Lay of the Sluagh Sídhe - a Reign of Winter PbP (Inactive)

Game Master Mark Sweetman


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Minor Crab-beast

Indeed - you are able to complete your rest unhindered, and are left ready for venturing forth.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Kelgar watches as the Halfhand collapses, too slow to realize what is happening until the wizard has dropped into the soft snow.

Absentmindedly, he responds to Bastagar, eyes focused on the Halfhand before he leans down to pick up the wizard.

"T' many winters fer meh likin'."

After finding little physical injury to determine the source of the collapse, with a grunt and newly found strength, he makes his way to the warmth of the campfire and sets him upon his bedroll, tucking him away for warmth with the practiced motions of a father.

"Best ye git a good night o' rest. This Pale Tower don't sound any sunnier than this spot."

Before drifting off to sleep of his own, Kelgar cleans and sharpens the edge of his axe and fondly remembers the brief time he shared with Olaf, making a promise to himself to avenge the young skald upon whatever evils lurk within the icy tower.


Minor Crab-beast

Your sleep is fitful and filled with dreams of antiquity blessed by the black rider's mantle settling in upon you. Nothing of them can be remembered when you awake, but in your gut there is a yearning to move through the portal... and onwards to what destiny might await.

Stepping past the threshold?


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Once camp is packed and the gear stowed, Kelgar does a full circuit about the "portal", sniffing the air like a pair of dogs circling one another.

Meeting the eyes of the others, he finally shrugs and grunts as he heaves his axe to his shoulder. Closing his eyes, he takes a deep breath, clearly visible in the cold air before sighing and stepping into the breach.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

The Halfhand awakes in a cold sweat, his memory of the previous day somewhat muddled. He hastily gathers his belongings, glancing about at the sleeping forms of the others before he begins his daily spell preparations.

He performs his usual rituals, renewing the energy stored in his shield runes.

Cast Endure Elements.

As the sun rises proper, he timidly joins the others as they gather around the portal. He speaks nothing of the events of yesterday, but is clearly rattled.

"This is it, then." he says, scratching at his neck. His eyes continually dart back and forth, and he glances over his shoulder as if checking for some unseen pursuer.

Strangely, he doesn't seem to have any hesitations about the portal itself, following Kelgar into the whirling energies as if meandering down a quiet street.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Cearb rocks beside Hilde. He is sitting and biting on his knuckle...hard, to keep himself from waking the Princess to hurry her along. No calling out or poking her would be welcome...so he waits impatiently...for he knows the Hut awaits.

When it finally seems she might be close to awaking, he rises and prepares for the day, donning his ample Yeti Cloak, his newly red cap, and lacing his large boots.

He will be ready to pass through when Hilde is ready to go.


Minor Crab-beast

Approaching the swirling vortex that is spewing ice and snow forth you feel a strange sense of both finality and anticipation. With an intake of breath you step across the threshold... and find yourself elsewhere. The transition was swift, a brief absence of sound and light followed by a forceful tug upon your body before you phase back into reality. The portal is now at your back, and while you are within a forest... it is not the Grungir.

The air around you is even colder than where you left, and it gnaws away at any exposed flesh. Breath solidifies into plumes of steam and the wind and snow blows on and on. Looking around you find yourself alone on a forested hillside. In the distance you see faint lights that might betray civilization.

Survival DC 15:
The weather betrays that a blizzard is building... you need to find shelter, and swiftly.

Hilde:
As you step through the portal, a sense of foreboding settles upon you... this place is steeped with the taint of the unseelie court. It has no effect upon you apart from a pervasive sense of unease, but you know in your heart that this is not safe ground.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Survival -> 1d20 + 5 ⇒ (19) + 5 = 24

Cearbs small voice calls into the wind, "This will get worse before it gets better, the wind says much snow is on the way, it will bury us and freeze us, we need to find shelter before that happens."

Not exactly the picture of health this morning...with sleep and a boost in CON Cearb is at 5/23 hp


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde awakens and finishes her preparations for the portal. She casts Lay on Hands on Cearb three times.

lay on hands x3: 3d6 ⇒ (5, 2, 4) = 11

"Tainted ground this surely be,
I feel it deep within my bones.
Be careful what thee do or say,
fey magic's here, but not our own."


