[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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GM Dice:
Vebjørn Stealth: 1d20 + 1 ⇒ (3) + 1 = 4
Vebjørn Stealth (Moment of Chance): 1d20 + 1 ⇒ (19) + 1 = 20

All right - Tyv, you can either roll Stealth or take 10 - Vebjørn hit a 20. And does your lack of follow up with Eyvindr mean you let him go to Hávardr Hall? Havark, are you trying for an advantage before the fighting starts with the fake calls for help? The intention isn't clear to me, so I'm not sure how to adjudicate it.


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

Sorry no advantage. Just hiding under my hood as if lost in the wild. Calling out to the first thing I saw. I know they can teleport around and use mist. He is hoping the creature will come and attack him. Basically being ready so it does not get a surprise on him even if it creates mist if that makes sense. He will be going full defense. Once in range and he can act he will summon his blade with his move action and perform the Rising Zenith Strike hoping to finish it in one blow.


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

PAST...

No Tyv says simply when Eyvindr tells him he plans to return to his family.

Your father knew we might not be able to return before dawn tomorrow yet he let you come anyway. What does that tell you?

He doesn't give the boy a chance to answer the question before continuing.A sentimental parent might have sent his child away to protect him. But you father is no such creature. He is a northman through and through, and he has laid a heavy burden upon your shoulders - the duty of survival. If things go badly tomorrow and all of your house falls to Ranuflr blades, who will be left to avenge them?

This question he leaves hanging in the air as he walks away, then turns around with a mischievous grin. Besides, who's going to be the Lady Fanna's protector while Havark and I are away?

Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13
Not sure if gregarious allows a reroll here Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27

PRESENT...

Stealthy McStealtherson: 1d20 + 10 ⇒ (4) + 10 = 14


Yeah, we'll allow that, Tyv.
Eyvindr looked thoughful. "I... I guess you're right." He flexes his fist a few times, staring at it while trying to control his emotions. "If they hurt my family, I'll be safe to hunt the Ránulfr to their very last."

Ásdís sighs, "Yes, that's very exciting you two. Time to leave." She spins and enters her stride with an abruptness that Fanna, Nord, and Eyvindr linger for a stunned moment before jogging to catch up to her.

..
.
..

Havark Will vs DC 14: 1d20 + 12 ⇒ (3) + 12 = 15 And now you're immune to this fright's fear.

A moment before Havark calls to it, but after his allies have settled behind a snowbank, the fright notices Havark's figure moving towards it. Havark calls out and the two move directly toward each other. The fright is enveloped in a globe of darkness as he speaks, "Are you not afraid, single traveller? Do you understand what comes next? Your body and name will be buried and forgotten under pitiless stars."

Since you are hoping to do a full-turn of actions once it's in range, I'm assuming that you'd do another round of total defense, so the fright will take its first turn.

Round 1
Fright War Razor (Charge) vs. Havark AC 32(Total Defense): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
The cursed corpse runs forth, blade held high, and takes a vicious swipe at Havark with its razor. The tiefling was ready for it however, and the attack is easily sidestepped.

If it comes up, Tyv & Vebjørn are 70 ft. from where Havark is. I doubt I need to bother with a map here, knowing Havark's luck.

Round 1 Initiative
Fright

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

"My only fear is that I soon run out of room for trophies of your kind."

With a quick flex of his hand the blade of energy manifest extended behind Havark with the tip in the ice. With grace and speed it slides forward as ice and snow enter the air around it. With a quick upward motion Havark gashes the creature open from belly to breast.

Swift: inevitable strike to avoid miss chance
Move: Summon blade
Standard: Rising Zenith Strike

Sense Motive: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 4d6 + 20 + 1d6 ⇒ (5, 5, 3, 4) + 20 + (6) = 43


The fright is split in twain by the massive energy, sparks flying and bones blackening in its wake. It falls into snow that melts almost imperceptibly in response to the singed cadaver. With no other threats in sight, the three finish the final leg of their journey and do find the tower - though not quite as they left it. The tower has pitched forward since they were last here, and now lays nearly horizontal. The glacier face behind it collapsed as well, leaving an icy pile of rubble as a fairly obvious path to reach the tower. While it's ground floor entrance now faces ice and the water beneath, the window to the 15th floor (which the crew of the Falgeirr used to escape the tower the first time) is visibly still open.

