking in the group with his gaze, the dwarf draws himself up to his full four and half feet, and lays out his tale.

"I am Bralin Stoneminder, warrior of the Clan Corregan of the Red Hills, officer of the Woldian League of Adventures, and former member of the Crimson Shields of the Floating City, and the Swords of Light in the Cinnamon Valley. And, until last year, a warden of the Valley as well.
However, I had the misfortune, and, in retrospect, poor judgement, of pursuing three acolytes of Marteaus into the Tower of Boydos. I became overzealous, and passed through a doorway without proper care.”

The dwarf shrugs with some embarrassment.

“One moment, I was in the Mad God’s Tower, and the next moment, I was on yon frozen plain.
Fortune smiled on me then, for I would have surely perished had Dra’Gul not happened upon me.”

“As for my coverings,” Bralin points to a pile of clothing near the entryway, “I removed them upon entering this home, nothing more.”

The pleasantries out of the way, he turns toward Jozhur, and asks formally,
“I request to accompany you when your return to your home. You would do me a great service, and I will repay the debt by serving with you for ten years, or your release of me.”


Zeoll (Cayzle) (AC26; HP62) 
Tuesday January 10th, 2017 7:53:57 PM


"Ha! I knew it!" says Zeoll, "Surre, I'm getting old, but I never forrget a face!"

"Brralin, you'll find we don't much stand on forrmality, but you're welcome herre forr so long as we arre lucky to have you."

He turns to Jozhur. "Rright, captain?"

He looks at Tishe. "My dearr, do you rrememberr Brralin herre? Seems to me you may have met him too on yourr long trravels."

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Tuesday January 10th, 2017 8:07:51 PM

Tishe' doesn't mind Dra'Gul shooing away the piggies; they are all right in small doses but it was nice to hand them back! The dwarf, obviously an auslander like themselves, is introduced and tells Captain Jozhur of his intention.

"Many Shadows", she says with a small bow to the dwarf. "I am Tishe' Weaver, a Spellweaver of the Southern Continent who was also whisked away by great magics, but I ended up in the Standing Stones of Cinnamon Valley! Eventually I wandered across the waters to Bonetown intending to help the Black Lions here."

Bralin can see a short, plain human woman in the winter clothes of Ice Peak Village, but is obviously more at home in a warmer environment. A closer look at her face doesn’t show anything special either, mouse brown hair in a ponytail, brown eyes, and tanned face. She carries a unremarkable quarterstaff and an air of distraction juxtaposed with an intense focus (for short periods of time).

Tishe' ducks her head a little at Zeoll's words. "I get distracted sometimes and have to say I'm not sure if we have ever met, though have heard of both the Swords of Light and Crimson Shields."

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Tuesday January 10th, 2017 9:10:31 PM

Clyde was surprised that the group had encountered a dwarf known by one of their members. Then again, nothing should surprise him with this group. He walks over to the dwarf to introduce himself.

"Well met. I'm Clyde Fairwind, a fairly recent addition to this fine group."

DM Dan K - Austalanders 
Tuesday January 10th, 2017 11:11:35 PM

Dra'Gul chuckles and then laughs at Rillett's remarks, "You have a sense of humor about for certain Austlander of Gargul." Introductions are made and Dra'Gul gives Bralin a firm pat on the shoulder, "If I'd let you die, Id likely just have to kill you again later and really. It's more work than I care for." he says with a grin.

The group has a few more hours before much of anything is going to happen. Word has been sent that Kayra plans an evening gathering at the obelisk to hear the party's tale. Dra'Gul does have to excuse himself as there are some preparations on his part that need be done and he points out a woman not to far from the fire that will assist the group with anything they may need. While he is gone, Freyjka'Ull is master of the longhouse.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday January 11th, 2017 1:16:13 AM

Rill is relieved. He looks a bit sheepish at this point.

"Sorry for being defensive Sir Bralin. To be sure, any friend of Zeoll's is a friend indeed. This place has been an interesting test of endurance punctuated with moments is terror. These good folk in Ice Peak have been kind, but the rest of this land leaves much to be desired. We did meet a pretty ghost lady along the way. But I think we're all ready to leave this place once we get things squared away with the leaders here in Ice Peak. You're certainly welcome to come back with us.

"Wow, you've been here a year. What's that been like?

"Ever been to Bonetown? The weather's sure a lot better there, but I hope you don't mind a bunch of pirates. And you just signed on to be Jozhur's cabin boy for ten years! Captian Jozhur is a very manly, virile, manful person, and a firm believer in strict discipline, corporal punishment, and nude apartment wrestling. I think you'll fit in nicely."

Rillett is a human about 6 feet tall with a pale complexion, brown hair, medium build, and an old scar on right side of face. An holy symbol to Gargul made of some strange metal hangs from his neck, and he wears a mithral circlet on head that also displays his God's symbol. He's dressed in white from head to toe.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Wednesday January 11th, 2017 11:45:04 AM

Terser assumes that this dwarf would never have made it this far into the village had he not been welcome, so he did not share Rill's apprehension.

Ah, well met! I am Terser from the Scab, thought I have not seen aught of my homeland for many years now, though being upon so much water, be it ocean or frozen, is still strange to me. It will be nice to have someone to speak to that I don't have to strain my poor neck looking up or down to!

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday January 11th, 2017 11:49:40 AM

(also, Rill does not use his Probe Psyche ability on Bralin since he is known to Zeoll.)

Zeoll (Cayzle) (AC26; HP62) 
Wednesday January 11th, 2017 12:03:33 PM


REAL POST:

Zeoll has had a busy day -- especially those kids -- and the late hours are starting to weigh on the old taur. He finds a drink and a restful corner, maybe near a fire ... and nods off a bit, honestly.

He'll wake in enough time later for the evening gathering.

===== ===== ===== =====

GOOF POST:

Ha! Who has no red Xs on his line?

Who is not in the Shadow of Shame?

----- ----- ----- -----
This trash talk brought to you by The Committee to Improve Bonetown Posting Through Guilt.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Wednesday January 11th, 2017 2:45:29 PM

Because of growing up with his Mother and Sister, Terser has +4 to his saving throws vs guilt based attacks.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Wednesday January 11th, 2017 7:48:09 PM

Tishe' sips some Ice Wine and warms up, at ease with the new Bralin and their hostess, Freyjka'Ull.

"It will be nice to see the warm shores of Bonetown once again".

Bralin 
Wednesday January 11th, 2017 8:05:33 PM

"Wow, you've been here a year. What's that been like?"

Bralin turns to Rillet.
"Cold."

He raises a corrective finger.
"Also, I vowed not to 'serve', but to 'serve with'. Therefore, I shall leave the naked wrestling in, I'm sure, your capable...hrrm....hands."

DM Dan K - Gathering 
Wednesday January 11th, 2017 10:58:49 PM

Evening comes and the party is summoned along with the rest of the house. Freyjka'Ull gathers everyone up "It is time" she states plainly. As the children put on cloaks and hats, you also spy not only Freyjka'Ull strapping a war axe to her waist, but every other adult as well. Freyjka'Ull tells you it is part of this night's ceremony and something no austlander I have ever heard of has seen.

When everyone is ready, Freyjka'Ull leads you to the obelisk. It seems the entire village has shown up this time. The obelisk itself, appears to be on fire, but it is a cold blue white flame that dances about it. Several other large traditional fires burn about the area, spilling their warmth in a great radius about you.

