
Nic. |

By the time Nic staggers back down into the cavern, he's nearly incapable of movement due to the wracking shivers. He grins weakly, "Forgot my coat."
He throws on his cold-weather gear, followed by his backpack, then sits blowing warm breath into his cupped white hands as he stays near Dakvor and their shared safety-ring. "So, Vorik. Tell me about these estates… they have heating? Some big, raging furnaces, perhaps?"

GM Levi |

With everyone safely below deck (or as they will be), Ria slams the door shut, and locks it, securing her crew and you below deck, safe from the blizzard outside.
Even below deck you can hear the crackle of frost instantly forming on the deck, and the snapping of various parts of the sky ship as the wood contracts too quickly. You feel the ship speed up as it is pulled into the vortex between worlds, and the portholes break as the pressure changes, filling the cabin with a rush of freezing air! Through the portholes the winged ice creatures begin to crawl! Darius, ready for action, notices the attack - and attacks first! (Play your readied action as you will)
Ice Mephits Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
The roar of the portal's suction and the freezing air startle you all. Snow is blowing into th cabin - making it difficult to see! (But granting you and your attackers concealment!)

Nic. |

So should we be rolling for initiative? (if so, 1d20 + 8 ⇒ (15) + 8 = 23)
Also, I don't think teh conditions of Nic's readied action have been met, as no one is in danger of falling off the ship. Unless you're willing to be really lax with how readied actions are triggered, I'll just lose the action... and i'm fine either way. It's the nature of readied actions, imo.

Dakvor Damashek |

As expected given the circumstances, Dakvor's bolt shot went wild but as Breland's folk wisdom would say through the mouth of the famous fictional (though some scholars may contend him being fictional) Beggar Daine,
"When you're already in the pits, you'll feel you can do anything! . . . "
" . . . coz it's dung if you do and dung if you don't anyway!"
The half-orc can't help but smile as he remembers hearing first those quoted words from a drunken sailor in one of the taverns of Cliffside in Sharn.
Then the captain decided to ride out the magical storm below deck with everyone and advised everyone to brace for what seem to be an inevitable crash.
However as the winged creatures started crawling through the cabin accompanied by a cacophony of snow blowing through the broken portholes, Dakvor felt that even an airship crash for the group isn't as simple as just dropping down from the sky. The group as fates would have it demands that they even have a nice litte fight before crashing down!
"No rest for the wicked, indeed, Darius!"
Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Then to no one in particular and with a sigh of acceptance and resignation, the young half-orc monk quips,
"Well as Beggar Daine would say: 'It's an Ogre's Choice for you --- Die fast or Die slow'. But Dagger take the damn ogre, I say! Not today, not today, no."
Well, the ogre's choice is from dragonlance actually :) Anyway if Dakvor can attack right away with his initiative, he'll do so.
Unarmed attack on nearest winged creature to Dakvor: 1d20 + 6 ⇒ (2) + 6 = 8
Damage roll: 1d8 + 3 ⇒ (8) + 3 = 11

GM Levi |

* indicates who's action it is.
NPC Initiative Rolls:
Kaius 1d20 + 8 ⇒ (10) + 8 = 18 (Improved, Dex, Gear)
Captain Ria 1d20 + 4 ⇒ (8) + 4 = 12 (Dex, Gear)
Crew/Til1d20 + 2 ⇒ (3) + 2 = 5 (Dex)
Readied - Darius - [___]
23 - Nic - [FORFEIT]
18 - Kaius - [Unable to Attack]
17 - Vorik [Detect Evil/Hostile]
12 - Ria - [Unable to Attack]
*09 - Ice Mephits - [___]
08 - Dakvor - [Unarmed Strike (failed)]
05 - Crew/Til - [___]
00 - Bones
00 - Darius
Ria holds her body against the door, slamming it with her shoulder to keep it from breaking in on the cabin, the wind and snow whistling through the cracks and crevices. As the mephits of Risia begin to crawl through the portholes, Dakvor and the crew strike at them. Three mephits have managed to enter through the broken windows. Dakvor's punch and kick miss the living ice sculptures, while the crewmen slash at the monsters with daggers better suited for cutting rope 1d20 + 2 ⇒ (4) + 2 = 6, failing to knick the strange creatures. Til swings out with his frying pan, grim determination on his face 1d20 - 1 ⇒ (1) - 1 = 0, but instead fumbles the pan in his hands and hit his knee cap on the down swing, inflicting 1d4 - 1 ⇒ (3) - 1 = 2 some pain to himself! The mephits strike with icy claws at the nearest members of the party, Dakvor, Vorik, and Til:
*Attack on Dakvor - 1d20 + 5 ⇒ (18) + 5 = 23, easily cutting through the monk's simple clothes and gear, dealing 1d3 + 1 ⇒ (3) + 1 = 4 points of damage to the half-orc!
*Attack on Vorik - 1d20 + 5 ⇒ (9) + 5 = 14, failing to penetrate his metal armor.
*Attack on Til - 1d20 + 5 ⇒ (15) + 5 = 20, cutting through his cold weather gear, and dealing 1d3 + 1 ⇒ (2) + 1 = 3 points of damage. Til cries out in agony as the freezing claws cut into his flesh!
Vorik's magic tell him that the creatures are both evil, and hostile to the party. Which is obvious, now that the blasted things scratched his polished armor!
* indicates who's action it is.
Readied - Darius - [___]
23 - Nic - [FORFEIT]
18 - Kaius - [Unable to Attack]
17 - Vorik [Detect Evil/Hostile]
12 - Ria - [Unable to Attack]
09 - Ice Mephits - [Attack/Move]
08 - Dakvor - [Unarmed Strike, failed]
05 - Crew/Til - [Attack, failed]
*00 - Bones
*00 - Darius