Íssvardr tower is now hanging at a 10° angle (visual reference) above the fjord - though there is considerable ice to catch it should it loosen further. Two DC 15 Climb checks are needed to climb down the rubble to the base of the tower, and then one DC 12 Acrobatics check to scale the tower's side to the 15th floor. Unless you all have a better idea, of course... and what do you do with the two horses?


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

"We didn't plan on the tower being this hard to get into. I can't make that climb. Any ideas Tyv?"

It is a climb up right? Not a climb down where I could just jump. Is there spots that Havark could jump to using Leaping Dragon and then make acrobatics to stick the landing? He could bound up the rubble like a Ninja ;)


No, it's a climb down - I put together a (definitely not to scale) diagram here. Failing a climb check means tumbling down the ice and taking 1d6 nonlethal.


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

Can't see that from work. So how far down is it. Is jumping an option? I would suggest climbing with rope, but I don't have any. It is heavy :)


Ahh. No there's a bunch of rubble leading to the tower's base from where you stand, so its a 45 degree slope. Jumping your way down is an option, though riskier - the impact of your landings could cause the broken ice to shift or run. We'll say two checks against DC 26 for distance and difficulty; same failure penalty as before, but if you fail by five or more, the piles moves and the nonlethal damage becomes lethal.


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 unpacks his rope. Well, Verbjorn and I could probably lower you down most of the way, then you and I anchor the rope at either end for him to climb down. Once you two are both safely at the bottom I'll follow along. Or, I can go first and set the guide-line, if you think that's all the help you'd need.

Tyv drops a chunk of ice over the edge and watches it smash to bits at the bottom. Its a shame we didn't keep any of that climbing gear we found when we first here, he comments absently.


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 rope, even a weakling like me can make the climb. Just tie it off to the horses. Using it to go down the slope even a child could do."

A rope with a wall is a DC 5, so a rope on a 45 degree slope should be cake, we can just take 10, or 8 for me and make it fine.


Using the rope certainly made the descent easier, and the horses seemed content enough to remain where they are. Now, at the base of the tower, the three considered how to ascend.

Okay, now the DC 12 Acrobatics check. Vebjørn's modifier is +1, so he can't quite take 10 - what order do you guys ascend then, considering that he may go sliding off the side or into the person behind him if he loses his footing?


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

Is there no way we can assist him - aid another checks?


Hmm... I was thinking about it earlier but was having trouble with figuring out a trade-off mechanically, since there's no point in which you'd be helping him balance and not tying to balance yourself. How about this: if a character aids Vebjørn, then they cannot take 10 on their own check. Additionally, aiding Vebjørn requires adding 1/4 of his total weight to the encumbrance of his helper(s), and may affect ACP modifiers if that bumps you up to a medium or heavy load. 1/4 of Vebjørn's weight comes out to 53 lbs. with all of his gear (including leather armor, light steel shield, and dwarven waraxe) - you may both assist, with two characters taking half of that load (26 lbs. each), but that then means you both have to roll. If he strips down completely, then 1/4 of his weight is 41 lbs.

Does that sound fair?


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

Sorry work was so busy at the end of the day, and Thursday is a meeting go out to each with SCA peeps night so didn't get online at home any. Havark can aid him easy as he has a +10 acrobatics. They will be slower as it will bump him to medium load while the go up, but it won't lower his Acro skill enough to not be able to take 10

Havark extends his hand to Vebjørn.

"Here take my hand. Step where I step and you will be fine."

They make the ascent into the tower.


I want you to roll the check for yourself, though. Since you're assisting Vebjørn, you're distracted and cannot take 10.


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 helps the dwarven lad down as well, sharing the weight with Havark
Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15


Since Havark's presumably out for the weekend, I'll throw a roll for him so we're not still here come Monday. With Tyv's help, his encumbrance doesn't move either.

Havark Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25

Slowly, steadily, but surely, Tyv, Havark, and Vebjørn walk along the tower's outer walls without slipping to either side. As they reach the top, they make the easy slide down the left side, into the window they had exited from four and a half days earlier. They stand against the frozen ice, regain their bearings, and head into the stairwell to reach the 9th floor, where the frozen Vetrdís awaits them.

