As one of the Walker's ray of cold hits Krom, the dwarf focuses his will maintaining the concentration on Moradin's Aura of Vitality. Shrugging off most of the damage and being blinded by the fog caused by one of the mephits, Krom walks straight where Rekuberk was and after sending another wave of healing heat towards the half-orc, he swings in a wide arc his warhammer hoping to smash into pieces one of the mephit.
Movement: 25ft NE between the two mephits
Action: War hammer Attack: 10 Damage: 14 + Bless1 (The second 1d8 of damage is Divine strike fire damage )
Bonus action: Aura of Vitality heals Rekuberk for 5 (it should not be necessary to see the target for this healing, if I can not heal Rekuberk I will heal myself)
Krom steps up and despite the fog locates one of the mephits and with a divine smite of flame he strikes the creature down as the creature is especially vulnerable to the fire of his stirke.
When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 slashing damage on a failed save, or half as much damage on a successful one.
Kazri - Bless • All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat • Immunity to Critical Hits - Adamantine Armor • Immunity to Disease - Paladin trait • Resistance to Cold Damage - Boots of Winterlands
Krom - Bless • Res/Fire damage - Forge trait • Res/Poison damage - Dwarven trait • Res/Cold Damage - Ring of Warmth • Advantage on saves against poison - Dwarven trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Raging • When Raging ○ Advantage on STR checks and saving throws (not attacks) ○ +2 melee damage with STR weapons, ○ Resistance to all damage except psychic damage. - Totem of the bear • Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
'It's time. Take out the other flyer' Rhogar mentally entreats Gorrah while marching at least a short distance closer to the fray. And though it pained him to go no further in a way, the Bronze focused on another arcane draconic script and held a hand out, palm facing Rekuberk. Said Half Orc would feel a phantom, but comforting feeling of a hand on his shoulder, followed by a warmth spreading from that point, burn away the frostbite and revitalize the spirit.
As this is happening, Gorrah swoops in from her hideaway among tree, ensuring the sting of justice would be felt long before she's seen by the Mephit. Smugly, if still alive she sends it the cartoonish image of it lying dead on the ground and her standing atop it triumphantly!
Movement(Rhogar): 15ft closer to Rekuberk.
Action(Rhogar): Cast (2nd)Embue Vitality on Rekuberk, spending 1 Sorcery Point for Distant Metamagic. Restoring 17 Hp.
Movement(Gorrah): Into melee with remaining Ice Mephit.
Bonus Action(Rhogar): Command Gorrah to Attack Ice Mephit. (using Investment of the Chain Master). Attack: 17 Damage: 8 magical piercing. If hit and not deaded, target must make a Con Save(DC 15) or be poisoned(if not immune). Fail by 5 or more and the Mephit will fall unconscious.
(@Pal54: If Gorrah would take damage that doesn't 14, Rhogar will use his reaction to half the damage.)
IoCM:
As a bonus action, you can command the familiar to take the Attack action.
The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
If the familiar forces a creature to make a saving throw, it uses your spell save DC.
When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Chill considers the walkers the greatest threat and so with one down he switches to the other has his target. He can barely see its light from within the fog so the shot is harder than it should be but he aims and fires.
This post has potentially manipulated dice roll results.
Chill's shot, into the obscuring fog, is just enough to strike the walker.
While Rhogar heals Rekuburk Gorrah flies out and stings one of the ice mephits. But while Gorrah's stinger hits the ice mephit it seems unaffected by the shot of poison the pseudodragon delivers.
The walker turns it gaze on Kazri and shoots its cold rays at her while also forcing her to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn.
Attack: 19 Damage: 23
Attack: 10 Damage: 26
Kazri Con save 23
Kazri remains unscathed as she deflects the rays with her shield.
Kazri - Bless • All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat • Immunity to Critical Hits - Adamantine Armor • Immunity to Disease - Paladin trait • Resistance to Cold Damage - Boots of Winterlands
Krom - Bless • Res/Fire damage - Forge trait • Res/Poison damage - Dwarven trait • Res/Cold Damage - Ring of Warmth • Advantage on saves against poison - Dwarven trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Raging • When Raging ○ Advantage on STR checks and saving throws (not attacks) ○ +2 melee damage with STR weapons, ○ Resistance to all damage except psychic damage. - Totem of the bear • Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Kazri thanks Helm for being able to deflect the cold ray, even though she is blinded by the fog. She tries to slash the undead creature with her sword.
