
GM Euan - Jade |

"I foresee more ice in your future Ameiko, but I can conjure a ball of fire if you'll move somewhere dry. Or would my wand of healing help more?" Unk says to Ameiko. Clearly it isn't sinking in that she can heal herself just fine.
Ameiko laughs, "Oh, I've had worse. This damned armor needs to be improved is all. So cold!"

Kisaiya Shiraishi |

”I’ll take one of those Air Walking spells, Suishen-sama.” Should the blade accede, she will take to air over the water and move in to box in the spellcaster. If the blade does not agree, she will do the same thing, but with wetter feet.
Attack with Suishen (haste, fortune, inspire, flank): 1d20 + 14 + 1 + 3 + 2 + 2 ⇒ (2) + 14 + 1 + 3 + 2 + 2 = 24
Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (8) + 7 + 2 + (1) = 18
HP: 62/66
AC: 23/13/20 +2 all vs evil
Saves: F10/R5/W/8 +2 all vs evil
Hero Points: 3
Smite Evil Used: 0/2
Lay on Hands Used: 1/5
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: haste, magic circle vs evil, air walk(?)
Suishen:
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.

GM Euan - Jade |

Mukluk double moves into position. Durgan air walks up as well, standing over the hole in the ice where the hag came from. Unk and Snowball aid Kisaiya as the hound strikes the hag - though DR 5 applies! Kisaiya closes with haste and smacks the hag! Ameiko double moves to close in as well sloshing through the icy waters, breaking up ice as she goes with her shins. She also continues her inspiring song (+2).
Ameiko cold damage: 2d4 ⇒ (1, 2) = 3
The hag, suddenly surrounded, panics and tries to shift Durgan from her bolt hole under the ice.
Bite on Durgan: 1d20 + 15 ⇒ (3) + 15 = 18 damage: 1d6 + 5 ⇒ (5) + 5 = 10
Claw on Durgan: 1d20 + 15 ⇒ (17) + 15 = 32 damage: 1d6 + 5 ⇒ (3) + 5 = 8 Grab: 1d20 + 17 ⇒ (17) + 17 = 34
Claw on Durgan: 1d20 + 15 ⇒ (10) + 15 = 25 damage: 1d6 + 5 ⇒ (4) + 5 = 9 Grab: 1d20 + 17 ⇒ (20) + 17 = 37
Not sure what Durgan's current AC is. It might be 26, in which case he's hit once and grappled, but dropped. But if it's lower, he's hit twice, and still grappled.
- Round 5 -
Mukluk - 9
Durgan - 8 (-8hp ?)
- Round 6 -
Unk - 16 (-15hp)
Snowball - 16 (-18hp)
Hound - 16 (-10hp)
Kisaiya - 15 (-4hp)
Ameiko - 14 (-28hp, chill (3))
Hag - 12 (-25hp)
Blue - 12 (dead)
Green - 12 (bleeding)
Purple - 12 (bleeding)
Pink - 12 (bleeding)
• Now up - everyone.

"Snowball" |

Snowball circles the battlefield, looking for opportunities to help from relative safety.

Unk the Conjurer |

"I foresee you shan't make it back underwater, hag!" Unk explains right before he conjures a Flaming Sphere (DC 17) which rolls into her!
Fire Damage (DC 17 reflex completely negates): 3d6 ⇒ (1, 3, 4) = 8
Spell-like Abilities
. 4/8 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 4th 2+1/day {S} See Invisibility, Dimension Door, Summon Monster IV
. 3rd 3+1/day {S} Tongues, Haste, Phantom Steed, Summon Monster III
. 2nd 4+1/day {S} See Invisibility, Flaming Sphere (DC 17), Flaming Sphere (DC 17), Glitterdust (DC 18), Levitate
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 17), Magic Missile
. 0 (at will) Detect Magic, Light, Message, Ray of Frost

