[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

ok by me. Although it pains him to see others killed, Glowen is grateful for the diversion. He urges the others to get out of sight.

-Posted with Wayfinder


I'll take the one vote from Glowen and 19 hours of silence from everyone else that I should go ahead with everyone entering the tower. I'll post probably this evening, rather than afternoon, with what lies ahead.


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 was waiting for other to finish the round before I gave my next round. If it is the workday I'm pretty much always on here. I will go ahead and post.

Looking back Havark sees the old man has managed to make it across on his own. He is a bit surprised. He looks at the girl.

"Quickly now. Keep a hold of my hand. We must get you inside. I won't let anything hurt you."

Havark eyes the lights with a bit of wonder but enters the tower cautiously.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13


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 would probably stay at the bank and help others up if he could, but for the sake of moving things along, lets move to narrative for the other NPC and into the tower.


Oops; I posed the question but didn't expressly state a general 'round end', I now realize. I have noted your schedule, Ashe - I perhaps thought we were all shying away from sending nobodies to their deaths. :-)

As for Tyv, any who made it to shore made it to the tower okay. The one's that died weren't able to swim well enough to get even close to shore.

Havark enters the tower with Fanna and surveys their surroundings, and the Vetrdís catches her breath. As they move slowly, Nord and the rest of the guards catch up, as six additional survivors climb the icy ramp. The Firth Monster, having claimed five more victims including Niál, flails in impotent rage at the ramp formed from shattered glacier. Though the ground continues to rumble with its thrashing, the beast seems incapable of navigating the rough ice itself.

The surviving fare, who introduces himself as Sæmund, takes a minute to wring out his clothes. The five oarsmen do the same, taking in the strange beauty of the lights. Of these, Sigbjorn and Odd both sport bright purple bruises on their face and arms. Ærinmund, Hosvir, and Ragnfast appear better off, though not entirely fresh. Throwing a nervous look back out the door at the Firth, Odd quietly asks no one in particular, "Should we keep close? Or...or stay back-k-k?" His teeth chatter compulsively before he reaches the end of the question.

For the record, only Fanna, Havark, and Glówen have remained dry through this excursion.

About 10 ft. in, the corridor becomes a circular hall, stretching out both left & right. The hall remains 10' wide, and along the inner span, door-less thresholds enter into rooms; one of these is open directly in front Havark and Fanna, and furniture can spotted buried under thick ice.

After directing the NPCs, explore left, right, or in that first room?


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

His loyalty is to the jarl and in extension now to the girl. Kind of like in Arnold schwarzenegger movies. Collateral damage is ok and expected as long as who he said he would protect is alright. They are north man they know the danger in traveling the waters :)


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 makes his way around Saemund and the bedraggled oarsmen. "Think warm thoughts, he tells them with an encouraging smile. "Works for me."

Hit any of the wounded survivors with Invigorate, granting each of them 3 temp HP for 1 hour.

" Well, Odd, while staying here and throwing snow balls at that rather unreasonable sea serpent outside does sound like a lark, lets move a little farther in and see what there is to see, shall we?"[/ooc]

[b]Well, what say you? He asks Havark. He gestures to the room ahead. "Some of these fellows look like they could use a sit down."


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

"How about we find some place to make a fire and get these folks warm and dry?"

Glowen sneaks a peek at the open doorways. stealth: 1d20 + 11 ⇒ (6) + 11 = 17

-Posted with Wayfinder


To be clear, is Glówen continually exploring around the tower? Or does he stop at the first suitable room to hunker down a sec? And left or right? :-)


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

Sorry, had not been able to look at roll20 and I had a completely inverted picture of things. Glowen will only peek into the three openings that we can see right now to make sure we are not about to be eaten. First, though, he refreshes his message spell and has it encompass everyone here, "testing, testing, 1, 2, 3, testing"


Indeed they do, Havark

Cool; Glówen's priorities sound pretty straight. :-)

Glówen Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Checking the rooms left and right, Glówen spots more of the same - furniture and mundane tools buried underneath absurdly thick ice, but no immediate threats. He does spot that in the icy walls, however, are human men, frozen in motion. They appear to be tower guards, and Glówen quickly ascertains they're present in ALL the walls, not just in the rooms in he was actively investigating.

