
Tyv, Prince of Dolls |

What, you mean Odd here? Tyv quips at the fright. Nah, Havark has a strict 'no embracing' policy for this trip. He jogs over to Odd's corpse and gives it a swift kick. Come on now lazy bones, back to work.
Odd's corpse twitches and lets out a petulant gargling moan before lurching to its feet. Tyv claps his hands and says, That's better, Now go and destroy our frozen friend there.
Tyv turns around to see Hosvir hanging back a growing look of revulsion on his face. Tyv doesn't understand the problem. Well, don't just stand there, go help your friend!
Move Action: move 20' to Odd's corpse
Std action: Animate Odd's corpse ( 4/9 spell points left)
Wild magic: 1d100 ⇒ 87
Not 100% sure here, but since summoned monsters can act on the same turn they come into existence, I assume the zombie can too, so...
Zombie Odd: 5' step forward, full attack vs F1
Slam: 1d20 + 4 ⇒ (7) + 4 = 11; Dmg: 1d6 + 4 ⇒ (4) + 4 = 8
*used standard stats for zombie

GM Arcadius Blue |

Regarding animation and acting on the turn, I'm fairly certain that holds true? It's how I'll rule until someone tells me otherwise.
Hosvir opens his eyes and stares back at Tyv as Odd's form flails futilely at the fright.
Hosvir Will F1: 1d20 + 2 ⇒ (7) + 2 = 9Duration: 1d6 ⇒ 6
Hosvir Will F2: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
Swallowing hard, Hosvir charges the fright with his axe...
Hosvir Charge: 1d20 + 3 + 2 - 2 ⇒ (16) + 3 + 2 - 2 = 19Handaxe: 1d6 + 1 ⇒ (2) + 1 = 3
...and connects, slashing across its bony arm. Though Hosvir is no great warrior, his strike seems to have dealt out more punishment than Azul's bolt did earlier.
Round 6
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of Tyv or the 'frights,' it is normal light.
Azul
Glówen :: Panicked (3 rds)
Havark :: Delaying Initiative
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie)
Fanna :: Total Defense
Oarsmen :: Ærinmund, Sigbjorn-Total Defense :: Hosvir-Shaken (6 rds), Charged (-2 AC) :: Ragnfast-Blinded (eyes shut)
Nord
Sæmund [ooc]:: Total Defense

Glowen |

MORE undead!?!?! They are everywhere! Which are friends? Which are foes? ... why does it seem comforting to have undead minions under my control? No! It is wrong! I must get away!
Is there anywhere for Glowen to go? Or is he stuck cowering in the 'corner' of this round tower? Or is he running back and forth and in circles like some kind of twisted Buster Keaton parody.

Tyv, Prince of Dolls |

Tyv calls out to the rest of the group to alert Azul's group of his presence. Northmen sally forth! There are but two of them. Azul, Glowen, seize glory and strike them down!

GM Arcadius Blue |

Ærinmund comes out of the fog and throws an axe for the nearest fright.
Will vs. F1: 1d20 + 2 ⇒ (20) + 2 = 22
Will vs. F2: 1d20 + 2 ⇒ (15) + 2 = 17
Throwing Axe: 1d20 + 2 - 6 ⇒ (10) + 2 - 6 = 6
A long shot, the axe digs into the nearby ice wall uselessly. The jotun then steps past him, stashing his crossbow as he returns to his true size.
End Round 6
Hosvir: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13Duration: 1d6 ⇒ 6
F2
Azul: 1d20 + 0 - 2 ⇒ (18) + 0 - 2 = 16
The frights move to engage Hosvir in melee...
War Razor vs AC 11: 1d20 + 2 ⇒ (10) + 2 = 12Damage: 1d4 ⇒ 1
Bite vs AC 11: 1d20 + 0 ⇒ (14) + 0 = 14Damage: 1d6 ⇒ 6
F2
War Razor (Charge) vs AC 11: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26Damage: 4 = 4
| | Severity Check: 1d20 + 26 - 11 ⇒ (2) + 26 - 11 = 17
... and tear into him with a flurry of bites and slashes. Hosvir stumbles, grasping at a nasty gash in his neck.
Azul no longer has to save against fright appearance.
Round 7
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of Tyv or the 'frights,' it is normal light.
Azul :: Shaken (3 rds)
Glówen :: Panicked (2 rds)
Havark :: Delaying Initiative
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie)
Fanna :: Total Defense
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Disabled, Shaken (5 rds) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