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Don't forget Bastagar can contribute to out of combat healing too. I have four spells a day, so I can cast my fast healing spell a few times for 11hp a casting b efore Hilde uses her lay on hands. Has Hilde been healed? Was anybody else wounded?

Before departing, Bastagar will creep toward what remains of Olaf's possessions, scavenging his coins, ioun torch, snowshoes, grappling hook, 100ft of silk rope and flint and steel. He picks up the mirror, letting out a fearful shout, dropping it clattering to the ground. "Bastagar does not steal from dead men. It leaves something behind, yes. We trade, like they does in Grungir-court." he stammers, producing a turnip from his rucksack and placing it at the skald's feet, spinning three times and tapping his wooden staff on the hard-packed ground. With one last warding gesture against his comrades angry spirit, he hastily follows the others through the portal.

Shivering as they make their way through the portal, Bastagar draws his furs tighter around his skinny frame. "Does it see the lights? What magic is that, lady Hilde?"


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I'm sorry, I've been so busy I forgot about Hilde's hit points.

Hilde will use her Heal skill on all others in the party before resting at the camp with the trow. She cannot use it on herself and so has the 11 hit points in her profile.

Heal: Cearb: 1d20 + 3 ⇒ (11) + 3 = 14
Heal: Bastagar: 1d20 + 3 ⇒ (20) + 3 = 23 Success: heal +2 HP from resting
Heal: Kelgar: 1d20 + 3 ⇒ (10) + 3 = 13
Heal: Halfhand: 1d20 + 3 ⇒ (14) + 3 = 17 Success: heal +2 HP from resting

Hilde will accept a fast healing from Bastagar if he has one available, leaving her at 22 hit points.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Survival DC15 (for spoiler): 1d20 + 7 ⇒ (10) + 7 = 17

Kelgar tugs his furs closer and sniffs at the air, a worried look on his tired eyes as they gaze at the grey clouds above.

"Ach, what ill luck we 'ave. A blizzard be comin' soon. Best we find tha' tower, or somewhere else t'ole up. N' soon."

The old dwarf does a quick circuit of the forest, hunting for tracks that might indicate the presence of locals or animals that would be returning to some shelter to weather out the coming storm.

Survival (for shelter): 1d20 + 7 ⇒ (15) + 7 = 22


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Aid Ather for finding shelter ~ Survival -> 1d20 + 5 ⇒ (8) + 5 = 13 making Kelgar's 22 a 24

Cearb scurries about looking for a suitable den that might fit the group.


Minor Crab-beast

Given the severity of the weather coming in, you're not certain that a handmade temporary shelter would endure the magnitude of storm onrushing. Judging the perceived distance to the lights or what might be a town far off... you'd wager you should be able to make it to them assuming you get moving now.

You're now in severe cold - could everybody tally up their modified (pre-Survival bonus) Fortitude saves vs cold for my reference?


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Fort (+Cold Weather Outfit): 1d20 + 5 ⇒ (16) + 5 = 21


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Just a reminder, Kelgar has the Surface Survivalist recial trait, which means he treats cold climates as one step less severe. I believe that should mean he doesn't have to make saves, yet?


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde has +8 Fort save and cold weather outfit. She also has 5 cold resistance.

Fort + cold weather outfit: 1d20 + 8 + 5 ⇒ (20) + 8 + 5 = 33


Minor Crab-beast

Kelgar - correct, save is still required for you, but once an hour rather than once every 10 minutes.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

I think the Halfhand is nice and cozy behind his Endure Elements spell.

"Even my magic won't hold for long in weather like this. I say we chance these lights." He points towards the dim glow in the distance. "Give the locals a warm northern greeting."


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Oh! The cold weather outfit adds +5, so Bastagar should be at 24


Minor Crab-beast

Setting off through the burgeoning storm the party finds it hard going. The lights of the town in the distance keep you on the right track, but heavy snowdrifts drag at your legs and make each step seemingly heavier than the last...