Knowledge (history) or (nobility) DC 15:
Their armor's devices are engraved with ancient Hávardr’s sigils.

Those oarsmen, following Tyv's advice, come inside and strip down to their barest layers of clothes. Fanna blushes, and turns away as they do so.

It's probably been 1-1/2 minutes since those of you who are wet were dunked in icy water. The air temp is 0°F, but as per guidelines in the Northlands setting book, observe that if it comes time to make Fortitude saves at the 10-minute mark, anyone in wet clothes will take -10 to their roll. I know you're all thinking about it, but I don't want men of the north feeling surprised at how cold COLD can really be.


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

Thanks for the warning, I've not looked at any of the Northlands material. I have two scrolls of endure elements. Should I offer them to Nord and someone else now, or wait until someone fails a fort save?

So does Glowen find a good place to make a fire? Do we have to dig out a fireplace? What about fuel? Dig out some chairs and such?


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

Upon reaching the cave/tower entrance, Azul shrinks back down to a human size, he is still a very large man, but not massive as he was.

Once inside, and an avid survivor of harsh mountain conditions he immediately strips down to naked as the day he was born, unaware that some of the northmen may be...envious... of his giant blooded...giftedness.

A thought not entering his mind to hypothetical inferiority complexes, the giant rings out his clothes and opens his backpack, pulling out a flint and tinder as well as a coffee pot and a small sack of ground dark beans.

Handing the coffee contents and flint to Glowen, picks up his club and a crossbow bolt and walks into the room with the furniture beneath the ice. Kneeling, he taps the bolt into the ice above particularly wood heavy chair so that it is about an inch in, then standing he swings his club like a sledgehammer driving a fence post. There is a loud crack of the impact as the bolt is driven into the ice. Hopefully followed by a crack of the ice breaking/chipping.


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 looks to the small fey:

"These men are not my duty, but I would not see them die. First we make the area safe."

Havark points to the open room.

Huddle in here. It will help a bit to hold in heat. Rat man, you are a witch... Do you not have means to dry their cloths or is this beyond the powers of a witch? Prestidigitation can probably do it with many castings.

"Wait for the Filth to leave. Gather what wreckage of the ship you can that will burn. We need to make this place safe and focus on survival. I'm going to check this way. I will be back in a moment."

Looking to Fanna.

"Stay with your grandfather if you like but you are safest by my side girl."

Havark takes a few moments to focus. First summoning his armor or force. He then regains his focus and studies the energy of his blade to recover his maneuver before checking the northern hallway.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24


As Azul and other men get to work breaking through the ice to get to work, Glówen sets to work drying their clothes. Exploring around the north bend, there is one more nearby doorway before the wall wraps continuously, at least for a stretch. A room like the others, but before moving forward, Havark spots some crates near the surface of the ice, labelled as "Arctic Gear".

Breaking through the ice to get the crates will take:

  • 1 man - 1 hour
  • 2 men - 30 mins
  • 3 men - 15 mins
  • 4 men - 7 1/2 mins
The duration to reach furniture & other objects in the other rooms (if that's the goal; see below) will take twice as long per man. How would you like to divvy the work amongst yourselves and six more able-bodied men?

It is possible to build a fire on the ice, if you build it on a base of either live wood or metal. I don't know if any of the dry folk amongst you have fuel. As for the base, a shield would be perfect to build a fire in if you take out the straps - none of the NPCs carry one, so that'd be on you as well. Otherwise, Tyv can grow plants, but that expends his daily resources and has a chance of producing crazy-ass magic. ;-)

Let me know what you do with this information, and under what conditions Havark or whomever continues exploring.


