[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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Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

LOL, apparently he is too invested in his own comedy to check out the merchant thoroughly


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Glowen also glances back at the boat. Does it really look like it may be taking on water? What does Glowen think of the captain's explanation of why we have to get off? sense motive: 1d20 + 5 ⇒ (13) + 5 = 18 Paranoid some? :)


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 ⇒ (6) - 1 = 5

Tyv had never been on a glacier before. It was fun. He kicked off one of his sandals and wiggled his toes in the snow, completely oblivious to the nervous posturing of his fellows, and laughed and clapped at Glowen's antics

Adjacent Fanna and Nord.


GM Dice:
Oarsmen, merchants on the ice: 1d3 + 4 ⇒ (1) + 4 = 51d4 + 4 ⇒ (1) + 4 = 5
Cold damage from ice & debris: 1d6 ⇒ 5Bludgeoning damage from ice & debris: 1d6 ⇒ 4
Reflex DC 15: Oarsmen saves: 1d20 + 1 ⇒ (19) + 1 = 201d20 + 1 ⇒ (18) + 1 = 191d20 + 1 ⇒ (3) + 1 = 41d20 + 1 ⇒ (7) + 1 = 81d20 + 1 ⇒ (20) + 1 = 21
Reflex DC 15: Merchants saves: 1d20 + 1 ⇒ (15) + 1 = 161d20 + 1 ⇒ (14) + 1 = 151d20 + 1 ⇒ (1) + 1 = 21d20 + 1 ⇒ (18) + 1 = 191d20 + 1 ⇒ (15) + 1 = 16

As it seemed well established that you would all would be a better distance away from the Falgeirr, there is no need for saves from the party, your charges, or Niál.

Glówen, performing his misdir-magic, gets only the chance to confirm that magical auras emanate from Niál in particular, before Fanna shrieks. Turning northward back towards the Falgeirr, a creature’s colossal head, perched atop a serpentine neck, rises as tall as the mast. The water around it boils and steams. The beast surges forward, seizes the Falgeirr in its massive jaws, and lifts the longship entirely into the air. The captain, as well as many others, are still on board, while panic overtakes those on shore, caught underneath a cascade of falling ice.

Knowledge (arcana or history) DC 15:
You've heard legend describing this serpentine beast, called the Firth Monster. Once provoked to anger, it rages for hours or even days. And it seems quite angry.

We'll move into round-by-round play here. No need to roll for initiative here - take a round's worth of actions; NPCs will go after you're all finished with your turns, giving you a chance to guide their actions, and the serpentine beast will go last. You can still delay your turn to go after a particular NPC, but the monster will be initiative count 0, and always go last. If that changes, I'll notify you.

You start 40-60 ft. from the Falgeirr. Those merchants and oarsmen caught in the falling ice were 30 ft. or closer. None have been knocked out, but a few look pretty badly beaten. Move your tokens to their Round 0 positions on Roll20 when you post. For the time being, you otherwise won't need to check the map (though you're welcome to) for your posts - I'll include relevant information in my posts here. Should this change, I'll notify you.

-Round 0-
Firth Monster

-Round 1-
Azul
Glówen
Havark
Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Glowen whispers to the party via message, "What under the earth is that?!" He moves closer (within 30 feet) and gestures toward the sea creature with his arm extended and his palm facing toward it. A bright beam of light shoots from his hand toward the creature's eyes.

ranged touch: 1d20 + 4 ⇒ (19) + 4 = 23

Blinding Ray (Sp):
As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 7 times per day.


The Firth Monster is 55' away from your current position, and the range of your ray is 30', so you'll have to move towards it if you want to do that - with your speed, you couldn't get it off this round, either. To be sure I didn't skimp the important details, colossal was intended as in-game description, but it also serves as size category. This thing is kaiju-level big.


M Sheet Jotun Paragon of the Storm(Air Affinity) 3 | HP: 33/33 | AC:14/14/9 | Per -2 | Fort +7 / Ref +3 / Will +0 | CMB + 8 | CMD 18 | Spd 30 | Init +1

Exited at the sight of the monster, Azul lets out a "Yaa! HAAH!" and slams his club on the glacier. His skin darkens and rolls like a thundercloud and his eyes and hair give off a faint light. He begins to grow, magically increasing in size until he is well over ten feet tall.

Getting in front of the party he strides forward and shouts challenge, hoping to lure the mad beast on to the ice and limit its mobility some, as well as give his companions a better target

He shouts "Ho! Vile beast of the deep, come test your strength!"

Standard action to increase size
Move action to move speed(30ft) forward
Free action to speak
Please increase the size of my token to 4 squares


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

The ocean is dreaming angry dreams, Tyv whispers to no one in particular, staring in awe at the giagantic serpent.

