| Kelgar Frostbeard |
Kelgar narrows his eyes at the ice mephit as his cheeks flush with the exertion in the cold climate.
"Ye'll nay get away tha' easy again this time!"
Kelgar continues his judgement of smiting to enable his weapon to count as magic against DR.
Waraxe (sickened, flanking): 1d20 + 3 - 2 + 2 ⇒ (17) + 3 - 2 + 2 = 20 for 1d10 + 2 ⇒ (3) + 2 = 5
And he'll 5ft step as needed to enable the "flanking dance" for himself and/or his allies against the mephit.
Kelgar Status:
HP: 18/21
AC: 19 (T 11 | FF 18)
Spells:
1st (3/day); Cast so far: 0
Abilities:
Judgements Left: 1/1
| Cearb |
Sorry about all the "draw' confusion, but worrying about where to flank at a late hour left me confused on other issues. But I did learn with 2-W Fighting you can draw two weapons at once....will definitely remember that one, so thanks.
Cearb stabs again and readies a second blade to finish the job.
Flanking MW dagger attack -> 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Flanking MW dagger damage -> 1d3 + 1d8 ⇒ (1) + (5) = 6
Status 20/21 hp
| DM - Voice of the Voiceless |
Unwilling to risk a shot into the increasingly cluttered melee, Hilde puts aside her bow and strides forth with blade in hand...
Hilde: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for 1d8 + 4 ⇒ (1) + 4 = 5
...though the mephit eludes her attentions.
Bastagar's knobbly bludgeon similarly does not mark flesh, but Caerb scores a glance blow along the mephit's flank. Again the flesh proves hard to mark and only a thin line of blood is left behind.
Kelgar and Olaf have better luck, their strikes opening significant wounds upon the mephit.
Just Halfhand to round out the round.
Action Tracker (Round 3): Hilde, Bastagar, Caerb, Halfhand, Kelgar, Olaf, Ambusher,
| Hilde Alfborne |
I apologize for missing a round. Took two tests today. Did well on the first, was part of the pack who did poorly on the second. The second test has been curved in the past, but I dislike counting on someone else to pass a course. I will try to catch the next round.
| The Halfhand |
We're probably better off trying to grab it and then cram it into a sack or something than outright kill it with damage.
The Halfhand manages his spell this time, though the acid merely grazes the creature as it sails through the air.
Acid Splash: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Damage: 1d3 ⇒ 1
Spell Failure 10%: 1d100 ⇒ 94
| DM - Voice of the Voiceless |
Halfhand's conjured caustic splatters the mephit, but the damage is soon healed over.
The mephit itself draws inward before looking to the heavens and calling out in the gurgling liquid tongue of the plane of water...
Concentration: 1d20 + 5 ⇒ (1) + 5 = 6
...but the press of foes jostles the planar creature and it's call is lost.
Action Tracker (Round 4): Hilde, Bastagar, Caerb, Halfhand, Kelgar, Olaf, Ambusher
Essentially you're all flanking the poor outnumbered soul.
| Bastagar Swiftthicket |
Cast Defensively (DC 17): 1d20 + 5 ⇒ (18) + 5 = 23
Shocking Grasp: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 3d6 ⇒ (1, 5, 2) = 8
Bastagar will take a move action to draw out his spare sack (provokes), attempting to grab the creature as an afterthought. He seems as surprised as anybody at the loud bang and cloud of steam as his fingers graze the Mephit's icy hide.
| Olaf Eriksson |
Fair enough, I won't complain about that :-)
Olaf is momentarily surprised when Bastagar electrocutes the mephit, but recovers quickly, and takes a swing...
MW Cold Iron Greataxe: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 for 1d12 + 6 ⇒ (9) + 6 = 15 Cold Iron Slashing damage.
| Cearb |
"Die already you dirty imp of an icicle."
Flanking MW dagger attack -> 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Flanking MW dagger damage -> 1d3 + 1d8 ⇒ (1) + (8) = 9
Second flanking dagger attack -> 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
confirm
Second flanking dagger attack -> 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Flanking dagger damage -> 2d3 + 1d8 ⇒ (2, 2) + (1) = 5
| DM - Voice of the Voiceless |
Slow trudging through the still falling snow is all that entertains you for another couple of hours... monotonous white and chill screening out the natural green of the landscape...
| Kelgar Frostbeard |
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
"Alright lads. Best ye stay frosty - somethin' knows we're comin' it's way. We wouldn't want to step into a trap after tha' ambush."