Tyv, Prince of Dolls |

Tyv winces at Hosvir's nasty looking wound. He steps forward and siphons fey magic into the man. That's it Hosvir, you got this.
Move action: move adjacent to Hosvir
Std Action: Invigorate (give Hosvir 3 temp HP)
Zombie Odd
Slam vs F1: 1d20 + 4 ⇒ (17) + 4 = 21; Dmg: 1d6 + 4 ⇒ (2) + 4 = 6

GM Arcadius Blue |

Odd-zombie's whallop barely phases the fright - but there is a new crack running along its rib.
Round 7
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of Tyv or the 'frights,' it is normal light.
Azul :: Shaken (3 rds)
Glówen :: Panicked (2 rds)
Havark :: Delaying Initiative
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie)
Fanna :: Total Defense
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Shaken (5 rds) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

GM Arcadius Blue |

Tyv's magic gives Hosvir his second wind, and he lashes out again with his axe.
Hosvir Handaxe: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
The fright easily sidesteps, however, and the blade slices empty space. Behind them, Azul lifts his gaze, pulls out his club out, and charges the fright on Hosvir's left.
Azul Club (Charge) vs F2: 1d20 + 7 + 2 - 2 ⇒ (2) + 7 + 2 - 2 = 9
The lights flashing off of their war razors disorient the Jotun though, and his club cracks loudly against the floor.
End Round 7
The frights continue to lay into Hosvir, attempting to rip him apart.
F1 Bite: 1d20 + 0 ⇒ (1) + 0 = 1
F2 War Razor: 1d20 + 5 ⇒ (12) + 5 = 171d4 ⇒ 3
F2 Bite: 1d20 + 0 ⇒ (20) + 0 = 206 = 6
F1 Save vs Second Thoughts DC 20: 1d20 + 3 ⇒ (10) + 3 = 131d6 ⇒ 5
F2 Bite Severity: 1d20 + 20 - 7 ⇒ (2) + 20 - 7 = 15
Round 8
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of Tyv or the 'frights,' it is normal light.
Azul :: Charged (-2 AC), Shaken (2 rds)
Glówen :: Panicked (1 rd)
Havark :: Delaying Initiative
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie)
Fanna :: Total Defense
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Dying, Shaken (4 rds) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

Havark Torgrimson |

"I will protect you fairest. I need you to be strong. The men will die without my aid, but I will not leave you. Do you have the strength to come with me?"

Tyv, Prince of Dolls |

Tyv raises his hands towards the frights and a proliferation of arctic lichen explodes from the walls and floor, covering the two undead in a thick, constricting blanket.
Odd, cover us! As zombie Odd shuffles to its left, Tyv crouches down and grabs Hosvir under the shoulders, dragging him away from the battling undead.
Std action = cast entangle DC15( 3/9 SP left)
Wild Magic: 1d100 ⇒ 70
Move Action = drag Hosvir ( half spd?)
Zombie Odd:
5' step ( Frights will have to take an AoO to get around him)
Slam vs F1: 1d20 + 4 ⇒ (5) + 4 = 9