The he snaps to action. He wanted to rush forward and help the wounded sailors floundering about on the ice, but Havark's stern lecture about duty and honour and guardianship resounded louder. He waggles his arms about and makes a funneling motion at the serpent, trying to draw off some of its ire. The he grabs Nord and Fanna by the hands, and yells at them over the sound of screaming men and cracking timbers, Time to go I think. He herds the two further up the glacier, scanning about for a cave or drift behind which to shelter.

Tyv Rnd 1
Std Action: spending a spell pointExhaustive strike: 1d20 + 3 ⇒ (18) + 3 = 21; ranged touch, range 130',fatigued for 1 rnd, DC15 Fort or exhausted for 3 minutes
Move action: Move with Fanna and Nord 30' away from the Falgeirr or towards shelter.


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 started Havark over to the left closer to Fanna and her grandfather. 45' Away. After 5' Step he is 40 away.

Havark's eyes widen as the beast burst from the water. Years of training made him quick to act to danger and this beast was danger incarnate. He shoots a quick glance to Fanna making sure she is still save. A moment later the white energy forms in his hand again taking form as a massive blade. He closes his eyes a fraction of a second and opens them with keen vision finding a break in the creatures scales. With a step and a flick of his wrist the blade tumbles toward the creature.


Free: 5' Step Forward
Swift: Inevitable Strike
Move: Form Mind Blade
Standard: Throw Mind Blade: Creature should be 45' so Third range increment for a -4 to attack.

Mind Blade Throw: 1d20 + 7 + 5 - 4 ⇒ (18) + 7 + 5 - 4 = 26

Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11

The energy blade slashes a deep wound in the creature before dissipating away. Havark calls out to the sailors.

"This beast is beyond any of you. Get to safety and save yourselves."


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

OK, since my last posted action was invalid, her is what Glowen will do.

He moves closer to Fanna and then attempts to disbelieve the illusion.
(more wishing it was not real!). Can I use my previous roll for his disbelieve attempt? If not, please roll for me.


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

Wild Magic: 1d100 ⇒ 82

As he flees with the others farther up the glacier, Tyv looks back over his shoulder to take in the full size of the Firth Serpent rising above the waves. "Azul!" he calls out. "Toads eat crickets, but snakes eat toads. You are indeed a mighty toad, but that is NOT a cricket!


We'll use the previous roll, Glówen. Can you also provide a list of actions you use, please? Makes it easier on me to keep it all straight. :-D
Tyv, Prince of Dolls vs SR 32: 1d20 + 3 ⇒ (18) + 3 = 21

NPC Dice:
Scatter East/West: 10d100 ⇒ (24, 39, 65, 57, 45, 80, 6, 57, 77, 86) = 536
Firth Monster Dice & Target Numbers:
Firth Monster Auto-Crit Severity ( (Attack Roll) + (Severity Check) ): 1d20 + 26 + 1d20 - 2 ⇒ (10) + 26 + (18) - 2 = 52
Firth Monster Coup De Grace vs. Falgeirr (Bite; Fire; Bonus Damage (x3)): 48 + 22 = 7086 = 866d6 ⇒ (5, 3, 1, 5, 5, 1) = 20

AC/Touch: 36/10; Fort/Ref/Will: +17/+15/+13

Glówen closes his eyes tight, hoping that the beast will be gone when he reopens them. A full-sized Azul runs up with bravado, challenging the beast, and Havark's blade flies past. It strikes near the monster's face, and though the wound was well-placed and deep, no blood pours forth. Even Tyv's ray of necromantic energy winks out as it touches the creature's massive scales. As men scatter out from under falling ice, the beast growls, rumbling the whole shelf, before clenching jaws down on the Falgeirr. Many screaming voices fall silent, and the longship is tossed forward. Glówen opens his eyes, sees the Falgeirr flying overhead, and determines, unfortunately, this monster is very real. Tyv and Glówen turn to follow Fanna and Nord, who run as fast as they can - Glówen nearly keeps up, but Tyv is further behind. Niál also keeps a good pace with the four of them. The Falgeirr lands sixty feet from the beast, and slides another sixty. The shelf groans as ice begins to crack.

-Round 2-
Azul
Glówen
Havark
Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


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

"This beast is beyond us all. Azul get out of there. Protect Fanna."

Havark eyes the beast and spits at it in frustration. As he crouches down and explodes off the ground with enough force to hear the ice crack under him. When he lands he takes off in a run catching up to Fanna. He reaches and takes her hand if she doesn't pull away.

"I have you."

Acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26


Swift: Leaping Dragon Result is 25' back.
Full: Run x4 Move 115' Adjacent to Fanna


Your jump was even MORE impressive - you didn't include the +10 competence bonus Leaping Dragon provides. ;-) So jump 35', and we'll have you go your full 120' so that Fanna can keep moving this round. I'll just move you alongside her as far as you can go, but they'll slow down so the group stays together. Cool?

