conversations: human
conversations:  Knights of Elemental Keep 
   
    In every generation since the magical wars many hundreds of years ago, a small number of children is born with a shard of bestowed elemental power. The shard becomes sensible for the subject and its surroundings anytime during childhood or puberty, and is generally a sign of a mysterious power in the otherwise rather unmagical world. This power comes with a price though: A child who does not gain control over their abilities before adulthood is utterly consumed by the shard and remains as nothing more than a raw, primal power which diminishes into nothingness after wreaking havoc on its surroundings.
  
  The  Knights of Elemental Keep  are an almost globally acting organization that focuses on two goals: First of all, they are dedicated to the training of all children that display an elemental shard. Their second priority is the protection of the world against monsters and supernatural threats of all sorts. They do not openly dabble in politics, and have arrangements with every bigger nation, stating that members will be judged by the their own instead of local courts or rulers in case of a misstep. The Knights are welcomed in many parts of the world as they are known for their protective services, especially by the common people.
  
  You were born with an elemental shard, and were given into the hands of the Knights at some time between your early childhood and your adulthood. You were trained to control and use your abilities, and were recently sworn into Knighthood. Now, your first assignment is waiting... 
    OOC-Thread  
    Meetup-Thread 
   
    Current Encounter Map  
conversations: Blinkbear:
conversations: human
conversations:  It has been two weeks and two days since your departure from the  Elemental Keep . For the first week, you have been traveling by horse and carriage, the second week passed mostly by horseback riding until you reached the last settlement on this side of the  Grayback Mountains , where you let the horses and stocked up on resources, and started your ascent to reach the pass over the mountain  Corm . Once on the ridge, you can see the smoke coming out of the few chimneys of  Argendale , the settlement inmidst the mountains you were sent with the quest to retrieve and escort an eleven year old boy suspected to carry a water or air shard.
  
  While the ascent was arduous, the descent is worse. This side of the Corm greets you with a cold, searing wind. After a few hours travel, the wind is joined by early but heavy snowfall. Soon you realize that it will be difficult if not impossible to pass the ridge as long as these conditions endure. You carry on, hoping to reach the treeline before nightfall to get some protection from the weather and set up a camp for night. During the day, the visibility worsens and it becomes harder and harder to follow the path that you had been instructed to use, and that winds down the Corm like serpentines.
  
  You forego a full-fledged lunch break, and just stuff some dried food into your mouth while descending, hoping to pass this inhospitable area as soon as possible. Towards the late afternoon, you suddenly freeze in your movement as you spot a movement ahead. You squint your eyes trying to get a better picture, but whatever it was, it had vanished again. Careful, but determined, you continue your way, some of you focusing on the path and others in constant prying of other possible dangers. For an hour, you do not encounter any living being. Then, suddenly and without warning, a cat-like creature, around the size of a leopard jumps from a cliff onto the path in front of you. Its fur is white with few beige spots but even in the distance of over a hundred feet it seems slightly unnatural to you.  
   I made a simple map of the current encounter.  The gray cells sketch the path you are taking. You are currently moving from top to bottom of the map. The greenish cells are the "landing area". Every grey (and greenish) square counts for normal movement; the white ones count as difficult terrain (count as two squares, no running/charging.)
  
   Party won initiative! 
   Please place yourself in any of those squares and post your actions for round one.  
  
  If you want to use immediate actions on specific triggers, please include it together with the trigger.
  
  Please stick to the following approximate format for your posts:
   
   Spoiler: Example Post 
   Roy  draws his greatsword in a fluid movement. Turning to his friends, he whispers:  "For Belkar" , and moves towards his opponent, his currently glowing sword ready to strike.
  
   
   Spoiler: OOC 
  
  Move action: Move 30ft towards the Black Gate.
  Standard action: Enabling superkill function on sword.
   If you have any rolls for your action, just post them inside the spoiler. 
   