Unk's Summoned Monsters |

The Hound Archon tries to take the hag out before it can take out Durgan.
Mwk Greatsword -power attack +Augmented Summons +IC: 1d20 + 9 - 2 + 2 + 2 ⇒ (18) + 9 - 2 + 2 + 2 = 29
slashing +power attack +Augmented Summons +IC: 2d6 + 3 + 6 + 3 + 2 ⇒ (4, 2) + 3 + 6 + 3 + 2 = 20
2nd iterative -power attack +Augmented Summons +IC: 1d20 + 4 - 2 + 2 + 2 ⇒ (15) + 4 - 2 + 2 + 2 = 21
slashing +power attack +Augmented Summons +IC: 2d6 + 3 + 6 + 3 + 2 ⇒ (3, 6) + 3 + 6 + 3 + 2 = 23
bite -power attack +Augmented Summons +IC: 1d20 + 3 - 2 + 2 + 2 ⇒ (11) + 3 - 2 + 2 + 2 = 16
slashing +power attack +Augmented Summons +IC: 1d8 + 2 + 4 + 2 + 2 ⇒ (3) + 2 + 4 + 2 + 2 = 13

Durgan Far-Walker |

Hags don't count as giants, do they? So his AC is a mere 22 (17 base, +4 Shield, +1 Haste) and he is hit twice (17 damage taken) and grappled.
Durgan does not try to break the grapple; he attacks the hag with his morningstar (one-handed now), again using the Bane Baldric (round 2).
Grappled imposes a -2 to my attacks, but also a -4 Dex to the hag, so it should balance out. Still including it here in my attack rolls.
Attack, Haste, IC +2, Bane, Grappled, Flanking: 1d20 + 9 + 1 + 2 + 2 - 2 + 2 ⇒ (6) + 9 + 1 + 2 + 2 - 2 + 2 = 20
Damage: 1d8 + 4 + 2 + 2d6 + 2 ⇒ (6) + 4 + 2 + (4, 6) + 2 = 24
Hasted Attack: 1d20 + 9 + 1 + 2 + 2 - 2 + 2 ⇒ (16) + 9 + 1 + 2 + 2 - 2 + 2 = 30
Damage: 1d8 + 4 + 2 + 2d6 + 2 ⇒ (8) + 4 + 2 + (3, 5) + 2 = 24
Weapon is Magic, Cold Iron, and effectively +3 (so overcomes DR/silver as well).

Mukluk Muletender |

Round 5
Mukluk moves to offer a nice spit at the hag (before Unk's fiery ball hits), knowing that his is what Moose would do if given the chance.
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 3) = 5 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
Round 4/7 of Moose-zoomies: +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+5[/dice] touch to hit;
[ dice]1d4+2[/dice] divine fire
Acid: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 touch to hit;
1d4 + 2 ⇒ (1) + 2 = 3 acid
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 3) = 7 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.
With a spell, Mukluk offers the party 7 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Scorching Ray:
1d20 + 5 ⇒ (2) + 5 = 7 touch to hit;
4d6 ⇒ (2, 1, 1, 3) = 7 fire damage
2/26 left.
AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +3/+4/+11 +2 vs spells, poison
HP: 37/37
Resist 5 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 1/3 used (endure elements MM/Moose alt days)
Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.
“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”
Aid. 1d8 + 3 ⇒ (4) + 3 = 7 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."

GM Euan - Jade |

Reflex: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15 vs DC 18 - stuck to the ground!
Reflex: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23 vs DC 17 for no fire damage (yet)
Kisaiya is up!

