
Kalim Gudlavaletti |

scorching ray: 1d20 + 10 ⇒ (3) + 10 = 13fire damage: 4d6 ⇒ (2, 3, 2, 1) = 8
scorching ray: 1d20 + 10 ⇒ (18) + 10 = 28fire damage: 4d6 ⇒ (4, 6, 3, 5) = 18
scorching ray: 1d20 + 10 ⇒ (6) + 10 = 16fire damage: 4d6 ⇒ (1, 4, 1, 5) = 11
Kalim fires off some scorching rays at Grung's nearest foe.

Grungsdi |

He starts on the wounded on to the east then moves around, at the end he will 5 ft SE
Croaker: 1d20 + 26 - 4 + 1 + 4 ⇒ (5) + 26 - 4 + 1 + 4 = 32 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (7) + 12 + 8 + 4 + (1, 1) = 33
Croaker: 1d20 + 21 - 4 + 1 + 4 ⇒ (8) + 21 - 4 + 1 + 4 = 30 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (8) + 12 + 8 + 4 + (4, 2) = 38
Croaker: 1d20 + 17 - 4 + 1 + 4 ⇒ (5) + 17 - 4 + 1 + 4 = 23 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (10) + 12 + 8 + 4 + (5, 6) = 45
Headbutt: 1d20 + 14 + 5 - 4 - 4 + 1 + 4 ⇒ (8) + 14 + 5 - 4 - 4 + 1 + 4 = 24 for 1d4 + 2 + 8 + 4 ⇒ (3) + 2 + 8 + 4 = 17

Felicitas Sweetfingers |

Felicitas in this chaos stabs with her longspear.
Attack: 1d20 + 15 ⇒ (15) + 15 = 301d8 + 5 ⇒ (2) + 5 = 7
Attack: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 5 ⇒ (8) + 5 = 13
Attack: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 5 ⇒ (8) + 5 = 13

baldwin the merciful |

Desmond high steps and steps around several mounds of bones and ragged bodies. his eyes catches the shine of few baubles and items of worth.
Juju Zombies loot:
You find 13 +1 hooked Axes
13 inflict light wound potions
13 breastplate
13 javelins
13 clubs
Skeleton Loot
12 breastplate
12 heavy shields
12 +1 adamantine falchions
12 longswords
The remains of the wagons:
You will find three burnt chests that can be salvaged each has 50 Gp Value and a masterwork lock
17290 gp
26791 sp

baldwin the merciful |

Remember you are pretty close to Fentonville and this military assault was heading that way. I'm not saying Orctown isn't in danger or hasn't already been overrun that may have occurred, I'm simply highlighting that Fentonville appears to be endangered.
Also remember that little jaunt into the demishadow plane lasted longer - 30 days - than you had thought. It felt like a couple days but that is how the time warped.

Grungsdi |

ah I mixed fentonville and orctown in my head.
Let’s get to Fentonville.

Karnog Kegmeister |

"I've decided, I hate dealing with extradimensional magic. Summoning creatures is one thing, but going around and messing with time and the like, that's just not allowed!"
Karnog grumpily stomps with the rest if the crew towards Fentonville

Grungsdi |

Shame it couldn't have brought us back in the spring.

baldwin the merciful |

The blanket of snow eventually overtakes your group. You've journeyed into a whiteout.
I need everyone to make a perception check and survival check. Are you doing anything in particular to navigate the snow storm and remain together? I assume you each have some sort of spell to resist elements going on. Does anyone have snow shoes to walk onto of the snow?

baldwin the merciful |

Weather conditions rules: current Wind speed = severe (35 mph, -4 ranged, -4 skill check. tiny creatures blown away, small creatures DC20 strength and Fly check). Note the wind has picked up in intensity as you walked into the whiteout.