Garish "Bones" Boulderdash |

Bones readies(not readying an action) himself for the combat that is to come.
Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Attack(with Axe end) roll if they come down stairs: 1d20 + 10 ⇒ (11) + 10 = 21
Damage 1d8 + 8 ⇒ (3) + 8 = 11

GM Levi |

Bones readies(not readying an action) himself for the combat that is to come.
Initiative: 1d20+4
Attack(with Axe end) roll if they come down stairs: 1d20+10
Damage 1d8+8
Bones, prepared for the monsters to break through the door, instead finds them breaking through the port holes! He turns and slashes his large ace down on the mephit near Dakvor, cutting deep into the wretched creature! The mephit shakes off 5 points of damage (DR 5/Magic), taking a total of 6 points of damage.
Readied - Darius - [___]
23 - Nic - [FORFEIT]
18 - Kaius - [Unable to Attack]
17 - Vorik [Detect Evil/Hostile]
14 - Bones - [Attack, Hit]
12 - Ria - [Unable to Attack]
09 - Ice Mephits - [Attack/Move]
08 - Dakvor - [Unarmed Strike, failed]
05 - Crew/Til - [Attack, failed]
*00 - Darius

Loche |

Initiative 1d20 + 1 ⇒ (15) + 1 = 16
"Cursed if I know. The things ain't natural and part of my prevue. Talk to a wizard if you want to know on creatures from other planes. They're the ones always messing with the natural balance like taking an innocent elemental and binding it to the core of this ship."

Vorik Kessler |

"May Dol Arrah guide my strikes and may The Fury cause them to cut extra deep!!" Vorik's whole body glows with the same silvery golden light, though his blade is tinged with red. He then attacks the icy little beast who just tried to cut through his armor.
Activating Smite Evil, then attacking. 1d20 + 11 ⇒ (12) + 11 = 23 Smite attack 1d8 + 6 ⇒ (7) + 6 = 13 Smite damage, plus 2 if its an outsider with the Evil subtype. Attack overcomes all DR too. Also AC goes up by +4 to 28 vs this Mephit only.

GM Levi |

* indicates who's action it is.
*23 - Nic - [___]
18 - Kaius - [Move/Holding Door]
17 - Vorik - [Smite Evil/Attack]
*16 - Loche - [___]
14 - Bones - [___]
12 - Ria - [___]
09 - Ice Mephits (3) - [___]
08 - Dakvor - [___]
05 - Crew/Til - [___]
*00 - Darius
___
-Mephit nearest to Bones/Dakvor - 12 hp
-Mephit nearest Vorik - 18 hp
-Mephit near Crew/Til - 18 hp
Assume that you may strike any of them (move/attack), due to the small size of the cabin.
___
After Darius concludes his action in this chaos, Nic follows. (Just moving things along, we'll pop this action in when you post! :) )
At almost the exact same time, Kaius, moves up the stairs to hold the door with Captain Ria. His added weight helps greatly, but the rush of snow from under the door and through the cracks still clouds the air in the small, 20 foot wide cabin.
Vorik, swinging his masterwork longsword down on the nearest monster, smashing it to pieces with his righteous blade! The mephit howls in pain, like the wind on a cold Karrnathi night, for little is left of it after Vorik's attack!
-Mephit nearest to Bones/Dakvor - 12 hp
-Mephit nearest Vorik - 8 hp
-Mephit near Crew/Til - 18 hp
Assume that you may strike any of them (move/attack), due to the small size of the cabin.