Freyjka'Ull leads you and her house to a specific location that quickly reveals each house to have their own place about the obelisk. Dra'Gul nods from his position with the leaders, but does not join you. Next to him are 5 great wooden casks of whose contents you can only guess to be Ice Wine.

The village leaders are as splendidly and powerfully dressed as any commanders and leaders you have ever seen. Even Bralin, here for a year, has never seen Kayra, Bjorn'Ursa and Svanhvit so fully armed. Most noticeably is Bjorn'Ursa's great blade thrust into the icy ground in front of the Master of the Hunt, warping the air about the blade with some sort of field of energy. Behind and flanking the 3 leaders are the expected great white tigers of Kayra, the wolf of Bjorn and the pair of dire bears with Svanhvit.

The rest of the villagers as well, nearly 250 adults and every child you can see over the age of 12, are all armed for battle.

Kayra holds her hand up and Bjorn steps forward. Somewhere a drum begins to sound a deep booming cadence to which he speaks. Boom! "Tonight we celebrate our friends from the northern lands. Boom! We honor them and thier deeds. Boom! They traveled to Mt Bal Boom! and from there to the lands of the Ja’Kollu Iss’Wyrm!" Boom! At this proclamation a roar erupts from every villager. Hooo! Haa! As'Burfell! And now returned victorious Boom! Boom! Boom!

Bjorn extends his arm and open hand to the party and Freyjka whispers Go to the center...all of you


Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Wednesday January 11th, 2017 10:59:11 PM

"Did someone say naked wrestling?" Clyde pipes up, slapping the newcomer's back. "My favorite pastime!" Feeling warm with the wine and the hearth, Clyde begins unstrapping his gear, preparing for the match. "Who dares step into the ring with me?"

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Wednesday January 11th, 2017 11:03:17 PM

[OOC: Of course I post something 30 seconds right after a new post got published, so I missed it.]

Clyde approaches the center solemnly, along with his group. This was most likely some great honor, and his chest burst with pride.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88  d20+15=26 ;
Thursday January 12th, 2017 12:14:24 AM

"Bralin, you're welcome to travel with us for as long as you like, be it ten minutes or ten years."

As they are lead to the ceremony, Jozhur stares in amazement. Not sure what to think of what is happening, he steps towards the center when ushered, but keeps his eyes open for surprises.

Perception: 26

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+9=12 ; d20+18=38 ;
Thursday January 12th, 2017 9:05:43 AM

Tishe' looks puzzled at Bralin and Reggie's byplay. "Who would want to wrestle naked, especially in this cold?"

Freyjka'Ull suits up and Tishe' thinks that she should do the same. After the Ice Vein clothing, she cleans up with a Prestidigitation white spell, and prominently adds her WLA badge, and magical cloak, ring, belt, and headband. Weapons seem to be important, so she wears her serviceable dagger at her belt and holds her rather normal quartstaff. In her other hand is the bag with the Ja’Kollu Iss’Wyrm gland.

Approaching the obelisk, Tishe' is fascinated at the magical fire playing about the stone. She wonders at the beauty and sees if she can learn more by watching the patterns. It takes a nudge from a friend to get her following Captain Jozhur to the center.
.....

Know Arcane 12
Spellcraft. 38



Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday January 12th, 2017 11:40:07 AM

Rill looks to see how the locals are readying themselves and follows suit. He will make sure all in our party is all under the effects of Endure Elements. He will cast Delay Poison on himself. He girds for battle, with his armor and weapons visible. He activates Prestidigitation to return all his clothing to their clean, white condition. As we go, he will adopt the same mantle of solemnity and respect he sees on display.

He will defer to Jozhur as lead as we all move toward the center.

(My earlier comments about a virile Captain Jozhur was from a 70’s Saturday Night Live skit. Funny parody based on David Copperfield.)

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Thursday January 12th, 2017 12:52:08 PM

Terser takes his place with pride, as is expected of a warrior returning triumphant from the field of battle. Every culture has their celebration, and he will take the customs here in stride.

Bralin 
Thursday January 12th, 2017 7:04:43 PM

After giving Jozhur a nod of thanks, Bralin moves with the others to the obelisk.

He has never before seen such a gathering, and an inquisitive looks will be met with a barely perceptible shake of his head.
The dwarf does not know what is happening.

The presence of all the weapons seems to mean something, so Bralin retrieves a war hammer from his Haversack and attaches it to his belt. His war axe remains strapped to his back.

When Jozhur and the others move to the center, he moves with them.

Zeoll (Cayzle) (AC26; HP62) 
Thursday January 12th, 2017 8:44:38 PM

Zeoll is glad to join in the ceremony. But he worries that everyone is armed. These days he just relies on his claws, and those seldom enough. Back in the day, he had a two-handed sword, held and blessed by Domi himself, but he lost that years ago along with his faith in the creator of the taur races.

So he just tidies as much as he can and steps forward as he is.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Thursday January 12th, 2017 8:48:52 PM

Clyde glances towards the captain, and the rest of his band, and wondered if any of them knew what was going on.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday January 12th, 2017 10:45:24 PM

Reggie was quiet still, she was still unsure what to make of all of this. she knows that her captain is in no danger, and all she really wanted was a nice evening with some strong drink and a warm fire and perhaps more.

but for now some ceremony was at hand, though she was not sure she deserved such an honor, the group as a whole most certainly has done some great deeds.

Reggie makes her way with the others to the center of the center.

a glance toward clyde she can sense his questions. her only response is a shrug of her shoulders.

DM Dan K - Proclamations 
Thursday January 12th, 2017 11:30:52 PM

The group, some more cautious then others, all move forward to the center of the large gathering. Tishe tries to puzzle out what the white fire about the obelisk could be, but without casting Identify or Detect Magic, she can only guess.

When the group reaches the center, the villagers, nearly as one, draw their weapons and hold them aloft. Axes, great swords, daggers, fists and quarterstaves are all raised. The variety is extensive as each villager draws and holds aloft their favorite or family heirloom weapon. More spectacular is Kayra, as she draws her great curved blade, as it bursts into a radiance of energy. The other weapon of note is Bjorn's, which frees itself from the ground and comes to his hand where the air seems to pull towards it.

Kayra the speaks "We sent them to Mt Bal as Austalanders. To be seen and judged by Frigga'Isa. To be seen and judged by Burfell. To be seen and judged by Celsiun. Our daughter, our beloved, our blood, Frigga'Isa has found them worthy. Our guardian, our strength Burfell, has seen their potential." She then looks more directly at the party and not her villagers, "And Celsiun has found you curious."

"Now I say, by the powers of old. By the age of times past and by Burfell. By Celsiun. By Maab and Ebron I, Kayra 'Ull jkaka' Ull Wnaja' Ull'Ulsa cast upon Terser, Reggie, Jozhur, Rillett, Zeoll, Tishe, Bralin and Clyde of the Lionfish of Bonetown to now be brothers and sisters of Burfell and Ice Peak!"

The villagers roar and the obelisk flairs in white light. Pushing into your minds, you each feel a powerful presence, Ordered, with purpose, but very present. Kayra smiles at the party as the rest of the village breaks into cheers and begins party mode. Ice wine casks are cracked and metal goblets are filled. Relatively quickly, the group realizes that the goblets are all made of a mithril adamantine mixture.

Kayra invites the group to share their story and with a single raised hand, brings 200+ men, women and children to silence

Zeoll (Cayzle) (AC26; HP62)  d20+12=21 ;
Friday January 13th, 2017 6:00:02 PM


Zeoll's first inclination is to step forward and open his mouth. But -- although he was trained as a bard as a youth, that was many years ago. Plus Clyde's skills at story-telling far surpass the old taur's meager ability. He looks for Clyde to tell the tale, and lends a hand where he can, maybe with a little background music, maybe with a helpful word or two here or there.