Desmond Aeros |

Desmond has a ring of resist cold (10) so he should be basically immune to the effects of the cold unless it gets really extreme.
"Hey!" Desmond shouts over the winds. "We should all tie off so nobody gets lost!" Desmond holds up his nice spider silk rope.
Suggesting we tie the rope around all of our waists.
Perception: 1d20 + 19 ⇒ (11) + 19 = 30 +7 vs traps
Survival: 1d20 + 1 ⇒ (13) + 1 = 14

baldwin the merciful |

Anyone else going to make a perception and survival check?
The sheets of snow blanket the sky and the wind cuts deep into yoru flesh. Kalim's eyes have dried out and his lids are nearly frozen shut. Meanwhile Desmond has general sense of direction but he has clearly lost trace of any creature he was following. The chill cuts through your gear.

Karnog Kegmeister |

Everyone has cold resist 30 from communal resist enery, Karnog cast it first thing when we came back.
"If we want to wait about 10 minutes, I can get rid of the majority of these problems. Of course, a teleport will get us out of the cold real quick."
1d20 + 26 ⇒ (9) + 26 = 35 perception
1d20 + 6 ⇒ (11) + 6 = 17 survival (untrained)

baldwin the merciful |

Felicitas eagle eyes continue to follow the direction of the horde that was heading North towards Fentonville. As you progress, she sees several large shapes in the distance somehow her eyes pick out their silhouettes in the blinding white blizzard.

Grungsdi |

Wizard, just teleport us there. This is boring!
1d20 + 15 ⇒ (2) + 15 = 17 percep
[dice]1d20+10[/dice[ survial

Nym Omriwin |

perception: 1d20 + 11 ⇒ (8) + 11 = 19 -4 if bright out
survial: 1d20 ⇒ 15
Nym wraps himself with his bed roll in a makeshift poncho way. As the wind picks up he pulls it a bit tighter, wishing he had something warmer.
if it's bright out Nym would have his smoked goggles on

Karnog Kegmeister |

"Fireballs to the Northeast! They are being launched towards structures, perhaps Fentonville itself. We must make haste there, follow me!"
Karnog takes hold of the rope and begins to move the party towards the conflict.

Karnog Kegmeister |

And so many ice and snow related construction spells I could have prepared. Sad face dwarf.

Nym Omriwin |

how far away are we? Follow up question, if one was to turn into an earth elemental and use the earth slide ability would that clear a path for the others?

baldwin the merciful |

Nym you don't really know given the white out and your perception check role. From what Karnog and Felic have indicated Fentonville is about a quarter mile away.
Regarding the earth glide ability. You've never been in situation like this before, so you are not certain. That being said, it seems possible.

Kalim Gudlavaletti |

"No, I don't think I'm going to teleport us directly into a city under siege. Let us find out what we can and perhaps eliminate some enemy positions first. Karnog's God will keep us safe from the elements."
perception: 1d20 + 4 ⇒ (10) + 4 = 14

baldwin the merciful |

Nym and Grung have a difficult time with wind and their eyes.
Felicitas doesn't see much with the wind blowing but her sensitive ears do pick out the clash of steel and it sounds like it nearby.

baldwin the merciful |

Grung: 1d20 + 2 ⇒ (16) + 2 = 18
Karnog: 1d20 + 1 ⇒ (8) + 1 = 9
Desmond: 1d20 + 11 ⇒ (11) + 11 = 22
Kalim: 1d20 + 4 ⇒ (19) + 4 = 23
Nym: 1d20 + 4 ⇒ (6) + 4 = 10
Felicitas: 1d20 + 4 ⇒ (13) + 4 = 17
enemy: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative:
Kalim
Desmond
Grung
Felicitas
Enemy
soliders
Nym
Karnog
RD1: Limited to the following
Desmond
Karnog
enemy
Soldiers

baldwin the merciful |

Desmond and Karnog your visions is limited to shapes right now as the blizzard continues. So there is no detail from your point of view. You've stumbled out onto a battle.You'll have to key the others into the situation or else they will need to use a move action at the beginning of the round to attempt a perception roll.