Loche |

"I may not know what these creatures are but by the spirits I am a Child of Winter and I know how to fight the cold...with Fire"
Standard Action to cast spell Flaming Sphere and move action to direct the Flaming Sphere at one of the Mephit. Range is 100'+40'. Each round it can move 30'. Reflex Save to avoid DC of 17. Light is shed as a torch. Damage is 3d6 Fire 3d6 ⇒ (2, 1, 1) = 4

Garish "Bones" Boulderdash |

Bones switches his grip on the Urgrosh to allow for two attacks, attacking the same one as before if it is alive. If it dies before my turn he 5 foot steps to the nearest one that is alive.
<He looks over at Vorik, and the creature he just defeated>
"Bah, you won't outdo me."
Attack(activates trait)
1d20 + 10 ⇒ (11) + 10 = 21
Damage
1d8 + 7 ⇒ (6) + 7 = 13
Attack
1d20 + 8 ⇒ (7) + 8 = 15
Damage
1d6 + 7 ⇒ (6) + 7 = 13

Nic. |

Nic switches tactics, taking a half-step away from the little ice creatures as he begins a strange chant. "Little icy demons stop. And then Nic will make you POP!" At the word 'pop', his white fist rushes forward, two pale glowing orbs streaking out in spiral path toward the mephit not engaged with Vorik or Bones.
5' step away from teh mephits (if it's available in the tight space).
Magic Missile against the mephit near crew/Til - 2d4 + 2 ⇒ (1, 1) + 2 = 4.
Damn this rocking ship! Nic thinks as his focus is affected, weakening his attack.

GM Levi |

Nic releases his orbs of energy from his fist, and while he curses his lack of focus, the bolts of arcane energy cut into the outsider, distracting it from Til and the crew.
Loche's summoned ball of fire startles the crew, and make Captain Ria shout in anger, but upon seeing it's effectiveness, they relax a touch. The sphere of flame rolls into the nearest mephit 1d20 + 5 ⇒ (9) + 5 = 14, which is standing next to the crew, dealing it 6 fire damage (vulnerability, damage+50%). Bones and Dakvor smile, as the threat of an attack from the outside fades as the fire melts away the monster! To cement the monster's banishment, Bones slams his axehead down onto the creature, shattering it into a thousand icy pieces! For a moment, Bones doesn't see a Mephit, but a Valenar Elf, as he has a flashback to the War. His aim was true. Bone's next attack further pulps the outsider, as his flashback fades back into reality...
The remaining two creatures breath an mix of snow and ice on those closest to them: Til and Vorik! The Mephit nearest Til unleashing its breath, and the snowy cone of freezing air also could catch Nic (Reflex 13 for half damage, 1d4 + 1 ⇒ (2) + 1 = 3 cold damage). At this moment the other remaing outsider does a similar attack with its brerath weapon on Vorik (Reflex 13 for half damage, 1d4 + 1 ⇒ (4) + 1 = 5 cold damage). The icy air 1d20 + 4 ⇒ (7) + 4 = 11 catches Til full on, making him suffer 3 point of damage from the freezing air.
Til, angered and cold, takes yet another swing with his frying pan 1d20 - 1 ⇒ (3) - 1 = 2, missing the monster due to his inexperience fighting.
Snow still rushing in the cabin, and each of you notice that when the snow hits the mephits, they reform, healing any cracks! (Mephit have Fast Healing 2 in environments below freezing.
-Mephit nearest to Bones/Dakvor - DEAD
-Mephit nearest Vorik - 10 hp
-Mephit near Crew/Til - 16 hp
Assume that you may strike any of them (move/attack), due to the small size of the cabin.
* indicates who's action it is.
*23 - Nic - [Magic Missle, Hit]
18 - Kaius - [Move/Holding Door]
17 - Vorik - [Smite Evil/Attack]
16 - Loche - [Flaming Sphere, Hit]
14 - Bones - [Attack, Hit]
12 - Ria - [Holding Door]
09 - Ice Mephits (3) - [Breath Weapons (2)]
*08 - Dakvor - [___]
05 - Crew/Til - [Crew stand back, Til Attacks]
*00 - Darius

Vorik Kessler |

1d20 + 4 ⇒ (13) + 4 = 17 Reflex Save
"Your cold can not harm one who worships The Devourer!" Vorik shouts as he strikes the same Mephit again.
1d20 + 11 ⇒ (14) + 11 = 25 Smite Attack 1d8 + 10 ⇒ (8) + 10 = 18 Smite Damage
I misread the Smite Evil ability. I thought it said that if it was an Outsider with Evil subtype the first attack deals +2 damage. That's wrong however, the first attack deals +2 damage PER LEVEL, hence the increased bonus.
Also, Levi, the Ice Mephit's breath weapon causes those who fail the Reflex save to be sickened for 3 rounds.