I'm communalizing the fort saves to prevent the need to roll a metric ton of d20s... Kelgar only needs to take the first.
Fort Save 1 - DC 15: 1d20 ⇒ 18 easy save
Fort Save 2 - DC 16: 1d20 ⇒ 7 Cearb and Bastagar: 1d6 ⇒ 4
Fort Save 3 - DC 17: 1d20 ⇒ 4 Cearb and Bastagar: 1d6 ⇒ 3
Fort Save 4 - DC 18: 1d20 ⇒ 15 easy save
Fort Save 5 - DC 19: 1d20 ⇒ 7 Cearb and Bastagar: 1d6 ⇒ 2
Fort Save 6 - DC 20: 1d20 ⇒ 1 Cearb, Bastagar and Hilde: 1d6 ⇒ 1
Note that if you have non-lethal damage from the environment you are fatigued until it's healed.

...an hour after you begin and the chill is ravaging the short ones among you... seeping beyond the skin driving deep into your bones. Those not inured by fae blood or gifts of wintry high art begin to struggle slightly more to keep a pace... but still your spirits are kept reasonably high.

It is then that you see a shape forming out of the wintry haze ahead of you... human shaped... though it's head seems slightly large for it's size...

Snjórinn:
This is your cue - long story very short is this:
Dreams, portents... nightmares would be more apt. Long has your night been plagued with scenes macabre with black riders and chicken footed huts striding through the dark pursued by wintry witches and wolves of white. Very little do you remember upon waking... except a gut-wrenching truth that the black rider needs your help... and somehow that the Great Crone's safety is in jeopardy.

For seasons the crows of Crowtop had been your near companions... the superstition surrounding them serving to keep the jadwiga and peasantry both from your side. Thus you have been able to hone your craft in relative solitude within the Hoarwood. But the dreams have awakened a wanderlust and you head Eastwards - towards the fringes of the wood... near to a town you know as Waldsby.

Days you have travelled, cold and wary - but for some reason untroubled by wildlife... until today. The night bore a particularly vivid dream, which bore new characters... a princess whose hair was a halo of flame, a maimed man whose shadow was longer and wider than his form, a gnome whose cap dripped scarlet blood, a withered gnome whose eyes shone with the deadlight of the wisps and a dwarf... solid and stout at their sides. When you awoke, the sussurrant whispers of your mask confirmed find, ally, rider, black, the keys, THE KEYS.

So you set off in a rush... but now you find yourself being stalked by something... large and terrible you have caught but glimpses in the distance... and then out of the driving blizzard snow... come five silhouettes...

Hopefully that ties in with your background fairly well and gives you enough to work with?


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
DM - Voice of the Voiceless wrote:
...an hour after you begin and the chill is ravaging the short ones among you... seeping beyond the skin driving deep into your bones. Those not inured by fae blood or gifts of wintry high art begin to struggle slightly more to keep a pace... but still your spirits are kept reasonably high.

Hilde stops after the first hour, not having realized how hard the two gnomes have had it. Removing her cold weather clothing, she passes it to Cearb. Additionally, she removes her snowshoes from her pack and gives those to Cearb as well.

She then hoists Bastagar onto her shoulders and sets off once again.

DM - Voice of the Voiceless wrote:
It is then that you see a shape forming out of the wintry haze ahead of you... human shaped... though it's head seems slightly large for it's size...

Shortly after stopping, she sees the giant-headed humanoid in the snow. Letting Bastagar down, she drops her pack move action and draws her bow stnd action, although she does not fire.

"What manner of man
do mine eyes now see?
If in peace thy comest,
then in peace we shall be.

The dangers of this land
my mother's blood shows to me,
explain yourself quickly now,
or I've an arrow to give to thee."


Minor Crab-beast

Just a short aside - the non-lethal is healable by magical means, but won't start dissipating on it's own until you get inside somewhere warm.


Male Skin-Walker (Fanglord) Sorceror(Crossblood[Draconic, Orc]/Tattooed Sorceror) 1 (HP 9/9) (AC 13/13/10) (CMD 11) (Fort +2, Ref +3, Will -3) (Init +3) (Perception +5)

Heh. Well, technically, you could not shoot this round, as you already used your full complement of actions ;-)

A tall, humanoid figure looms out of the whirling snow; dressed in warm clothes, with a fur-lined cloak of black and white feathers blowing behind it, it is clearly unarmored, but far from unarmed - a large axe rests easily in a harness across its back.