Kisaiya Shiraishi |
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Kisaiya considers calling upon the power of the Empress of Heaven to grant her blows more power, but it feels excessive. Such gifts should not be called upon callously and speak to a deficiency of character, at least as far she is concerned. Likewise, as in cooking, you always use precisely as much salt as you should because too much ruins the dish. And as you do one thing, so do you do all things.
Musing upon such topics, she tries to bring this battle to a close.
Primary Attack with Suishen (flank, haste, inspire): 1d20 + 14 + 2 + 1 + 2 ⇒ (4) + 14 + 2 + 1 + 2 = 23
Primary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (8) + 7 + 2 + (3) = 20
Haste Attack with Suishen (flank, haste, inspire): 1d20 + 14 + 2 + 1 + 2 ⇒ (19) + 14 + 2 + 1 + 2 = 38
Haste Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (8) + 7 + 2 + (2) = 19
Crit Confirm: 1d20 + 14 + 2 + 1 + 2 ⇒ (1) + 14 + 2 + 1 + 2 = 20
Crit Damage: 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Secondary Attack with Suishen (flank, haste, inspire): 1d20 + 9 + 2 + 1 + 2 ⇒ (3) + 9 + 2 + 1 + 2 = 17
Secondary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (2) + 7 + 2 + (2) = 13
HP: 62/66
AC: 23/13/20 +2 all vs evil
Saves: F10/R5/W/8 +2 all vs evil
Hero Points: 3
Smite Evil Used: 0/2
Lay on Hands Used: 1/5
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: haste, magic circle vs evil, air walk(?)
Suishen:
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.

GM Euan - Jade |

Mukluk pins the poor hag to the island, even as she was preparing to dive back into the water. Durgan takes advantage and hits twice! Unk might have finished her with fire after the Hound’s two excellent hits but she manages to just step aside, leaving the killing blow to Kisaiya who fells the hag - killing her with the second stroke if she wishes.
• We are out of initiative!
Mukluk - 9
Durgan - 8 (-8hp ?)
Unk - 16 (-15hp)
Snowball - 16 (-18hp)
Hound - 16 (-10hp)
Kisaiya - 15 (-4hp)
Ameiko - 14 (-28hp, chill (3))
Hag - 12 (bleeding or dead)
Blue - 12 (dead)
Green - 12 (bleeding)
Purple - 12 (bleeding)
Pink - 12 (bleeding)

Unk the Conjurer |

"Ameiko, that's the fireball I foresaw might help." Unk explains, gesturing proudly at the now useless flaming sphere.
"Hound, give her Aid for the rest of your time here." He adds, somehow noticing that her armor is still rime covered.

Unk's Summoned Monsters |

The hound nods and lays a paw on her shoulder, and she somehow feels like the frost doesn't bite until the weight of his paw fades away along with the rest of him.
Aid temp hp for the archon's second to last round: 1d8 + 6 ⇒ (4) + 6 = 10
Aid temp hp to help with one last round of chill metal: 1d8 + 6 ⇒ (5) + 6 = 11
The aid will end after Ameiko's next two cold damages, because that's how summons work I'm pretty sure ^^;

"Snowball" |

Snowball lands a respectable 5' from the flaming sphere.
"Anyone up for gathering intel? I can keep one of these giants from dying and we can tie it up before healing it." she suggests.

Kisaiya Shiraishi |
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Kisaiya finishes the witch off with her second blow. ”Well I think we found the culprits behind the murders in the town.” She considers Snowball’s suggestion, frowning as she realizes none of the options feels good. Kill them, leave them to die, or imprison and question them before doing either of the aforementioned. ”What would they have to tell us even? I doubt they have anything to do with our enemies from Minkai. I just wanted the ghosts of this town to be able to rest, and for those who travel after us to not face the same fate, and now we have done so.”

"Snowball" |

"Agreed. Justice found these monsters." Snowball replies.
And perhaps the town being wiped off the map in time for our trip through is just coincidence... she thinks to herself.

Durgan Far-Walker |

Once the foes are slain, Durgan will Channel the power of Abadar to heal.
Channel #1: 4d6 ⇒ (1, 3, 5, 2) = 11
Channel #2: 4d6 ⇒ (1, 2, 4, 1) = 8
Shield of Faith to CLW on Ameiko: 1d8 + 5 ⇒ (2) + 5 = 7

Mukluk Muletender |

Mukluk will trepanate each of the foes with his cold, cold iron pick, the Trepanator, a grim duty that he believes in.
Sometimes they get back up.
"You think there is a lair down there? Might be more of the victims? It's a cold funeral spot for them, that's for sure," he says, even as he looks at the hag and casts Detect Magic. He will scan both the dead and the water to see if there is anything of interest about.