GM Arcadius Blue |

F2 Reflex vs DC 15: 1d20 + 4 ⇒ (7) + 4 = 11
Azul Club: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Hosvir Stabilize vs DC 18: 1d20 + 1 ⇒ (15) + 1 = 16
The lichens swallow up the frights, holding them down as Azul brings a mighty blow down on the fright to his left. Bones crack and creak in response, but the undead's frame absorbs a portion of the blow, and it is not damaged like it should be.
Fanna follows Havark as he begins to move towards the battle, and as Tyv drags Hosvir back, he looks like he's getting worse...
End Round 8
The frights swap out their razors, bringing out again those that pulse with darkness, but they open themselves to attacks from Azul & Odd as they do.
Azul Club (AoO): 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Zombie Odd Slam (AoO): 1d20 + 4 ⇒ (10) + 4 = 141d6 + 4 ⇒ (2) + 4 = 6
Though Azul's club meets only ice, Odd catches the one to the jotun's right in the jaw with the snap of a heavy blow. The fright doesn't flinch, spare the single tooth falling from its mouth. It then speaks, "Hark! Lay down your weapons! My sibling and I are but instruments of the Devouring Wind. Your fate is sealed in us: he already names you as his!"
Glówen! You're free!
Round 9
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of the 'frights,' it is dark (darkvision penetrates). Within 20' of Tyv, it is normal light. Where these two radii overlap, it is back to dim light with concealment.
Azul :: Shaken (1 rd)
Glówen
Havark
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie)
Fanna
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Dying, Shaken (3 rds) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

Tyv, Prince of Dolls |

With the frights momentarily occupied, Tyv turns his attention to Hosvir. He whispers to one of the dim motes of light orbiting him. It floats down and into the wounded man, covering his grisly injuries in a pale green light. Lovelorn soul: +6 temp HP for 1 min and stabilized. 4/5 left
Next Tyv scrambles forward and retrieves the axe dropped by Odd, and yells across to Azul, brandishing the axe for him to see. They are brittle like wood - chop them down! You cannot fell a tree with a club!
Zombie Odd Slam vs F1: 1d20 + 4 ⇒ (13) + 4 = 17; dmg: 1d6 + 4 ⇒ (4) + 4 = 8

GM Arcadius Blue |

Azul snorts in response to Tyv, projecting bravado to obscure his uneasiness. "Hmph, I am no lumberjack, child. Let's try something else!" He casts his club aside, and throws his fists into the fright whose already suffered some punishment. Azul has no slashing weapons. If you guys want him to grab one from an oarsmen and shrink down to normal size, let me know. Since he has grab with his slams though, he's going to attempt to wrestle one of these frights.
Azul Slams vs Fright: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 51d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
Fumble! This was a good plan.
Azul Reflex vs Stop Hitting Yourself!: 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 101d8 + 5 ⇒ (4) + 5 = 9
The jotun-man slips on the ice beneath his feet, and though he catches his balance with his elbow against the wall, his collective momentum drives that same arm's fist into his own jaw. Spitting blood on the floor, he curses, "Damnable, damnable ice!"
Ouch.
Round 9
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of the 'frights,' it is dark (darkvision penetrates). Within 20' of Tyv, it is normal light. Where these two radii overlap, it is back to dim light with concealment.
Azul :: Shaken (1 rd)
Glówen
Havark
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie)
Fanna
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Unconscious (stabilized), Shaken (3 rds) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

GM Arcadius Blue |

Havark Will vs F1: 1d20 + 10 ⇒ (2) + 10 = 12Duration: 1d6 ⇒ 5
Havark Will vs F2: 1d20 + 10 ⇒ (19) + 10 = 29
Havark feels the icy grip of fear close on his heart as he finds the frights around the corner.
Round 9
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of the 'frights,' it is dark (darkvision penetrates). Within 20' of Tyv, it is normal light. Where these two radii overlap, it is back to dim light with concealment.
Azul :: Shaken (1 rd)
Glówen
Havark ::Shaken (5 rds)
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie)
Fanna
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Unconscious (stabilized), Shaken (3 rds) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