Sword Attack1: 22 Damage: 10
Sword Attack2: 12 Damage: 10
Kazri's first strike finds purchase and she prays to Helm to deal extra damage. (Divine Smite (lvl2) 14 radiant damage)
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Kazri - Bless • All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat • Immunity to Critical Hits - Adamantine Armor • Immunity to Disease - Paladin trait • Resistance to Cold Damage - Boots of Winterlands
Krom - Bless • Res/Fire damage - Forge trait • Res/Poison damage - Dwarven trait • Res/Cold Damage - Ring of Warmth • Advantage on saves against poison - Dwarven trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Raging • When Raging ○ Advantage on STR checks and saving throws (not attacks) ○ +2 melee damage with STR weapons, ○ Resistance to all damage except psychic damage. - Totem of the bear • Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
"Back to the grave with you malignant spirits." Rhogar growled out, before taking a deep breath, only to expel a crackling, radiant bolt of energy that splits into two mid-flight. Each bolt spirals over the other once before crashing into Mephit and Cold Walker alike... if they prove too slow or frail. Immediately after, Gorrah swoops in at some unspoken command, stinging at least one foe despite her poison not being quite as effective.
Action(Rhogar): Cast (1st)[Tooltip Not Found], twinned(1sp) to target both Ice Mephit and Cold Walker. Attack: 1+24 Damage: 12 Radiant at Mephit. Attack: 4+11 Damage: 16 Radiant at Cold Walker.
Movement(Gorrah): Into melee with remaining Ice Mephit.
Bonus Action(Rhogar): Command Gorrah to Attack Ice Mephit. (or Cold Walker, if Mephit is dead). Attack: 8 Damage: 8 magical piercing. (If at adv. from GB: 7.)
Reaction(Future): Same as before. If Gorrah would take less than 14 damage, Rhogar uses IoCM to half the damage. Visually appearing a ripple of light blue magic over her scales.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(Sorry. Forgot to have Oli stick with Uncle Rhogar.)
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Krom, placing the shield in front of him, swings his war hammer in a wide arc aiming for the Ice Mephit hidden by the fog. "Minions of the Frostmaiden! You will be defeated!" shouts the dwarf as he swings his flaming war hammer
Action: War hammer Attack: 19 Damage: 19 +Bless4 (5 fire damage from Divine Strike) Bonus action: Aura of Vitality heals Rekuberk for 7
Krom raises his hammer high and with a blaze of flame strikes the walker down. A bolt flies from Chill's crossbow skewering one of the ice mephits. A moment later Rhogar finishes off the other ice mephit.
Kazri uses her Divine Sense again, to see if there are more of those undead creatures around.
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
This post has potentially manipulated dice roll results.
Chill comes out from behind the trees.
"That's some light I hope to never see again. They had to be servants of Auril sent to stop us because we changed the weather. We've gotten her attention for sure."
He moves to inspect the bodies of the walkers to see if he can learn anything about where they came from
Kazri reaches out with her divine sense and detects no other undead nearby.
Chill examines the bodies of the coldlight walkers. He notes that they wear clothing similar to those worn by the people who live in the Ten Towns, but no cold weather gear, just regular clothing. Is there a connection? There were no know missing persons you had heard of. There were the murders which you solved and those bodies were found. Who are these people? Those lost in the tundra? Perhaps those sacrificed by Bryn Shander, Easthaven, and Targos? You know that those towns hold lotteries the afternoon before the new moon. The unlucky person whose name is drawn is sacrificed at nightfall. The ill-fated soul is stripped of his or her cold weather gear and either tied to a post or sent into the tundra to die.
The cold wind begins to pick up as the day wears on. You estimate you have another 10 miles of travel before reaching Revel's End. You can reach it by the end of the afternoon if nothing else stops you.
This post has potentially manipulated dice roll results.
Krom lowers his shield and war hammer and says to Chill "I have no doubts that they were servants of Auril, Chill. The Frostmaiden seems to like using undead as servants in her schemes so I think that we will be facing more of those walkers or maybe some other kind of undead soon." The dwarf stops for a moment and then says with a big smile "But the Fellowship of the White Cloaks will be ready for the them!"
As the dwarf walks towards Rekuberk, Moradin's holy symbol continues to release every few seconds pulses of warm energy healing some of the half-orc's wounds. "That was a close one lad, but we all know that you are a tough one." Krom pats Rekuberk on the shoulder.