-Round 2-
Azul
Glówen
Havark
Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


M Sheet Jotun Paragon of the Storm(Air Affinity) 3 | HP: 33/33 | AC:14/14/9 | Per -2 | Fort +7 / Ref +3 / Will +0 | CMB + 8 | CMD 18 | Spd 30 | Init +1

Scorn in his eyes, he heeds Havark's words. Were he alone, he would die in mighty combat against this beast, and his people would sing songs.

Alas that was not his duty on this day. Slinging his club over his shoulder he runs back with heavy steps towards the group, his massive form bringing up the rear.

"Fie!" he curses.

full round run back towards my peeps


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Just keep running, keep with Nord and Fanna. That's probably it unless something else happens. If someone is about to be overrun by the beast, then Glowen will stop and use his arcane bond to cast expeditious retreat directly from his spellbook.


I love the explanations of Azul's thought process - keep those up! And the dialogue is a perfect balance of how a giant would speak, and how a viking would, so thanks for that too.

Sound good, Glówen. As they've slowed down so that Havark can stay by Fanna's side, I'm gonna have you mechanics-wise run ahead, knowing you'll fall behind again.

-Round 2-
Azul
Glówen
Havark
Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


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

Yeah forgot the +10 thanks. Looks good


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 is momentarily distracted from the terrifying sea monster by Havark's most impressive leap. Wow, maybe Havark is part cricket. Hmm, might have to keep him and Azul separated in that case. Then the Falgeir goes flying overhead and he is reminded of the current peril. Tyv runs flat out to keep pace with the others, still scanning about for anything to hide behind, under or in.

Also trying to keep tabs on the smaller group running in the other direction...


GM Dice:
Size of next floe: 3d10 + 20 ⇒ (6, 7, 5) + 20 = 383d10 + 20 ⇒ (7, 8, 2) + 20 = 37Gap Width: 2d6 ⇒ (6, 3) = 92d6 ⇒ (1, 2) = 3Table: 1d6 ⇒ 31d6 ⇒ 2

Minding their duty, the more brazen of the House Hávardr guards accept that Valhalla will have to wait, and catch up to Fanna and their other companions.

*THOOOMM*

With a deafening howl, the monstrosity surges forward, crashing its scorching bulk into the ice shelf in an explosion of ice shards and spray. Dark cracks fissure forward from the behemoth’s impact with a grinding, splintering roar.

*THOOOMM*

The horror pulls back and surges forward again.

*THOOOMM...crrrRRREEAAAAAAACK*

And again. The shelf finally comes apart, and the ground opens in front of you, icy water rushing to fill the space. Tyv observes that the separated group seems to be suffering from similar challenges.

1. The gap in your path is 9 ft. across, requiring Acrobatics to leap over it.

2. On floe:
Once on the floe, make a DC 15 Reflex save or be knocked prone and soaked by the wave rolling across it. Another floe is moving in this direction...

-Round 3-
Azul
Glówen
Havark
Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


M Sheet Jotun Paragon of the Storm(Air Affinity) 3 | HP: 33/33 | AC:14/14/9 | Per -2 | Fort +7 / Ref +3 / Will +0 | CMB + 8 | CMD 18 | Spd 30 | Init +1

As I take up a ten foot square, I realistically should be able to hop over this with only minimally more effort than a normal stride.

But here it goes anyway, ACRO: 1d20 + 1 ⇒ (4) + 1 = 5
Ref: 1d20 + 3 ⇒ (17) + 3 = 20

Recalling Havark's impressive leap a moment ago, Azul figures he is quite capable. With his wide arms he scoops up Glowen and Fanna and hops onto the loose floe. Impressively keeping his balance with the surefooted grace of a mountain goat.

Azul yells "Havark! Help the small one with his leap!Tyv

With thunderous steps Azul carries his charges, across the floe towards another nearing floe.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

The rat shrieks as he is lifted skyward. Despite the terror, though, some part of him realizes he should take advantage of the extra elevation. He looks around, trying to see what we are being herded toward or away from. He also looks for anything that we could use to slow that beast down. ( perception?sensemotive?int/wis?survival?wtf: 1d20 ⇒ 14 )


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

Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

"Tyv!"


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 home sick today just now getting to computer. Not many post today. Is the floe the circle piece of ice or the large piece now broken we are all on? Just tying to understand the map.

As the ice starts to break Havark grasp the hand of the maiden a little tighter as they make there escape. Seeing the break and the jump he knows he doesn't have the strength for both of them to make it but if he ends up in the water she will at least be safe.

I'm giving my self a -10 to acrobatics basically trying to make sure Fanna makes it. If the dice gods are nice maybe I still will as well. If you don't agree with this GM thats cool. Just seemed kind of right for the scene.

