[GM Arcadius Blue] On The Fourth Day, We Kill Them All (Inactive)

Game Master B S 207

Listen now to a song of the North Wind. Hearken to a story of mystery, of honor amidst deceptions, of feud and betrayal and nightmarish horrors, and of those long forgotten rising to walk beneath the icy stars.
Listen now to a Tale of the North.

“On the Fourth Day, We Kill Them All” is a Northlands adventure for four to six 3rd-level PCs.

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HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

ah well lets change that last post

Havark takes the glass and looks. He then passes it to Eyvindr.

"I have no need to look upon that thing again." He then looks to the Jarl.

"I lie not about my ability or what I have done. My word and oath are all a demon skin like me is good for. Now go and keep your people safe as I will do mine."

He then looks back to Tyv and the children.

"We need to get to the hall and find your father. If that thing comes this way the village is doomed. A plan of defense and evacuation will need to be made."


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Yep, that's the beastie that destroyed the Falgeir and sent her captain and crew to the deep slumber. You people really need to start paying more attention to what I tell you, Tyv responds to One-Eye with an exasperated shake of his head.

He squints and watches the Firth monster a moment longer, then realizes that One-Eye is the one Jarl he has not sussed out yet. In typically tactless fashion he asks the jarl a pointed question as Eyvindr looks through the spy glass. So, you really think Varghoss is the man to lead the clans through this? waving his hand at the carnage on the water.

He gives the man a moment to ponder his words and perhaps respond, then trots off after Havark, shooing the younger children along.

He yells over their heads to Havark as they go. Its all well and good for Azul to get his good luck charm back, but doesn't that mean we are losing our good luck charm in the process?


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"Don't you hear the rumors Tyv... I am blessed by Wotan. How else can one so weak best these champions?"
He continues moving forward.

"We make our own luck. Take control of your destiny."


"Ránulfr is distasteful, yes, but one cannot deny their ascendance. Hávardr's prestige and strength are waning." One-Eye shakes his head. "I've heard you have been speaking on Hávardr's behalf, but it risks too much to pledge my support to your clan."

DC 17 Diplomacy check to improve his attitude.

As Havark goes to lead the others off, they in fact stumble onto Ásvaldr maybe 10 bodies further back from the shoreline. He calls for the warrior's attention. "Havark! I see you move with purpose. What troubles you? Do you perhaps worry the Firth monster holds a grudge? I'm certain you'll be safe if you keep your feet on dry land." He then eyes Havark cautiously, knowing him well. "Or is it that your brave spirit wishes to attempt a futile rescue attempt? You're not a strong swimmer," he states matter-of-factly.

Ergh, probably should have laid that out clearer in my last post too. :-X
The Firth monster is definitely a traditional sea monster, in that while it's terribly dangerous when encountered, it pretty much only attacks seafaring vessels. Not to say it couldn't attack Viezla, but if waging war on coastal settlements was its modus operandus, there probably wouldn't BE a Viezla. It's not something that Havark or Tyv WOULD have known necessarily, though, depending on their familiarity with the beast's legends. That's up to you, whichever way you wanna play it. *shrugs*


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24

Tyv responds to One-eye. [b]Then pledge Hrahknfell to no one...yet. Let Asvardr's actions speak for Havardr. And soon I think the seeds that Varghoss' ambition has planted will have sprouted for all to see. Make your decision then wise one. [\b]


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"Forgive me my Jarl. I thought I could be of use if things turned for the worst. I feared for your children and wanted to see them returned to you. I think the níđingrs of house Ránulfr have gotten the point now to not come after the children. Is there anything you need of me today? If not I will stand with you and watch as always."


"A fair enough idea, though calling Ránulfr cowards was foolish" stated Jarl Hrókr. "In honest, I would rather see Hávadr's strength returned to them. Should I catch wind of Ránulfr treachery, I will send word to you. I don't know your name, boy, are you of Hávadr lineage, or a felag?"

As a reminder: felag means blood-brother.

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Ásvaldr laughs, "Nothing to forgive, you would know the beast's might better than most still living. I believe you to be half-right about the níđingers - I doubt they'll be so bold now, but I imagine they will threaten them until the matter is settled..." His eyes focus into the distance for a moment and balls his hand into a tight fist. "...one way or another. No, my children need your protection yet. I know your oath is sworn to me alone, but I ask that you continue to consider them first."


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"By the blood we share I call you brother and your will is mine. If your order is for the protection of your family consider it done my Jarl."

Havark places his hand on the Jarl's shoulder a moment and stares before facing the children again.

"Come, the monster will soon leave as it finish off the boats. Let us head to the hall and drink a few for our fallen brothers out there. One could hope for such a glorious death to go to Valhalla."