Upon spotting the clearing again, the dwarf grunts and mumbles through his beard.
"There's a clearin' up ahead. Perhaps th' wee ones can take a quick look from afar?"
| Bastagar Swiftthicket |
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Stealth: 1d20 + 11 ⇒ (1) + 11 = 12 yowzah
Bastagar nods weakly, icicles hanging from his moustache. "St-st-tay frosty. Yes."
He creeps along the trail, approaching the clearing.
| Cearb |
perception -> 1d20 + 7 ⇒ (8) + 7 = 15
stealth -> 1d20 + 9 ⇒ (17) + 9 = 26
Cearb creeps past Bastager and whispers, "Wight-One, your joints crack like kindling, show some care so we might take thems unaware, whoever thems be."
| The Halfhand |
The Halfhand keeps his crossbow at the ready, following a little behind the gnomes.
Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
| Hilde Alfborne |
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Stealth: 1d20 - 5 ⇒ (2) - 5 = -3
Hilde draws her bow and stays far back from the others, not wishing the sound of her significant armor to give them away. The fight will last long enough for her to catch up, they always do.
| DM - Voice of the Voiceless |
As you sneak down the path with varying levels of success, you get a better view of what lies within the clearing. Four low igloos stand just within the clearing and nearest to you. The North East flank of the space is bound by a bare earthed hill-face, which has a large cave entrance within it. Large footprints can be seen in the snow tracing a path between the cave entrance and to the West.
The clearing also opens up to the Western side... to a sight that draws all of your attention. Shielded by bough and snowfall earlier... it is clearly in your view now. A bank of quill-like icicles spear outward in a ring, seemingly grown from a heavy sheet of ice covering the ground. A second ring of giant icicle-shaped monoliths stands inside the outer ring, surroundind a swirling cylindrical vortex easily ten feet in diameter. Icy winds and driving snow blast from the vortex, seemingly birthing the wintry weather that has gripped the Grungir.
Next to the portal, on the Eastern edge of the icicles lies a large black, dead tree trunk. The snow in the clearing is deep, a few feet in some places and the howling wind and snow from the portal cloud his vision somewhat making it difficult to see at distance. You are filled with a sense of portentious unease...
As you regard the clearing... your reverie is interrupted when a thumb sized stone falls from the sky towards Bastagar...
Thunderstone: 1d20 + 8 ⇒ (16) + 8 = 24
...striking the wight-gnome across the cheek. It crumples and bursts with an earshattering explosion of sound and fury, the primal noise tearing at the eardrums of the scouting gnomes...
DC 15 Fort save or deafened for 1 hour - for both Caerb and Bastagar.
It's on the map - but is 10ft off the ground.
Caerb and Olaf can read the above spoiler with a Perception check of DC 15 this round.
I just want to re-emphasize, all squares are heavy snow - that take 15ft of movement for each square (reduced as normal by snowshoes).
There is also heavy snow, and high wind.
Hilde: 1d20 + 2 ⇒ (6) + 2 = 8
Caerb: 1d20 + 5 ⇒ (19) + 5 = 24
Bastagar: 1d20 + 3 ⇒ (2) + 3 = 5
Kelgar: 1d20 + 1 ⇒ (13) + 1 = 14
Halfhand: 1d20 + 8 ⇒ (15) + 8 = 23
Olaf: 1d20 + 2 ⇒ (8) + 2 = 10
Action Tracker (Round 1): Caerb, Halfhand, Kelgar, ??, Olaf, Hilde, Bastagar
| Kelgar Frostbeard |
Round 1
Kelgar frowns at the deep snow, believing with some certainty if he were to wade down towards the winged creature, he'd be up to his ears in the cold icy embrace of the snow.
Narrowing his eyes, his beard whipping in the wind, he attempts to gauge the affect of the weather on a potential arrow.
He shares his optimism with the others nearby, his voice loud to compete with the snow and wind.
"Ah'm sure this'll go well..."
Knowledge (to identify creature): 1d20 + 5 ⇒ (6) + 5 = 11
(arcana, nature, planes and religion are all +5)
"Looks like th' earlier one, but somethin's a wee bit diff'rent."
Shambling forward, he plants his spear in the packed snow, unstraps his bow and decides to test his aim in the weather.