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

"Here" Havark call out. "There are crates. Still under ice but closer to the surface. You men. Come work. It well help keep you warm. The crates say arctic gear. We can use the wood in the crates for fuel for a fire. I will take this path. Azul take the south. The work and noise may attract unwanted attention but has to be done. I am no leader an I know you don't have to do what I say but know this. I don't care if any of you survive but the girl. So do it for her safety and your own."

He then looks to Fanna.

"Girl... Are you warm enough? Here take my furs as well. Stick close but stay behind and out of the men's way while the work."

Havark takes his furs off and offers them to the girl as he stands watching to the the northern hall as the men start working to get to the crates.

I'm thinking get the crates and use the stuff inside. The crates then become fuel for a fire that they can burn to get to the furniture which then is just more fuel.


The men, enticed by the promise of warmth, are already moving, and Havark's statement concerning their lives does not even register. Fanna looks shocked at Havark's disregard for the other's lives, but says nothing, takes the furs, and stays close.
Havark North Hall Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Azul South Hall Perception: 1d20 - 2 ⇒ (20) - 2 = 18

After a few minutes of undisturbed hard work, the men free four crates of arctic gear. The contents are as follows:

Arctic Gear:
  • 20 dry cloaks and sets of boots
  • 100 feet of hemp rope
  • 100 torches
  • 4 lanterns
  • 10 oil flasks
  • 10 Trollheim crampon pairs
  • A staff, sized as a walking stick, with a pick-like head and a spike at its base
  • 3 runic talismans, each sporting a different carving
  • Six frozen potions. Labels read as "Chill heart" (2), "Goat’s hoof charm", "Snowblind stare", "Spellforged sinews III", and "Wolfsong".
  • One oil labelled as "Hero’s Steel".

    Casting detect magic will reveal magic in the potions, oil, runic talismans, and staff. Consider the potions and oil identified; you may check with Spellcraft against the rest.

  • The men, upon revealing the dry cloaks and boots, excitedly wrap them around their bodies - drying off with one cloak, and then grabbing a second one to wear.

    I'll get stats up for the potions & oils, as well as anything you've identified, in campaign info when I get home. In the meantime, figure out where/how you're going to start a fire.


    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 takes a break from being a one-rat laundry-mat (that rhymes!) and checks out the magical gear.

    walking stick: 1d20 + 10 ⇒ (10) + 10 = 20
    talisman 1: 1d20 + 10 ⇒ (9) + 10 = 19
    talisman 2: 1d20 + 10 ⇒ (4) + 10 = 14
    talisman 3: 1d20 + 10 ⇒ (2) + 10 = 12
    Hero Steel: 1d20 + 10 ⇒ (10) + 10 = 20
    chill heart: 1d20 + 10 ⇒ (4) + 10 = 14
    goat hoof: 1d20 + 10 ⇒ (4) + 10 = 14
    snowblind: 1d20 + 10 ⇒ (1) + 10 = 11
    sinews: 1d20 + 10 ⇒ (1) + 10 = 11
    wolfsong: 1d20 + 10 ⇒ (19) + 10 = 29


    Arctic Gear Identified:
    talisman: Alzig, meaning elk. Neck slot. Gain +1 insight to initiative.

    Oil of hero's steel: Applied to 1 melee weapon, lasts 7 minutes. Brandish weapon as a swift action to gain +4 item bonus to Intimidate. Creatures you strike in melee with less HD than you are panicked for 5d6 rounds. Will DC 14 negates, and it is a mind-affecting fear effect.

    Potion of chill heart: Lasts 1 minute. Gain a +4 profane bonus on saves against spells & effects that generate emotions, but morale bonuses are also suppressed for the duration.