Havark rounds up the children and gets them away from the crows so that he better watch over them and to have a drink.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Tyv will suffice. And yes, a felag of Havardr's is accurate I suppose. Tell me, who was on that ship? Tyv asks, indicating the carnage on the water.[/b]


Ásvaldr nods solemnly, and place his hand on Havark's shoulder in turn. "Yes, it is apparent their time has come, though perhaps some ships may live. Follow us, my children."

Due to the commotion taking place offshore, the Market square was fairly empty (though starting to refill), and there was little trouble acquiring drink quickly. Dalla and Hákon found seats on adjacent stools with a mead each, while Sverrir and Ósk chased each other around the merchant stands with wooden swords. Dalla starts, "What does my nearest brother have planned for this evening? Will you be running along rooftops, maybe? You're nimble enough."

Hákon swallows, a small trail of mead running from the corner of his lip along the immature beard he grows. "No, I want to watch the fighting at the pits. My friend Hegg says he fed his father's wolf trollflesh once, and when he went to check on it the next day, it had grown to twice the size, and was twice as bloodthirsty. If it is as he claims, I need to see such a beast in action."

Tyri and Eyvindr soon join with their own plans for the evening, and the four chatter as siblings do. Jarl Ásvaldr stays a few paces away from his children, and opens up to Havark, "I don't know that I've asked before, but what do you believe happened to the expedition? We heard it from many that spring - the bees that famously guarded Bjeornshafen were nearly exterminated by a late coldsnap, and the trading port was ripe for the raiding. Perhaps it was a profoundly deceptive rumor, but perhaps instead they encountered some terrible and powerful beast in the Swive."

He sighed a heavy sigh. "Even then, in a sea serpent attack or a raid gone bad, at least one or two ships will get away. That there were so many, and not a single one returns? It doesn't make sense."

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.
..

Eyvindr follows his father's call, giving the spyglass back to One-Eye. "Scary. I'll see you later Tyv!" Thankfully, the other ships seemed to be getting clear: the Firth monster has taken the remains of its target up in its jaws, and after another moment plunges deep beneath the waves.

"Well met, Tyv, felag of Hávadr. I'm not familiar with most of the men aboard. A handful of oarsmen were recruited from smaller families for this race, but the ship belonged to Thora Yngvardottir." Seeing that the name doesn't register with Tyv, he explains, "Yngvard, leader of Svart Ørt? Sellswords known to be mighty in battle and fair in price. He's not in attendance at our Ice-Break Þing this year, but he'll be deeply injured by the loss once he learns. Thora was his only child, a woman of bold action and keen intelligence, and I'll wager her einherjar spirit would outshine the all the valkyries bringing her and her crew to Valhalla."


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"I believe them to have been swallowed by the ice. As Tyv spoke of the horrors we encountered. The horrors wore markings of your house. The fear these things put into men was unnatural. If any survived they would have tried to flee. Still the numbers lost are not explained as you say a few should have returned. Though I do believe someone or something behind it. Controlling these things, as to why is the mystery."


Ásvaldr nods. "A fine theory, though worrisome. If that is the case, if they are frozen like those in the tower..." He takes a deep breath, with which he gathers some resolve. "Then Boreas and his servants grow truly bold, and their ire for Hávadr is strong. The ships were sent by way of warmer waters to the south, and we expected their return before midsummer at the latest. If they are trapped in ice as you believe, then truly powerful magicks are at work." He takes a few drinks from his mead in silent consideration.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Havark does the same. He sits contemplating what may come if he is correct in his theory.


Male Hyperborean (Dayborn) Bard (Wit): Lvl4/Swashbuckler (Inspired Blade): Lvl 4

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Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Tyv sighed sadly and thanked One-eye for his time. He went to find Asvaldr and Havark but his mind wandered and so did his feet.

Why was the Firth monster here now? Had something drawn it? What was common in both places that it had appeared? Well, the frights, Fanna and her grandfather, and me. That must be it! Its after me! No wait, that doesn't seem right.

When he looked up and brought his mind back to the here and now, he found himself outside the tent of the Verdris. Huh, Tyv mouths in mild surprise at where he had ended up. Fanna? Nord? he calls out.


After the moment passes, a wry smile suddenly grows across Ásvaldr's face. He reaches into his cloak pocket and produces a few checkered sheets of wood, which he then assembles into a tafl board. "Havark! We must keep our wits sharp for the challenges to come. Let us play a game to pass the time. What say you? Shall we compete in skáktafl, sheep-and-wolf, or tables?" As Havark decides, he scrounges some small wooden pieces from a pouch.