What at first seemed to be a an over-sized, horned head proves to be a large, horned wooden mask, constructed of ebony, and inlaid with paler woods, as well as bone, in patterns reminiscent of ritual scarification; there is something deeply unsettling about the mask, but almost impossibly, it is the wearer's eyes which truly draw attention - two pits of warm yellow light, like flickering flame.

At Hilde's words, the figure stops, cocks its head to one side, and then lets out a deep, throaty laugh, before speaking in a raspy voice, picking its words carefully, like one unused to speech.

"Be careful whom you threaten in this land, little one. The Jadwiga have many eyes, ears, hands, talons and claws at their command, and whilst they may engage in petty factionalism, outsiders that try to join in the great game tend to attract more attention than they would like.

As for this one, he means you no harm, provided you put down that bow, and threaten him no more. This one is following a call; he has been troubled by dreams of late - Grandmother is lost, and her children are fighting; the Gift is weeping, and the Riders are missing - the Keys must be found."

The figure turns to regard each member of the party in turn.

"He saw you; he was warned - the pale princess with the hair of flame; the half-man surrounded by hungry shadows, who's own shadow grows ever larger; the young one that chases his father's legacy, with boots of iron, and a cap dripping with color, oh so red; the old one, long in winters, who has succumbed to the final winter, and survived; and the bearded one, solid and staid, kin to the warm earth and stone... Yes, he knows that he needs to look for you... You are the first Key... and now you are found."


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Kelgar's got a high enough Sense Motive, that I'd think he would be able to feel enough trust for Snjorinn from the plainness of his words.

Throughout Snjorinn's introduction, Kelgar maintains a worried look at the lights in the distance.

"Tha's all fine n' dahn-dy, but we best be savin' our chit-chattin' til we git somewhere a wee bit warmer, eh?"

Shambling up closer to the lone figure.

"Now, tha' town out there? What d'ye know o' it?"


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Sorry, slow on the uptake this weekend. I JUST finished refinishing the last of the 100 year old floors in my house....Now I get to go out a do all that fall yardwork that I ignored.

Cearb has Endure Elements from the Yeti cloak, so unless it is below -50 he is ok from the saves, I believe. Retcon, Hilde should be nursing Bastigar. Cearb is a small snow-colored lump pushing through the snow-colored snow. [/ooc]

"He knows much of us, so aye, if he knows wheres we can get out of the snow, I will follow, but I remember the last cabin in the snow did not offer us comfort." Cearb keeps a hand on his knife all the same.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde's eyes flash briefly (detect evil) before she slings her bow atop her shield across her back. Leaning down, she once again picks up Bastagar, trying to give the gnome some of her warmth.

"Thee can explain thyself
as we seek out yonder light.
My kinsman be freezing fast
and day gives ground to night."


Male Skin-Walker (Fanglord) Sorceror(Crossblood[Draconic, Orc]/Tattooed Sorceror) 1 (HP 9/9) (AC 13/13/10) (CMD 11) (Fort +2, Ref +3, Will -3) (Init +3) (Perception +5)

Snjórinn is no more evil than Cearb or Bastagar, for what it is worth ;-)

"He knows that place - it is the town of Waldsby. Be warned, though, that obvious outsiders such as yourselves will undoubtedly attract attention - the wrong kind of attention... but you can follow him there, if you want to."

The figure then turns around, and begins trudging off, before pausing, and saying, almost as an afterthought:

"This one should warn you that there is something out here; something large and terrible; and it is hungry."


Minor Crab-beast

As if on cue, within the swirling snow you hear the screech of something large and insectoid. It echoes and has no visible form to accompany it... but something is definitely there.

Hilde:
Your sight divine shows no taint of evil upon the newcomer.

Yep - sorry, Cearb is fine due to the cloak.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

The Halfhand's eyes widen at the sound, fruitlessly darting about in search of the source of the sound. It was a sound familiar to him, one he had heard many times, emenating from the shadowy multi-legged creatures of his nightmares.

"We must move." he says, quite insistently. "Quickly!"


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Kelgar continues trudging forward toward the light, and turns back briefly.

"Aye, ah-greed. If'n Waldsby's so in'ospitable, they perhaps ye've got somewhere nearby to weather th' storm then, lad...? Err, what should we be callin' ye?"


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

know nature (or dungeoneering w/+2) -> 1d20 + 4 ⇒ (17) + 4 = 21 what exactly is hungry?