    Potion of goat hoof's charm: Lasts 1 minute. Climb slopes and inclines at 1/2 speed without penalty. Normal is 1/4 speed. Retain Dex bonus to AC while climbing such surfaces, and gain +2 insight on checks to catch yourself after falling, and on Acrobatics to move along narrow surfaces.

    Potion of snowblind stare: Lasts 3 rounds. Gain a gaze attack that inflicts snow blindness, Fort DC 13 negates. First failed throw inflicts light sensitivity, as universal monster rules. Second failed throw instead causes -4 to Perception, vision ranges cut by 1/3, and all targets have concealment. Heals from second effect to first, or from first to cured, by spending 1d3 days outside of bright light each time. Regeneration or heal also repairs the damage.

    Potion of spellforged sinews III: Gain a +6 enhancement bonus to Strength until then end of your next turn.

    Potion of wolfsong: You let out a howl that can be heard up to 5 miles away when outdoors, carrying a message of up to nine words. Wolf-like creatures understand these words, as well as one creature you specify when drinking.

    The walking stick and other two talismans remain unidentified. You cannot ascertain their auras without ranks in Knowledge (Arcana). This information is also copied to the campaign page.


    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

    "It is a good sign we were not attacked during the work. Does any posses fling and steel to start a flame? We should explore more, there may be yet more supplies to help us survive. Now that there are dry clothes the men can survive a bit. Let us explore this northern hallway."

    Not sure if it is north but Havark will continue to explore the way he was going assuming the others are tagging along while the men huddle with their new cloaks until we find a way to make fire or if someone has flint and steel a torch could be lit and then that used to light the wood from the crates.


    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 leans over Glowen's shoulder as he works to identify their properties, looking on curiously but of no actual help to the endeavour.

    2 skill pt/level characters - bleck!

    He looks up as Havark prepares to explore and trots after the dour warrior.


    Someone has flint & steel, but the problem is the base - if you build it right on the ice, the second the fire gets hot, ice melts and soaks your coals, putting the fire out. I offered a couple ideas 3 posts ago as far as possible workarounds.

    The boots and cloaks provide +2 to anyone who's without dry cold weather gear. Additionally, Fanna and Nord each drink a potion of endure elements. Were we casting endure elements on anyone else? I'd assume Tyv would reject it thanks to cold resistance 5, and Glówen & Havark don't need to make a check for another 50 minutes. You can exclude any you select from the rolls below. Almost goes without saying (but I'm saying it) to make that decision before opening the spoiler. :-)

    Fortitude DC 15 from Cold:
    NPCs
    Oarsmen: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 71d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d20 + 3 + 2 ⇒ (5) + 3 + 2 = 101d20 + 3 + 2 ⇒ (10) + 3 + 2 = 151d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
    Sæmund: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13

    PCs
    Azul: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
    Tyv: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

    Cold nonlethal damage:
    NPCs
    Ærinmund & Odd: 1d6 ⇒ 61d6 ⇒ 1
    Sæmund: 1d6 ⇒ 3

    PCs
    Azul: 1d6 ⇒ 6

    Glówen runs over the arctic gear, scanning for magic. He determines the powers behind one of the runic talismans, and confirms the labels on at least some of the potions. However, two talismans and the walking stick remain a mystery.

    As Havark and Tyv reach the northernmost stretch of the loop, they find a doorway opening up to a large spiral staircase. Open in the center, it seems there are levels both above and below you - stairs head in both directions from where you are. The walls and steps are coated in ice - a slightly treacherous proposition, considering the tower's tilt. Do you investigate the stairs further? Or continue exploring this level.


    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

    we could build a fire on a shield, but we don't have any. Too bad we didn't have any guards with us. Glowen's eyes light up and he looks to the guards in the ice to see if they carry shields or wear breast plates.

    oh, and given what you said, I would have only used one scroll of ensure elements. On Azul. It would not be right to have someone who jumped in the water to save others wind up freezing to death. Plus, he appears to be very useful and very strong. Glowen would hate to lose that resource.