You'll be pitting Wisdom checks against Ásvaldr's Profession (Tafl Player) skill. Tafl games are a broad category of tabletop games that are played on a checkered or latticed board. Skáktafl is essentially chess, tables is similarly backgammon, and sheep-and-wolf is played in rounds, where one player is the sheep, and attempts to make his pieces avoid the wolf player, who tries to devour the sheep.

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.
..

At Tyv's calling, Fanna's grandfather pops his head out. "Eh? OH! Dyv! Hello! If 'ou're looking for Famma, she's eading ad dhe Maim Hall already - she's a judge for dhe Lie-Dales comtesd fis eveming. I'm happy do help 'ou if I mighd, dhough!" He grins his ever-toothless grin.

Toothed Translation:
Eh? OH! Tyv! Hello! If you're looking for Fanna, she's eating at the Main Hall already - she's a judge for the Lie-Tales contest this evening. I'm happy to help you if I might, though!

A Lie-Tales contest is where participants compete to tell the most outrageous 'tall tale' possible while also keeping it superficially plausible.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Ah, what's a lie-tale? Tyv's eyes grow in delight as Nord explains the concept. He shakes his head, remembering why he was there.

Actually grandfather, I have questions for you, for you know many of the old stories. The Firth monster - in the sagas, why does it go where it goes? Does it seek something, or is it drawn to certain places or people? Is it an omen? Tyv leans in conspiratorially and whispers, I think its following me.

After Nord answers, Tyv asks the old man for his opinions on several other topics:

What do you make of that Jarl's murder?

How has Fanna been enjoying the Thing?

I never asked you what you though of our time in the icey tower. What do you think happened there? Who were those undead things?

Has Fanna asked about me?

Has anyone from Ranulfr of Havardr come to him to ask about what happened on the Falgeirr?

Who do you think Fanna likes more, me or Havark? Its totally me right?


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Havark smiles.

"It has been some time since I played Skáktafl. It was not until I met and studied under my masters that I had any besides my parents willing to spend time with me. Know this." He looks around to see the company is still just them and the children. "Brother. My protection will not extend to you in this game." He smiles again and takes another sip of his mead.

Havark offers the first move to the Jarl.

Wisdom: 1d20 + 5 ⇒ (15) + 5 = 20

So how do you want to play this. First to 3-5 checks wins? If we race to 3 checks it will take 5 rolls max, if we race to 5 it will take 9 rolls max.


Day 2 Afternoon - Tyv
"Id cam be am omem, sure! Whem id awakems, id's ofden a sigm of upheaval. 'Ou know, big chamge a-comim' to dose who see id." Stepping out, Nord tugs on his ear thoughtfully. "If id's followim' 'ou, 'ou musd be mighdy impordan'."

Toothed Translation:
"It can be an omen, sure! When it awakens, it's often a sign of upheaval. You know, big change a-coming to those who see it. If it's following you, you must be mighty important."

Tyv wrote:
What do you make of that Jarl's murder?

"Sure soumds like more of dem nasdy undead from de dower do me. Suppose dey followed us."

Toothed Translation:
"Sure sounds like more of them nasty undead from the tower to me. Suppose they followed us."

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Tyv wrote:
How has Fanna been enjoying the Thing?

"She fimds id do be very excidim'! She's nod used do all de addemtion she's geddimg, bud she's hamdlim' id wiff grace, I fink."

Toothed Translation:
"She finds it to be very exciting! She's not used to all the attention she's getting, but she's handling it with grace, I think."

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Tyv wrote:
I never asked you what you though of our time in the icey tower. What do you think happened there? Who were those undead things?

"Never seem amyfin' quide like dem." He offers an apologetic shrug. "Afraid my life's beem preddy simple 'dil mow. As for da frozem folk in dere? If I had do guess, I'd say id looks like dey los' a baddle agaimsd powerful magic."

Toothed Translation:
"Never seem anything quite like them. Afraid my life's been pretty simple 'til now. As for the frozen folk in there? If I had to guess, I'd say it looks like they lost a battle against powerful magic."

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Tyv wrote:
Has Fanna asked about me?

He looks down, running his fingers nervously through his hair and stammering a bit. "Oh heh, well... you kmow, I'm sure she's womderimg - 'ou're a fime boy amd all! 'Ou should undersdamd, she's VERY busy wiff beim' de Vedrdís. She doesm'd dalk do me aboud boys amyway."

Toothed Translation:
"Oh heh, well... you know, I'm sure she's wondering - you're a fine boy and all! You should understand, she's VERY busy with being the Vetrdís. She doesn't talk to me about boys anyway."

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Tyv wrote:
Has anyone from Ranulfr of Havardr come to him to ask about what happened on the Falgeirr?

