
"Snowball" |

Snowball, easily dodging between hoarfrost spirit claws, ducks back and lends Ameiko Cat's Luck, even though it's a bit late for the cones of cold.
5' step away from orange
Cat's luck on Ameiko, she now gets CHA to saves for 10 mins/2 combats xD

Unk the Conjurer |

Reflex +haste: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Unk feels the cold in his bones.
11 damage->26 damage
"I foresee the fire overcoming you, foul frost spirits!"
He directs his flaming sphere onto one of the spirits and begins summoning something warm to fight back with.
5' step left
Flaming Sphere on Orange for 3d6 + 8 ⇒ (5, 5, 6) + 8 = 24 fire damage (+8 for vulnerability) if he fails DC 17 reflex
Standard action to start a full-round action (casting Summon Monster II)
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

Mukluk Muletender |

Round 3
1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17 Reflex
Mukluk tries again to use his wand correctly, wishing Moose was around to do the shooting for him. For a mule, he's a good bulls-eye. He shoots at the out of combat blue.
Scorching Ray:
1d20 + 5 + 2 + 1 + 2 ⇒ (5) + 5 + 2 + 1 + 2 = 15 touch to hit;
4d6 + 2 ⇒ (3, 6, 5, 1) + 2 = 17 fire damage
0/26 left.
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 ⇒ (18) + 5 + 1 = 24 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid
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.
+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.
Heroism on the heroic Kiss'ya, 140 minutes. And on hisself, also for 140 minutes. Mage Armor (7 hours).
Scorching Ray:
1d20 + 5 ⇒ (9) + 5 = 14 touch to hit;
4d6 ⇒ (6, 6, 1, 5) = 18 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 ⇒ (8) + 3 = 11 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."

Durgan Far-Walker |

Reflex DC 17, Haste, Hardy: 1d20 + 5 + 1 + 3 ⇒ (17) + 5 + 1 + 3 = 26
Durgan resists the cold this time.
Another 7 damage, now at 23 damage taken.
He activates his Bane Baldric and attacks the nearest foe.
Attack, Haste +1, IC +2, Bane +2: 1d20 + 9 + 1 + 2 + 2 ⇒ (11) + 9 + 1 + 2 + 2 = 25
Damage: 1d8 + 5 + 2 + 2d6 + 2 ⇒ (2) + 5 + 2 + (2, 4) + 2 = 17
Hasted Attack: 1d20 + 9 + 1 + 2 + 2 ⇒ (5) + 9 + 1 + 2 + 2 = 19
Damage: 1d8 + 5 + 2 + 2d6 + 2 ⇒ (8) + 5 + 2 + (4, 3) + 2 = 24

Kisaiya Shiraishi |

Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18
Kisaiya is once again fully protected from the cold blast by her reflexes and Mukluk’s spell.
She focuses all of her strikes on the undead flanking her before stepping back to close ranks with her allies. Full attacking purple before stepping away
Primary Attack with Suishen (haste, inspire): 1d20 + 14 + 1 + 2 ⇒ (9) + 14 + 1 + 2 = 26
Primary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (1) + 7 + 2 + (3) = 13
Haste Attack with Suishen (haste, inspire): 1d20 + 14 + 1 + 2 ⇒ (18) + 14 + 1 + 2 = 35
Haste Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (1) + 7 + 2 + (3) = 13
Crit Confirm: 1d20 + 14 + 1 + 2 ⇒ (5) + 14 + 1 + 2 = 22
Crit Damage: 1d8 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Secondary Attack with Suishen (haste, inspire): 1d20 + 9 + 1 + 2 ⇒ (11) + 9 + 1 + 2 = 23
Secondary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (4) + 7 + 2 + (6) = 19
HP: 66/66
AC: 24/14/20
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: guidance, resist cold, haste, inspire
Suishen:
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.

GM Euan - Jade |

Ameiko Reflex: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 vs DC 17 for 15hp cold damage
Orange Reflex: 1d20 + 5 ⇒ (7) + 5 = 12 vs DC 17 for 24hp fire damage
Durgan manages to hit - twice - and finishes off the wounded red with his solid blows! Unk flames another spirit as Amekio is granted further blessings. Mukluk finally scores a hit, and scorches blue, almost taking him out! However, it lingers on… Kisaiya takes out purple with her crit, and then taps orange also taking it out (thanks to Unk's fire!). Ameiko moves around to blue, and attacks, hoping to finish what Mukluk started, but setting up flank if not.
Ameiko rapier: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 (heroism, inspire)
damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6 (inspire)
Claw on Ameiko: 1d20 + 8 ⇒ (20) + 8 = 28 damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8 (cold) and DC 14 Fort save or paralyzed rounds: 1d4 + 1 ⇒ (1) + 1 = 2
critthreat Claw on Ameiko: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10 (cold)
Ameiko Fort: 1d20 + 3 ⇒ (16) + 3 = 19 vs DC 14
Ameiko takes the hit, but does not crystalize with frost!
Blue, alone and with 1 hit point, cannot survive the onslaught that the party can levy in the next round - and collapses into the snow.
• We are out of initiative.
Durgan - 7 (-23hp)
Unk - 18 (-26hp)
Mukluk - 17 (-14hp)
Kisaiya - 13+
Ameiko - 13- (-26hp)