Cearb plods along following Kelgar's wide path, his flint knife ready in his hand.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde sets forward toward the lights, Bastagar riding on one shoulder.


Male Skin-Walker (Fanglord) Sorceror(Crossblood[Draconic, Orc]/Tattooed Sorceror) 1 (HP 9/9) (AC 13/13/10) (CMD 11) (Fort +2, Ref +3, Will -3) (Init +3) (Perception +5)

The figure pauses thoughtfully when Kelgar poses his question.

"All things have a name, a sobriquet by which they are known. It has been a long time since he has needed one, but you can call him "Snjórinn". His home is far from here, but not as far as yours; when he needed to rest on his journey, he simply burrowed into the snow. Waldsby is probably your best option; you just need to be careful."


Minor Crab-beast

As Cearb has only heard it's screech and not laid eyes upon it... he cannot ken exactly what the creature is... yet...

You continue towards the lights and the storm deepens, snow falling thicker and wind biting. There may not be time enough to reach it before the blizzard heightens to fury. Ahead through the sleet you do spy the silhouettes of dog drawn sleds and what looks to be a stout shelter half constructed...

Looks like Cearb is taking up the rear?


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde takes up the rear with Bastagar on her shoulder. She has her shield on her arm, her bow on her back and her sword scabbarded on her back beside it.

Seeing how quickly the weather is turning bad, she will try to push on faster, forcing a march or even jogging if necessary.


Minor Crab-beast

Sorry for the delay, back on track now...

As you continue to slog through the snow towards the silhouettes of sleds and persons unknown, a insectoid monstrosity surges out of the snow behind you.

Initiative Block:
Manits: 1d20 + 3 ⇒ (19) + 3 = 22
Hilde: 1d20 + 2 ⇒ (7) + 2 = 9
Caerb: 1d20 + 5 ⇒ (13) + 5 = 18
Bastagar: 1d20 + 3 ⇒ (11) + 3 = 14
Kelgar: 1d20 + 1 ⇒ (13) + 1 = 14
Halfhand: 1d20 + 8 ⇒ (15) + 8 = 23
Snjórinn: 1d20 + 1 ⇒ (14) + 1 = 15

Action Tracker (Round 1): Halfhand, Mantis, Cearb, Snjorinn, Bastagar, Kelgar, Hilde

Mapski

Heavy snow on the ground - same conditions as the fight against the troll.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

"It's here!"

Knowledge (Nature): 1d20 + 10 ⇒ (1) + 10 = 11

Er... It appears to be some kind of boogin.

The Halfhand swings his crossbow up, taking aim at the creature. He breathes quick, shallow breaths - the creature little more than a blurry insectoid sillhouette to his eyes. For a moment he second-guesses himself, not entirely sure whether the creature is real or not.

He pulls the trigger.

Crossbow: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 ⇒ 2


Minor Crab-beast

Halfhand's uncanny reflexes with his crossbow serve him well yet again, as a bolt skitters off the hide of the beast, leaving a weeping crack behind.

The mantis screeches before surging forward through the snow to lash out at Hilde...
Pincer at Hilde: 1d20 + 8 ⇒ (3) + 8 = 11
...though it does not find her flesh.

It moved 10ft North on the map. Remember it's deep snow so to approach you'll draw an AoO.

Action Tracker (Round 1): Halfhand, Mantis, Cearb, Snjorinn, Bastagar, Kelgar, Hilde
Action Tracker (Round 2): Halfhand, Mantis


Male Skin-Walker (Fanglord) Sorceror(Crossblood[Draconic, Orc]/Tattooed Sorceror) 1 (HP 9/9) (AC 13/13/10) (CMD 11) (Fort +2, Ref +3, Will -3) (Init +3) (Perception +5)

Snjórinn calmly points a finger at the giant vermin...

"Sleep."

Slumber Hex - DC 16 Will save or fall asleep :-)

Regardless of the outcome, he calmly slogs forward.

Moving to F6.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Assuming Bastagar jumps off her shoulder before her move, Hilde draws her sword, takes a 5' step south and swings at the giant insect, scoring a possible hit on the beast's left arm.

Fighting Defensively: 1d20 + 3 ⇒ (12) + 3 = 151d8 + 3 ⇒ (8) + 3 = 11, AC 22.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Kelgar frowns as the mantis surges at the party.