Aid Another Perform check: 21.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Friday January 13th, 2017 8:28:23 PM

Terser will also fill in with details when Clyde takes a breath, acting out parts of the scarier creatures when appropriate, making shadow images of worms between the fire and the standing stones.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Saturday January 14th, 2017 2:47:42 AM

Jozhur drinks deeply in the ice wine, it seems to warm him all the way to the soul. He quickly begins mingling with the villagers. They are an interesting and likeable people. If only the place was warmer, he might not want to go back to Bonetown.

Bralin 
Saturday January 14th, 2017 9:24:42 AM

Bralin waits wordlessly. He's fairly interested in the tale himself.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Saturday January 14th, 2017 9:35:57 AM

Tishe' raises her staff, in union with the villagers and in acknowledgement of the singular honor given to them.

She knows she's not the storyteller that Zeoll is let alone Clyde, but she doesn't think the Ice Peak are looking for a performance, but friendliness.

"Thank you, Wunjos, I am honored. I grew up in far away Hook City and travelled with the shady heroes of the Bloodpack before traveling afar by magic and ships on melted waters until I came to Bonetown. I sought the heroes of the Black lions who were fighting a great evil, seeking usefulness from my wandering life. I was too late, the evil had been vanquished, but Captain Jozhur and the other heroes took me in. But a day later, a foolish wizard of Bonetown sought power and tried to use Celisiun as a thrall and paid for it with his life. But he also opened a portal to the Ice Vein that threatened to destroy the warm austlands which contains Bonetown.

So, as heroes bold, we entered the portal to confront the danger and protect our people."


She stops to let someone else to take up the thread.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Saturday January 14th, 2017 8:18:29 PM

As Tishe speaks, Rill whispers to Clyde, “Psssst, Clyde. If you can create an image of the stuff we saw they’d be pretty impressed.”

When Tishe stops, Rill will nod with respect to the Ice Peak leaders there and say to all, “Greetings. I am Rillett Savenport of Bonetown, Eye and Soulseeker of Gargul.

“When we stepped through this portal we were soon attacked by the frozen dead of this land. Though they were tough, they were as nothing compared to the land itself. We thought were were prepared for the cold and snow. We were not. But it seems that Celsiun foresaw our coming and sent Úlf-warja'Ingr' to guide us to Ice Peak. Amidst the harsh cold of the Ice Vein, the people of Ice Peak were a warm oasis. You have taught us that your people are very tough to survive this climate, and very kind to outsiders that respect your ways and honor your customs. Bralin here, who has lived among you lately, is also a testament to the hospitality of Ice Peak.

“We know that Celsiun does not abide the weak or foolish. We are neither weak nor foolish - but were were unprepared. You have taught us that Celsiun also extends an open hand to those willing to accept his tenants and respect his ways here. We are honored that you accepted us.

“Your leaders told us to seek out Frigga'Isa, that she would help us. And so we did. It was a long and difficult journey to Mount Bal, but Celsiun spared us any misfortune. Also, I was able to call upon the power of my God, Gargul, ruler over life and death, and he provided us protection along our journey. I’m sure that this was with the permission of Celsiun, of couse.

“We climbed Mount Bal, called upon Frigga'Isa, and she appeared. She showed us a great battle that happend there long ago. We told her of our need to save our land, and she told us we must defeat a ja’Kollu Iss’Wyrm and take it’s heat back through the portal. She said that this would seal the wound between our lands.

“I will leave it to one of the warriors in our party to recount the battle with teh ja’Kollu Iss’Wyrm.”


(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Sunday January 15th, 2017 5:27:11 PM

Reggie follows Jozhur around a bit. not to the point of stalking, more like a worried bodyguard.

as some come to ask Reggie her story, she is a little hesitant to say, unsure when the reaction may be. her memory of the fight with the worm is not the best. Nor is her story telling abilities.



DM Dan K - Proclamations 
Sunday January 15th, 2017 8:09:42 PM

Weapons raised, several more cries ring out and the display is finalized by Kayra's weapon thrusting into the air, where upon the fire from the obelisk leaps across the intervening space to flow into the blade itself. The village goes completely still as the white fire is consumed by Kayra blade and for several heartbeats after, as if seeing if it will remain contained. A heartbeat later, she sheathes the weapon and the village lets out a great cry. As'Burfell! As'Celsiun!"

Drinks are poured and soon the men and women and children of Ice Peak rally around the crew of the Lion Fish to hear the tale.

The villagers fall silent and listen to Rillett and Tishe as they recall the events and adventures that transpired and brought the crew from Bonetown to Ice Peak. Terser sees some of the younger ones pointing and giggling at his shadow puppets.

Rillett ends at what is very evident to the villagers to be the best part of the story. Bjorn nods to Terser, "Master Terser, please or perhaps Master Clyde. Tell us of the battle."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday January 16th, 2017 3:15:33 PM

Rill waits for another to finish the tale.

Bralin 
Monday January 16th, 2017 4:22:13 PM

Bralin also waits expectantly.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Monday January 16th, 2017 6:09:29 PM

The battle was short, but fierce. We delved down deep into the ice, pursuing the beaSt into its lair. Emerging in a large cavern, we saw nothing but fog, as the heat from the worm caused the ice to steam and conceal it.

The battle would have been lost without Zeoll, though. His summoned allies distracted the worm long enough for us to surround it with steel and perforate its hide.

Zeoll (Cayzle) (AC26; HP62) 
Monday January 16th, 2017 7:34:02 PM


Zeoll laughs. "My fey frriends werre just a diverrsion! It was Terrserr who found the worrm in the mist! Rrill's Prrayerr helped everrybody, and his airr elemental clearred the mist. Clyde's song by itself was like adding an extrra warrriorr. Tishe's Lightning Bolts and Magic Missiles blasted the crreaturre!"

"Then Jozhurr and Terrserr went hand to hand with the gigantic monsterr! Terrserr's glaive hit forre and Jozhurr flew arround to attack frrom the otherr side! Clyde dashed up next to Terrserr, blade whipping between the creature's scales!"

"Then it grrabbed Terrserr in its teeth, and I thought forr surre our most stalwart memberr would be swallowed! But Rrill brravely stepped rright up, rreached out his hand, and teleporrted both himself and Terrserr out of dangerr! Into the void they left with theirr deparrturre we piled morre attacks and arrcane enerrgy -- and it was all overr! The beast fell dead!"

"And not only did we harrvest the beast's smoulderring orrgans, but also its eggs!"

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Monday January 16th, 2017 8:12:39 PM

Jozhur nods along, sipping on the wine, as Zeoll finishes the story. The old taur sure can tell a tale.

He notices Reggie following him around and makes sure she has a glass of wine, "Relax. We are in good company here. Enjoy these good folk, before we head back to our pirate's den."

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W  d20+20=32 ;
Monday January 16th, 2017 8:53:24 PM

[OOC: Sorry for missing a Friday's post. I've been dealing with some really sad medical issues with my dog :( and really not in any mood to be posting roleplay stuff at the moment, but didn't want to miss another day's post. Would appreciate it if someone could fill in if a story written out is needed, but otherwise I hope just the Performance check will do. Sorry, will be back to posting regularly tomorrow I hope.]