    -Posted with Wayfinder


    Glówen looks to the frozen men. Though their shields are wooden, they do wear chainmail and helms of iron. Pointing it out to the former crew of the Falgeirr, they begin hacking at ice immediately. Good thinking - you could definitely jury-rig something of a base with just one guard's armor. It'll take four men 15 minutes to reach. And okay for the scroll. No nonlethal cold damage for you, Azul.


    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 have cold resist 5 as well. :)

    "Good thinking Glowen. I was going to use the crate lids and bust up the planks and burn them on top, but those soldiers have equipment for defending themselves as well."

    At the stairs:

    "Tyv I think we should keep looking on this level before exploring up or down. We haven't attracted the attention of anything yet but that does not mean we are alone here. What say you?"

    Havark and Tyv report back to the others as well.

    "What do the rest of you think?"


    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 dons some quite snug winter clothes, not giving up on drying out his custom furs.

    The Jotun's head comes within inches of the top of the hallway. He takes his club and crossbow and follows the group. Picking up a torch he says. "I could always just get the attention of whatever may be in here and draw it out." Azul mock pummels the wall with his club, "Nice and loud."


    To be clear, that time is to reach one guard - the closest to an ice front. Others would take longer per guardsman - anywhere from 15-45 minutes. You guys have a set number you'd want to nab gear from? I could then figure if there are groups of soldiers, and how long it'd take total with the oarsmen working.

    I'll push us forward with whatever the extant exploration consensus is in another post later tonight, provided Paizo doesn't break again.


    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

    I was only thinking about a surface to build a fire. Looting the guards is interesting, but is it necessary? Do they look like they have anything we need or want? What's the chance they come back to life when defrosted?


    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

    Actually, just to be a party pooper, do we even need to explore the tower? Our goal is to get the girl to the party, right? Do we have a snowball's chance (up here :) ) if we completely ignore the tower, dry off, and hoof it the rest of the way? I assume the answer is no, but I'll ask anyway.


    The guards have better battle-ready equipment than the oarsmen, but not more than you four. As far as the tower...well you can go back out the way you came in and tempt the Firth monster, in the fjord, without a boat. There's no connecting landmass to the tower besides the glacier reaching 300 ft. up from water. You can try to reach the top of the glacier by scaling the glacier itself, or the outside of the icy tower.

    Or you can try the stairs, and see where that gets 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

    One body should be enough for now - gives us a base for the fire and maybe a couple of weapons for the fittest oarsmen - and a corpse for Tyv's darker side to play with...

    To Azul: "Aya! Please no pummeling! Whatever sleeps in this tower is best left sleeping I think.

    To Havark: "Yes, lets keep looking around up here before we try those stairs. "


    Tracing a careful path around the floor, the Vetrdís's guards find another four rooms to pore through. These contain nothing of note - more furniture mixed with odds and ends, all buried deep under ice. Past this, they take the time to break down the crates into firewood, as the oarsmen finally free one of the ancient guard's bodies. Meanwhile, Fanna stares at her feet, her mind somewhere else. Nord initially tried to cheer her mood, but turned to encourage those working the ice after little success.

    Perception:
    Azul: 1d20 - 2 ⇒ (9) - 2 = 7
    Glówen: 1d20 + 8 ⇒ (19) + 8 = 27
    Havark: 1d20 + 10 ⇒ (18) + 10 = 28
    Tyv: 1d20 - 1 ⇒ (10) - 1 = 9

    Havark and Glówen were looking right at it when it happened - when the body is removed from the ice, one of the shivering lights disintegrates as a dandelion held to the wind. Nothing else is observed in tandem with the freeing of the body.
    Fortitude DC 16:
    Oarsmen: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 251d20 + 3 + 2 ⇒ (15) + 3 + 2 = 201d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
    Sæmund: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4

    Tyv: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16


    Sæmund nonlethal: 1d6 ⇒ 1
    His armor is taken and through a clever bit of weighting the sleeves, a workable base is built. The fire is lit, and the folk is set to warming their bodies and drying their clothes. Sæmund is particularly grateful for heat - moments before, his body shivered and teeth clacked compulsively.