Acrobatics: 1d20 + 9 - 10 ⇒ (12) + 9 - 10 = 11

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18

She leaps as he tells her too and they both make it. The floe is wet and slick though as he begins to slide but his boots find enough grip to keep his feet. He looks to the girl with a look of reassurance but knows they are not safe yet.

Woo lucky roles. Sorry Tyv hope the water isn't too chilli. We won't leave you though.

His look is broken as he watches the little fey fall short and hears the splash.

"Tyv. Azul, I have not the strength to help them. Lower your club and pull him out."


I'll do a more-thorough wrap for everyone in a bit, but Azul snatched up Fanna as well as Glówen - maybe not realizing Havark was holding her hand. Would you perhaps take the same penalty, redirecting the help to her grandfather? The ice floe is the small circle.

By the way, I dig your logic Azul. Your Acro check was crap, but I'll give you a 'stride' bonus that means you DO get across the ice. Rather than dunking yourself, Glówen, and Fanna.


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

Glad I checked back before getting off here. Sure that is fine on helping the grandfather.


GM Dice Pt. I:
NPCs with:
Niál Acrobatics & Reflex: 1d20 ⇒ 181d20 + 1 ⇒ (20) + 1 = 21
Merchant Acrobatics: 1d20 ⇒ 31d20 ⇒ 121d20 ⇒ 151d20 ⇒ 10
Merchant Reflex: 1d20 + 1 ⇒ (14) + 1 = 151d20 + 1 ⇒ (5) + 1 = 61d20 + 1 ⇒ (20) + 1 = 211d20 + 1 ⇒ (3) + 1 = 4
Oarsman Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (1) + 5 = 6
Oarsman Reflex: 1d20 + 1 ⇒ (1) + 1 = 21d20 + 1 ⇒ (13) + 1 = 14

NPCs away:
Merchant Acrobatics: 1d20 ⇒ 4
Merchant Reflex: 1d20 + 1 ⇒ (19) + 1 = 20
Oarsman Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (11) + 5 = 16
Oarsman Reflex: 1d20 + 1 ⇒ (3) + 1 = 41d20 + 1 ⇒ (2) + 1 = 31d20 + 1 ⇒ (17) + 1 = 18

The majority of those fleeing west make the jump, but Tyv, both oarsmen, and one of the festival-goers fall in the drink, and men's panicked yells turn to the sharp exhales in response to the icy blue. A wave suddenly overcomes the floe, knocking a couple merchants and Nord off of their feet. The next step forward glides into view

The eastward group fares less well - though they all make their jump, it suddenly tilts sideways, taking their feet out from under them, and they begin sliding towards the water.

Glówen's Perception: 14 + 8 = 22
Taking a couple seconds to regain his bearings and scan the situation, it seems that the shelf is slowing the monster's pursuit. The best bet, Glówen determines, is to keep as much shelf between himself and the giant serpent as possible.

GM Dice Pt. II:
NPCs:
Merchant Fortitude: 1d20 + 1 ⇒ (4) + 1 = 51d20 + 1 ⇒ (2) + 1 = 31d20 + 1 ⇒ (3) + 1 = 41d20 + 1 ⇒ (5) + 1 = 61d20 + 1 ⇒ (11) + 1 = 12
Oarsman Fortitude: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (2) + 3 = 5
Fanna Fortitude: 1d20 + 3 ⇒ (15) + 3 = 18
Niál Fortitude: 1d20 + 1 ⇒ (3) + 1 = 4
Nord Fortitude: 1d20 + 6 ⇒ (5) + 6 = 11
Eastern prone sliding: 2d6 ⇒ (3, 5) = 82d6 ⇒ (1, 2) = 3

PCs:
Azul Fortitude: 1d20 + 7 ⇒ (10) + 7 = 17
Glówen Fortitude: 1d20 - 1 ⇒ (16) - 1 = 15
Havark Fortitude: 1d20 + 4 ⇒ (20) + 4 = 24
Tyv Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22

Floe gaps: 2d6 ⇒ (2, 3) = 52d6 ⇒ (3, 1) = 4
Floe size: 20 + 3d10 ⇒ 20 + (5, 10, 9) = 4420 + 3d10 ⇒ 20 + (9, 7, 7) = 43
Table: 1d6 ⇒ 21d6 ⇒ 1

As the Firth Monster again crashes the ice, several massive rents race up the glacier’s face with a thunderous sound like tearing metal. A glacier-front section, 300 ft. tall and half as wide, calves away from the ice cliff with a roar, plummeting down amidst ice and spray. Protecting their eyes from the blinding snow better than some, Fanna's guards observe that collapsing ice partially reveals a cylindrical tower encased within the glacier. White against the surrounding blue ice, the tower lists northward at a 15-degree angle. A doorway opens into its black interior, just above the new pile of fractured ice. Its only visible windows stare out just above the glacier’s top. The loose ice chunk floating up next to them must be part of Fate's weave - on the other side now sits a huge slope, which leads to that very doorway.