Clyde waited, perhaps a little too long, before chiming in with the tale. [OOC: Not sure if taking 20 for Perform Oratory is allowed or not, but I rolled a 32 anyway, which should hopefully be good enough.]

DM Dan K - Proclamations 
Tuesday January 17th, 2017 7:39:45 AM

Sorry for the miss. Flying to San Diego now. Will post soon as I can but likely late in California time

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Tuesday January 17th, 2017 8:25:51 PM

After Zeoll finishes the tale, Tishe' wordlessly brings the egg-bag that she wove together and opens it to display the gland of the Great Ice Worm.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Tuesday January 17th, 2017 10:26:01 PM

Clyde enjoys the company of the others, glad to finally be by the warmth of a hearth with good folks sharing tale 'n ale. Or wine, as it may be.

Zeoll (Cayzle) (AC26; HP62) 
Tuesday January 17th, 2017 11:25:58 PM


Zeoll takes a bow and grins as he relaxes a bit. Not all his tales go over as well as that.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Tuesday January 17th, 2017 11:27:14 PM

"Nice work Zeoll."

DM Dan K - To Seal the Breech 
Wednesday January 18th, 2017 1:46:44 AM

the villagers of Ice Peak are caught up in the telling of the tale of the battle with the great Wrym. As the battle is recounted, the sharp eyes of the party can pick out the one man of the village that has personally been in such a battle by his reactions, Bjorn Ursa, master of the hunt.

The celebration and story telling extend well into the night with the Lionfish crew doing most of the telling

Eventually the telling and drinking come to an end, everyone is escorted or makes their own way back to shelters and falls asleep

Morning arrives and the group prepares for the last journey of 3 days into the tundra and then through the rift and back home

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday January 18th, 2017 11:14:09 AM

Rill looks at the eggs in the basket, and it's odd that these Ice Peakers seem to pay them no mind.

He will address the assembled leaders.

"You honor us by your hospitality, and by listening to our tale. But there is one remain matter from the battle - we are not sure what to do with these eggs of the ja’Kollu Iss’Wyrm. It seemed a cruel fate to leave them there to die without the heat of their mother, and it would be equally cruel to take them back to the tropical environment we come from. We hoped you might know what to do with them."

And to Kyra, "Good mistress, when we were last here, you indicated that if Frigga'Isa sees to our return from Mt Bal we can discuss the purchase of Ice Wine. Does that offer still stand?"

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Wednesday January 18th, 2017 12:41:22 PM

"Yes, enough ice wine to last us the journey back home would make the journey much more pleasant, and dull the pain of leaving such good hosts as yourselves."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Wednesday January 18th, 2017 4:04:42 PM

Jozhur nods, "It is good wine, and it takes the chill out of the air. And please take those eggs off our hands, they don't belong in Bonetown."

He begins packing his things and saying goodbyes as he prepares for the trip back.

Zeoll (Cayzle) (AC26; HP62)  d20+14=18 ; d20+1=10 ; d20+11=21 ; d20+7=11 ; d20+5=17 ;
Wednesday January 18th, 2017 4:29:40 PM


Zeoll uses his Bluff skill to send a subtle message to Jozhur: Bluff check 18: "Ixnay on giving away those eggsay, Boss-man! Those are worth boocoo de oldgay!"

Untrained Appraise check for egg value: 10

Survival and Know Nature and Untrained Handle Animal to estimate Zeoll's ability to hatch and raise those cute baby worms: 21 and 11 and 17. Assume Zeoll throws some ranks into Handle Animal toot sweet!

:-)

Bralin 
Wednesday January 18th, 2017 6:50:31 PM

Bralin inquires of the group how far the journey to the rift will be. His face sets and he nods assent at the answer.

That evening, the dwarf makes his goodbyes. Oddly enough, it is mostly the children with which he was closest, and he comforts several who mourn the loss of their hairy Austlander.



AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Wednesday January 18th, 2017 8:25:12 PM

Tishe' rolls her eyes. She doesn't understand wanting more money than what comes by. Instead she takes her last day helping where she can, even if it is just entertaining the piggies with some Prestidigitations. "Many Shadows", she says to Bralin. "I sure it will be nice getting back to the Northern Continent."

The morning of travel, she is ready with her cold weather clothes and three days of marching with the gland of the great ice worm.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Thursday January 19th, 2017 12:46:48 AM

Clyde addresses the leaders. "I'll be glad when I'm back in the warmth of Bonetown, but your hospitality has warmed my heart. Thank you for the honor you've given us, I'll have plenty of tales to tell in the taverns back home." He flashes a grin, and bows in respect.

DM Dan K - To Seal the Breech 
Thursday January 19th, 2017 1:45:08 AM

The subject of what to do about the egg comes up and Kayra defers the topic to Bjorn'Ursa. "There is little to be done. Allowing them to to mature is unacceptable. It would be death. With several days outside of the females care, continuation is nearly impossible. The witch of Burfell may have another plan, but the best course of action would be to simply destroy them"

On the subject of Ice Wine, the group is outfitted with enough to make the journey to the rift as well as a few extra days. Nothing to the amount that might allow them to make a profit on the drink

The group moves out and over the next couple days is once again subject to the full onslaught that the elements of the Ice Vein have to offer. The wind is relentless and the cold beyond reason upon the plains.

After 3 days of lasting hardship, the party stands before the rift.

Zeoll (Cayzle) (AC26; HP62) 
Thursday January 19th, 2017 9:46:02 AM


Zeoll gets a consensus from his friends in private ... if they cannot keep the eggs, and if it would be unethical to sell them into the wrong hands, maybe they can gift them to the witch. Who knows, maybe she'll have a gift for us in return, like a potion of a sixth level spell or some other witchy goodness.

Zeoll makes sure that the Lionfishers make a proper farewell to the elders before they go. Among them, of course, is Mjolka'Frodr, the powerful witch. The old taur asks the witch if she could use the eggs, perhaps to aid her magic. If the party has agreed, he gives them to her to use as she sees fit. [OOC: great ingredient for potions or magic items or tinkering with spells, maybe.]

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday January 19th, 2017 4:56:49 PM

Rill is fine with giving the eggs to the witch.

As we trudge back to the gate over the next 3 days, Rill saves his Ice Wine relying instead on his spells. He will remove fatigue on anyone else that chooses to save their Ice Wine as a souvenir as well.

Once we get to our portal, "Well here we are. I don't know about you guys, but I so done with this cold. But this was a fund adventure, and now we can all say we've trekked across the Ice Vein and survived."

He looks at the warm thing from that Ice Worm. "Well, I guess whoever's carrying that thing should go last. I'm willing to do so, but happy for Tishe to have the honor - afterall, she did figure out a way to carry it and those eggs we had. I hope ol' Mocha Frappe has good breakfast out of the deal."



(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Thursday January 19th, 2017 4:59:57 PM

Jozhur agrees to giving the eggs to the witch, "That, or we can make a bunch of omelettes."

The ice wine makes the trip to the rift almost bearable. Once before the portal, Jozhur seems a little unsure of what they are about to do. "So we just jump in holding the worm guts? It should probably be the last person, no?"

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Thursday January 19th, 2017 5:01:48 PM

And Jozhur does make sure to save some of his Ice Wine, it would be more enjoyable somewhere other than this frigid tundra.

Bralin 
Thursday January 19th, 2017 6:52:58 PM

Bralin nods his assent to Tishe.