GM Arcadius Blue |

Glówen Will vs F1: 1d20 + 3 ⇒ (19) + 3 = 22
Glówen finally collects his thoughts, and takes a deep breath before inching back towards the hub of the fighting.
End Round 9
Havark Will vs F1: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
F1 Fort vs Second Thoughts: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Havark no longer has to save against these frights' appearance.
F1 Reflex: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
F2 Reflex: 1d20 + 2 ⇒ (9) + 2 = 11
The frights attempt to pry themselves free from the arctic lichen, but only one succeeds. As it moves forward out of the plantlife, both strike out against Zombie-Odd.
F1 War Razor: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
F2 War Razor: 1d20 + 5 ⇒ (12) + 5 = 171d4 ⇒ 3
One blade strikes true, ripping at Odd's abdomen. (3 slashing damage, overcomes DR)
Round 10
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of the 'frights,' it is dark (darkvision penetrates). Within 20' of Tyv, it is normal light. Where these two radii overlap, it is back to dim light with concealment.
Azul
Glówen
Havark :: Shaken (4 rds)
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie)
Fanna
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Unconscious (stabilized), Shaken (2 rds) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

Glowen |

Glowen sneaks back toward the combat, hoping to avoid notice until he can best decide how to help. Can he see past Azul?
stealth + double move
Stealth: 1d20 + 11 ⇒ (11) + 11 = 22

Havark Torgrimson |

Havark moves forward again pushing Fanna into the room behind him he readies his blade for one of the abominations.
Move:30'
Standard: Ready attack for first to enter threat.
Readied Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d6 + 4 + 1d6 ⇒ (1, 1) + 4 + (6) = 12
"Fall back into the room protect Fanna. I will take care of these two."

Tyv, Prince of Dolls |

Works for me, Tyv quips. He bends dow to grab Hosvir, then pasues. Oh wait, He sends one of his lights to infuse zombie Odd, filling the lurching fellow's vacant eyes with a green glow. There, that should help. The he grabs Hosvir again under the shoulders and drags him into the side room.
Std Action = Aid the dead: Zombie Odd gains 3 temp HP and +1 to hit, saves and turn resistance
Move action= drag Hosvir into room
Zombie Odd: Slam F1: 1d20 + 5 ⇒ (6) + 5 = 11; Dmg: 1d6 + 4 ⇒ (4) + 4 = 8

GM Arcadius Blue |

Fanna keeps pace behind Havark, snapping her eyes shut until his signal, and then ducks into the nearby room, where Tyv soon follows with Hosvir.
Azul Slams vs F2: 1d20 + 6 ⇒ (10) + 6 = 161d20 + 6 ⇒ (5) + 6 = 11Miss Chance: 1d100 ⇒ 52Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Azul Grab: 1d20 + 12 ⇒ (20) + 12 = 32
Azul throws his fists towards the fright nearest him, and gets one solid hit. Though the undead creature shrugs off most of the terrible blow, it now finds itself caught between the jotun's mighty arms.
Yes you can, Glówen.
Glówen Will vs F2: 1d20 + 3 ⇒ (11) + 3 = 14
Glówen feels unsettled as the second fright comes into view, but he holds it together.
End Round 10
F2 CMB vs Azul: 1d20 + 2 ⇒ (17) + 2 = 19
F2 Reflex vs Entangle: 1d20 + 2 ⇒ (14) + 2 = 16
F2 Reflex vs Entangle (turn end): 1d20 + 2 ⇒ (7) + 2 = 9
F1 Cast Defensively: 1d20 + 8 ⇒ (10) + 8 = 18
Round 11
- Mists provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of the 'frights,' it is dark (darkvision penetrates). Within 20' of Tyv, it is normal light. Where these two radii overlap, it is back to dim light with concealment.
Azul
Glówen
Havark :: Readied action-Attack frights in threat range; Shaken (3 rds)
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie) :: Aid the Dead (+1 atk, save, turn resist)
Fanna
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Unconscious (stabilized), Shaken (1 rd) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

Glowen |

Seeing an opportunity to strike a hindered foe from the shadows, Glowen fires an arrow from stealth and then attempts to remain hidden behind the massive jotun.
I assume I get a -4 for firing into combat
Bow To Hit F2: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
damage: 1d4 - 1 + 1d6 ⇒ (2) - 1 + (5) = 6
Sniping Stealth: 1d20 + 11 - 20 ⇒ (19) + 11 - 20 = 10
Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.
So I assume that means it is a standard action to fire the bow and move action to regain stealth.