"Mope! Fimk dey have mo cause do challemge our word."

Toothed Translation:
"Nope! Think they have no cause do challenge our word."

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Tyv wrote:
Who do you think Fanna likes more, me or Havark? Its totally me right?

Nord grins sheepishly and gives Tyv another shrug. ¯\_(ツ)_/¯


Day 2 Afternoon - Havark
He nods in agreement. "I would have it no other way. Children! Come, watch closely as two minds compete on the field of war!" He then arranges the pieces in position for skáktafl.

The setting book actually gives suggestions on how to handle each game! In the case of skáktafl, we'll do three opposed checks, representing the beginning, middle, and end of the game: most successes win. When you lose a check, that gives you a cumulative -2 penalty going forward. For now, we'll do one roll/post - we can accelerate the rest if Tyv's next post shows that he's got nothing else going on for this part of the day. (Your suggestion, FYI, is how sheep-and-wolf would be played :-P)

Ásvaldr Profession (Tafl Player): 1d20 + 11 ⇒ (13) + 11 = 24
Within the first few moves it is clear which player is the more experienced. Ásvaldr advances his pieces smartly and quickly, picking off a few of Havark's thralls (pawns), whereas Havark's turns take more consideration, and display less confidence.

You mess with the bull... :-P Your next check then, takes a -2. I'll roll Ásvaldr's second check now: then you may narrate how the middle of the game goes on your next post, if you desire.
Ásvaldr Profession (Tafl Player): 1d20 + 11 ⇒ (12) + 11 = 23


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Havark is a bit surprised at first to see the Jarl's skill. Havark understands the game well enough but not having much of a child hood and devoting himself to training has left little time for such games.

Wis: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20

The Jarl again seems to be a step ahead of Havark as he thinks he has an advantage but the Jarl soon proves otherwise. As it looks hopeless in this game for Havark.

"You have a keen mind. I admit you are better than me, but I would expect nothing less from our Jarl."

Wis: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17Might as well end it :)


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Tyv thanks Nord for his time and heads off in search of his friends....


Ásvaldr Profession (Tafl Player): 1d20 + 11 ⇒ (12) + 11 = 23
Havark was not a poor strategist by any means, but Ásvaldr tactics kept him leagues ahead of the former throughout the game. Then, all at once, Havark's king was cornered at his left edge of the board, and it was done. "That I do. You play well for one who also plays little, but I spent much of my youth with these games. My father Guðbrandr hoped that I would follow in his stead as Jarl one day, and charged his brother Forni with sharpening my wit by way of these games." He looks warmly as his gathered sons and daughters, "He continues to play them with my children now."

Tyv walks up as the sun begins to dip low in the sky, and Ásvaldr hoists a sleepy Ósk up in his arms and nods at the other's approach. "This one has seen enough excitement for one day, and I will be returning her to our hall so that she may eat and rest. Enjoy the wolves and take care, my children. I will see you all later this evening." Sverrir and Tyri follow as their father leaves.

Hákon looks expectantly to his remaining sister and brother, and then to his guardians. "Time to refill our cups and bellies and find our seats. Will you two be betting on the fights? You so did well at the arm wrestling." He begins walking towards a vendor that hangs many sausages, jerkies, and other cuts of meat from his stand. The powerful smell of venison and spices wafts in the air around the five.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Actually, I was thinking of heading over to the main hall to check out the lie-tales competition...unless you think I should remain here with you Havark.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"Do what you like. I will remain here with the children."

Looking to them.

"I will bet again. It makes the sport more interesting to watch."


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

GM can you remind me of the ages of the kids again?


Tyv: Sure; up in my quickbar!

Havark: Gimme your wager and three Wisdom checks, as before.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Starting GP 70

Wis: 1d20 + 5 ⇒ (18) + 5 = 23 Wager 50gp, Got 100gp in return
Wis: 1d20 + 5 ⇒ (3) + 5 = 8 Wager 50gp, 26gp return
Wis: 1d20 + 5 ⇒ (7) + 5 = 12 Wager 70gp, 70 return.

Ended with 95GP

Havark surveyed the room and made a few assumptions on what he believed would be the best fighters. The first round proved to fall in his favor, but as things went on there were some surprising upsets. All in all he made some wealth and enjoyed the evening watching over the Jarls children and having a good time.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Oh.. okay then. His pride slightly wounded in Havark's apparent complete disinterest in his comings and goings Tyv abandons his plan to Introduce Hakon to the Verdis and try participate in the lie-tales competition, and instead slips out into the night to prove his worth to Havark and Asvardr.

I just know the frights have followed us back from the ice tower. They are out for vengeance against Havardr, but not just the 'murder them all in their sleep kind.' They targeted our closest ally and sent a message last night. They might try it again.