    Timer to check for cold is reset, and your clothes are dry before venturing forth!


    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 slips on the ice and performs a little, silly slapstick and tells some jokes in an attempt to lift the girl's mood. But when he sees the light go out, he points it out before thinking of being discrete, "WOAH, did u see that? One of those lights went out when we freed that guard..... I....I think we just killed him..."

    -Posted with Wayfinder


    Fanna smiled for the effort, and even gave a genuine laugh or two, but the change in mood was fleeting. When Glówen mentioned the light going out, Odd scoffed nervously as he hoisted the body. "Sure, rat. Or maybe one of your silly games scared it away." The others chuckle forcibly at this, utterly unconvinced.

    Interject in that dialogue as it suits you. Then, unless there was some besides warming up and drying off on the to-do list, the stairs await you.


    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

    I assume we are leaving everyone in the main room while the four of us go exploring?

    When everyone is settled down, Glowen joins the others. He brings 4 sets of the crampons with him.


    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 watches as the light disappears from tho others.

    by the Rune Father what kind of omen is this.

    When asked he looks to Glowen.

    "I looked upon the light as well as it vanished. We should leave the rest of the men trapped in there alone until we understand this place. Let us explore what is above before we go bellow. Come Fanna you will be better protected staying by our side."

    I suggest we go up stairs first.


    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 looks sullenly at his club, clearly disappointed that he wouldn't be allowed to run through the tower making enough to racket to wake the dead.

    "Stairs eh Havark? Should I lead, or take the flank?" he asks tactical advice from the experienced warrior.


    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

    "While your strength and size of vast my eyes are keen. I will take the lead. Besides if I fall the protection of the girl passes to you."

    Havark will lead the way.


    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 takes the rear. Workshopping under his breath if "Azul the Vast" is a good title, or an insulting one.


    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

    At Glowen's revelation about the lights, Tyv becomes utterly fascinated with them. He trots from light to light, inspecting them and evening whispering questions to them. Hello? Can you hear me?

    At one point he reaches into his pack and brings forth something small, sheltered in his cupped hands. With a gentle puff he blows on it and releases it into the air - a frail green mote of light hangs in the air. Tyv introduces the two lights to each other. This is old lady Matilda. The green mote shivers and begins to radiate around Tyv. She was really nice - always used to leave a saucer of cream on her back step for me - so when she got cold and stiff I asked her if she want to travel with me, and she said yes. Do you want to come with me too? Tyv waits for a response from the other light. He seems a little crestfallen when no response is forthcoming but puts on a brave face. Okay, maybe later then.

    Tyv skips over to the assembled gear and pokes through it. He has forgotten to refasten his pack, and as he rummages more of the little green lights float free, and soon almost half a dozen of the glowing motes orbit the fey. He takes a liking to the walking stick, and throws the two unidentified talisman around his neck then strikes a pose for his comrades. Dashing! he compliments himself. Then he takes the Elk talisman and places it around Havark's neck. It suits you. Because you are fast like the elk - and easily startled.

    He presents the oil to Azul. You should take this, mighty walrus - to make your tusks shiny and sharp.

    Finally, he passes out the six potions randomly amongst the group. In case we get thirsty, he states.

    At last ready, he heads out with the others, following closely behind Havark. At least, he muses absent mindedly, I think the cream was for me. It might have been for that nasty cat of hers.

    Taking one minute before we depart to summon Tyv's bound nexus'. All five.

    Also, just making sure we are taking the magical llot with us since no one else was jumping on it. Please redistribute as you see fit.


    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 leans down to accept the talisman.

    "Thank you Tyv. IF everyone is ready then follow me. Stick close."

    He then looks to the others surrounding the fire.