Tyv, Prince of Dolls |

Tyv sees the mist rolling into the hallway in front of him and curses. Oh no, not again you slippery frozen frights. Remembering how the frights slipped past them last time this cursed fog rolled in, Tyve steps out into the hall and lets waves of positive energy radiate from him. Sorry Odd
Zombie Odd: Slam F1: 1d20 + 5 ⇒ (6) + 5 = 11; Dmg: 1d6 + 4 ⇒ (3) + 4 = 7
Tyv: 5' step
Std action: Chanel energy to harm undead DC 15Channel: 2d6 ⇒ (6, 2) = 8
Zombie Odd save: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13

GM Arcadius Blue |

You very well may have, Glówen! :-D Keep in mind you don't get sneak attack against creatures with TOTAL concealment - just against normal concealment. Starting next round, you'll also have to make Perception checks to pinpoint their square if they move.
Glówen's arrow clatters uselessly along the floor.
F2 vs Channel: 1d20 + 3 ⇒ (1) + 3 = 4
I was wondering when you were going to take off the kid gloves, Tyv!
As the energy surges forth from Tyv, it catches the fright in the lichen off-guard, and shreds at the negative energy that animates it. The other seems less affected.
Round 11
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of the 'frights,' it is dark (darkvision penetrates). Within 20' of Tyv, it is normal light. Where these two radii overlap, it is back to dim light with concealment.
Azul
Glówen
Havark :: Readied Action-Attack frights in threat range; Shaken (3 rds)
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie) :: Aid the dead (+1 atk, saves, turn resist)
Fanna
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Unconscious (stabilized), Shaken (1 rds) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

Havark Torgrimson |

So nothing moved to me in round 11? I moved and readied round 10 right? Just trying to gain barrings as I entered the fight late. So you need my round 11 action?

Havark Torgrimson |

Cool thanks.
Round 11
"This ends now."
Swift: Leaping Dragon
Full: Flurry Strike w/ Desperate Battler
Leaping Dragon: 1d20 + 19 ⇒ (2) + 19 = 21
Flurry Strike 1: 1d20 + 7 ⇒ (4) + 7 = 11
Flurry Strike 2: 1d20 + 7 ⇒ (13) + 7 = 20
Damage Strike 2: 2d6 + 8 + 1d6 ⇒ (5, 3) + 8 + (5) = 21
Havark looks back to Fanna a moment and flashes best he can a reassuring smile before bounding from the icy floor. Being distant from others inspires him to fight harder as he cuts at the fright with a flurry. The first blow fails to cut the beast but the second finds its mark nearly cutting the icy dead body in half.