Tyv moves quickly and silently to the camp of Sigurdr with the intent to guard over fierce-gazed Grima through the night. Of course, extended periods of concentration aren't the Prince of Dolls strong suite, and there is no telling where he ends up by morning....


Fights are actually outdoors in fisherman's square, but close enough. :-P

Hákon checks in periodically with Havark as the fights go on, trying to learn his process, but quickly loses interest once Havarks luck slips. He spends the rest of the event near his friends. Dalla sits near Havark and watches the fights intently - her fascination with wolves is no secret to those who know her. Finally, Eyvindr took a bit to do so, but finally worked up the courage after four fights to talk to Havark. He asks as racers scramble through the nearby rooftops: "How do you make a sword from the air? Is it hard? Does it weigh a lot?"

Tyv has little trouble finding the Sigurðr camp: a little north and east of where the wolf fights are taking place. The few there, including Lady Twin-Blades, are listening to a local bard play a jolly tune on his lur as they sup a meat stew. When the sun set and the camp grew dark, Tyv perhaps would have found himself following his absent mind, but further west was Dómarr's camp, outside of which and under a heavy tarp laid the stark reminder of Jarl Audunson's body, silently waiting to be returned home at the end of the Þing.

A Perception check from Havark, and both a Perception and Stealth check from Tyv please, since you're moving silently and all.

No post tomorrow, I'll be all of 150 miles from the US-Canadian border for a wedding in Duluth, and it'll take me four hours on the road to get there. :-D


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Havark hears the question and does not respond at first watching what is going on.

"It is easy, well not at first." He extends his hand as the massive blade forms. As easy as it forms it soon vanishes.

"You need focus and will as you use the energy from your mind. For me my focus is my hate. The hate for all those that shun me for my weak and deformed body. That is what helped me to form the blade, but as I trained my hate turned to hope. Hope that a low born demon skin like me could use such a blade to change the world. Hope to show that strength comes in many forms. So it is hope that guides me now." He finally breaks from what he was looking at and looks at Eyvindr in the eye. He raises his hand to the boys head and points placing his finger against Eyvindr's forehead.

"Do you have what it takes here to shape the energy around you?" He smiles and thinks for a moment how the role of teacher may suit him before turning back to the action having been a bit distracted.

Perception: 1d20 + 14 ⇒ (7) + 14 = 21


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Stealth: 1d20 + 10 ⇒ (12) + 10 = 22

Tyv yawns and watches the stars, tracing constellations with his little finger.


Eyvindr ponders and glowers, "I hate having to listen Grandmother Fastvi all the time, and I hate doing chores, and I hate that Dalla's such a bully, an-and... I hate that mom went and died, too. There's a short pause, "I have hope, too. I hope I'll be as big and tough as my dad someday, and I hope our friends come back from their raid!" He looks to Havark. "Do you suppose that's enough?"

GM Dice:
Stealth: 1d20 + 15 ⇒ (12) + 15 = 27
Lady Thordís Perception (Severely Drunk): 1d20 + 3 ⇒ (20) + 3 = 23

Fright War Razor vs FF AC: 1d20 + 7 ⇒ (13) + 7 = 20
Fright War Razor Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Before Havark can answer, a shout rings out from the alley behind them. Lady Thórdis, Jarl of Clan Hafgrímr, clutches a bleeding arm and stumbles forth into the flickering torch-light, her face flush with liquor. As she does so, Havark spots the attacker behind her: a fright! Others must have as well, given the way the crowd jumps to its feet and clears away from the alley.

Nearby, Tyv also hears the shout of true alarm, though he is some distance from the source...

Havark Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Tyv Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Fright Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
Lady Thordís Initiative: 1d20 - 3 ⇒ (20) - 3 = 17
Crowd/Children Initiative: 1d20 ⇒ 10

..
.
..

GM Dice:
Fright War Razor: 1d20 + 7 ⇒ (6) + 7 = 13
Fright War Razor Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Havark Will Save: 1d20 + 12 ⇒ (15) + 12 = 27
Thordís Will Save: 1d20 - 3 ⇒ (3) - 3 = 0
Rounds: 1d6 ⇒ 3

Round 1
The fright takes another swing at Lady Thordís. The unfortunate Jarl is much too drunk to defend herself, and the fright easily slices her "Shall I feed you to these wolves, Thordís? Morsel by bloody morsel?" Her eyes grow wide in fear, and she blubbers nonsense as she reaches for her warhammer. Havark overcomes the fright's appearance as in times before, but he notes that the effect seems more powerful than in previous encounters.