(OOC There are still 7 rounds of Aura of Vitality, I will heal Rekuberk for 3 rounds (31), Kazri for 2 rounds (12) and myself for 2 rounds (7)
Rhoga and Gorrah had been tense over the minute. But with time can assurance, and so too did the recall that it was cold as heck! Gorrah wasted no time fluttering off to her padded saddle bag on duchess, leaving behind an amused Rhogar. The dragonborn then looks to the others, listening intently, and content to to wait until most if not all seemed in relatively better states. "We should keep moving. For if she has truly taking notice of us, it is only a matter of time before she can direct more agents our way. And I, for one, would like be at Revel's End before the day is out fully, and out of this thrice damned cold." The last part is accompanied by an mirthful chuckle just prior to the Bronze falling back to see to the the Axe Beaks, and making sure they were ready to travel again.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
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(Krom Concentration on Aura of Vitality 22 plus Bless 3 )
As one of the Walker's ray of cold hits Krom, the dwarf focuses his will maintaining the concentration on Moradin's Aura of Vitality.
Shrugging off most of the damage and being blinded by the fog caused by one of the mephits, Krom walks straight where Rekuberk was and after sending another wave of healing heat towards the half-orc, he swings in a wide arc his warhammer hoping to smash into pieces one of the mephit.
Movement: 25ft NE between the two mephits
Action: War hammer Attack: 10 Damage: 14 + Bless 1 (The second 1d8 of damage is Divine strike fire damage )
Bonus action: Aura of Vitality heals Rekuberk for 5 (it should not be necessary to see the target for this healing, if I can not heal Rekuberk I will heal myself)
Krom steps up and despite the fog locates one of the mephits and with a divine smite of flame he strikes the creature down as the creature is especially vulnerable to the fire of his stirke.
When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 slashing damage on a failed save, or half as much damage on a successful one.
Krom DEX Save 7
Despite the ice explosion Krom is uninjured.
Chill, then Rhogar are up
Chill (51/51+10), Rhogar (54/55), Coldlight Walker (?), Kazri (52/76+8), Rekuburk (16/93), Ice Mephits (?), (?), Krom (48/75+10)
Krom, Rekuburk and Kazri are effectively blinded
Conditions
Chill - Bless
Kazri - Bless
• All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
• Immunity to Critical Hits - Adamantine Armor
• Immunity to Disease - Paladin trait
• Resistance to Cold Damage - Boots of Winterlands
Krom - Bless
• Res/Fire damage - Forge trait
• Res/Poison damage - Dwarven trait
• Res/Cold Damage - Ring of Warmth
• Advantage on saves against poison - Dwarven trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Raging
• When Raging
○ Advantage on STR checks and saving throws (not attacks)
○ +2 melee damage with STR weapons,
○ Resistance to all damage except psychic damage. - Totem of the bear
• Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Rhogar - Bless
• Res/Lightning damage - Dragonborn trait
Map - updated with a compass. North is up
Small circles are bright light
Grey circle is fog and anyone inside is blinded
'It's time. Take out the other flyer' Rhogar mentally entreats Gorrah while marching at least a short distance closer to the fray. And though it pained him to go no further in a way, the Bronze focused on another arcane draconic script and held a hand out, palm facing Rekuberk. Said Half Orc would feel a phantom, but comforting feeling of a hand on his shoulder, followed by a warmth spreading from that point, burn away the frostbite and revitalize the spirit.
As this is happening, Gorrah swoops in from her hideaway among tree, ensuring the sting of justice would be felt long before she's seen by the Mephit. Smugly, if still alive she sends it the cartoonish image of it lying dead on the ground and her standing atop it triumphantly!
Movement(Rhogar): 15ft closer to Rekuberk.
Action(Rhogar): Cast (2nd)Embue Vitality on Rekuberk, spending 1 Sorcery Point for Distant Metamagic. Restoring 17 Hp.
Movement(Gorrah): Into melee with remaining Ice Mephit.
Bonus Action(Rhogar): Command Gorrah to Attack Ice Mephit. (using Investment of the Chain Master).
Attack: 17 Damage: 8 magical piercing. If hit and not deaded, target must make a Con Save(DC 15) or be poisoned(if not immune). Fail by 5 or more and the Mephit will fall unconscious.