Unk the Conjurer |

"Lair? Of course! I foresee that we'll confirm the fate of the villagers down there." Unk announces.

"Snowball" |

"And you foresee your favorite spy cat diving again?" Snowball asks, very patiently.
Snowball takes a deep breath and checks under the hag's hole.
the water is calm for DC10 checks?
Taking 10 for 12 to swim, and apparently I had it wrong before: Snowball can double move and/or move plus perception check without losing air XD

GM Euan - Jade |

Unk reduces the damage Ameiko takes for a few rounds of the chilled armor as Mukluk finishes the enemies.
Mukluk has some trouble, but manages to walk delicately enough on the thicker ice to the west of the small island. He sweeps the area for magic, and gets a ping! There’s magic under the ice, in what must be a hollow behind and somewhat beneath the island…
Snowball, ‘diving bell’ in place, relies on her natural protection from cold to splash below and investigate alone and without support as the party (likely) makes a fire on shore to warm their icy-waterlogged selves.
Snowball has to make a few trips, though much of what she brings up has little value overall. Still, it’s a considerable hoard.
Breastplate +1
Fishing net (mw)
Collection of 13 glass bottles and other odds and ends of limited value
Clay jug of firewine (20gp)
Waterlogged heavy crossbow (mw) (treat as broken until it dries out and is repaired - Make Whole)
Polished amber (100gp ea, x5)
Rose quartz (10gp ea, x14)
1,490sp, & 4,302cp
Much of the day has passed by the time you’ve recovered, dredged the loot, and returned to the caravan. Sandru, unsure when you’d return, has ordered the caravan to circle and prepare to camp for the night at the edge of the village.

Unk the Conjurer |

I mean, Unk's fireball isn't doing anything else, so.... maybe not totally wasted after all? XD
Also: Unk is mysteriously not waterlogged :D
Regarding the loot: Unk has 3 spare sacks and a Handy Haversack. Is it safe to say that we don't care to go into the details of precisely how we get the loot back?
BTW- does the waterlogging mean damage similar to Warp Wood? I feel like it might.
I ask because apparently Mending works on damage, but not things that were "warped or otherwise transmuted", though I wouldn't be able to target an 8lb heavy crossbow until next level anyway...
"So uh- definitely no captives, then..." Unk explains sadly, as Snowball does a lap in the air to dry off after the last load is pulled out of the water.
Unk leaves the twine that they used to pull up the Breastplate in the snow and turns to go, carrying a small share of the loot.

GM Euan - Jade |

Yes - no need to go into painful minute detail on where stuff is, unless yo've claimed an item from the group. I have a general sense (very vague) of what the party can 'hold' and what needs to be stored as 'treasure' on the wagons, taking up cargo space. With a few extra dimensional items scattered about the party can hold quite a bit.
In this case Mending won't work, but Make Whole will. The AP is clear it's just considered 'broken', and so fixable by a single casting of Make Whole (and drying it out of course which is just time).

Mukluk Muletender |
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Mukluk looks down at the drudged loot, then at Unk, then at Snowball, then at Unk, then at Snowball again.
"Thanks for doing that. I know I couldn't get Moose to do that, so I understand why you couldn't get your pet to go. But good work, that's for sure," Mukluk thanks Snowball for retrieving the loot. He will help identify and stash the loot, and then be ready to move on.
"Not much more that we can do here, I don't think. No bodies to bury or anything." He will then go help make camp and take care of Moose.

Durgan Far-Walker |

Durgan normally prepares Make Whole to assist with wagon repairs. If none are needed today, he will fix the crossbow.
"Would anybody else wish to use that armor?"
Durgan currently wears a non-magical Breastplate, so it would be an upgrade for him.