Round 1 Initiative
Fright
.
Lady Thordís :: Shaken (3 rds)
Havark
Tyv
Children/Crowd

Battle map is set up on Roll20. Tyv, you can run this turn and then place yourself in any square on the eastern/right border of the map. If you buff or do something else first, just make sure you cross that 120' worth of space before you join combat on the map. Low-light conditions, btw, so participants have concealment unless negated by other light sources or darkvision. As before, take turns in any order and you may direct the children as desired - left to their own devices, they're going to run away.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Tyv curses as he hears screams from behind him. He sprints towards the commotion, pulling out his ioun torch and setting it spinning about him as he runs.

<can't see the map>


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

alert and angry at himself for being distracted Havark moves into action.

"Hold on to hope Eyvindr. Witness the the power of it."

Acrobatics: 1d20 + 20 ⇒ (4) + 20 = 24

Thrown Blade: 1d20 + 10 - 4 - 4 ⇒ (19) + 10 - 4 - 4 = 21
Confirmation: 1d20 + 21 ⇒ (3) + 21 = 24 Light Critical

Damage Max: 26, Reflex Save DC 20. If Save Made Creature takes Bonus Damage [dice=2d6[/dice]

Caught off guard Havark is still quick to react to the danger. He crouches and bounds from the ground with a such force it seems he flies a short distance. As he lands his massive blade forms just long enough for him to toss it at the creature. The blade flies so close to Lady Thordís that it cuts pieces of her hair before finding it's mark in the neck of the horror.


Round 1
Sorry Tyv, should be fixed now!

I don't think I really questioned it before, but I'm going to treat the bonus damage from Scarlet Einhander much like Sneak Attack and other precision-ish damage - you will maximize your weapon damage, but roll the 1d6, much like you multiply weapon damage on a critical hit, but not sneak attack dice.

Max Damage + Scarlet Einhander: 20 + 1d6 ⇒ 20 + (5) = 25 Not that it changes much. As a reminder, you didn't score a light critical either, because the target's AC is subtracted as a modifier to your severity result. Whiiiiich I meant to put up in my quickbar. :-P

GM Dice:
Lady Thordís Warhammer (- Shaken): 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3

Havark's blade nearly cleaves the fright's head clean off, and Lady Thordís finally liberates her warhammer from her side. Her panicked swing buries itself into the frozen ground nearly 3 feet from the fright however, and as the crowd runs in fear and Tyv clambers into view, the fright takes its chance...

..
.
..

Round 2

GM Dice:
Havark Will Save: 1d20 + 12 ⇒ (13) + 12 = 25
Thordís Will Save: 1d20 - 3 + 1 - 2 ⇒ (6) - 3 + 1 - 2 = 21d6 ⇒ 5
Tyv Will Save: 1d20 + 4 ⇒ (8) + 4 = 12
Fright Stealth (+ 80 feet): 1d20 + 15 + 8 ⇒ (18) + 15 + 8 = 41
Lady Thordís Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Havark, you are immune to this fright's appearance for 24 hours. Tyv, if your map entrance would have put you in view of Lady Thordís and the fright,
Spoiler:
You are shaken for 1d6 ⇒ 2 rounds.

...steps back, and promptly disappears. Lady Thordís either doesn't know or doesn't care, and nearly barrels over Havark in her attempt to escape. The crowd has cleared to the western side of Fisherman's Square, though their wits seem about them for the time being, and the Jarl's children remain comfortably in sight.

Continue round-by-round actions for now. I didn't think too hard about the map when I set it up, but the children are between 100-150 feet away, and still in Fisherman's Square. If we end up needing them on the map, I'll update it accordingly. And holy stealth! Make Perception checks to look for the fright. You get one free check, and can make another as a move action, if that helps...

Perception DC 28:
You hear the sound of a door unlatching and a hinge swinging open. You see it has come from the wolf pit, where the wolves have notably grown frantic. If you enter the wolf-pit this turn (which descends 5 feet into the ground), you may open the next spoiler upon doing so. The gate is located on the bottom-right corner
Perception DC 41:
The fright is now in the wolf-pit, and has just opened the gate! The wolves have no better nerves than man to tolerate its presence, and thrash nastily as they try to flee from it. The fright is located a square down and to the right of the rightmost wolf. If you're outside of the pit, it has improved cover (+8 AC, +4 Reflex).

..
.
..

Round 2 Initiative
Fright
.
Lady Thordís :: Frightened (5 rds)
Havark
Tyv
Children/Crowd


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Oops yep forget to subtract armor. You would think with his run of crits I would remember :) Sounds good on Scarlet Einhander. I will try an remember.

Perception: 1d20 + 14 ⇒ (14) + 14 = 28

Where is the wolf pit? Is it the blue circle?