GM Levi |

Also, Levi, the Ice Mephit's breath weapon causes those who fail the Reflex save to be sickened for 3 rounds.
Thanks for catching that. :)
Vorik's attack decimates the outsider, leaving little left to fight! The only mephit that remains is next to poor Til!
-Mephit nearest to Bones/Dakvor - DEAD
-Mephit nearest Vorik - DEAD
-Mephit near Crew/Til - 16 hp
Assume that you may strike any of them (move/attack), due to the small size of the cabin.
* indicates who's action it is.
*23 - Nic - [___]
18 - Kaius - [Holding Door]
17 - Vorik - [Smite Evil/Attack]
*16 - Loche - [___]
14 - Bones - [___]
12 - Ria - [___]
09 - Ice Mephits (3) - [___]
*08 - Dakvor - [___]
05 - Crew/Til - [___]
*00 - Darius

Dakvor Damashek |

The ensuing battle in that cabin inside that storm-tossed airship held Dakvor in awe as he beholds the magical skills and martial powers of his companions put the ice creatures at a defensive.
The young half-orc monk though is well aware that putting the creatures in the defensive is not enough as he observes and painfully feels the danger they are in.
He quickly moves toward the one attacking the halfling Til after his companions quickly dispatches the winged creature he missed hitting with his bare hands.
Dakvor executes a kick towards the creature as he reaches it from across the cabin
Unarmed attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Nic. |

Reflex 1d20 + 4 ⇒ (5) + 4 = 9.
The cold rocks Nic back on his heels, but he responds with some more of his own magic as two more spiraling white orbs fly towards the remaining ice creature.
3 points of damage. 17/20. And fatigued?
Magic Missile 2d4 + 2 ⇒ (2, 1) + 2 = 5.

GM Levi |

Dakvor's attack misses the monster!
Nic is caught in the mephit's icy blast, and takes 3 cold damage. He suddenly feels tired (fatigued).
Loche directs his fireball into the last remaining mephit (Reflex Save)1d20 + 5 ⇒ (10) + 5 = 15, and it hits the creature with full force, melting it into a puddle on the floor of the cabin.
An eerie silence comes with the conclusion of the scuffle. The only sound is the howl of the snow coming through the broken portholes and the screams of the icy wind outside the ship. Outside the round windows you can make out nothing but snow and ice. You appear to be miles above ground. At least, to you, it appears to be ground...
What would you like to do?

Nic. |

Even as the refreshing wave of healing washes over Nic, he watches the supposed paladin carefully, trying to keep his concern from his features. You catch his discomfort if you can hit a sense motive DC of 1d20 + 12 ⇒ (15) + 12 = 27. >:D
Dol Aarah? The Devourer? I'm going to have to keep my eyes on this one.
Nic forces a smile as he begins digging through his pack, pulling out a very fresh-looking wand. "Next time we need to administer non-emergency healing, feel free to use this... save those refreshing bursts of yours for when we really need them."
Nic has a full wand of Cure Light Wounds we can use to heal up out of combat for a while. If anyone's not full on hp after that Channel from our pally friend, he can use the wand on you. Go ahead and roll the dice, and just let me know how many charges to deduct.

Darius Kirisallin |

Darius pushed away from the wall, rubbing blood from his eyes. He had taken a nasty trip coming down the stairs and had slipped out of consciousness. Swaying groggily he hurries to an empty bucket and begins throwing up noisily. "Damn stairs..."
I seem to spend half of my time apologizing for my absences. This is unacceptable. I am very very sorry. I will endeavor to not disappear again without prior warning.