Water is rough, so DC 15 Swim check to get up on the floe, Tyv.

1. 5 ft. gap to the next floe. This amount will change from round to round. If you get on that floe this round...

2.:
DC 15 Reflex save, or you fall prone and slide 2d6 ft. as the floe tilts. Feel free to roll the slide amount for yourself. If you cross this 45 ft. floe...

3.:
A 4' jump will get you off the floe onto the massive, long ice-rubble ramp leading up to the tower. Again, this changes next round. DC 8 Climb or Acrobatics to traverse the ramp.

Just FYI, at least for this scene, I'm mostly using the map to keep track of what's going on where. I'm trying to keep it fairly accurate, but if there's ever a discrepancy between what I post, and the map, the post supercedes.

-Round 4-
Azul
Glówen
Havark
Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Is it too late for Glowen to hurl a rope back toward Tyv, to help him get out? If not, and he can, he does. I assume I'm still being carried by Azul, so if Tyv can grab it, he may get automatically pulled out of the water as Azul continues forward? If he has to wiggle out of Azul's arms in order to toss the rope, the he'll do that (Tyv==Mirth).


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's duty is to the girl. He doesn't like it but the others new the risk as well as he. As the wave takes Nord down he looks back and extends his hand to Fanna.

"Come with me girl, before you are taken into the cold deep."

Testing the fates here.

"Wotan watch over me and give me the strength I need."

As Fanna comes and takes his massive and gangly hand she would probably be weary of such of thing if not for the situation. His eyes shut a moment as he gathers the energy to form his blade upon doing this he focuses on its manifested energy giving him back his ability to leap.


Move: Manifest Blade
Standard: Regain Leaping Dragon
Swift: Leaping Dragon


I assume she is not more the 168lbs? I am going to say she is over 100lbs though and assume I am at heavy load. Only a -6 not bad.

As he feels the power rush to his legs he squats again, this time he pulls the girl over his shoulder into a carry as he again explodes from the ice.

Acrobatics: 1d20 + 9 + 10 - 6 ⇒ (20) + 9 + 10 - 6 = 33 Wow Wotan listens.

They make it to the next floe with ease.

Reflex: 1d20 + 7 ⇒ (14) + 7 = 21

Time to hop scotch out of here :)


Glówen, that sounds good, and you can stay in Azul's arms to do it. I'm gonna say if Tyv goes for it, he has to make a DC 10 Strength check to hold on as it snaps taut, given slippery water and very little time to react. Still better a better chance considering no ranks in swim, and it'll be only a move action to grab the rope, leaving a chance to swim if he fails.

"Grandfather, no! You have to help him!" Fanna pleads, yet knowing better than to refuse Havark's help.

Holy crap, yeah, Wotan favors you this day.


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

Splash! "Splort, gurgle..." Tyv disappears under the frothing icy ocean. He thrashes about frantically and surfaces for a moment - long enough to see Glowen toss out a rope - then the ocean swallows him up again.

DC 10 Str check: 1d20 ⇒ 3

He kicks about not sure if he is facing up or down and grabs for anything he can.

You said grabbing the rope was a move action...can I spend Tyv's std action to try and grab again?

DC 10 Str check or DC15 swim: 1d20 ⇒ 9
urk!

Point of confusion: Did Nord just get knocked off his feet, or knocked into the water?


Off his feet - he's in no danger of getting into the water, he's just soaking wet, blinded by snow, and on his ass. I supposed the Strength check goes with the assumption that Azul keeps moving forward this round - as such, there'd be no retry. However, if Azul stops moving, then you can just take a full-round to tie it around your waist or some such, and no check is required. Would that be your action, given thae opportunity?

And I forgot to update this. :-O
-Round 4-
Azul
Glówen
Havark
Tyv

NPCs, including Nord, Fanna, and Niál
Firth Monster


M Sheet Jotun Paragon of the Storm(Air Affinity) 3 | HP: 33/33 | AC:14/14/9 | Per -2 | Fort +7 / Ref +3 / Will +0 | CMB + 8 | CMD 18 | Spd 30 | Init +1

Handing the girl off to Havark, Azul sees Glowing's attempt to throw a rope to Tyv. Feeling no pull, he deduces that the first folk is having a hard time in the water. The monster is closing.

Quickly setting Glowen down, he bends over and says. "Run little friend, no one dies today."

With that he takes three huge steps and dives into the water after Tyv.

Swim: 1d20 + 11 ⇒ (17) + 11 = 28


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 is plucked from the water and finds himself clinging tightly to Azul's back.

He laughs/coughs, "Did I say toad? More like Walrus. Er, a mighty, majestic, life saving walrus that is. Not the fat lazy smelly kind," he adds quickly.


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 will respond to her on my next action


GM Dice:
PC Group
Floe 1 to Floe 2: 2d6 ⇒ (4, 4) = 8
Floe 2 to Rubble: 2d6 ⇒ (1, 5) = 6
Oarsman Swim Checks: 1d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (9) + 5 = 14
Merchant Swim Check: 1d20 - 1 ⇒ (1) - 1 = 0

Away Group
Table: 1d6 ⇒ 3
Floe 1 to Floe 2: 2d6 ⇒ (6, 3) = 9
Floe 2 to Rubble: 2d6 ⇒ (2, 4) = 6
Sliding: 2d6 ⇒ (2, 4) = 62d6 ⇒ (2, 2) = 4
Oarsmen Reflex Saves: 1d20 + 1 ⇒ (7) + 1 = 81d20 + 1 ⇒ (14) + 1 = 151d20 + 1 ⇒ (3) + 1 = 4
Merchant Reflex Save: 1d20 + 1 ⇒ (6) + 1 = 7
Oarsmen Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19
Oarsmen Reflex: 1d20 + 1 ⇒ (7) + 1 = 8

As Azul jumps in after Tyv after Glówen's rope gambit fails, Havark springs away with Fanna. The Firth monster continues to push his way through the shelf and, what's worse, the integrity of the first floe starts to falter.

Those others in the drink attempt to tread water as their sight returns, but the merchant slips below the waves. One oarsmen in the far group has a measure of success, but he is promptly knocked flat by a wave passing over the ground he walks. All those prone on the floe get to their feet, but they and those still standing are forced to inaction by the stinging ice in their eyes.

1. To get from the 1st floe to the 2nd, the gap is currently 8 feet. Azul can take a +5 to his check on any gap that is smaller than his space. And Azul should be able to climb back on the floe easily enough, just need the DC 15 Swim check to do it. Alternatively, he's got 60' to swim straight to the ramp.
2. Anyone on or reaching 2nd floe must make a DC 15 Reflex save, or fall prone due to the tilt of it, and then you slide 2d6 feet in the direction of the arrow - round to the nearest 5. It is then 6 feet to get to the rubble ramp
3. To get to the tower, a DC 8 of either Acrobatics or Climb is required to navigate the rubble.

-Round 5-
Azul
Glówen
Havark
Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Seeing that Azul and Havark have things well in hand, Glowen focuses on saving himself. He makes a careful running leap for the next floe.
(Glowen will take 10 on the jump => 16)

Reflex Save: 1d20 + 4 ⇒ (12) + 4 = 16
slide if fail: 2d6 ⇒ (1, 1) = 2


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

Holding until Azul decides if he's carrying Tyv the rest of the way or, you know, just shot-putting him to the tower :>


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

shot put!

-Posted with Wayfinder


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

Reflex: 1d20 + 7 ⇒ (18) + 7 = 25

"There is not time to argue. You will be made safe first. I will come back for him."

Havakr wobbles as the floe tilts but manages to keep his feet. He focuses on his blade yet again to summon the power of the leaping dragon.


Standard: Regain Leaping Dragon
Move: Move 20' to edge of floe
Swift: leaping Dragon

Leaping Dragon: 1d20 + 9 + 10 - 6 ⇒ (6) + 9 + 10 - 6 = 19

Wotan continues to watch over Havark as he nimbly navigates the broken ice and finally makes it to the ramp.


Well, giants have a knack for throwing ROCKS at least... too bad Tyv invested so much magic in plants. :-P

In seriousness, we'll see what Azul thinks before I even start considering how to adjudicate it. Pretty hard to get the rotational momentum in rough, icy water though.

Tears start to well up in Fanna's eyes. She no longer argues, but keeps her gaze focused on her grandfather the best she can. Meanwhile, Glówen has no small amount of success when taking his survival into his own hands.

Nice moves, cricket-man.

-Round 5-
Azul
Glówen
Havark

Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


GM Dice:
PC Group
Floe 1 to Floe 2: 2d6 ⇒ (5, 1) = 6
Floe 2 to Rubble: 2d6 ⇒ (6, 5) = 11

Oarsmen Swim: 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (17) + 5 = 22
Merchant Swim: 1d20 - 1 ⇒ (12) - 1 = 11
Merchant F1 Acrobatics: 1d20 ⇒ 51d20 ⇒ 151d20 ⇒ 7
Niál F1 Acrobatics: 1d20 ⇒ 17
Nord F1 Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Merchant Reflex: 1d20 + 1 ⇒ (6) + 1 = 71d20 + 1 ⇒ (7) + 1 = 8
Niál Reflex: 1d20 + 1 ⇒ (19) + 1 = 20
Nord Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
Niál Walk Acrobatics: 1d20 ⇒ 10
Nord Walk Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19