Dice:
??? Stealth: 1d20 + 10 ⇒ (6) + 10 = 16
Havark Perception: 1d20 + 14 ⇒ (8) + 14 = 22
Tyv Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Vebjørn Perception: 1d20 + 5 ⇒ (10) + 5 = 15

??? Initiative: 1d20 + 9 ⇒ (11) + 9 = 20
Havark Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Tyv Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Vebjørn Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Target: 1d2 ⇒ 2

??? Attack vs. FFAC 13: 1d20 + 9 ⇒ (10) + 9 = 19
??? Bludgeoning Damage: 1d6 + 3 ⇒ (3) + 3 = 6

After climbing past the second ring of stairs before them, an adversary approaches from the side! Made of discernable air currents and cloud matter, it has the appearance of a giant fright's head with blazing eyes, whilst a hissing ice-shard nimbus whirls around it. It flies and strikes Tyv with a buffet of air before either he or Vebjørn had noticed it, and only Havark is quick enough to retaliate.

Tyv takes 6 bludgeoning damage, and a DC 13 Knowledge (planes) check will successfully identify. Map up on Roll20 - the darkest squares are where the incline of the tower becomes too steep to walk up (because your enemy flies, however, I include them in the tactical map as it may move there during the fight). There are also dark lines that cross the map - these are the circular staircase. Walking through a square with stairs in it counts as difficult terrain, and if you are standing behind them relative to an attacker, they grant partial cover.

Surprise Round (Move or Standard only)
???

Havark
Tyv
Vebjørn


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

Sorry slammed again friday. We are getting new software on monday and it was a bit of a scramble making sure things were going to work right.

Quick question on the surprise round. Was I still assisting Vebjørn? If so then My action will be to summon my blade. If not then I think it would have been reasonable for Havark to have blade in hand already due to knowing what creatures are here though this thing is new. I will post an action to move things along assuming I was not longer helping him then let you let us know :) I only ask as I know there were tough spots to navigate on the stairs as well. Also the map on roll20 is from saving the Lady Jarl still.

Havark takes a quick mental note with blade in hand.

You wish to fly there do you?

As he does he focuses his will for accuracy.

1 PP on Inevitable Strike as a standard action

Tracking:

PP 13/18 now


That's okay. No, the acrobatics check was only for crawling across the outside of the tower, and it wasn't to prevent from like falling flat, but from slipping off to either side. You're inside now and therefore, it's not a concern. :-) You're welcome to have blade in hand as yes, threats abound, so inevitable strike sounds good. And one of these times, I will tell you guys that a map is ready for you and it will be true! >.> In either case, it SHOULD be set to the right page now...

GM Dice:
??? Attack vs. FFAC 13: 1d20 + 9 ⇒ (1) + 9 = 10
??? Fortitude vs. Not The Weak Point!: 1d20 + 6 ⇒ (10) + 6 = 16
Cobweb Cloak: 1d6 ⇒ 3Self: 1d6 ⇒ 1Attack Disabled: 1d3 ⇒ 3

The fright-shape attacks Tyv a second time, but the windy assault finds itself twisted in his cobweb cloak instead. It pulls back with a roar like a cracking tree trunk, and retreats to behind the stairs against the 'new' ceiling of this shaft.

Enemy got a crit-fail! Tyv's armor (the cobweb cloak) takes 3 damage while the enemy takes 1 damage and is barred from using that same attack again for 3 rounds. Without moving to the other side of the stairs, the creature will have partial cover.

Round 1
??? :: Slam disabled (3 rounds) :: 40 ft. above floor

Havark
Tyv
Vebjørn


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 has a range of 35' with his destructive blast. I'm assuming our elevation increases as we move closer to the sides of the tower, so Ty moves directly west as many squares ( moving north into difficult terrain only if necessary) as he needs to get into range.

Argh! Tyv cries out as the wind-fright attacks him. He twists and turns as his cloak tears apart, then gnashes his teeth and follows the retreating thing with a feral growl.

bludgeoning blast vs touch AC: 1d20 + 7 ⇒ (19) + 7 = 26; DMG: 2d6 ⇒ (2, 2) = 4

status:

HP 29/35
AC 22
SP: 10/10
Channel: 5/5
Bound Nexus: 5/5


Yup, moving up along the side of the towers brings you juuuust close enough as long as you aren't more than 10 ft. away on the XY axis.

The conjured wallop of plant matter passes through the 'mouth' of his foe, ripping loose some shear winds from the form as it goes.

Round 1
??? :: Slam disabled (3 rounds) :: 40 ft. above floor

Havark
Tyv
Vebjørn


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

Blade Throw: 1d20 + 30 - 4 ⇒ (5) + 30 - 4 = 31Not sure how far away it is. 15' range increment so assuming it is between 30-45'

Damage: 2d6 + 8 + 1d6 ⇒ (3, 4) + 8 + (5) = 20

He smiles at the creature as the blade appears back in his hand.