Havark takes a moment to look around. He hears the gate from the wolf pit open. He summons his blade back to his hand and take a moment to focus improving himself in all manner.

Move Actions: Manifest Blade
Standard: Animal Affinity to Wisdom

"It has entered the wolf pit. Any that can calm or train the wolves be ready as they will be scared. Children gather close to me and close your eyes. Trust in my protection and the fear of this creature will have no hold on you."


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Tyv's stomach flips upside-down at the brief glimpse of the fright but he manages to keep enough wits to not flee in a blind panic, instead sprinting as fast as he can to Havark.


Round 2
I will also try to remember. >.> And yup, pit is the blue circle. The moon in the background kinda distracts from the overall image, but those are wolf tokens within.

GM Dice:
Wolf Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Wolf 1 Will save: 1d20 + 1 ⇒ (20) + 1 = 21
Wolf 2 Will save: 1d20 + 1 ⇒ (3) + 1 = 4Duration: 1d6 ⇒ 3

The children look at each other a brief moment, and then run back towards Havark fast as they can, though he is further from them than when they first ran. A few men step closer to the pit with whips at the ready.

..
.
..

Round 3
Tyv Will Save (- Shaken?): 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11Duration: 1d6 ⇒ 2 | To make sure we're on the same page, you are shaken last round only if you could see the fright's former position at the START of the round, but you came from more towards the bottom of the map, correct? If that's the case, you wouldn't have seen it before it 'ported. If you were shaken last round, then you are frightened for the duration. If you weren't, then you are shaken for the duration.

GM Dice:
Wolf 1 Will save: 1d20 + 1 ⇒ (11) + 1 = 12Duration: 1d6 ⇒ 6
Wolf 2 Will save (- Shaken): 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
Lady Thordís Will save: 1d20 - 3 + 1 - 2 ⇒ (11) - 3 + 1 - 2 = 7Duration: 1d6 ⇒ 4
Fright Trip as AoO: 1d20 + 4 ⇒ (13) + 4 = 17

A mist swallows up Thordís and the children, with Evyindr just visible on Havark & Tyv's side. No wolves come running through the mist, but the sound of someone falling to the ground is heard within - presumably Lady Thordís, given the keening tenor her sobbing has achieved. The creaky voice of the fright overtakes the sound for a moment however. "The Lady will learn her place! To lie still. To die afraid, alone, on Hávardr soil." The children finish running through the mist, and stand behind Havark as things look worse and worse for Thordís.

Round 3 Initiative
Fright
.
Lady Thordís :: Panicked (4 rds)
Havark
Tyv :: Shaken? Frightened? (2 rds)
Children/Crowd
Wolves


Given that you heard Thordís fall in the mist and also become more afraid, you can assume the fright is in an adjacent square. I've marked squares on the map to correspond to the spoilers below for positions the fright would be in. If you're adjacent to any of the squares (or on the northwest side, for squares A, B, and D) throughout your movement, go ahead and check to see if the fright is within. Remember though, that any attack made against the fright would still suffer a 20% miss chance.

A:
Empty.
B:
Empty.
C:
Empty.
D:
Empty.
E:
Empty.
F:
Empty.
G:
You found the fright!
H:
Empty.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Okay, Tyc could not see the fright befor it teleported...

Intent is to double move into the fog, ending in H, to grab Thordis and heal or pull to safety. Will resolve after Havark goes though, because I expect initiative order will make a big difference here.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Yep init and the Fright went and talked giving away his position to Havark's keen senses

Fool, go on speak show me where you are

Havark too closes his eyes for a moment as the mist forms

Perception To Pin point: 1d20 + 16 - 6 ⇒ (16) + 16 - 6 = 26 Furthest square away is 60' so took the -6 for distance Conversation is DC 0, +5 terrible conditions with the screaming and crying going on. So DC25 to pinpoint.

The Creature speaks as a smirk comes across Havark's face


Swift: Inevitable Strike
Full: Martial Charge w/ Rising Zenith

"THERE!"
His eyes open as he darts forward into the mist his blade drags the ground behind him spitting earth into the air as and audible sound of it cutting the air can be heard in the mist as it finds it's target.

Sense Motive vs AC: 1d20 + 26 ⇒ (20) + 26 = 46 Holly Crap I swear I'm not some sort of site Hacker. Check my other games. Havark is blessed.:)
Confirmation: 1d20 + 46 ⇒ (2) + 46 = 48

Zenith Strike Damage: 4d6 + 24 + 1d6 ⇒ (6, 5, 3, 5) + 24 + (4) = 47This is if you decide no on Crit on this maneuver. I'm good either way.