During the journey, he barely says four or five sentences a day. The dwarf does not seem especially troubled, it just appears he's not a talker.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday January 19th, 2017 7:13:21 PM

{ooc: hey guys I had a really crazy week with work.. it was quite unexpected I barely had time for anything really. I also no longer can read my e-mail anymore from work, and as such have not been reading it all week. I am really sorry about everything.}

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday January 19th, 2017 7:23:46 PM

{ooc...the night before}

Reggie enjoyed her wine, heard most of the tales but kept to herself as the night wore on. she was happy to get some rest. also glad that the villagers left her alone for the most part.

{ooc... next morning and the journey}
Reggie trudges along through the tundra, almost accustomed to it by now. she seems to be intent on guarding the Ice wine above everything else, except maybe Captain Jozhur.

"at least the trip wasn't a total waste" she mutters referring to the wine.

arriving at the rift, she is a little anxious, seeming like she wants to get back to Bonetown.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Thursday January 19th, 2017 9:37:46 PM

Tishe' looks at her companions and makes a wry face. "Only problem with gifting the eggs is we still need the eggs to carry the gland to the portal to close it... and the eggs are the only things not burning everything from the gland." If there are any Ice Veiners at the portal at the end of the journey, they'dcan give up the eggs then. Until that time...

Tishe' trudges through three days of tundra, carrying the egg basket of the Kollu IssWurm gland. At the portal, she tries the simplest method of moving right up to the portal with the gland I the basket. "Hope this works"

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Thursday January 19th, 2017 11:16:16 PM

Terser walks through the rift into the Wizard's house, content in the disposition of the eggs. He isnt the biggest fan of omelettes anyway.

Should Tishe' come through last, he offers to secure a rope around her to pull her through, in case any funny business goes down with the portal closure.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday January 20th, 2017 12:15:21 AM

Back in Ice Peak, "Tishe, I'm sure we can work with the residents here to find a way to carry that hot thing without those eggs. If the witch wants them, that is."

Rill will talk to Dra'Gul about something other than the eggs that could be used to carry the gland.

--------------------------
Also, what are the properties/liabilities of that Ice Wine? I know we were each given "enough" plus a little more. How much is that?

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Friday January 20th, 2017 8:41:39 PM

Yes. Enough for a human isn't enough for a dwarf;-)

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Friday January 20th, 2017 9:17:17 PM

Clyde was happy at the sight of the portal. He hadn't even had time to get adjusted to Bonetown before being whisked away. It'll be nice to sleep in a warm bed away from the cold. Unless it was completely buried in snow already... With that thought in mind, Clyde made haste.

Zeoll (Cayzle) (AC26; HP62) 
Sunday January 22nd, 2017 12:39:25 PM


Zeoll says that he is looking forward to returning to a place where the water is liquid, not solid. He misses the shore and the ocean.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday January 23rd, 2017 12:16:18 PM

Rill writes his name in the snow.

Zeoll (Cayzle) (AC26; HP62) 
Monday January 23rd, 2017 1:16:59 PM


"Dude, the jakes arre overr therre!"

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Monday January 23rd, 2017 3:49:51 PM

"Impressive penmanship, as it were, though."

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Monday January 23rd, 2017 5:55:36 PM

The byplay goes over Tishe's head. Figuratively.

She waits for the others to go through and then goes to the entrance of the portal and opens the egg bag, revealing the Kollju Iss'Wurm lava-hot jam.

DM Dan K - To Seal the Breech 
Monday January 23rd, 2017 7:05:09 PM

Zeoll talks to Mjolka'Frodr about the eggs and she does express an interest in her own cryptic way. Tishe's concern for how to carry the gland, does have an Ice Peak solution. The crew of the LionFish are handed a small coffer. It is made from the mandibles of the Wyrm and the inside of the box is lined with the very shells of the eggs of the creature. It is exquisite in its workmanship and style. "A gift to our new friends of the northern waters." Kayra says. "It cannot contain the heat indefinately, but it will easily last your journey to the portal.

The party is also gifted with 2 bottles of Ice Wine Each. Dra'Gul does tell you that "The wine will lose some of its greater potency, unless stored below the freezing point of a salt brine solution. But is will still taste just as good as it does today"

Mjolka'Frodr says, she will put in a good word on the party's behalf as payment for the eggs. She will not elaborate to whom that word will go.

The party sets off in the company of a hunting pack that Kayra assigns to you. Ice Peak sends hunters out in all directions all the time and so it is not out of anyone's way.

Three days. Just Three days until the men and women of Bonetown will be home and free of the cold lands of the Ice Vein. There might have never been a longer journey in all of lives, or a longer 3 days at all. Nothing unusual marks your passage, Nothing extraordinary happens or is seen. Only endless stretches of snow and ice covered land of blinding brilliance, followed by deep and silent nights of endless star covered skies.

The three days does, though at last, come to an end, The group stands before the portal, vibrant and pulsing, it is like a wound in the very air. You can feel the cold roll past you, seeking this newest victim and what lies beyond. The hunters nod to you in farewell and stay back a few hundred feet as you approach.



Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Monday January 23rd, 2017 8:53:30 PM

Clyde looks around at his companions to see if anyone was to go in first. Terser didn't seem to have any qualms about stepping right in, and Clyde follows through.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Monday January 23rd, 2017 9:24:18 PM

Rill thanks Dra'Gul for the wine and (with his permission) asks Gargu'ls blessing for health and long life on him and his household. With a glance at Bralin, he adds, "oh, and thanks for the dwarf. I've learned they come in handy."

Once we get to our portal, "Well here we are. I don't know about you guys, but I am so done with this cold. This was a fun adventure, and now we can all say we've trekked across the Ice Vein and survived."

He looks at the warm thing from that Ice Worm in it's new box. "I guess whoever's carrying that thing should go last. Tishe should have the honor - afterall, she did figure out a way to carry it and those eggs we had. I hope ol' Mocha Frappe has good breakfast out of the deal."

And with that he steps through.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Monday January 23rd, 2017 10:46:34 PM

Reggie looks at the portal then to the group.

"So what do we do now?"

"Don't we have to do something with that Wyrm thingies we got? should we like throw them at the portal? should we go through it first then throw them at the portal?" She asks kind of anxious to get back to bonetown and be done with this cold stuff.

Of course the Ice Wine made the trip much more worth it.

Bralin 
Monday January 23rd, 2017 10:54:04 PM

Bralin snorts at 'Thanks for the dwarf', and gives Rill a look.

In fact, this dwarf is most eager to walk through the rift, and immediately follows Rill through.

Zeoll (Cayzle) (AC26; HP62) 
Tuesday January 24th, 2017 3:53:20 PM


Having no desire to be cold, Zeoll uses the gift of wine on the trip to the gate. He wonders what the witch elder was talking about.

Zeoll says a prayer to the Silver Lady, to bring them home out of this cold land safely.

He urges Tishe to walk backwards through the gate, holding the firey organ out in front of her so that it will be the last thing through.

"But let's trry to keep that box. It is lovely, and eitherr maybe we can sell it or enchant it and keep it as a memento."

Then he takes one final look at Ice Vein, maybe for the last time in his life, and then hops back to Pearl Island and Bonetown, hoping it all works out right.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Tuesday January 24th, 2017 5:42:29 PM

Terser plows through one of his bottles on the way to the rift, but decides to save the second to share with the brothers back home in Bonetown.

The empty bottle he saves to toss into the sea stuffed with a note on parchment, to see what may come of it.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Tuesday January 24th, 2017 6:07:07 PM

Tishe' agrees with Zeoll and makes sure she walks backwards through the gate with the gland to ensure she is on the correct side of the gate when it closes.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Tuesday January 24th, 2017 7:53:29 PM

Clyde shrugs to himself as he ponders how the organ was supposed to close the gate. Zeoll's plan seemed as good as any.