"There are things here scarier then you. Tell me do you feel fear?"


Free: 5' step
Standard: Throw blade
Move: summon blade


The blade dug deeply into the creature, tearing away at much of its body and catching the ice-shard by the edge, causing it to fracture. Its reaction to Havark's challenge suggests that it recognized the words as speech, but it says nothing in return. Vebjørn draws his axe, and waits for their enemy to get close.

Round 2
It lets out a wild howl as it struggles to pull itself together, and flies down the corridor to the bottom levels of the tower at an incredible clip. If you guys don't desire to pursue it, we drop out of initiative order until it (possibly) tries to come back.

Round 2
??? :: Slam disabled (2 rounds)

Havark
Tyv
Vebjørn


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

Oh man if I had a ring of feather fall I would totally dive down after it ;)

"That was different. Be on guard and let us hope not much else has changed. I will take the lead. Follow me."

Havark starts heading down the stairs.


Remember, tower is sideways: you're not walking down the stairs, you're stepping over them as you walk along the wall of the shaft. It flew 'down' to the bottom levels of the tower, but that means it actually just went way south. With that in mind, there's little difficulty chasing after it beside that each square with the stairs counts as difficult terrain.


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 watches the creature fly away into the darkness and decides the next dreaming of himself needs wings. He follows Havark as he focuses on un-believing his wound.

Cast invigorate on himself for 4 temp HP


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

Oh yeah forgot. Continue sideways then :)


GM Dice:
??? Attack vs AC 22: 1d20 + 9 ⇒ (4) + 9 = 13

At Havark's direction, the three continue along the tower wall after the creature, slowing only so Tyv can pretend to his wounds and Vebjørn can keep pace. When they pass by threshhold that would enter the tower's fifth level, their attacker comes whistling out of the basement, throwing its full force towards Tyv. The Prince of Dolls easily slips around the attack, and the fright-thing rises to the center of the shaft.

Round 5
??? :: 20 ft. above floor

Havark
Tyv
Vebjørn


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

In the unlikely event the thing is still alive after Havark's turn...

Tyv extends his hand and tentacle-like vines spring forth to envelop the creature...
Bramble blast (RTA): 1d20 + 7 ⇒ (15) + 7 = 22; Dmg: 2d4 ⇒ (4, 4) = 8 +DC16 Ref save or entangled.


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 take s quick moment to focus again before throwing the blase at the creature.

Blade throw: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 8 + 1d6 ⇒ (1, 5) + 8 + (1) = 15

The blade then reforms in his hand.


Swift: Inevitable strike
Standard: Throw
Move: Summon Blade


GM Dice:
??? Reflex Save vs DC 16: 1d20 + 9 ⇒ (6) + 9 = 15Falling Damage: 2d6 ⇒ (5, 3) = 8
Stabilize Check vs. DC 10: 1d20 + 2 - 10 ⇒ (14) + 2 - 10 = 6

You can hold on to your PP, Havark, as Tyv knocked it out.
Brambles wallop and envelop the creature before it drops to the earth unmoving. Its body is discorporating rapidly as cracks race along the now-still ice shard. Vebjørn begins walking towards it with his axe held high.

Do you guys finish it off, see if it stabilizes on its own, or...?


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 I had not taken the point away yet anyways good job Tyv

"Well done Tyv, you can manipulate the forest. You are still full of surprises. Go on Vebjørn finish it. This was far different then the others. We can only hope it didn't alert others to us being here."


It's nice to share the glory of battle, isn't it? :-P

The creature is destroyed when Vebjørn brings his axe down upon it, and its ice shard shatters. After stowing his axe, he (rather out of the blue) asks Havark a question as they back-track to the 9th level. "Someone told me you were raised by dwarves. Is that true?"

They find the 9th level chamber much as they left it... well, with two less frights anyway. The Vetrdís remains frozen in terror, her spirit shining brightly outside of her body and illuminating the whole room. With no other apparent threats, there is not a better time to get the ritual underway.

First step again is to apply the potion of magic circle against the North Wind to the Vetrdís... frozen solid as she is, she can't drink it, but you can apply it much like an oil in this case. From there, Havark can begin inscribing the runes, which requires two DC 15 Spellcraft checks that take three minutes each to complete. Tyv, let me know what you're doing while he works on this, and if you direct Vebjørn to any tasks as 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

"Yes." Havark says simply. Not that he isn't willing to talk he just lacks the social graces to elaborate more without being probed.