Longbow (cold iron arrow): 1d20 + 2 ⇒ (6) + 2 = 8 for 1d8 ⇒ 8
If DMPC'ing is needed this weekend, Kelgar would eventually consider using magic if that's easier in the weather, or the creature has DR that is not cold iron.
| Cearb |
Fort Save -> 1d20 + 3 ⇒ (14) + 3 = 17
Perception -> 1d20 + 7 ⇒ (8) + 7 = 15
Cearb will move closer to the ice imp, one hand has his dagger, the other is on his satchel. He will draw out a small item.
Move to R-11 and draw item.
| The Halfhand |
"More faerie trickery!" the wizard growls. "There'll be others not far behind."
Knowledge (All): 1d20 + 9 ⇒ (18) + 9 = 27 +1 Arcana/Nature
The Halfhand moves forward as he readies a spell. He fixes the faerie in his sights, sucking in a deep breath of air before launching a wad of caustic spittle at the creature.
Idenfify creature, move t12, cast Acid Splash.
Acid Splash: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d3 ⇒ 2
Spell Failure 10%: 1d100 ⇒ 42
Edit
Acid Splash: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d3 ⇒ 3
| DM - Voice of the Voiceless |
As Caerb advances, Halfhand kens the flying creature to be an Atomie tainted by winter as were the sprites encountered earlier. It can hide it's form even when watched intently and shares the sprite's resistance to normal blades... but even then, this one seems somehow more than would be normal.
The caustic spittle flung from Halfhand's mouth sears the atomie upon the side, burning deeply into flesh. Moved you to S,12 to get near enough for the spit (due to atomie's elevation).
As you watch, the blackened tree stump next to the portal convulses and swells - it's form rapidly changing from that of a tree to a large and grotesque looking jotun... a troll. It narrows beady black eyes and calls out in a deep voice "Hommlestaub... what comes?" the words answered by a thin reedy high-pitched voice that cuts through the air "Those that killed Izoze..." before he licks his finger and touches it to his temple - vanishing from sight entirely.
The troll pulls a small earthen jug from his pocket, tossing it into his mouth and crunching through the clay to imbibe it's contents. A brutal looking boar spear is then drawn from his back and held at the ready, the troll eyeing off the encroaching gnomes hungrily.
Action Tracker (Round 1): Caerb, Halfhand, Kelgar, ??, Olaf, Hilde, Bastagar
Action Tracker (Round 2): Caerb, Halfhand, Kelgar, ??, Olaf, Hilde, Bastagar
| Hilde Alfborne |
I don't know if Hilde was wearing her snowshoes. She definitely has a pair and if the snow has been this thick, she probably should have been wearing them. Please let me know if my math is wrong or if I make some other mistake. She is going to run in a straight line.
Hilde runs forward, movement 4 sq x 3 = 12 sq. Each square = 3 sq, halved for snowshoes so 1.5 sq. 12 / 1.5 sq = 8 squares. A straight line and a full round action then puts me in R10 with one square left over. Ahead of Cearb, but with my bow still drawn at the end of Round 1. If that is accurate, I'll decide what to do once I see how things are laid out on my next turn.
The sight of the giant Jotun fills Hilde with dread. Leaping forward, she runs as fast as she can to interpose herself between the two gnomes and the giant creature.
| DM - Voice of the Voiceless |
Snowshoes work to reduce the penalty by half, not the overall movement unfortunately. Which means that with the shoes the snow just takes 2 squares per square.
Also, running isn't an option when there is difficult terrain involved - so I'll revise Hilde's intent down to a double move instead.
However with the trail still being normal terrain, and only the clearing in deep snow - Hilde can still just make R,10 with the move. Yes, I may have fudged the math just slightly, but Rule 0 applies
Hilde slogs through the snow and puts herself in harm's way, just ahead of her gnomish companions.
| The Halfhand |
"A troll!" the Halfhand says, stumbling back slightly. But what kind? The Halfhand takes a moment to try and recall what breed this one might be, and what weaknesses it would have... And whether or not we stand a chance against it.
Knowledge (Nature): 1d20 + 10 ⇒ (8) + 10 = 18
| Bastagar Swiftthicket |
Bastagar, nearly waist-deep in the snow, cries out in horror as the Halfhand confirms his fears. He claws desperately at the slow, as if trying to will it out of his way so that he can run to the treeline, but as Hilde rushes in front of him he seems to take heart. He reaches into a pouch on his belt, caking his fingers with congealed black blood, and with a great leap smears it across her brow, the chill in her blood seeming to intensify.
