| DM-Phil |
The night passes uneventfully for the group; it seems like the cold moves in even more in the night; if it weren't for the fire so nearby to you, you have no doubt that you would be in serious danger of frostbite.
Conditions are now "severe cold." Every in-game hour I will be rolling Fort saves for the group to try and stave off the chill weather. Those of you with the Survival skill can aid in those checks, so I'll roll for that, too. In the meantime, aside from the bitter cold, the night passes uneventfully. If you want to look them over, rules for cold exposure can be found here.
| Wildir |
Wildir serves up deer kabobs with a feral grin on his face!
The secret ingredient was fairy dust!
The next morning Wildir rises shaking off the snow and muttering incoherently as he rakes his claws down a couple nearby trees and draws on natural powers. praying for spells- 2 endure elements, spark Without comment he casts endure elements on Drew trusting the dwarves and himself to better endure the freezing weather. He arranges his furs and offers survival advice to those that would listen.
survival: 1d20 + 8 ⇒ (12) + 8 = 20
that will give everyone a +2 fort save against the cold weather.
| Yurli Ironbeard |
Yurli wraps himself tightly in his furs as he meditates over his spells, muttering under his breath about, "Bloody weytha."
As the group prepares to break camp, Yurli moves about the group chanting in an old, slow tongue that rumbles off the tongue with a sound much like rocks grinding. As he does this, he moves his fingers about each of the your chests causing a bright rune to appear.
"That'll 'elp um wi' t' parky," he explains. "It's eur simple rune, sa let uz when when theur start gerrin parky agin, 'n ahl redoa it."
Casting Resistance on the group. +1 to all ST's for one minute. It's a cantrip so I'll recast it every hour to buff our Fort vs cold saves. Wildir, anyone who wishes to resist the spell it' a DC 13 Will save.
Trelck Stonesoul
|
Also keep in mind that I have ER 2 [Cold] as far as determining any issues I would have...which seems to be in general agreement on the boards as "not much" but YMMV
Trelck offers a deep breath to the chill air and offers a giant stretch. Ah this is in my bones. Much like the stone of our people this chill is what my family knows!
| DM-Phil |
Getting back on the road, or at least what road there is, the group finds the going a little slower than they might otherwise prefer, the snowdrifts sometimes making it take a while to pick your way through.
After what you would expect was about a mile of travel and just over a half-hour of time, you come upon an oddity in the trail There ahead of of stands a pile of snow shaped like a man as children might make in more northern climes. Leaning against this oddly placed construct is a wooden sign that reads "Trespassers Turn Back". Currently the snowman stands about thirty feet in front of you and just beyond it you can see a frozen river that cuts the trail.
| Yurli Ironbeard |
Yurli grumbles incoherently in Dwarven. He waves his hand before him hoping to detect any arcane fluctuations.
Casting Detect Magic. If we go on for the full three rounds without being attacked by something, here's my check to identify: 1d20 + 7 ⇒ (5) + 7 = 12
Yurli agrees with Sondergang. Nothing important here.
| DM-Phil |
Despite having it's head knocked off, once Wildir approaches within ten feet of the snowman, a voice comes from the snowman's head, the speech made even more odd by the portion of the snowman's head that is missing due to Wildir's rock.
"Can't you read, ya blockhead?! The sign says turn back! Now get lost!!"
| DM-Phil |
With the others moving past the snowman, all remains quiet. But then...Drew approaches to examine the construction, a horrible scream erupts from the snowman!
The cacophony of sound assaults Drew's senses, strong enough to actually cause him physical harm.
Sonic Burst damage: 1d8 ⇒ 4 Sonic damage to Drew and stunned for 1 round.
The scream triggers another reaction as the snow where you came from suddenly rises up, forming a creature that seems like a humanoid from the waist up and a snake from the waist down, the entire creature having a decidedly icy palor. Nearby, a second of the same creatures rises out of the snow. They both burble menacingly, the sound reminiscent of a flowing creek.
Combat start. Surprise round: Two small ice elementals use move actions to rise from the snow and close to within ten feet of Drew.
Drew Initiative1d20 + 3 ⇒ (19) + 3 = 22
Sondergang Initiative1d20 ⇒ 9
Trelck Initiative1d20 ⇒ 11
Wildir Initiative1d20 ⇒ 16
Yurli Initiative1d20 ⇒ 10
Elementals Initiative1d20 - 1 ⇒ (12) - 1 = 11
Combat order: Drew, Wildir, Trelck, Elementals, Yurli, Sondergang. Drew, you're stunned and can take no actions until next round. Wildir, you're up!
| Wildir |
Round 1
AC: 13/15, hp: 13
Wildir whirls about at the racket and dropping his sling charges an ice creature with his spear.
Spear: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
damage: 1d8 + 6 ⇒ (1) + 6 = 7
bah. don't think I can crit an elemental :(
also note, I should have a +1 on initiative.
| DM-Phil |
Gaah. If you'll note I only did the initiative bonus for Drew. When I was copy/pasting the initiative rolls I forgot to go back and add everyone's initiative bonus in after his. My bad! Fortunately for me, Wildir and Drew are the only ones who has an initiative bonus. So...yeah. Doesn't change the turn order.
| Wildir |
Gaah. Fortunately for me, Wildir and Drew are the only ones who has an initiative bonus. So...yeah. Doesn't change the turn order.
No worries. Just making sure that you saw my Init bonus. So are you just going to roll for Trelck and the Elementals as they are next in combat?
| DM-Phil |
Yeah, given Devon's situation I think I'll roll for him until he returns to us.
With a raging battle cry, Trelck charges forward, his wickedly sharp axehead raised above his head before he brings it down hard onto the same ice elemental attacked by Wildir!
Charge: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d10 + 3 ⇒ (2) + 3 = 5
Though damaged further, and clearly feeling both of the blows, it is not yet brought down, and it raises it's icy fist to bring it down on the dwarf who dealt the last hit.
Attack: 1d20 ⇒ 5
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 plus1d3 ⇒ 1 cold damage
The second elemental, meanwhile, makes a beeline straight for Drew, attempting to shove him backward onto the frozen creek!
Bull Rush: 1d20 + 2 ⇒ (8) + 2 = 10
Fortunately for the Halfling, the attempt meets in failure; the elemental gurgles in surprise at it's inability to move Drew, leaving it open for a counterattack!
Drew, AoO against the elemental, followed by Yurli, Sondergang, and Drew.
| DM-Phil |
Yurli, his spells refreshed, casts Magic Missile against the elemental that the Trelck and Wildir had damaged.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
The blow is enough, and the ice elemental gives a low, burbling cry as it slowly dissipates into the snow at it's feet.
Elemental is dead. Second elemental is hit by Drew's attack. Trelck, you're up! And I'm really glad to have you back, by the way.
| Wildir |
... and me, no?
Combat order: Drew, Wildir, Trelck, Elementals, Yurli, Sondergang
Round 2
AC: 13/15, hp: 13
Surprised that he is still standing in combat, Wildir charges in attempting to send the errant ice cube homeward. Instead he slips in the snow in a most unheroic manner and ends up NOT standing in combat.
Uff da.
Spear: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
damage: 1d8 + 6 ⇒ (6) + 6 = 12