(@Pal54: If Gorrah would take damage that doesn't 14, Rhogar will use his reaction to half the damage.)
IoCM:
When you realize you're doing too much: Signature.
Chill considers the walkers the greatest threat and so with one down he switches to the other has his target. He can barely see its light from within the fog so the shot is harder than it should be but he aims and fires.
Attack: 13 Damage: 23
Chill's shot, into the obscuring fog, is just enough to strike the walker.
While Rhogar heals Rekuburk Gorrah flies out and stings one of the ice mephits. But while Gorrah's stinger hits the ice mephit it seems unaffected by the shot of poison the pseudodragon delivers.
The walker turns it gaze on Kazri and shoots its cold rays at her while also forcing her to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn.
Attack: 19 Damage: 23
Attack: 10 Damage: 26
Kazri Con save 23
Kazri remains unscathed as she deflects the rays with her shield.
Kazri, then Rekuburk are up
Chill (51/51+10), Rhogar (54/55), Coldlight Walker (28), Kazri (52/76+8), Rekuburk (33/93), Ice Mephits (8), (?), Krom (48/75+10)
Krom, Rekuburk and Kazri are effectively blinded
Conditions
Chill - Bless
Kazri - Bless
• All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
• Immunity to Critical Hits - Adamantine Armor
• Immunity to Disease - Paladin trait
• Resistance to Cold Damage - Boots of Winterlands
Krom - Bless
• Res/Fire damage - Forge trait
• Res/Poison damage - Dwarven trait
• Res/Cold Damage - Ring of Warmth
• Advantage on saves against poison - Dwarven trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Raging
• When Raging
○ Advantage on STR checks and saving throws (not attacks)
○ +2 melee damage with STR weapons,
○ Resistance to all damage except psychic damage. - Totem of the bear
• Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Rhogar - Bless
• Res/Lightning damage - Dragonborn trait
Map - updated with a compass. North is up
Small circles are bright light
Grey circle is fog and anyone inside is blinded
I'm going to use my Piercer feat and reroll the 1 that should have been 1d8 rather than 1d6.
6
Post edited and done.
Kazri thanks Helm for being able to deflect the cold ray, even though she is blinded by the fog. She tries to slash the undead creature with her sword.
Sword Attack1: 22 Damage: 10
Sword Attack2: 12 Damage: 10
Kazri's first strike finds purchase and she prays to Helm to deal extra damage. (Divine Smite (lvl2) 14 radiant damage)
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Rekuberk will move to slash at the same creature as Kazri with hisbowj sword, saying the words to set it on fire as he does so.
(Reckless to get a straight roll.)
Attack: 15 Damage: 18
Fire Damage: 5
Attack: 12 Damage: 14
Fire Damage: 5
Kazri's first strike hits as she calls to Helm to empower the strike. Rekuburk moves in and with his blade aflame hits once.
That ice mephit claws at the tiny creature that has stung it.
Attack: 5 Damage: 5 slashing + 3 cold
While the other attacks Kazri
Attack: 12 Damage: 2 slashing + 3 cold
but neither hits
Krom, then Chill, then Rhogar are up
Chill (51/51+10), Rhogar (54/55), Coldlight Walker (75), Kazri (52/76+8), Rekuburk (33/93), Ice Mephits (8), (?), Krom (48/75+10)
Krom, Rekuburk and Kazri are effectively blinded
Conditions
Chill - Bless
Kazri - Bless
• All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
• Immunity to Critical Hits - Adamantine Armor
• Immunity to Disease - Paladin trait
• Resistance to Cold Damage - Boots of Winterlands
Krom - Bless
• Res/Fire damage - Forge trait
• Res/Poison damage - Dwarven trait
• Res/Cold Damage - Ring of Warmth
• Advantage on saves against poison - Dwarven trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Raging
• When Raging
○ Advantage on STR checks and saving throws (not attacks)
○ +2 melee damage with STR weapons,
○ Resistance to all damage except psychic damage. - Totem of the bear
• Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Rhogar - Bless
• Res/Lightning damage - Dragonborn trait
Map - updated with a compass. North is up
Small circles are bright light
Grey circle is fog and anyone inside is blinded
"Back to the grave with you malignant spirits." Rhogar growled out, before taking a deep breath, only to expel a crackling, radiant bolt of energy that splits into two mid-flight. Each bolt spirals over the other once before crashing into Mephit and Cold Walker alike... if they prove too slow or frail. Immediately after, Gorrah swoops in at some unspoken command, stinging at least one foe despite her poison not being quite as effective.