"Always gotta be somethin', eh?"

Shambling forward in the snow, he unstraps his dwarven-made axe and begins closing the distance to the creature.

Kelgar wants to think on what he knows about this creature. Specifically, special attacks it may have. Guessing it would be a Nature check.

Knowledge Nature: 1d20 + 5 ⇒ (7) + 5 = 12

Kelgar will move ahead to H,8 and use his domain power to give everyone within 20ft a deflection aura for +2AC and +2CMD.


Minor Crab-beast

The masked man attempts to force his will unto the mantis... but his art finds no purchase and the insectoid creature rages on.

Kelgar knows the creature to be a giant preying mantis, but cannot recall specifics of any strengths or weaknesses it holds.

Hilde - just as a confirming check - you know that the step will draw an AoO?

Action Tracker (Round 1): Halfhand, Mantis, Cearb, Snjorinn, Bastagar, Kelgar, Hilde
Action Tracker (Round 2): Halfhand, Mantis


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

The step get an AoO because of the deep snow I assume? I have to get in close to hit it anyway so I'll take it now instead of later. Everyone else, please step up to take advantage if you can.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Round 1

Cearb plows through the snow following his Princess, drawing his second blade as he does so.

Double move to get close (E-10) , open to AoO.


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Bastagar will weave through the snow to H-9 as Hilde draws its attention, (presumably flanking with Caerb? If not I think Caerb can move closer?), curling his gnarled fingers into a claw and unleashing a wicked blast of white light at the creature's carapace.

Flanking Touch Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 ⇒ (2, 2) = 4 + Sneak Attack Damage: 1d6 ⇒ 3


Minor Crab-beast

Yep - AoO from the difficult terrain... though Cearb has provoked it for you.

As Cearb shambles through the snow, the mantis lunges with preternatural speed...
Claw: 1d20 + 8 ⇒ (15) + 8 = 23 for 1d6 + 6 ⇒ (2) + 6 = 8
Grab: 1d20 + 12 ⇒ (19) + 12 = 31
...the pincer scything through ribs and mantis lifting the small framed fae-touched clean off the ground as it's claw closes around his torso.
Cearb and Mantis grappled

Bastagar slips in close while the beast is distracted and his touch brings lancing pain.

Hilde's strike lacks conviction, but the focus of the beast upon it's newly won gnomish prize distracts it enough for the Summer fae to land a telling blow through chitin and carapace. Ichor leaks unto the snow as the mantis staggers... but does not yet fall.

Action Tracker (Round 1): Halfhand, Mantis, Cearb, Snjorinn, Bastagar, Kelgar, Hilde
Action Tracker (Round 2): Halfhand, Mantis

Just HH to go.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

The Halfhand snarls as he jams another bolt into the crossbow, lining up the shot once more. He shows no hesitation now, the creature's blood giving lending him conviction.

He roars, launching an iron bolt that grazes past Caerb and sinks into the creature's chitinous flesh. "Foul beast!"

Crossbow: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Crossbow (Confirmation): 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17

Damage: 1d10 ⇒ 2
Damage: 1d10 ⇒ 7


Minor Crab-beast

Yet another bolt loosed by the maimed one strikes exactly where it is aimed. Long days spent scrounging for scrawny hares in the tundra obviously having improved his aim. Despite the bolt sinking entire into the mantis' body - it still fights on.

Cearb is dropped unceremoniously into the snow as the beast rears up on hind legs. With full extension of it's form, it whips forward and a pincer makes a heavy swipe at he that wounded it so...
Lunge at Halfhand: 1d20 + 8 + 4 - 4 ⇒ (6) + 8 + 4 - 4 = 14
...chitin coated foreleg narrowly missing the mage, his habit of wearing armor having saved his skin in this instance.

Action Tracker (Round 2): Halfhand, Mantis, Cearb, Snjorinn, Bastagar, Kelgar, Hilde
Action Tracker (Round 3): Halfhand, Mantis


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Shillelagh, Flanking: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 ⇒ 4
Sneak Attack: 1d6 ⇒ 6

Bastagar, stumbling about in the snow trying not to be trodden on, grins as he sees his window of opportunity, brandishing his shillelagh and striking the creatures leg with a crack.

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