Once started he goes to work on the ruins.

"This will take some time. Keep watch as I have to focus not to mess this up."

So assuming not being interupted Havark spends 6pp for animal affinity for +4 to Int and then takes 10 on the checks for a 16 over the next 6mins.

Status:
7/18 PP remain


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 applies the potion then says to Vebjorn, [/b] here. Help me keep watch while Havark works; I'm easily distracted...hey look, ice![/b]


"That must've been nice," responds Vebjørn. He neither elaborates nor presses the question further.

The first portion of Havark's inscribing goes off without any trouble. However, during the second round of inscribing (wherein he aligns the carved runes to the magic circle's power), a cloud of animate ice bursts forth from the frozen walls, accompanied by a maddening howl as it enters the chamber.

Havark Will Save vs DC 14: 1d20 + 12 ⇒ (7) + 12 = 19
Tyv Will Save vs DC 14: 1d20 + 4 ⇒ (12) + 4 = 16
Vebjørn Will Save vs DC 14: 1d20 + 1 ⇒ (18) + 1 = 19

Knowledge (planes) DC 19:
This is a lesser thuellai, a variant ice elemental that confuses opponents and can shatter metal objects.

Unfortunately for you, it's ice glide means no chance to spot it with Perception ahead of time. Havark will have to roll his second check now, as the creature's distraction removes his ability to take 10, but as long as he is not taken away from his task or damaged, he can still make that check. If he is interrupted for any reason, that'll count as a failed check and he'll have to start from scratch. The creature enters after about a minute, so a new attempt would also require another manifestation of animal affinity in order to succeed with taking 10.

Havark Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Tyv Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Vebjørn Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Animate Ice Cloud Initiative: 1d20 ⇒ 4

Round 1
Havark
Tyv
Vebjørn

Animate Ice Cloud

Also, map on Roll20 really, really should be ready for you this 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

Tyv lets out a bird like shriek and whirls around to face the whirling ice cloud. With hands raised above his head he opens a crack to his version of reality - a place that is warmer and greener, but no less cruel. Thorny tendrils erupt around the ice, trying to envelop and crush it.

Spend a SP to summon and Bramble/Thorn energy sphere in the same square as the attacker.
Wild Magic? (1-10): 1d100 ⇒ 100
Ref DC 16 save to avoid: 2d4 ⇒ (3, 4) = 7; If failed, take 2 bleed dmg (if it is vunerable to that sort of thing) and make Ref DC 16 save to avoid being entangled ( and falling to the ground?)


AIC Reflex vs DC 16: 1d20 + 4 ⇒ (1) + 4 = 5
Flying creatures that are entangled do fall (basically becoming stalled), but this was sitting at-ground level. Also, the alternate fey-world in Midgard is known as the Elflands, if that isn't intuited from the reference below. Finally, you notice it is immune to bleed.

The cloud becomes ensnared as it is touched by the Elflands, and it "settles" under the weight as it struggles. Bits of its icy form melt into harmless water against the tendrils, but those freed from the other world don't fight any further against the miniature winter storm.

Round 1
Havark
Tyv
Vebjørn

Animate Ice Cloud :: Entangled (DC 16)


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

Vebjorn, stay back, but stay ready if it breaks free.
Instructing Vebjorn to ready action to attack if attacked


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

Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25

Havark is startled at the entrance of such and enemy but not enough to break focus. He keeps to the task at hand.

"Good Tyv, keep it busy if you can."


Vebjørn nods and swallows hard, eyes glued to their attacker.

Round 2

GM Dice:
Havark Will Save vs DC 14: 1d20 + 12 ⇒ (18) + 12 = 30
Tyv Will Save vs DC 14: 1d20 + 4 ⇒ (10) + 4 = 14
Vebjørn Will Save vs DC 14: 1d20 + 1 ⇒ (5) + 1 = 6

AIC Strength Check vs DC 16: 1d20 + 3 ⇒ (11) + 3 = 14
Vebjørn Variant Confusion Result: 1d100 ⇒ 83
Vebjørn Dwarven Waraxe vs AC 22: 1d20 + 1 ⇒ (3) + 1 = 4

The ice cloud continues its mindshredding roar as it pulls against its restraints, but it is held fast in place. Vebjørn, meanwhile, begins to scream back at the creature. His mouth has gone slack and his eyes crossed as he swings his axe at Tyv, as though he were a cornered beast. Fortunately, the youthful dwarf's skill leaves much to be desired.