GM Arcadius Blue |

Concealment: 1d100 ⇒ 59
Cool!
The almost-bisected fright twists at back with a loud snap before the fright falls to the floor in two pieces.
Azul Slams: 1d20 + 6 ⇒ (17) + 6 = 231d20 + 6 ⇒ (15) + 6 = 21Concealment: 1d100 ⇒ 691d100 ⇒ 36Damage: 1d8 + 5 ⇒ (6) + 5 = 111d8 + 5 ⇒ (4) + 5 = 9
Azul Grab: 1d20 + 12 ⇒ (3) + 12 = 15
Azul lunges forth and slams two fists into the second fright before putting it into a chokehold. The sounds of cracking bone accompanies the attack.
End Round 11
Tyv, correct me if I'm wrong, but you spent a spell point to grow plants + entangle, but didn't concentrate, so it ends this round?
Fright CMB vs Azul: 1d20 + 2 ⇒ (11) + 2 = 13
The fright tries to wrestle itself free, to no avail.
Azul's gonna go. And this should have gone earlier, but it was messing up my rolls.
Azul Reflex vs Entangle DC 15: 1d20 + 3 ⇒ (16) + 3 = 19
Azul Grapple to pin: 1d20 + 12 + 5 ⇒ (15) + 12 + 5 = 32
The jotun brings his full weight down on the fright, pinning it against the icy floor. "Ho, lumberjack! I'll hold it steady!" the Jotun calls.
Round 12
- Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
- Unless you have darkvision, are near the campfire, or provide your own light, current light level is dim, meaning your enemies have concealment (20% miss chance). Within 20' of the 'frights,' it is dark (darkvision penetrates). Within 20' of Tyv, it is normal light. Where these two radii overlap, it is back to dim light with concealment.
Azul
Glówen
Havark :: Shaken (2 rds)
Tyv
| | Matila (Zombie) :: Readied action - Attack dead or undead
| | Odd (Zombie) :: Aid the dead (+1 atk, saves, turn resist)
Fanna :: Total Defense
Oarsmen :: Sigbjorn-Total Defense :: Hosvir-Unconscious (stabilized) :: Ragnfast-Blinded (eyes shut), Total Defense
Nord :: Total Defense
Sæmund :: Total Defense

Havark Torgrimson |

Round 12
Havark steps forward to finish off the held fright standing over the zombie body that was aiding us.
Attack: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 That probably hits pinned and prone. Most things do :)
Damage: 2d6 + 4 + 1d6 ⇒ (4, 4) + 4 + (3) = 15

GM Arcadius Blue |

The blade slips through the creature's skull, and its thrashing body comes to a stop.
Cool. We'll drop out of initiative order for now, as far as anyone can tell anyway, there are no more frights nearby. The mists still hang in the air, mind you. And by your counting, there are four frights left in the tower - though you haven't explored levels 10-15. What do you do?

Tyv, Prince of Dolls |

That is correct, Tyv was not concentrating on the most recent entangle - I'll call it out more clearly next time.
Tyv pokes his head out of the side room. Well, that was unpleasant. There are more of those frozen fellows about, so lets regroup. I'd like to know how they slipped by us so easily too
Tyv takes a moment to tend to Hosvir's wounds, the fey energy radiating off him soothing Havark's still bruised jaw as well
Channel energy: 2d6 ⇒ (2, 1) = 3
He claps Hosvir on the back as the oarsman gets to his feet. There you go, just like new!
Next Tyv inspects one of the broken frights, particularly intrigued by the arsenal of light and darkness bringing blades they carried.
So, what's the plan guys? Back to the barricades? Make a stand in the central chamber? Tyv's zombies have about two minutes of life left in them. And we shouldn't stay separated from Nord's group for very long with the rest of the frights still on the loose.
GM, did Tyv notice any affects from the two talisman he was wearing?
Tyv's resources:
Spell points 3/9
Bound nexus 3/5
Channel energy 2/5

Havark Torgrimson |

Havark walks over to Fanna.
"Are you alright? You didn't look at them did you? Good lets get back with the others."
"Thank you Tyv. This time we should stack the barricades. Bottle neck ourselves at a dead end and wait for them to come. Once they are gone we can explore this place more and find a way out of here."

GM Arcadius Blue |

You've noticed no effect, Tyv
As Tyv helps Hosvir to his feet, the man still looks quite weak. He coughs out his thanks to the 'boy'. Disabled, he's at 0 hp, and some of that is temp hp that's going to wear off. Tyv then turns his attention to the blades - each fright carries one radiating light, and another radiating darkness, and when both are unsheathed, they cancel each other out. There are three more blades among their belongings, which act mundanely. These seven blades are war razors.
Fanna responds to Havark, "Yes, thank you. I closed my eyes, like you warned." The other survivors maintain vigilance near the barricade. Once you figure out what your plan is from here, NPCs will pitch in to help. If you decide to barricade yourself in a room, make sure you indicate what room that is in someway on Roll20, please.