GM Euan - Jade |
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It’ll take a couple days for the crossbow to dry out, and then you can fix it. I’ll assume it’s fixed in inventory, as a couple of days are about to pass.
Durgan claims the breastplate, improving his defenses. Unk, the usual method to claim items is simply to say you want it. If two people want it, that's fine, we'll sort it out. First call doesn't automatically win it.
In the morning (Sarenith 17, a Starday) the party heads into the hills proper.
North of Lake Nallishoot, the hills become more rugged, with cliffs and wind-carved badlands laced with rocky streambeds. These countless, nameless streams, including those draining Lake Nallishoot and many smaller lakes, gather themselves together to form the Kluani River, a rock-strewn watercourse that flows north out of the hills to join the Taraska River in the tundra beyond.
The curious echoes and labyrinthine pathways of the badlands impose a penalty on all Security and Perception type checks, as travelers rarely have the opportunity to see danger before it is upon them. There are no major settlements in the hills, though there are scattered communities of a few families here and there. Made up of Erutaki tribes - the same as resided in Rimakak - folks are appreciative of the knowledge of what happened there, though it will make winter more difficult this year as trade will be harder to come by.
Durgan’s spells are in heavy use as the rugged terrain plays havoc on the caravan’s structure. But he’s able to stay ahead of the damage done here and there, and you are not hindered in your travels. A few days pass uneventfully. I think all magics in the queue have been made and there’s nothing else pending, but let me know.
In the afternoon of Sarenith 22, an Oathday, everyone please make perception checks.

Unk the Conjurer |

--- On the way through the hills earlier ---
As the caravan passes through the hills, Unk uses his extra time at night to catch up on some scrolls he brought to study.
namely: the scrolls of SM1, SM2, and Fly that Unk has from character creation. Yay blessed book xD
After the third night, Unk runs out of things he brought and asks others in camp if they have any magical tomes or scrolls. Most people get asked at least twice.
--- Afternoon of Sarenith 22 ---
Unk has been remembering to conjure a Phantom Steed to ride for most of his shift on guard duty, though it only lasts until 6 hours after they start each day.
I'm not sure about lunch breaks, but I'm guessing until shortly after lunch he'd have a horsie?
Perception: 1d20 + 0 ⇒ (7) + 0 = 7
As usual, Unk is... oblivious until premonition strikes.
Spell-like Abilities
. 8/8 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 4th 2+1/day {S} See Invisibility, Dimension Door, Summon Monster IV
. 3rd 3+1/day {S} Tongues, Haste, Phantom Steed, Summon Monster III
. 2nd 4+1/day {S} See Invisibility, Flaming Sphere (DC 17), Glitterdust (DC 18), Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 17), Magic Missile
. 0 (at will) Acid Splash, Light, Message, Open/Close

"Snowball" |

Luckily, Snowball is a bit better at keeping an eye on things from the sky.
Perception: 1d20 + 13 ⇒ (17) + 13 = 30 Probably not flying high enough to see much farther, but possibly there's a benefit or circumstance bonus there? Not that it's needed with that nat17 ^^

Mukluk Muletender |
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Mukluk keeps an eye out for both danger and for good batches of grasses for Moose to enjoy.
1d20 + 17 ⇒ (13) + 17 = 30 Perception
"I wonder where ol' Roresy and Stormsy are. They probably don't have this kind of view, do they, Kiss'ya? Probably not," Mukluk asks, thinking about the past while looking ahead to the future.

Durgan Far-Walker |

Durgan remarks on the poor condition of the roads.
"Good roads are the arteries of civilization. There are detailed instructions in The Manual of City Building for construction of highways, bridges, and ferries in different sorts of terrain.
Not every caravan has such magic available to repair wagons constantly..."
Perception: 1d20 + 11 ⇒ (6) + 11 = 17

GM Euan - Jade |

You’re passing along a cliff and the shores of a small frozen lake. Mukluk and Snowball spot some movement at the top of the ridge… something large. They can’t quite make it out from here though, what with the glare of the bright sun on the white snow and the considerable distance.
New map up! Each ridge line is a 10 climb, so the creature is 70’ up and about 120’ back.
Thanks to the perception check, the party has a surprise round, and then we will continue with initiative. No, you can’t see the figure well enough to make a knowledge check. Soon.
- Round 1 -
Good Folk - 20
Unk -12
Kisaiya - 9
Mukluk - 6
Durgan - 3
Durgan: 1d20 + 1 ⇒ (2) + 1 = 3
Kisaiya: 1d20 + 2 ⇒ (7) + 2 = 9
Mukluk: 1d20 + 2 ⇒ (4) + 2 = 6
Unk: 1d20 + 11 ⇒ (1) + 11 = 12
Good Folk: 1d20 + 5 ⇒ (15) + 5 = 20
• First up, everyone in a surprise round (move or standard action), then me in round one.

Mukluk Muletender |

Round of Surprise
Mukluk reigns in his wagon, sluffing off the seat. He can't be fighting while sitting in a cart, after all. Move action.
"Just hold on, Moose. We'll drive this off and get back to finding you some good grass, don't you worry. I'll be right back."
When Mukluk can see the thing, he might have some ideas about it.
1d20 + 12 ⇒ (20) + 12 = 32 Know (Arcana) - DRs? Special attacks?

Unk the Conjurer |

Feeling Snowball's panic, Unk wastes no time.
"I foresee hostile forces approaching!" He announces.
He immediately conjures a Flaming Sphere (DC 17) on top of the nearest ridge, hoping to frighten away whatever it is.
Not going to burn it immediately, though I could evoke the sphere on its square if the map is accurate xD
Spell-like Abilities
. 8/8 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 4th 2+1/day {S} See Invisibility, Dimension Door, Summon Monster IV
. 3rd 3+1/day {S} Tongues, Haste, Phantom Steed, Summon Monster III
. 2nd 4+1/day {S} See Invisibility, Flaming Sphere (DC 17), Glitterdust (DC 18), Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 17), Magic Missile
. 0 (at will) Acid Splash, Light, Message, Open/Close

"Snowball" |

Snowball zooms from near the rear of the caravan to the front.
"I just saw something on the ridge back there." She warns Ameiko.

GM Euan - Jade |

Unk conjures a flaming sphere while Snowball warns the caravan. Kisaiya enters her stance as her blade grants her the ability to walk on the very air itself. Mukluk moves off the wagon and studies the creature when he can see it (see below). Durgan shields up! Ameiko begins to inspire the party to greater heights (+2).
The figure above, flies overhead to a particular spot in the cliff face, and all three heads of this odd variant chimera with white dragon head and polar bear head and walrus head ROAR! at the wall. On the plus side, you can now see the creature (image). On the minus side…
AVALANCHE!!
The hill itself seems to come apart as snow, and a fair bit of debris, comes cascading down the cliff face! Sandru and the other drivers, immediately pull their teams away from the falling ice, snow, and rock.
The next two posters, please each make one DC 20 security check for the caravan. That’s the usual d20, +7 in your case.
Please wait to take further actions until I resolve the avalanche.
Chimeras are monstrous creatures born of primordial evil. Hateful and hungry, they hunt on the ground or in the air. A chimera’s dragon head may be of any evil dragon type, with the corresponding breath weapon, and its wings usually match the scales on its head. Chimeras speak with three overlapping voices, but rarely do so, typically only when playing toady to a more powerful creature. A chimera is 5 feet tall at the shoulder, nearly 10 feet long, and weighs 700 pounds.
- - -
Cone of cold (20’, 6d8, re-usable every 1d4r). Also, it just used it.
- - -
- Round 1 -
Unk -12
Kisaiya - 9
Mukluk - 6
Durgan - 3
- Round 2 -
Good Folk - 20
• Next up - everyone, but please wait a moment as the avalanche is decided as you'll have saves to make which depend on the security checks.