DM Dan K - Home 
Tuesday January 24th, 2017 8:36:48 PM

With little fan fare and more than a touch of eagerness, the crew of the Lionfish step through the breech. Tishe is last and walks backwards with the box and fire gland being the very last thing to cross. the crew appears right where they left, a house main room covered in frost and ice. The frozen wizard standing in the center of the room. As Tishe steps through, the opening to Ice Vein simply winks from existence. The gland looses all semblance of heat and now resembles more a cow's liver than the near molten core of the great Iss worm the crew did battle with. The box, appears to have survived the crossing unharmed. The entrance the group has blasted through the covering of ice on their way in has been completely closed over. Now almost a foot thick, but still no problem for the likes of Terser, Reggie and Bralin to break through.

As the ice shatters before you, several well armed and now very alert men and women of the Lionfish take a moment to register who is coming through and lower an array of weaponry. Tommie, Joansie, Sammy and Tula break into grins and the sharp eyes of the party don't miss the small bag of coins Tula collects from Sammy and Tommy. "Welcome home Captain." Tula says with a grin and then adds wrly, " You look like crap."

Bralin 
Tuesday January 24th, 2017 9:46:53 PM

Bralin passes through the rift, and finds himself in a house encased in ice.

Once he understands where the 'entryway' is supposed to be, the dwarf wordlessly reaches into his haversack and pulls out a portable ram, which he hands to Terser.

He reaches in again pulls out a warhammer.

Very shortly thereafter, the opening is once again open.

Bralin then waits for most of the others to go through before following, and taking in the welcoming committee, who appear to be known and friendly to his new companions. Now free of the frozen house, he scans the area, taking in the surroundings...his new home.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Tuesday January 24th, 2017 10:00:51 PM

Reggie wanders through the portal once urged to do so, seemed her question was unheard so she just shrugs and wanders through.

"can we go home now? I need a bath." she asks waiting for some orders from her Captain.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Wednesday January 25th, 2017 1:09:35 AM

Rill steps out with the others from the frozen house.

"Tula my dear - you are a sight for sore eyes. Smart move betting on us. I think we could all use a chance to warm up and to clean up."

He sheds the furs and other protections from the cold that were so necessary a short time ago. As he does so, he activates Prestidigitation from an item to restore his robes to their pristine, white condition.

"There, that's a start. So tell us, what's been happening here in town while we were gone?"

Zeoll (Cayzle) (AC26; HP62) 
Wednesday January 25th, 2017 1:11:14 PM


Zeoll steps into the warmer house, and then into the semi-tropical street, with a glad heart. He breathes deep to smell the sweet tang of the sea. And he greets his friends and crewmates with open arms.

Meanwhile, in the back of his mind he is thinking of spending some time in prayer and thanks. He also ponders visiting Goodie Bess and telling her about the witch of Ice Vein. And he thinks about a new magic item or three he would like to make ...

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Wednesday January 25th, 2017 4:47:23 PM

"Well", remarks Tishe' as the portal closes quite conveniently, "that went better than expected!" Terser and Bralin make short work of the ice entrance, and the sorceress take sA last look at the foolish and quite dead icy wizard. "Should we have a funeral, or just burn the house down as a pure for the Wizard and get rid of the ice?"

Once outside, the friendly faces of some of the townsfolk are a truly welcome sight, as well as the wall of heat! Tishe' quickly strips to a light shift and pantaloons, tucking her Ice Vein clothing into the pockets of her Pants o Plenty. She only arrived in Bonetown but a day before the ice happened, and so doesn't know many people and so sticks to the background. Captain Jozhur, Rillet, Reggie, Terser and Zeoll can meet old friends, she thinks.

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Wednesday January 25th, 2017 9:27:32 PM

Jozhur smiles at the sight of the rest of his crew,, and scowls when he sees Sammy and Tommy were apparently betting against their safe return, "Have some faith..."

He gives Tula a playful shove in response to her comment. "Yes, go bathe Reggie, I will go inform the city officials of what happened here. Tishe, and anyone else who can help me explain, should come with me."

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Wednesday January 25th, 2017 10:25:18 PM

Reggie looks to Jozhur "I may need help scrubbing my back" she says biting her lower lip and a look of mischief in her eye. hoping to drag him away from Tula's temptations

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Wednesday January 25th, 2017 10:33:12 PM

Clyde swipes off the ice off of him, and stands back to watch as his companions greets the crew. He wasn't familiar enough with them just yet, but in due time, perhaps.

DM Dan K - Home 
Wednesday January 25th, 2017 10:47:18 PM

Ah, the sun, a sun that spreads warmth throughout your body and seemingly to your very soul. Not just a mocking light in the sky. The salt air rolls to your nose, baking bread and coffee. Bonetown immediately welcomes you home.

Tulsa accepts the light hearted shove and quickly shifts her attention to Rillett. "Not overly much. The spread of the cold ends about 50 meters in every direction. Never got any further." The newcomers to the group does not seem to surprise or concern any of the crew hands immediately gathered about. For his part Sammy sheepishly says, "She was giving great odds Cap'n. Nothing personal"

Jozhur asks for those who are talented in diplomacy to go with him to the Bonetown officials and give an accounting of what transpired. Though, whom do you go to? The Captains Council? The Harbormaster? If there is something Bonetown does not have, that is a central gov't.

Tula and the others are good to head to the ship and as the Bosun, Tula will introduce any who come with her to the ship and the rest of the crew. Once she boards the Lionfish, her demenour changes to one of very much no nonsense business who knows her place on ship and she makes sure the rest of you know as well.



Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Thursday January 26th, 2017 11:35:23 AM

Terser gives Bralin thanks for the thought, but he holds up a hand covered in adamantine instead. "Much more accustomed to using these instead, and this cold is nothing after the last couple weeks. "

His eyes travel to Clyde and Zell when a diplomat is requested. They have the most metal based tongues of the crew. "Hey Liono, how about you debrief the Harbormaster while Clyde talks to the council?"

Zeoll (Cayzle) (AC26; HP62)  d20+23=31
Thursday January 26th, 2017 12:58:23 PM


Zeoll turns and realizes to his dismay that Tishe and Bralin are a bit adrift. He takes them under wing and gives them the grand tour. What the heck, Reggie and Clyde too, they're kinda new. And of course Terser and Rill and Jozhur if they want. Everyone is welcome!

The tour has to start with the Lionfish! "She's a beauty of a ship," Zeoll brags, though he is no expert on sailing vessels. "And fast too!" The old liontaur also introduces the first mate, Tula, a severely competent woman who knows us well.

Then the Lionfishers' shoreside home, the Portside House, that the party shares with two Pantheoners, Brothers Engev and Lansel. "Brrotherr Engev is especially known forr his bacon," Zeoll says enthusiastically. "Superr nice guy!"

Zeoll also brings Bralin and Tishe to visit Goodie Bess, the witch who lives just outside town. She and her coven helped protect Bonetown from the sea-devils. Zeoll tells the story of Billoopl, a god-wanna-be that the group had to put down. He shows off his protective amulet, made from one of Billoopl's teeth.

Then a whirlwind tour of a few other sites: The Harbor, governed by the Harbormaster, a friend of the party. While at the Harbormaster's office, Zeoll recounts recent events to the Harbormaster, or to his assistant, Enoch, one or the other.