Damage Max:24 (2d6+12)+Zenith: 2d6 + 12 + 1d6 ⇒ (2, 4) + 12 + (1) = 19= 43 Damage + Bonus Damage: 2d6 ⇒ (4, 3) = 7 If reflex save is made. 1d10 ⇒ 10=Right Hand

Wow so the crit did less then the regular attack would have :) unless it makes it's save and the bonus damage kicks in.

So normally the Strike would have been 4d6+24+1d6. Sine it was a crit I maxed only the original dice. I found This Post As I was unsure you could crit on this and still am. I know it says use check in place of normal attack but it is still an attack roll with the weapon. I will let you decide.

Spells end when you die right? Would make a cool scene. I'm going with it here unless you say otherwise.

Havark stands as the mist begins to dissipate and blow away. His sword still high in the air as the Fright lay cut into to pieces. He looks down the the Jarl and extends his hand.

"Come you have shown enough fear. Stand and be thankful house Hávardr will not waiver in the face of such."


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Ok seriously, is it even possible for you NOT to roll a crit anymore? :>

Thordis is the widow of the Jarl that died last night right?


*shakes head in disbelief* Really thought Thordís would suffer for 1 more round, at least. :-P I'll move the game forward again tomorrow, but for now:

  • For Zenith Strike, you can crit on it - so your second set of rolls would be used. Thanks for showing me all the ways you wanted to knock out those last 3 hp!
  • Thordís is the jarl of Clan Hafgrímr - she was not mentioned by name before now, and the only time her clan was is during the sled race, here. Hedvig is the name of Runí's widow.
  • No, spells don't dissipate upon the caster's death unless they require concentration. Given that I didn't check the description for obscuring mist before the fright used its SLA, and therefore allowed it to use it at a range (whoops), we'll ignore that for the coolness points here!


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Tyv rushes forward to the Jarl and purges her wounds with fey magic. They smell of holly berries fills the area as the cuts on her arm fade away

Cure: 1d8 + 4 ⇒ (1) + 4 = 5
Wild magic check: 1d100 ⇒ 32

Eyvinder, come tend to the Jarl. Hakon, Dalla - guard her until her own people get here.

Then, while Thordis is still groggy, he zips over to the fright's body, quickly checking it for clan markings or other identifiers before the crown comes back.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

I'm in as much shock as the two of you. Havark plays like a character in a movie. Now it will be a game of waiting for the other shoe to drop ;)

"Maybe you should have stayed Tyv, You missed the action. Children come close, this may not be all to the attack. There is magic at work here Tyv someone is trying to frame House Hávardr. When I find out who they will pray to Wotan I show them the mercy of quick death this creature received."


Yup! You'll be a renowned warrior across the Northlands who ends up being punched to death by a kobold or something.

Lady Thordís does not sit quietly. To Havark and Tyv's surprise, she is still quite spooked by the now-destroyed fright, and she scrambles away from Havark's extended hand into Tyv. His scented magic washes over her in time for her to find her footing and run off in the direction of her people's camp. Hákon and Dalla begin to chase after her, but a couple men emerge from the crowd to chase down Thordís. "Lady... Lady Thordís! Please wait, let your thralls help you!" The children look to each other and Tyv, unsure if they should continue their pursuit. Tyv finds the ancient Hávardr marks on the fright with ease, and is able to pocket and obfuscate those before anyone else gets too close.

As if on cue, Havark's mention of another attack is affirmed by a panicked scream in the distance, followed by a few more. Seeming to originate from the harbor itself, it more likely comes from somewhere near the field where the longsword duels and archery events were held. More notably, Jarl One-Eye's clan hall fits that description well.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"Children on me. Leave the coward to return to her people. We have others to help. Are you ready Tyv?"

Havark heads off in the direction of the scream with the children in tow.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Tyv waves the children off once the Hafgrimr thralls arrive.

As they jog towards the next disturbance he instructs the children. When the fighting starts stay near me. Havark is Wodin's own whirlind on the battlefield and does not need our help. But I might, he says with a wry smile. And do not look at the frights. Look at your blade, or your feet - anyplace but at them. Their magics will turn you courage to cold pea soup and you will flee no matter what your head tells you. If you do run, think of home and let your legs carry you back to your father.

Havark, do these attacks make sense to you? Last night they kill a Havardr ally, tonight a Ranulfr ally. Would Thordis dying on Havardr soil really give much of an edge to Varghos's position that he would sacrifice an allied Jarl?


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Havark shoots an inquisitive glance at Tyv.

"You wish to talk about this now as we run to danger? Sacrificing one of your own is a calculated risk and dangerous tactic. What better way to take suspicion away. Nothing will surprise me with these creatures in play. Now hurry."

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