Durgan Far-Walker |

Caravan Check, Hero Point: 1d20 + 7 + 8 ⇒ (6) + 7 + 8 = 21
Durgan is not as quick as Kisaiya, but the blessings of Abadar are upon the caravan and he helps direct a wagon to safety.
Hero Points now at 2.

Unk the Conjurer |

Arcana: 1d20 + 17 ⇒ (1) + 17 = 18 huh, I might as well not roll it, now that I think of it xD
Though an extra question would be nice...

"Snowball" |

I guess Snowball can maybe remember enough to ask a question with a really good roll...
Arcana: 1d20 + 10 ⇒ (1) + 10 = 11
Or maybe I'm just rolling nat 1s consecutively for a while...

GM Euan - Jade |

The worst of the avalanche is avoided by the quick reactions of the party both in seeing the trouble coming and reacting swiftly to save the caravan!
Sure, the wagons are stuck in the snow and debris, as are the mule and horse trains. The party, elevated for the most part, are spared the worst of it and may act! The rest of the caravan are doing their best to dig out the panicky animals so they don’t bolt and do more harm.
Well done! The avalanche rules are brutal…

Mukluk Muletender |

Round 1
With the foe so far away, and also Moose in trouble, Mukluk retreats to the wagon to check on his best mule buddy.
He will make sure the mule can breathe and isn't too frightened, and knows that help is coming.
"You're the best mule, Moose! I'm right here and I'll dig you out in a moment, don't you worry."
Move and dig action.

Unk the Conjurer |

reflex to pick the exact moment to make the sphere hop: 1d20 + 4 ⇒ (6) + 4 = 10 vs DC 15 :D
"Just as I had foreseen! Ah- I should've placed the fire better ..." Unk explains, as his flaming sphere melts enough snow to fully extinguish itself.
He begins casting Summon Monster III.
Spell-like Abilities
. 8/8 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 4th 2+1/day {S} See Invisibility, Dimension Door, Summon Monster IV
. 3rd 3+1/day {S} Tongues, Haste, Phantom Steed, Summon Monster III
. 2nd 4+1/day {S} See Invisibility, Flaming Sphere (DC 17), Glitterdust (DC 18), Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 17), Magic Missile
. 0 (at will) Acid Splash, Light, Message, Open/Close

Kisaiya Shiraishi |

Kisaiya moves to the fore to ready herself versus the monster. She calls upon the Empress of Heaven’s power to protect her and guide her sword. Double move and smite evil
HP: 66/66
AC: 23/13/20 +4 all vs baddie
Saves: F10/R5/W/8
Hero Points: 3
Smite Evil Used: 0/2
Lay on Hands Used: 0/5
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk
Suishen:
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.

"Snowball" |

Ah I forgot about Snowball, whoops~
Snowball grants Ameiko a bit of Cat's Luck and then flies over near Kisaiya.
"Kisaiya, would being bigger help?"
Ameiko gets Cha to saves for 10 minutes, so... all 3 of our ladies for this battle?

GM Euan - Jade |

Unk loses his sphere, but begins to summon other aid as Snowball grants save bonuses to Ameiko - however, Ameiko is 90’ from Kisaiya, who is also 20’ up, so I don’t think Snowball is that close… please adjust. Kisaiya moves into position and smites the evil before her! Mukluk digs out Moose! Durgan casts air walk. Ameiko continues to inspire, as she gets out her bow and climbs off her snowbound steed onto the surface. Then she casts heroism on herself.
The arctic chimera circles around, slowly descending toward the caravan, squawking in disappointment at the light damage from the avalanche! (A full on hit would have done 8d6 to each wagon, and all the characters! Not to mention the burying rules...)
The chimera hovers over the avalanche flow a little away from the caravan, stirring up debris and creating a cloud of crap in the air! I've put a halo around the chimera. Within that halo, clear vision is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
- Round 2 -
Unk -12
Kisaiya - 9
Mukluk - 6
Durgan - 3
- Round 3 -
Good Folk - 20 (1)
• Next up - everyone.