    "Stay here we won't be long. Nord you should remain as well. You may accompany the girl if you wish but you must protect yourself."


    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 goes with the party, trying to remain unseen.

    -Posted with Wayfinder


    Nord loudly objects to the idea of staying behind. "If fad old serpemd didmt gid me, da sdairs are mofimg! Besides, I hafe do keep am eye im case ome of 'ou dries somefing umdoward wif my gramdodder." He gives an exaggerated wink to Fanna, who blushes deeply. She stifles a chuckle, striking her grandfather on the arm, and the smallest bit of genuine cheer returns to her mood.

    Nord, if he had teeth:
    "If that old serpent didn't get me, the stairs are nothing! Besides, I have to keep an eye in case one of you tries something untoward with my granddaughter."

    Havark place a foot on the first step, and an icy humanoid bursts forth from the wall! Its face resembles the savage visage of Boreas, cruel god of the North, and it sports a spikey beard and hair made of the same.

    Knowledge (planes) DC 18:
    This is an ice elemental, medium in size. For every 5 points you beat the DC, you can ask one question regarding its abilities.

    It charges down a few steps, lunging forward...

    Slam vs. Flat-Footed: 1d20 + 7 ⇒ (18) + 7 = 25
    Bludgeoning: 1d6 + 4 ⇒ (4) + 4 = 8Cold: 1d4 ⇒ 3
    Havark Fortitude Save: 1d20 + 4 ⇒ (17) + 4 = 21

    ...throwing a frozen fist into Havark's gut. The frigid power of the blow wasn't anything the tiefling's physiology couldn't handle, but yet, nearly the entirety of Havark's torso felt a wave of numbing cold was over it.

    Initiative:
    Boreas-faced Ice Man: 1d20 ⇒ 3
    Fanna: 1d20 + 3 ⇒ (6) + 3 = 9
    Nord: 1d20 ⇒ 8
    Azul: 1d20 + 1 ⇒ (4) + 1 = 5
    Glówen: 1d20 + 8 ⇒ (6) + 8 = 14
    Havark: 1d20 + 4 ⇒ (8) + 4 = 12
    Tyv: 1d20 + 3 ⇒ (8) + 3 = 11

    Thanks to hiding in the ice, you had no chance to roll Perception to spot him - hence the auto-surprise. Fortunately he rolled terrible on his initiative. As mentioned before, take your turns in any order - Fanna and Nord will work theirs in as appropriate or directed by you. Tyv, you have 5 green wisp tokens in your square for your bound nexus. If anyone gets a light or greater severity, make sure either you leave it on the table in Roll20 or state what the name of it was.

    Boreas-Face Ice Man AC/CMD/Saves:
    AC/T/FF: 16/10/16
    CMD: 17
    F/R/W: +6/+4/+1

    Round 1
    Glówen
    Havark
    Tyv
    Fanna
    Nord
    Azul
    ~~~
    Boreas-faced Ice Man


    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 takes the blow in stride. He doesn't call our or scream at the pain. His focus narrows as he hones in on his enemy.


    Full: Flurry Strike

    Flurry Sword: 1d20 + 8 ⇒ (15) + 8 = 23
    Flurry Sword: 1d20 + 8 ⇒ (5) + 8 = 13

    Damage: 2d6 + 6 + 1d6 ⇒ (1, 5) + 6 + (6) = 18

    "Fanna step back."


    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 hisses at attacker in surprise. He steps sideways off the stairs and into the room, partly to shield Fanna from the creature but mostly to get out of the way of Azul, who he knew would be charging up from behind. He jabbed at the ice-man with his new walking stick, trying to distract enough for one of his companions to gain an opening.

    5' step south
    Std Action:Aid Another (Havark): 1d20 + 1 ⇒ (9) + 1 = 10 granting Havark a +2 on his next attack roll


    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

    Cannot get to Roll20 from work, so I do not know where I'm standing. Glowen wants to get out of the way and then cast blinding ray at the creature

    blinding ray: 1d20 + 4 ⇒ (16) + 4 = 20

    Blinding Ray:

    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.


    Havark's blade leaves a savage gash across the creature's form, and chunks of its body break open or fall off, bringing small groans of cracking ice. Though the second swing glanced off of it's 'shoulder,' it is now diverting some focus to avoid Tyv's jabs. Glówen sends a ray of shimmering light that cascades over its imitation face, impairing but not blocking its sight.

    Fanna chokes down a gasp and Nord falls quiet as they step back from this unexpected threat, each drawing a dagger.

    Nord and Fanna: Total Defense, Draw Dagger, 5' step

    BFIM AC/CMD/Saves:
    AC/T/FF: 16/10/16
    CMD: 17
    F/R/W: +6/+4/+1

    Round 1
    Glówen
    Havark
    :: +2 to next attack vs. BFIM
    Tyv
    Fanna
    :: +4 dodge to AC
    Nord :: +4 dodge to AC
    Azul
    ~~~
    Boreas-faced Ice Man :: Dazzled 1 rd.


    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 starts at the frozen enemy, then he checks into the thing, slamming his shoulder into the monster.

    Slam: 1d20 + 6 ⇒ (8) + 6 = 14
    Slam: 1d20 + 6 ⇒ (2) + 6 = 8

    Underestimating the thing's speed he overshoots and stumbles into the room.


    Slam (dazzled) vs. Havark's AC: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
    Slam (dazzled) Severity Check: 1d20 + 26 - 24 ⇒ (20) + 26 - 24 = 22
    Holy s$$!.

    Havark Fortitude vs. My Teef! (Light Severity): 1d20 + 4 ⇒ (16) + 4 = 20
    Bludgeoning (max): 1d6 + 4 ⇒ (6) + 4 = 10 Cold (max): 1d4 ⇒ 4
    You made your save, meaning you would take bonus damage instead of the effect. If this suits you, roll 2d6 and add that damage to your total.
    Otherwise, you can choose to fail, taking no extra damage and getting your teeth knocked out; you get -2 to Bite attacks (in case that comes up), and a 20% failure chance to spells with verbal components. Requires Heal DC 20 to repair this damage. I have a feeling I know which one you'll take, but it's your call.

    Havark Fortitude: 1d20 + 4 ⇒ (8) + 4 = 12
    The cherry on this violent sundae, Havark is staggered for one round.
    The monster of terrible ice throws a wild haymaker as it steps around Azul's shoulder check, and it connects dead center with Havark's mouth. Bone and ice fracture in the intense blow, and Havark feels nerves deaden across his body before he understands the extent of the damage.

    BFIM AC/CMD/Saves:
    AC/T/FF: 16/10/16
    CMD: 17
    F/R/W: +6/+4/+1

    Round 2
    Glówen
    Havark :: +2 to next attack vs. BFIM; staggered
    Tyv
    Fanna :: +4 dodge to AC
    Nord :: +4 dodge to AC
    Azul
    ~~~
    Boreas-faced Ice Man :: Dazzled until Glówen's turn.


    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

    Surprised at the ability of his foe Havark leaves his guard down and the creature smashes him in the face. A sting of blood and spit fly from his mouth. He recovers and returns a bloody smile to the creature before attacking again.


    Staggered: Standard or Move

    Standard Sword Attack

    Sword Attack: 1d20 + 10 ⇒ (9) + 10 = 19

    Damage: 2d6 + 4 + 1d6 ⇒ (5, 3) + 4 + (5) = 17

    Recovering from the blow Havark drops his shoulder and with a rising motion cuts upward from the ground. The energy blade cuts deep and finds little resistance as the ice man slowly falls into two pieces cut up the middle. Havark spits a mouthful of blood onto the creature then looks to the girl.

    "Fanna are you alright?"

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