Diplomacy 31

Other sights: The casino-like Temple of Wardd. The Black Market. The twin volcanoes that loom over the town. Zeoll tells the story of how the party entered the nearer volcano for a lesser artifact that helped them defeat Billoopl.

Then back home for a celebration dinner.

Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Thursday January 26th, 2017 4:05:09 PM

Clyde was bone-weary and tired, but being back in Bonetown and being able to see the sun and smell the salt re-energized him. He nods at Terser and Jozhur first, agreeing to go and speak with the council, then he looks at Zeoll and shrugs his shoulders. "Gotta talk to the uptight folks first, then I'll join you for the tour!"

He looks back at Jozhur. "Ready to go when you are, Cap'n."

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Thursday January 26th, 2017 4:54:31 PM

As far as who should talk to whom, Jozhur would carry more weight with the Captain's Council, cause, well, he a Captain. He should at least accompany Clyde to give him authority there.

Rill will join Zeoll's Magical Mystery Tour. He makes sure it includes a visit to the Temple of Rest, the Bonetown church of Gargul, and introduce them to the head priest, Yaas Farril.

Once we get back to the house, have dinner and relax, there is the matter of the remaining treasure to dispose of. Are there any items anyone want's to claim as their share? (I'll send an email about this to facilitate discussion.)

Value - Sales Value
8000 - 4000 - Ring of Protection +2 - 8,000gp
2000 - 1000 - Ring of Protection +1 - 2,000gp
4000 - 2000 - Pearl of Power (2nd Level) - 4,000gp
8302 - 4151 - Dagger of Poison, +1 - 8,302gp
5000 - 2500 - Bracers of Archery, Lesser - 5,000gp
20000 - 20000 - 20,000 gp gem
47302 - 33651 - Total Value

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)   d20+8=15 ;
Thursday January 26th, 2017 6:19:02 PM

Tishe' vaguely remembers meeting many of the crew during the night of the party, the only night she has ever spent in Bonetown! Handsome Sammy and the half-orc Tommy seem to be usual sailors to the sorceress, and she doesn't think anything of them betting on everything and anything. For the Captain's offer, Tishe' puts her hands up in a warding gesture. "I'll help With all of my skills, Jozhur, but having a honeyed tongue is not one of them!"

Zeoll's grand tour, however, is just the thing! She climbs all about the Lion Fish, running her hands about the worn wood, learning about the set of the sails, and the warp and weft of the life of the ship. "She's beautiful. As noble as the great Druidwood ships that once sailed the Sargrass. "

Portside House is another wonder, with Engev and Lansil keeping it in tip top shape. "Many Shadows. This is a waxed home. I love it!"

To Goodie Bess, Tishe' will speak easily. She has no fear of the BloodWitch, "there were many about the lands where I once roamed, both the Sargrass and in Cinnamon Valley." She is eager to hear about Billopl and the defense of the town. "When those stories reached Acid City, I became shuttlecocked and at once took ship, intending to join the Black Lions. Yet I was too late, only arriving the night of the celebration."
....
Sailor: 15

Bralin 
Thursday January 26th, 2017 6:35:01 PM

"Hold," Bralin demands as Zeoll begins his tour.

The dwarf strips down to simple tunic. Even platemail and shield go into a pile, and then the tunic as well. In nothing but a loincloth, Bralin lies down in the middle of the road, spread eagled, and absorbs the sunlight. He starts chuckling, quietly at first, but more loudly with each moment, until he is roaring with unbridled joy at the simple pleasure of not being cold.

Recovering himself, he rises. Still grinning, he re-clothes and re-armors, and waves at Zeoll to carry on.

His mirth falters only once, in front of The Lionfish. The metal encased warrior dubiously eyes the ship and the water beyond.

"Do we sail....often?" he asks, with some trepidation.

(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /18 
Thursday January 26th, 2017 7:42:21 PM

Standing before the Lionfish, Reggie walk up beside the dwarf, Bralin. With a hearty slap on the back, "Not to worry, with enough rum, everything will be allll right" she says with a smile.

after a short pause, "Of course, if you can't handle the rum, I could always put a dress on ya and take ya out for a night of dancin'" she adds with a challenge in her tone.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18 
Thursday January 26th, 2017 8:33:02 PM

{ooc: just a post to say all leveled up}

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Thursday January 26th, 2017 9:37:06 PM

Jozhur stands with his mouth agape for a moment. Not sure what to think of Reggie's comment, he smiles and mostly ignores it for the time being.

"Let's just all take Zeoll's tour, we will stop by the Harbormaster. I will arrange for a meeting with the Captain's council, at least Clyde and Zeoll should accompany me."

He sighs at Bralin's apparent issue with sailing, "Yes, we do sail quite a bit. No worries, I didn't know a thing about sailing when I started with the Lionfish. And yes, we carry plenty of rum, though ale is more my taste."

DM Dan K - Home sweet home 
Thursday January 26th, 2017 11:42:06 PM

The group welcomes the warmth in each of their own ways and soon Zeoll sets up a very ambitious tour of just about everything. The Cold that had been pouring through the rift is fading relatively quickly. Without the breech, the warmth of Bonetown is quickly melting any ice that remains. Within a day, none would ever know.

The group starts to split with Cyde thinking of heading to the council, but it dawns on the older residents that the Captains council is not exactly an official thing. The captains get together when a captain sends a request and then only some feel like it and show. It's not like there is a place to go to meet a council, they are, after all, ships captains. Depends on who is in port as to what kind of council would even be assembled and again, a ships captain must initiate it.
And so Clyde joins the rest.

The party hits all the spots and one of those being the HarborMaster. The tale is fascinating and all, but he cuts you a bit short as he has a few other concerns and daily work to get done. 'But always good to see the LionFish. Welcome home.'

Goodie Bess is a bit more impressed and involved with the story. Ancient Powers and such is right up her alley.

Eventually the group is back at Port House and enjoying a celebratory dinner. Is it after dinner and the party is in full relax mode with evening drinks when your hackles rise. The senses of seasoned adventurers who are ever on alert, regardless of their surroundings, leap to life. Heartbeats pass in silence. Then a few more.

She simply steps into being, into the center of room and the power that you can feel flowing with her, is a bit more than simply unnerving. Clad in dazzling battle armor, trimmed in pure white fur with her long golden hair pulled into a braid that cascades down her right breast. Frigga'Isa of the Ice Vein stands before you. "Well met again Black Lions of Bonetown."

(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 
Friday January 27th, 2017 1:03:52 AM

"Greetings, Frigga'Isa. Thank you for your assistance. What brings you to Bonetown?"

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 139/139, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 3/28, channel 1/5) 
Friday January 27th, 2017 10:38:29 AM

"Welcome, and please do join us. I hope it's not too warm here - the ice wine I brought back should be cold, and the brothers may appreciate learning how to appreciate it from a true native."

Zeoll (Cayzle) (AC26; HP62)  d20+7=13 ;
Friday January 27th, 2017 11:32:59 AM


Zeoll bows and listens respectfully. He had not thought to meet this being again. Besides, it is no trivial task to travel between continents. The Big Float has based its whole economy on being able to do that. He wonders here if some kind of divine dimensional magic is in play.

Knowledge Planes 13.

Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 
Friday January 27th, 2017 12:11:45 PM

In response to a feeling that makes his hackles rise there in Portside House, Rill will stand and cast Detect Evil, followed by Detect Magic. Later, when Frigga’Isa appears, he uses Deathwatch to determine if she is living or an undead spirit - or neither. Rill knows the Ice Vein is well outside the range of the simple Teleport spell he is able to cast.