GM Levi |

Til and the crew smile as their wounds are healed by the paladin's energy.
Ria, slumping down on the door, makes an exasperated sigh, "I'm not sure. That rift manifested mighty fast. And from the monsters and snow, I would say that we're not in the Mror Holds anymore. We'll have to go up top and see how everything is. I have a feeling we're not safe anymore."
The blonde-haired captain then orders her crew to check the chamber housing the elemental, a few to go up top, a few to cover teh broken portholes with whatever they can find, and tells each of you to hold tight to the life rings yet. The crew do as they are ordered, and in a few minutes a pair return from the main deck, baring news that the elemental ring has been damaged and is most likely unrepairable. The also state that the weather has not gotten better, despite the vessel's improved stability.
"This would have never happened in that cell." Kaius mumbles, looking at each of you with a cockeyed smile. He seems surprisingly calm considering all that just happened.
Just as you are about to collect your wits, the ship rocks again, and you feel as though the whole airship has been launched forward. The tables rocks and slide the altar tips over and everyone is rustled about (DC 25 Acrobatics to stay standing).
"HOLD TIGHT!", Ria yells. As she says this, you hear a massive crack, there is a rush of heat, then a blast of cold, and then more snowy wind -- from every direction! ... (Perception Checks, please)

Garish "Bones" Boulderdash |

Bones seems to be lost in thought
Perception check:
1d20 + 6 ⇒ (5) + 6 = 11
I can't make that check even with a nat 20
While trying to find source of the temperature changes it seems the sudden rocking of the ship catches Bones off guard, and he ends up on his back.

Nic. |

Nic laughs at the one-prisoner, "Better a day of adventure than a lifetime of bore--"
His words are cut off as he's thrown forward, his leg slamming into a nailed-down cabin chairs, and only barely hanging onto the ring he and Dakvor share.
Acrobatics 1d20 + 2 ⇒ (3) + 2 = 5.
Perception (using my new handy-dandy trait bonus) 1d20 + 1 ⇒ (9) + 1 = 10.
"What in the name of all that makes the Flame holy was that?!"

Dakvor Damashek |

Hearing the rescued prisoner's quip, Dakvor can't help but retort back. Desh's bloodied body is still fresh in the monk's mind. But before he could open his mouth, the airship suddenly jerked violently!
Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
The young half-orc monk still managed to remain standing despite the onslaught of heat, cold, shaking not unlike an earthquake, and with Nic tumbling down beside him while still holding on to their life ring.
"What indeed, Nic! Hope your leg's all right, though. That was a nasty toss we just got! Was such a toss one of the interesting ones the captain has shown you before?"
"Hmmm, and what's with that fire & ice weather?"

Vorik Kessler |

1d20 - 1 ⇒ (16) - 1 = 15 Acrobatics attempt
Vorik attempts to stay standing, and while he sort of pulls it of, all he manages to do is stumble and fall on his butt. He peers around, trying to figure out what in the Hells is going on. 1d20 + 0 ⇒ (16) + 0 = 16 Perception
"What in the name of the Nine, Six and One is going on?!"

GM Levi |

As the airship careens, the crew and captain all hold on to the rings. You all shut your eyes to block out the blinding snow, and Dakvor and Vorik focus on their surroundings. The snow is not snow at all - but ash! ... as they make this realization, you once again feel the ship speed up, this time descending, as a mist begins to accompany the ash and snow into the cabin. Ria opens the door, and begins to crawl out, trying to stay low, she waves for you all the follow her example, as Til and Kaius do.

Loche |

Acrobatics (Loche needing 20) 1d20 ⇒ 8
Perception (Loche) 1d20 + 14 ⇒ (2) + 14 = 16
Acrobatics (Beetle has 6 legs for +8 vs Trip and similar knock downs) 1d20 + 10 ⇒ (10) + 10 = 20
Perception (Beetle) 1d20 + 4 ⇒ (9) + 4 = 13
Loche goes tumbling and finds his companion coming soon after.
"Get off me you overgrown horsefly."

GM Levi |

As you all clumsily follow the captain to the deck with varying degress of success, you realize that you have exited from the icy plane and have now returned to the material plane. Exactly were is not known to you, as your mind can barely process what happened and the chaos around you is distracting, but far below you can make out the scarred landscape of a world wrapped in a dead-gray mist.
"We have to jump! The ship is going down, and you don't want to be aboard when the elemental breaks free! On three, cut the strings on the rings and jump!" yells Captain Ria over the howl of the wind and angry fire elemental.
"1..."
"...2..."

GM Levi |

Of course. :)
As you all fall at an alarming rate away from the ship, the rings suddenly activate, granting you all the effects of a feather fall spell. Only moments after you jump from the ship, the elemental ring snaps off and the ship falls from the sky. Ash mixed with snow fills the air, and the gray mists you took note of on deck begins to surround you and your companions.
As you land on the ground - safe for now, you take in your surroundings. Dead, warped trees are in every direction, and the strange gray mist fills the air as far as you can see, clinging to the ground. The moon's light barely penetrates the haze.
The ship comes down about 100 feet, nothing left but burning rubble. The elemental is no where to be seen, and bits of debris from the ship still fall from the sky.
You take a few moments to gather your wits. What do you do?