Casting echoes of the first world, Hilde has Fast Healing 1 for 10 rounds. Hopefully with her lay on hands she can stand toe to toe with that thing. And Bastagar has a trick up his sleeve for the atomie as well...
| DM - Voice of the Voiceless |
Olaf slogs through the snow himself as Bastagar anoits Hilde.
Halfhand regards the troll and tries to recall what he knows... fragments of knowledge filtering through. It is trow by blood, and is able to heal grievous wounds unless scarred with flame. It's stature gives it great reach, and it is wickedly strong.
Action Tracker (Round 2): Caerb, Halfhand, Kelgar, ??, Olaf, Hilde, Bastagar
Still have an action left Halfhand.
| Kelgar Frostbeard |
Round 2
Kelgar continues his slow advance through the deep snow (move to S,13) while reaching into his quiver for another arrow.
"Ach! Should'a gotten shoes fer all o' us. Or perhaps a witch t' change th' weather for our benefit."
Narrowing an eye, he tries to better time his aim against the winter-touched sprite.
Longbow (cold iron arrow): 1d20 + 2 ⇒ (12) + 2 = 14 for 1d8 ⇒ 5
| The Halfhand |
"Fire will be his bane," the wizard says, staring across the snow. "It will be the only thing that ensures its death!"
The Halfhand will push through the snow, trying to find cover behind the snow hut. Growing frustrated, he shifts into shadow form, blinking a small distance before sinking into the snow once more.
A large shape shifts through the underbrush in the corner of his eye, watching silently. Soon.
Double-move to s9, blink to s8
| DM - Voice of the Voiceless |
Caerb and Halfhand advance as Kelgar looses an arrow into the blank spot with the snow that the winter touched creature stood... before it faded from sight. His speculative shot is not met with any sign that could be interpreted as success.
The troll strides forth across the snow with a grace that belies the deepness of the drift and it's bulk. It's feet barely sink into the white powder and it is unhindered as it crowds beside the igloo and sets spear against approach. "Come down the path to Teb..."
The wind carries the sound of chanting upon it, the voice of the unseelie fae that threw the stone of thunder intoning words of dark intent.
1d20 + 20 ⇒ (19) + 20 = 39
Action Tracker (Round 2): Caerb, Halfhand, Kelgar, Unseelie, Olaf, Hilde, Bastagar
Action Tracker (Round 3): Caerb, Halfhand, Kelgar, Unseelie, Olaf, Hilde, Bastagar
| Kelgar Frostbeard |
Round 3
Kelgar pauses briefly in his sniping of falling snow to consider a more practical approach to the threat at hand.
"Eat some snow ye blasted troll!"
Acid Splash (ranged touch): 1d20 + 2 ⇒ (9) + 2 = 11 for 1d3 ⇒ 3
Kelgar gives the others a wink and a nod.
"Tha' should bring 'im t'wards us, now eh?"
And move to S,12
| Cearb |
Seeing the approaching Trow as he ducked into hiding, Cearb drops his Tanglefoot Bag back into his satchel and instead pulls out his last Fire Flask. He cracks it against the side of the ice hut hoping to open passage to the interior.
MA retrieve new flask, Free drop previous item, SA smash flask....hopefully opening path through for next round.
Really debated this, but overcoming the lack of mobility (too long to move around igloo) and the pinch point the troll is about to occupy (he will likely move between the igloos and block all flanking), outweighs the single use of fire on the troll...I hope.
| Bastagar Swiftthicket |
Bastagar will pull a small charm from his belt (as scroll of glitterdust, DC 13), and suddenly the falling snow begins to shimmer with an eerie light. Bastagar will cast his spell centred on the corner of O9 and P8, hopefully catching the troll and the atomie in its radius.
Caster Level Check (DC=4): 1d20 + 2 ⇒ (17) + 2 = 19
| Hilde Alfborne |
Hilde activates her Smite Evil on the troll and charges square O-9 once the area is glittering.
"Beat back the cold and
let no fear cloud your sight.
Raise shields, strike true,
they'll dine in Hell tonight!
Swing at troll: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 5 ⇒ (8) + 5 = 13
Confirm critical: 1d20 + 9 ⇒ (17) + 9 = 26
Swinging with all her might, Hilde cleaves a large chunk of flesh out of the troll with the ancient Ulfen blade.
We always simply doubled crit damage although I'll be happy to roll it if you like. I believe this hits the troll for a total of 26 damage which ignores damage resistance. She also has an armor class of 23 against the troll but not the Atomie