He will bow low to the apparition, “Greetings Frigga’Isa. You are indeed welcome here. You appear differently than when we last saw you, dressed now for battle. What has brought you from that cold mountain where last we met to this far away isle?”

In contrast to his words, Rill is tense at her sudden appearance, ready to reach for divine power to protect this group if need be.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 24--HP99/99 
Friday January 27th, 2017 4:42:33 PM

Header update for level 12. Never updated my HP for level 11, oops. Jozhur is good to go now.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99 
Friday January 27th, 2017 4:43:25 PM

Update again.

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Friday January 27th, 2017 5:08:31 PM

Tishe' is with Rillet; immediately using her innate Detect Magic opposite the cleric in order to cover ground twice as fast. When Frigga'Issa appears, the sorceress is so startled she falls over the couch backwards! Sheepishly, she grins at the Spirit. "I'm all warped up, sorry."

"What brings the herald of Ice Vein to Bonetown?"

(MikeK)Bralin AC32 / T14 / FF29 CMD 29 - HP 141/141   d20+9=28 ;
Friday January 27th, 2017 7:01:27 PM

Bralin continues to eye the ship, and then Reggie speaks up.

The dwarf's head turns, and regards her.
"Your challenge is accepted," he replies formally.

But, they are off, and eating and drinking is delayed until evening.
Bralin launches into full-on buffet-mode, concentrating on anything out of the sea. He's about three plates into the meal before the room silences and the apparition they're calling Frigga'Isa appears.

His new comrades respond, although the warrior notes, with approval, preparations are underway.

He glances about, seeking confirmation that all is as it appears to be.
[Perception 28]

---
Spell List Highlight to display spoiler: {
0 – Detect Magic, Detect Poison, Purify Food and Drink, Stabilize
1 – Comprehend Languages, Divine Favor, Shield of Faith (x2), Identify (d)
2 – Align Weapon, Find Traps, Lesser Restoration, Soften Earth and Stone (d)
3- Invisibility Purge, Stone Shape (d)
}


Clyde (Riki) -- AC 23, Touch 13, Flat 19, CMD 30 -- HP 78/84 -- +10 F/+15 R/+13 W 
Friday January 27th, 2017 10:55:15 PM

Clyde enjoyed the tour, and the company, and was in general good mirth. All was going well and lulling to a quiet end, when Frigga'Isa of the Ice Vein appeared. Clyde's first thought was that he had drunk too much, a natural reaction that lasted all of a split second before the snapped to his feet, hand going straight to his sword handle. It didn't matter who it was, he wasn't about to be unprotected at an intrusion like this.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18 
Saturday January 28th, 2017 8:10:35 AM

Reggie had begun to enjoy the food. a real meal that she was familiar with. she had missed some of this.

not to say that the other place had bad food. its just sometimes you like what you're used to. It didn't take long until Frigga appeared, almost like her thoughts were being scryed upon.

"Sorry" almost silently passes her lips as she wonders if she can actually insult people in her thoughts.

DM Dan K - Home sweet home 
Saturday January 28th, 2017 4:54:43 PM

The group quickly composes themselves, several defensive spells are cast, but most become at ease when they register who is there. She nods and smiles back to the group as each greet her. "When one travels to a new land, I believe you should try and look your best." she says in reply to Rillett. As Tishe recovers herself, Frigga'Isa lets a small laugh escape. "My apologies for putting you to such a state Tishe and really Reggie, to miss one's home is quite understandable. The Wold holds many wonders to see, hear and taste, but home is always and should always be home. Else, why stay?"

Bralin scans the area as she moves about the room and all of his senses simply acknowledge that she is there right where everyone thinks she is.

Rillett's Deathwatch detects nothing.

The tall strong woman of the Ice Vein takes a few steps and picks up a glass from a nearby table and then gestures towards a chair. "Mind if I sit." and does so once anyone confirms that she may.

"A fine home you have."

Zeoll cannot put his finger on what might be transpiring either. One thin is certain, as Frigga'Isa physically interacts with the environment, what he has come to believe as a Power of the southern continent is standing not 5' from him.

"I have come at the request of Mjolka'Frodr. It seems you have managed to impress the Witch of Burfell and that is no easy task. She pauses to take a small drink from the glass and with a smile continues, "While she would not go so far as to name you Wunjos she did make it known to me that she and the elders of Ice Peak wished to convey a token of their friendship. And so in short I have to present you with a few gifts of the Ice Vein."

She stands and takes a small coffer from her side and sets it upon the table. "The contents and the coffer are yours to keep and I wish to offer you a small gift as well. A rememberance of my land." Frigga'Isa walks over to the entry to the storage room and touches the wall. Crystalizing upon the wall is a shadow box and within is an elegant and infinitely detailed sculpture of a mountain made of snow. An inscription of ice upon the outside of the Shadow box reads Mt Burfell She looks at it a moment and then turns. "Also know you are each welcome in the Ice Vein, now blooded by the men and women of Ice Peak." She smiles at each of you looking for a soul glancing moment and then is simply gone.

The coffer upon the table is made of rich spruce and smells of pine, inlaid with silver about the hinges and closure.points. It has no latch or lock and simply opens as a music box might

Inside, you discover an extra dimensional space with the following
2 pair of Boots made of white leather and fur, likely Worg.
A Scimitar crafted of a strange blue white metal that is almost painfully cold to the touch. It very much resembles the blade Kayra carried in Ice Peak
A bracelet of woven snow with 6 small charms upon it.
An acorn sized blue diamond.
A silver flask, one for each of you with your names engraved upon them, yes including Bralin. Each is filled with Ice Wine and you can feel the cold emminate from the flask when opened.
A small leather pouch for each of you containing 2,000 platinum pieces

Technical details of treasureHighlight to display spoiler: {
2 sets Boots of the Winterland- Value 2,500 each
Scimitar that acts as bastard sword +2 cold iron - proficiency and feats for either weapon type work with this blade- Value 10,370
Bracelet of Friends- Value 19,000
Blessed ice diamond. can cool 5 gallons to 50 degrees instantly 7/day - Value 7,500
Silver Flask - Value 500; contents Ice Wine - Potion of Restoration - Value 1,400
2,000 platinum
The Coffer acts as a Type IV Bag of Holding- Value 10,000
Being Blooded means that you are no longer considered outsiders with respect to the affects of the cold and environmental skill penalties of the Ice should you ever return You are considered natives.
}


DM Dan K  
Saturday January 28th, 2017 4:57:01 PM

My last post here, well probably. I wanted to thank you for allowing me to join you, even briefly, on your adventures here in Bonetown. Kathy, as you know, will be stepping in on Monday. It has been fun for me and I hope for you as well and I will see you all about the other boards.

As Kathy levelled everyone just a bit ago, I am forgoeing mentioneing any experience.

I would like to gift a Hero Point to each of you. You all played out the cold and conflict with the environment quite well and that was part of the drudgery and point of many of the scenes and posts. Again, thanks and good luck on the rest of your adventures

DM DaN k

Zeoll (Cayzle) (AC26; HP62) 
Saturday January 28th, 2017 9:01:37 PM

OOC: Thanks Dan! A great adventure!

AC 19/ 19/ 17. CMD 15 HP 91 /91/ 1 NL Tishe' (SteveK)  
Sunday January 29th, 2017 7:19:12 PM

OOC: thanks Dan!

Tishe' gives a nod and thanks Frigga'Isa. "Give my thanks to the Witch of Burfells, the gifts and friendship will warm my heart."

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