Glowen |

"vile creatures, completely unmanned me!" Glowen is quite angry, kicking one of the corpses. "I WILL LEARN YOUR SECRETS" he vows. He is unable to look the others in the eye.
"nice find on the blades. We can use them to counter their tactics. But what about the mist?"
-Posted with Wayfinder

Tyv, Prince of Dolls |

Tyv knew his fey mind worked differently than the humans around him, so he blamed his current confusion on that as he turned a perplexed gaze to Havark. But, we are in a circular hallway in a circular tower. There are no dead ends.
Tyv gathered up the two light emitting swords and head back to the others, taking pains to check the interior walls and the side chambers as they went, looking for an explanation as to how the first two frights slipped past them so easily.
Azul should carry one of the light razors. Who wants the other one?

Glowen |

Glowen would love to take the one that made things dark since he has dark vision. But then again, so do these undead apparently.
Glowen takes a moment to study the blades, trying to see if they do anything other than make light and darkness.
Spellcraft on light blade: 1d20 + 10 ⇒ (13) + 10 = 23
Spellcraft on dark blade: 1d20 + 10 ⇒ (11) + 10 = 21
After inspecting the blades, he spends time searching for a secret door that the frights may have used to get past us.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
If he does not find any, and there is time, he will use his scroll of detect secret doors

GM Arcadius Blue |

Azul examines the razor Tyv gave him. "Hmm, sufficient to fell a sapling, if nothing else." He returns to his smaller size, and gives the weapon a couple of test swings.
I am assuming Glówen uses detect magic. Considering the weapons before him, Glówen performs a small cantrip, allowing him to see bright auras blossoming on the weapons. It's enough for him to determine these effects originated elsewhere, and the razors are quite mundane by themselves. Without Knowledge (arcana), I can't give you more than that.
Trying a few different rooms, he then examines the walls bordering the inner stairwell, yet finds nothing. Double-checking his work after reading an old, arcane parchment, he confirms that there are no hidden or secret doors to be found.

Havark Torgrimson |

"It seems holding up somewhere is not the best option. These creatures are not so tough beyond the fear they put in our hearts. Fanna I can protect you and destroy these things, but I don't trust leaving you alone to take the fight to them. If you wish to keep by my side we can go an end this. Wotan is with us. Now let us go end this."
He approaches and extends his hand to the girl.

GM Arcadius Blue |

Fanna closes her eyes, takes a deep breath, and exhales. She opens them and puts her hand in his. "I'm very lucky to have you all protecting me, and though my heart screams to flee like the arctic hare, I trust you. Grandfather will not be left behind, I hope you understand by now." Giving a reassuring squeeze (for her benefit rather than Havark's), she finishes, "Let us be done with it."
So what's the actual plan? It should be easy enough to climb the barricades, but the mist does not seem to be going anywhere soon, so it'll be hard to see until you reach the stairs. Depending on where the ones you killed came from, there would be 0/1/2 frights on the 9th level, and 4/3/2 frights in the basement, respectively. To reiterate what you've discovered about the frights, they
- Are weak to slashing damage.
- Can create mist and illusions. There seems to be abilities of light and darkness as well.
- Move faster than men, and can glide above the floor at half than pace. They possess other unknown movement capability(s) as well, it seems.
- Can apparently terrify you to death, as in the case of Odd. On a positive note, continued resistance to the fear eventually grants immunity on a fright-by-fright basis.

Havark Torgrimson |

"Up we go then. The bottom room had some enchantment on it beyond the fear of the frights. Let us take the fight to the upper floors and make this place safe."