
Azhateran Slug |
When it is the Party's turn I will just say so and then let everyone post in any order and resolve the actions in initiative order once everyone has posted.... while this is more realistic, and keeps the game flowing more quickly in a PbP, I like the ability to make split second decisions, especially as healer. However, I will go with however you decide.

DM Post Ghost |

The charging young yeti leaps forward toward Sioned and Caydee.
The yeti swipes at each of them with a powerful paw attack
attack roll#1
1d20 + 4 ⇒ (20) + 4 = 24
damage
1d4 + 4 ⇒ (3) + 4 = 7
attack roll#2
1d20 + 4 ⇒ (8) + 4 = 12
damage
1d4 + 4 ⇒ (3) + 4 = 7
The yeti knocks Sioned to the side with a mighty blow!

Azhateran Slug |
Don't know if that was a crit or not, but 7 or 14 damage, ouch...
Ahz screams 'SHAE!' and jumps to her side. Dropping his morning star in the snow, he reaches down to her crumpled form with his holy symbol, intoning a healing prayer to the powers of the universe (and losing his prepared shield of faith spell).
Shae, you are healed for 8 hp, so fully healed if that was a normal blow, or at least at +1 hp and alive and conscious if it was a crit.
Ahz will spend until his next turn defending Shae with his body and shield, then will (1) cast another healing spell if she is still hurt (if that was a crit) or anyone else who needs if someone else gets hurt and she is healed, (2) if she is fully healed, if it was not a crit, and if no one else is very hurt, if there is still danger he will retrieve his morning star and attack if danger is next to him, or firebolt if it is not next to him, and (3) if there is no healing or attacking to do he will examine the bodies.
Also, random knowledge roll to identify the yeti and anything I might know about them:
1d20 + 1 ⇒ (8) + 1 = 9

Azhateran Slug |
Ahz casts comprehend languages on himself, and tries to make calming motions to the remaining yeti and a few guttural sounds like he thinks they might make if they speak.
Try not to hurt them, I think they are children looking for food.
If possible with his remaining move action, Ahz will take some food out of his backpack and throw it near the live yeti. Unfortunately, comprehend languages only works one way, but here's for hoping.
If I can get the young yeti talking I'm going to try to pantomime responses so that he will know that I understand him, and try to reassure him, give him more food if he is still hungry (I like meat but not sure how much I have with me - some from Tully maybe?) and if it isnt too difficult to get across, let him know I'll try to help feed him tomorrow (and ongoing) as well.

DM Post Ghost |

The yeti pauses and falls on the food continuing to slaver until the food is completely gone.
Azhateran
The yeti seems to be saying "food people people food food people people food food"
The yeti sees the fallen other; howls loudly to the winds and runs away as fast as possible.
Sioned
Rusty is shaking in obvious terror over nearly being a meal for the yeti....
XP
400 each

Azhateran Slug |
Because it will take us a couple days to catch up to where the Tengu were going, over the next couple nights I will leave some food a bit away from our campsite, in case the yeti is still following us.
Nice xp! Another 50 and we are styling. Are we doing leveling whenever the XP is enough, or do we need training in towns for leveling, or...I generally go with the easier just level when you have the XP, though I understand the realism of needing a trainer/etc in town.

Andreas Vaughn |

Perception Check 1d20 + 1 ⇒ (1) + 1 = 2
Andreas offers a blank stare in response to Azh's comment before shrugging. I thought... no... just, never mind.
Rather than address matters further,the paladin turns to offer a response to Sioned. Well said. I too would like to strike out ahead of our quarry, but unless someone is hiding a fortune-teller in their pocket we'll simply have to do the best we can. Let's push on.

DM Post Ghost |

As you continue to follow the obvious trail of the tengu and leave food out in the evening for possible yeti within a day you find a curious site in the distance and have no doubt that this is where the tengu have gone....
Even though you know you must spend another night in the elements a light snow starts to fall and a bitter blast of wind hits...
You see a large frigid lake with an icy mountain peak lifting out of it you can clearly see this is where the tengu have gone.

DM Post Ghost |

The winds pick up scouring the loose pieces of ice and throwing them through the air...
The sun sets and the temperature drops tremendously.
Standard watch?
will us perception scores late day
Caydee's watch
You hear distant running of very heavy feet cracking the snow and ice, moving away from you.... (if you do something post it next, if you ignore the sounds then do nothing).

DM Post Ghost |

Azhateran
The heavy footfalls sound exactly to you like a young yeti at play in the darkness and sleet (no one else would think this is weather to be playing in!).....
The footfalls were close in the begining and fade into the far distance rapidly...
You check the food you left and find it missing.

DM Post Ghost |

As the morning dawn comes and light begins to reach the area the day should start with.....
Perception & initiative checks
(remember 3 per day, early, mid, and late)
and any other relevant information
As the light comes over the icy citadel you see
DC 10 morning check
A large mountain of ice floating in a lake of freezing water with the sunlight glaring off of the tallest peaks first.
DC 22
On the side of the mountain along the path of the tengu you see strange flashes of red and blue lights from within the ice itself.
As you watch the flashes and hear no sounds, the sun comes up more fully and makes those flashes impossible to distinguish.

Azhateran Slug |
Morning:
perception: 1d20 + 5 ⇒ (16) + 5 = 21
initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Midday:
perception: 1d20 + 5 ⇒ (10) + 5 = 15
initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Evening:
perception: 1d20 + 5 ⇒ (12) + 5 = 17
initiative: 1d20 + 1 ⇒ (9) + 1 = 10
I will leave a bit of food for the yeti, and go over to see if Fubar needs any more snow rubbed into his eyes.

DM Post Ghost |

DM Post Ghost |

Azhateran
The lights flash what looks like toward you for three flashes and then what looks like a few in different directions...
You see no reason to the lights.
Once everyone takes in the lights you realize that you will be around the lake and ready to enter the mountain at about 3 PM........

Andreas Vaughn |

Morning Checks
Midday Checks
Evening Checks

Sioned |

"You're also recovering from having your brains bounced around the inside of your head. Looking at it in the light of day, I think the risk of being seen is less than the chance we would be taking climbing that ice in the dark. We should head off as quickly as we can."
Sioned hitches up her pack, tucks Rusty in, and prepares to soldier on.
"If we approach with the sun at our backs, maybe we'll be lost in the glare off the snow.'

DM Post Ghost |

Just as you get out of sight of the flashing light, that were inside a cove of the mountain sitting on a lake you see a long narrow expanse of ice leading from the shore to the mountainous island.
Midday Perception
DC 15
As you are walking you note a wolf or possibly two pacing along with you at a far distance...

DM Post Ghost |

The wolves stay away or out of sight for the rest of your trek around the area. After a break at midday you continue on and arrive at the icy footpath that leads to the tengu's icy fortress.
A careful inspection shows that the bridge goes out to nearly the middle of the lake and then a section of the bridge is out of alignment before it continues into the mountain.
The icy path is about 10 feet across with steep edges that drop into the water......