Action(Rhogar): Cast (1st)[Tooltip Not Found], twinned(1sp) to target both Ice Mephit and Cold Walker.
Attack: 1+24 Damage: 12 Radiant at Mephit.
Attack: 4+11 Damage: 16 Radiant at Cold Walker.
Movement(Gorrah): Into melee with remaining Ice Mephit.
Bonus Action(Rhogar): Command Gorrah to Attack Ice Mephit. (or Cold Walker, if Mephit is dead).
Attack: 8 Damage: 8 magical piercing.
(If at adv. from GB: 7.)
Reaction(Future): Same as before. If Gorrah would take less than 14 damage, Rhogar uses IoCM to half the damage. Visually appearing a ripple of light blue magic over her scales.
When you realize you're doing too much: Signature.
(Sorry. Forgot to have Oli stick with Uncle Rhogar.)
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Krom, placing the shield in front of him, swings his war hammer in a wide arc aiming for the Ice Mephit hidden by the fog. "Minions of the Frostmaiden! You will be defeated!" shouts the dwarf as he swings his flaming war hammer
Action: War hammer Attack: 19 Damage: 19 +Bless 4
(5 fire damage from Divine Strike)
Bonus action: Aura of Vitality heals Rekuberk for 7
Chill fires at the walker if it still stands or targets a mephit if not.
Attack: 11 Damage: 21
Krom raises his hammer high and with a blaze of flame strikes the walker down. A bolt flies from Chill's crossbow skewering one of the ice mephits. A moment later Rhogar finishes off the other ice mephit.
Over the next minute the fog begins to fade away.
Combat over
Kazri uses her Divine Sense again, to see if there are more of those undead creatures around.
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Chill comes out from behind the trees.
"That's some light I hope to never see again. They had to be servants of Auril sent to stop us because we changed the weather. We've gotten her attention for sure."
He moves to inspect the bodies of the walkers to see if he can learn anything about where they came from
Investigation 26
Kazri reaches out with her divine sense and detects no other undead nearby.
Chill examines the bodies of the coldlight walkers. He notes that they wear clothing similar to those worn by the people who live in the Ten Towns, but no cold weather gear, just regular clothing. Is there a connection? There were no know missing persons you had heard of. There were the murders which you solved and those bodies were found. Who are these people? Those lost in the tundra? Perhaps those sacrificed by Bryn Shander, Easthaven, and Targos? You know that those towns hold lotteries the afternoon before the new moon. The unlucky person whose name is drawn is sacrificed at nightfall. The ill-fated soul is stripped of his or her cold weather gear and either tied to a post or sent into the tundra to die.
The cold wind begins to pick up as the day wears on. You estimate you have another 10 miles of travel before reaching Revel's End. You can reach it by the end of the afternoon if nothing else stops you.
Krom lowers his shield and war hammer and says to Chill "I have no doubts that they were servants of Auril, Chill. The Frostmaiden seems to like using undead as servants in her schemes so I think that we will be facing more of those walkers or maybe some other kind of undead soon." The dwarf stops for a moment and then says with a big smile "But the Fellowship of the White Cloaks will be ready for the them!"
As the dwarf walks towards Rekuberk, Moradin's holy symbol continues to release every few seconds pulses of warm energy healing some of the half-orc's wounds.
"That was a close one lad, but we all know that you are a tough one." Krom pats Rekuberk on the shoulder.
(OOC There are still 7 rounds of Aura of Vitality, I will heal Rekuberk for 3 rounds (31), Kazri for 2 rounds (12) and myself for 2 rounds (7)
Rhoga and Gorrah had been tense over the minute. But with time can assurance, and so too did the recall that it was cold as heck! Gorrah wasted no time fluttering off to her padded saddle bag on duchess, leaving behind an amused Rhogar. The dragonborn then looks to the others, listening intently, and content to to wait until most if not all seemed in relatively better states. "We should keep moving. For if she has truly taking notice of us, it is only a matter of time before she can direct more agents our way. And I, for one, would like be at Revel's End before the day is out fully, and out of this thrice damned cold." The last part is accompanied by an mirthful chuckle just prior to the Bronze falling back to see to the the Axe Beaks, and making sure they were ready to travel again.
When you realize you're doing too much: Signature.