Away Group
Floe 1 to Floe 2: 2d6 ⇒ (4, 3) = 7
Floe 2 to Rubble: 2d6 ⇒ (4, 6) = 10
Sliding: 2d6 ⇒ (6, 1) = 72d6 ⇒ (3, 5) = 82d6 ⇒ (5, 6) = 11

Oarsmen Reflex: 1d20 + 1 ⇒ (3) + 1 = 4
Oarsmen Swim: 1d20 + 5 ⇒ (5) + 5 = 10
Merchant Swim: 1d20 - 1 ⇒ (9) - 1 = 8
Oarsmen F2 Acrobatics: 1d20 + 5 ⇒ (11) + 5 = 16

Vision clearing, Nord, Niál, and those few merchants on the first floe make a go at it. One merchant hits the second floe and falls prone, while the other two fall just short. Nord and Niál, meanwhile, keep their footing and get ready to leap for the far shore - Niál slips near the top of the tilted floe. "Cam bead experiemce!" Nord boasts, perhaps forgetting the gravity of the situation. The oarsmen in the water make their way to the floe, but don't climb on it yet, and the fourth merchant fails to make the surface.

Meanwhile, the group away slides down their tilted floe - two splash in the water, and the hopeful festival attendee can't keep his head above water. The third man on that floe fails to find footing, and is still sliding. The oarsmen on the other floe there picks himself up, and successfully leaps onto the ice rubble ramp.

Azul-Bot
Azul Swim Check: 1d20 + 11 ⇒ (6) + 11 = 17
Tyv on his back, Azul swims toward shore.

I forgot to mention earlier, but FYI Glówen, running from a longship-smashing monster counts as immediate danger. :-) You don't need to redo the last one (you used only a move action for your turn, so fair's fair), but make sure you roll the Acrobatics checks from now on.
1. Glówen, make a DC 15 Acrobatics to move across the floe and jump next turn, or DC 20 to run and jump this turn - failing knocks you prone and slides you 2d6 ft. You've got an 11 ft. gap to jump to shore. (If it seems like this is different than what I said last round for Havark, well it is. I goofed a bit, but it would have no effect on how his turn went. But oops.)
2. Azul, DC 15 Swim gets you to shore.
3. To get to the tower, a DC 8 of either Acrobatics or Climb is required to navigate the rubble. Don't mind the distance - if you make the check, you reach the doorway by the end of the round.

I don't want to let the pace suffer, so go ahead with your turns. Post what you're doing, if anything, on your Round 5 turn Tyv - we'll retcon if necessary. I'm not going to bot you for hitching a ride.

-Round 5-
Azul
Glówen
Havark

Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster

-Round 6-
Azul
Glówen
Havark
Tyv
NPCs, including Nord, Fanna, and Niál
Firth Monster


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 sits Fanna down.

"Almost there. Step where I step. Hurry so i may save your grandfather.


Move: Acrobatics to move through rubble
Standard: Aid her Acrobatics roll showing her where to step.

Acrobatics Move: 1d20 + 9 ⇒ (3) + 9 = 12
Acrobatics Aid another: 1d20 + 9 ⇒ (15) + 9 = 24 [ooc]Hope she can make a 6 going to just roll a die for her to complete the round posting.[/dice]

Fanna Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17

The two are able to move through the rubble. The girl showing just a bit more grace then Havark. As they make the door Havark take a moment to look inside.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17 w/Darkvision

Assuming he sees nothing he places the girl in the doorway.

"Wait here. I will go get the old man."


M Sheet Jotun Paragon of the Storm(Air Affinity) 3 | HP: 33/33 | AC:14/14/9 | Per -2 | Fort +7 / Ref +3 / Will +0 | CMB + 8 | CMD 18 | Spd 30 | Init +1

Azul lunges ahead with powerful strokes. His mighty legs propelling him like a great Sea Bass. When he reaches shore, he sees Havark go up with Fanna and then return to get her grandfather. Standing he tosses Tyv up the incline so the little fellow doesn't have to climb.

He turns to wait on Havark's return to see if he needs aid, or at least he can help pops up the incline.


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

"Thankyouthankyouthankyou," Tyv babbles as he reaches the shore. Once there, Tyv looks around and notices the Firth monster has started to makes way inland. "Hurry everyone, hurry! The ocean's bad dream has noticed us! he yells.

Tyv kneels down and buries his fingers in the slushy icy at his feet. He remembers a dream of a wild green place thick with tangled vines, and wills that place into the here and now.

Most have their backs turned to him, but those that don't see a vortex of leaves and twigs and pollen form around the little crouched figure, then a rampage of green and brown chutes and vines burst up from the ice and splash in to the water, connecting the floe to the glacier.

Tyv stands up, wipes his hands dry on his thigh and scampers up the rumble to join Fanna.