Round 2
Havark
Tyv
Vebjørn :: Confused (3 more rounds)

Animate Ice Cloud :: Entangled (DC 16)


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

What the?... Tyv jumps out of the way of Vebjorn's clumsy swing. That is NOT what I meant when I said stay ready.

He turns and looks accusingly at the ice cloud. Is this your doing? Well stOP IT!! Tyv breaks into his own feral scream as he darts forward, claws and fangs flashing about the ice cloud in a confusing after image.

Bite: 1d20 + 8 ⇒ (2) + 8 = 10; Dmg: 1d6 + 5 ⇒ (6) + 5 = 11
Claw 1: 1d20 + 8 ⇒ (16) + 8 = 24; Dmg: 1d4 + 5 ⇒ (1) + 5 = 6
Claw 2: 1d20 + 8 ⇒ (16) + 8 = 24; Dmg: 1d4 + 5 ⇒ (4) + 5 = 9

Dmg from bramble ball: 2d4 ⇒ (4, 1) = 5


AIC Reflex vs DC 16: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20

The cloud pulls away from the roiling bramble, even still tangled in the mess of vine and twine as Tyv rips frost with claws. The whirling seems to be slowing: Tyv must be bringing the creature close to its end.

Round 3

GM Dice:
AIC Strength vs DC 16: 1d20 + 1 ⇒ (10) + 1 = 11
AIC Slam vs AC 28: 1d20 + 7 ⇒ (1) + 7 = 8
AIC Reflex vs Out of PositionDC 20: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Vebjørn Variant Confusion Result: 1d100 ⇒ 18

The bonds hold their opponent fast as it strikes out at Havark, to no avail. Vebjørn blinks a few times rapidly, and his senses have returned for the moment. "Uhh..."

Round 3
Havark
Tyv
Vebjørn :: Confused (2 more rounds)

Animate Ice Cloud :: Entangled (DC 16)


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

Note that Tyv did not have to move to full attack since all his attacks have reach - I've moved him back on the map

Tyv continues to dart in and out of the Ice cloud's influence, slashing away at it ferociously.
Bite: 1d20 + 8 ⇒ (5) + 8 = 13; Dmg: 1d6 + 5 ⇒ (5) + 5 = 10
Claw 1: 1d20 + 8 ⇒ (9) + 8 = 17; Dmg: 1d4 + 5 ⇒ (1) + 5 = 6
Claw 2: 1d20 + 8 ⇒ (4) + 8 = 12; Dmg: 1d4 + 5 ⇒ (1) + 5 = 6

Dmg from Bramble ball: 2d4 ⇒ (2, 4) = 6

Status:
HP 29+4 temp/35
SP : 9/10


AIC Reflex vs DC 16: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
The tear between Midgard and the Elflands lashes out at the rimy vortex again, and as Tyv lays another claw to it, its movement comes to a stop. It's unconscious!

Vebjørn Variant Confusion Result (Round 4): 1d100 ⇒ 54
Vebjørn Variant Confusion Result (Round 5): 1d100 ⇒ 66

Vebjørn loses his will again, and babbles from his mouth nonsensically for a few moments before shaking off the effects for good. "Praise Donnar for your victory, Tyv. I fear what would have become of you had you tasted my mighty axe..." That was as much of an apology as the dwarf was interested in giving. After another minute or two passes, Havark finishes his work with the runes that now glow with warm sunlight with their completion.

I take it you dispose of the creature, and then anything else before Vebjørn sings the ritual? And who's doing the kissing? :-P


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

Who indeed, did the which give any insight as to whom would be best suited to do it. In the interest of keeping things going Havark will do it I just don't know if there was a check or anything involved mechanically with charisma that would make Tyv the ideal choice.


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 gives Vebjorn a cock-eyed grin. Yes, that would have been bad. I once tried to taste a steel sign post in cold like this - it did not end well.

Ah, good work Havark, everything is aglow! Tyv screws up his brow in consternation. Now, how do we get Spring to kiss her? Hrmm, maybe I should try.

He skips over to the frozen vetrdis. I hope this goes better than the sign post. He leans over and places his lips gingerly against the ice.

I don't think anything was mentioned about a roll for the kiss itself, but better safe than sorry if it does turn out to be a cha roll


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

Agree

Havark watches on, he summons his blade just as a precaution. Waiting for something else to mess with them.

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