Durgan Far-Walker |
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Durgan will channel the power of Abadar to heal.
Channel #2: 4d6 ⇒ (4, 5, 2, 5) = 16
He heals Unk a bit more.
Bull's Strength to CMW: 2d8 + 7 ⇒ (1, 7) + 7 = 15
Then he heals Ameiko.
Divine Favor to CLW: 1d8 + 5 ⇒ (8) + 5 = 13
Everybody is back to full, except Durgan who is down 7. He can live with that for now.
"Do you think there is a connection between the monolith and the undead? It created them, or it draws them? Was it a site important to them in life? Did they die here?"

"Snowball" |

Snowball flies over the site to see if anything look suspicious, then she lands and examines the area closer to the monolith.
if needed, at least one perception check: 1d20 + 13 ⇒ (16) + 13 = 29

Unk the Conjurer |

"Thanks Durgan."
Unk examines the monolith for invisible symbols and ponders possible origins.
Knowledge (Arcana): 1d20 + 17 ⇒ (13) + 17 = 30
Knowledge (Religion): 1d20 + 15 ⇒ (3) + 15 = 18
He also casts Open just in case it's actually a portal.

Mukluk Muletender |

Mukluk bathes in the holy radiance offered by Durgan, thanking the man dwarf with an official secret dwarven signal of thanks.
He will cast Detect Magic and look around, trying to figure why the monolith, and the undead, are present.
1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 Perception

GM Euan - Jade |

Snowball flies overhead and spots five graves arrayed behind the monolith. Mukluk discovers magic within each grave. Though the graves are very shallow (less than 3’ for the detect magic to have worked) they’re still frozen solid. It’ll cost you a day, chipping away at the icy soil to unearth the bodies.
The monolith is ice cold to the touch and not something you think you want to stick your tongue onto. It too thrums with transmutation magic, but you’re unable to identify its purpose. It does not seem to have any religious significance.

Unk the Conjurer |

"Just as I had foreseen. It isn't a door. Transmutation magic makes me think it must be for making things cold rather than undead, but perhaps it is best to dig up the graves and purify them somehow. Maybe we can destroy this monolith too." Unk muses, unhappy about the undead-guarded monolith in the middle of the road.

"Snowball" |

"Normally I would be against disturbing graves, but I suppose they've already been disturbed." Snowball says.
"I'll ask my boss about this, I doubt I can get his boss or Shelyn on the line, but this definitely seems like the sort of thing to ask about." Snowball explains before finding a safe looking perch to Commune.
I'm in favor of doing some sort of priestly ritual on the corpses even though it'll slow us down a bit.
At least we can try Commune and see if we can get any useful info xD
...
Looking at it now, it's an SLA. Must be one standard action instead of 10 minutes to cast O.o
BTW, how would you like to handle Commune? Numbered list in OOC text? Should Snowball ask out-loud?
Since they're yes/no questions, I guess the first question should be to establish that we can get useful info about the monolith:
1) Know anything about cold monoliths and hoarfrost spirits guarding them?

Mukluk Muletender |
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"Transmutation magic makes me think it must be for making things cold rather than undead, but perhaps it is best to dig up the graves and purify them somehow. Maybe we can destroy this monolith too."
Mukluk is tempted to agree with Snowball's sidekick, and waits to see what the big fur has to say about it before he gets his shovel.
"Normally I would be against disturbing graves, but I suppose they've already been disturbed." Snowball says.
"Yeah, you do that. I'll get my diggin' supplies and let Moose know what the plan is. Unless there is a tiller attached, Moose ain't one for diggin' too much," Mukluk will go get his shovel.

GM Euan - Jade |

As far as commune goes, I'd prefer if you asked all the questions more or less at once. There is a clear indication that the spell falters and fails if you think about your responses, and of course waiting out a handful questions in play by post one at a time is painfully slow.
However, the answer to your first question (though it's really two questions) is "Yes."
Snowball is the third creature who can cast commune in this caravan! Crazy!
I'll get to the digging when you're done with the commune.

Durgan Far-Walker |

Looking at it now, it's an SLA. Must be one standard action instead of 10 minutes to cast
I am pretty certain that SLAs normally have the same casting time as the spell. This comes up a lot when facing demons with Summon SLAs. "A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description."
"I don't have any spells prepared to consecrate this site. I can say a simple blessing."

"Snowball" |

Thanks for looking it up, Durgan.
All at once sounds good.
3) Aside from the immediate area, would it make a difference to purify such monoliths?
4) Can a cleric do so?
5) With a Bless spell?
6) How about healing magic?
Snowball meditates for 10 whole minutes on the mystery of the monolith.