Std action: spend spell point to cast grow plants - hoping to create a morass of thick vegetation that others can climb across
Wild Magic: 1d100 ⇒ 63
Move Action: climb the rubble Acrobatics: 1d20 + 3 ⇒ (7) + 3 = 10


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Little confused about sequencing. Azul and Havark are about to try to rescue the Grandfather, but not this round, right? So I think that means that Glowen can throw the old dude the rope. He hasn't seen that Azul and Havark are going back for the grandfather, but he has noticed that Fanna is pretty unhappy. He is worried that if her grandfather were to be allowed to drown, then she'd never smile again. I'd rather him just keep running, but this dang rat may have other ideas :)


In front of Havark and Fanna, the doorway opens on a dark corridor of ice (a 4-ft.- wide, 8-ft.-high corridor). The entire passage lists 15° northward. Some ice is clear, but other sections are ridged and cloudy. Numerous small, shivering lights hang in the air at different heights, each barely inches from a wall. Blue, silver, and pale white, these ghostly wisps are weaker than candle flames. Although the ice reflects them many times over, they shed little illumination. These lights are certainly strange, but they don't move - it's up to you if you think they could be a threat or not, Havark.

Glówen, as of the start of this round, the grandfather is actually AHEAD of you, but not by much.

Tyv, I was about to rule that your 10' diameter plant growth couldn't span the 11', but I wasn't accounting for jagged, broken bits of ice. So yeah, you've got a nice cushion of vines to catch anyone who screws the jump.

-Round 6-
Azul
Glówen
Havark
Tyv

NPCs, including Nord, Fanna, and Niál
Firth Monster

I'll post a wrap once Glówen goes, or otherwise recap some later this evening.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

OK then, cool. I cannot get to Roll20 from work, I'll just give you Glowen's overall plan. Run/Jump/etc to get to the rubble and then up to the tower. Please roll for me as necessary. Once he is there, he plans to stop, wait for most people to get close and then his next two rounds will be as follows 1) Cast obscuring mist from scroll to shroud the entrance of the tower. 2) Cast silent image and cover the entrance of the tower with ice. He'll maintain concentration on the illusion until the Firth Monster goes away (or eats him)


GM Dice:
PC Group
Floe 1 to Floe 2: 2d6 ⇒ (3, 4) = 7
Floe 2 to Rubble: 2d6 ⇒ (5, 5) = 10
Merchant Slide: 2d6 ⇒ (3, 3) = 6

Oarsmen Swim: 1d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (13) + 5 = 18
Merchant Swim: 1d20 - 1 ⇒ (20) - 1 = 191d20 - 1 ⇒ (8) - 1 = 71d20 - 1 ⇒ (17) - 1 = 16
Merchant Reflex: 1d20 + 1 ⇒ (8) + 1 = 9
Oarsmen Acrobatics: 1d20 + 5 ⇒ (4) + 5 = 9
Oarsmen Reflex: 1d20 + 1 ⇒ (9) + 1 = 10
Merchant Reflex: 1d20 + 1 ⇒ (1) + 1 = 2

Niál Slide: 2d6 ⇒ (4, 1) = 5
Niál Reflex: 1d20 + 1 ⇒ (1) + 1 = 2

Nord Acrobatics (Jump): 1d20 + 7 ⇒ (8) + 7 = 15
Nord Acrobatics (Rubble): 1d20 + 7 ⇒ (9) + 7 = 16

Away Group
Floe 1 to Floe 2: 2d6 ⇒ (1, 4) = 5
Floe 2 to Rubble: 2d6 ⇒ (5, 4) = 9
Oarsmen Slide: 2d6 ⇒ (3, 1) = 4

Oarsmen Swim: 1d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (20) + 5 = 25
Merchant Swim: 1d20 - 1 ⇒ (12) - 1 = 11

Glówen Acrobatics (Run across floe): 1d20 + 6 ⇒ (6) + 6 = 12
Glówen Reflex (Grab vines): 1d20 + 4 ⇒ (16) + 4 = 20

While Azul and Tyv make it to shore, Glówen makes a run for a leap. He loses his footing as he does this, but catches the vines summoned by Tyv before doing falling into the water. Nord is not far behind Fanna & Havark in reaching the tower.

Glówen will be able to move along the vines his next turn, and should see little trouble climbing the rubble - if he rolls a natural 1 on Acrobatics, he would fail climbing the rubble, but even then, Azul could carry him up and still be unable to fail. As the grandfather is safe, was anyone planning to go out of their way to try to save more NPCs? There's one oarsman who's guaranteed to make it to the tower at this point.

If not, we'll drop out of round-by-round. You're out of immediate danger, and Glówen would not need to expend either spell, as the Firth Monster has enough toys to play with outside. :-) If that's the case then I'll run the simulation myself on Roll20 to see who outside survives.

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