  
   
  
  As a hint, always roll for confirmation of crits and extra crit damage with your normal rolls; while you can edit posts, you cannot later add rolls.
  
  I will write the following when I am done with the NPC actions in an encounter:
  
   =&gt; Party 
conversations: Blinkbear:
conversations: human
conversations:  "This flamin' weather won't hold for very much longer, doncha..."  Trukkon says as they truck along and they spot the cat creature.
   "Not something you see every day.  Definitely looks hungery and not friendly.  Stay behind me and give me cover, if ye can."  the stout dwarf says as he moves forward, giving a quick blessing to Daretred.
  
  
   
   Spoiler 
  
  Trukkon
  AC- 16 ;  Current - 16
  HP - 21 ; Current - 21
  
  Roll for Strikes to begin -
    1 Crusader's Strike
    2 Charging Minotaur
    3 Stone Bones
    4 Douse the Flames
    5 Leading the Attack
   (1d5)[ 1 ] 
   (1d5)[ 2 ] 
  
  In case of duplicates
   (1d5)[ 4 ] 
   (1d5)[ 5 ] 
  
  Starting at J-3
  
  Free Action
  Speak
  
  Full Round Action
  Move to M-10
  
  
  Effects~
    + Crusader's Strike (Devoted Spirit) (Strike Level 1) (Pg 58) : Successful
        attack allows you to heal 1d6+2.
     + Charging Minotaur (Stone Dragon) (Strike Level 1) (Pg 81) : Charging
        bull rush deals damage, ignores attacks of opportunity.
     + Stone Bones (Stone Dragon) (Strike Level 1) (Pg 84) : Gain DR
        5/adamantine.
     + Douse the Flames (White Raven) (Strike Level 1) (Pg 91) : Target
        cannot make attacks of opportunity for 1 round.
     + Leading the Attack (White Raven) (Strike Level 1) (Pg 91) : Allies gain
        +4 bonus on attacks against foe you strike.
     + Martial Spirit (Devoted Spirit) (Stance Level 1) (Pg 60) : Heal 2 hit points
        with each successful attack.
   
conversations: razorback:
conversations: human
conversations:  Shae thinks to a derisive retort, unsure of Trukkon's predictions thus far, but holds her tongue in light of the creature's arrival.   "Famished enough to take us'll, or hungry for sharing among kin d'ya think?"  she asks, drawing a smaller weapon to hand in case the creature closed the gap in a hurry, shuffling behind as the dwarven knight said.
  
   
   Spoiler: OOC 
  5ft step behind Trukkon for cover, draw a Dagger as a move action and use standard to Ready a thrown weapon attack contingent on an enemy (such as the cat but potentially others that look to be charging or closing distance with us).
  
   (1d20+3)[ 7 ] 
   (1d4+2)[ 6 ] 
  rolls if called for.
  [
   
conversations: Feralventas:
conversations: human
conversations:  Ethan observes the mountain cat as the group prepares for battle.  "It has claws, watch for them."  says Ethan as he draws his own 'claws' for the battle as he slinks forward into a position from which he can easily surround the cat from should it go for his allies.
  
   
   Spoiler: OOC 
  Starting at I-3,
  Swift Action: Initiate Blood in the Water Stance, any crits give me a +1 to attack and damage rolls, no crits for 1 minute removes the benefits of the stance.
  Move Action + Standard Action: Move to O-10, drawing kukri's as I move.
   
conversations: bcool999:
conversations: human
conversations:  "Stay behind you? You think you can get all the fun for yoursef?" 
  
  Maghnus grabs his heavy club with both hands and moves to stand between Trukkon and Ethan. Despite having shorter legs, he has no problems keeping up with his allies.
  
  His dog, Fang, follows his master while snarling at the creature.
  
   
   Spoiler: Actions 
  Starting at J2.
  double move to N10.
  
  Fang starts at whatever place is still free and will move to N9.
  His default-order should be to defend Maghnus.
   
conversations: Rogan: