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

What, 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


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.
Frights

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


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

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.


Glówen could try to make it over the barricade? You failed at it once (which is why you feel prone, if you weren't snooping on my rolling), so I've been defaulting you to hiding in the corner, but if you want to do that, you're welcome to. Tyv's entangle + thorns wore off this round.


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

nah, there is an undead in the barricade too. I'll just keep hiding

-Posted with Wayfinder


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 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!


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

Will Saves:
F1
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...

Fright Attacks:
F1
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.
Frights :: F2- Charged (-2 AC)

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


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 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


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.
Frights :: F2- Charged (-2 AC)

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


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 begins slapping himself in an attempt to wake from this nightmare.

-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

Havark yells out.

"Fools. What did we set a defensive barrier for? Fall back and let them come."

He squeezes Fanna's hand trying to reassure her.


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.

Fright Attacks:
F1 War Razor: 1d20 + 5 ⇒ (12) + 5 = 171d4 ⇒ 2
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

The first fright bites into Hosvir's leather armor and rips a small chunk off - which appears to get stuck in its mouth. The other attacks dig into the northman flesh and bones, and he falls to the ground, breathing shallowly. Across the tower, Fanna slips her hand out of Havark's and covers her ears. A few tears fall from her face as she hangs her head. "I can't bear it. Is it our fate, to die in here?" she wonders, before burying her sobs in Havark's shoulder.

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.
Frights :: F1-'Sickened' (5 rds, 1 save/round)

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


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 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?"


Fanna grabs Havark's hand with resolution. "No more can die. I only ask that you tell me when to shut my eyes."


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 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 Dice, Pt. I:
F1 Reflex vs DC 15: 1d20 + 4 ⇒ (4) + 4 = 8
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

GM Dice, Pt. II:
F1 Will vs Second Thoughts DC 20: 1d20 + 3 ⇒ (11) + 3 = 14

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.
Frights :: Entangled :: F1- 'Sickened' (4 rds, 1 save/rd)

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


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

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


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.
Frights :: Entangled :: F1- 'Sickened' (4 rds, 1 save/rd)

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


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 rolls his eyes at Azul's floundering. Clumsy walrus, he whispers to himself.


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

As Fanna decides to risk her safety and help the others Havark moves on.


Double Move this round


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.
Frights :: Entangled :: F1- 'Sickened' (4 rds, 1 save/rd)

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


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.
Frights :: F2- Entangled :: F1- 'Sickened' (3 rds, 1 save/rd)

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


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 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


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 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 to keep things moving:

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."


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

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


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

GM Dice:
F1 Fort vs Second Thoughts: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
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
The frost-blighted undead breaks free from Azul's grip, and rips itself free of the lichen before succumbing to its grasp again as it shambles forth to its brothers side. The other takes care to guard itself against Zombie-Odd, and soon more mist billows forth, swallowing everyone within.

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.
Frights :: F2- Entangled

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


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 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:

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.


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

forgot my miss chance from the mist
miss if < 50: 1d100 ⇒ 16


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 think I accomplished more when I was panicked


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 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


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.

GM Dice:
F1 vs Channel: 1d20 + 3 ⇒ (20) + 3 = 23
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.
Frights :: F2-Entangled

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


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

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?


That's correct; you've got a weird-soul sword and look like you know how to use it ;). Regarding keeping it all straight, if you've already gone in the current round, I'll put your name in strike-through; otherwise, assume you have your full initiative ahead of you.


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

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.


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?

GM Dice:
Fright Reflex vs Entangle: 1d20 + 2 ⇒ (1) + 2 = 3
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.
Fright :: Entangled, Pinned

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


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

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


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?


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

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


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 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."


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.


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

"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


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 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?


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 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


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.


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

ceilings?

-Posted with Wayfinder


No floors or ceilings either.


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 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.


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.
Keep in mind when formulating your plan that the basement seems to radiate a similar fear effect independently, and consecutive successful saves don't seem to build to immunity (see: Havark's ~20 successful saves). Remember as well that the tower is tilted, and things could get more dangerous once a fight starts and taking 10 isn't an option. The southern loops (which connect to entrances for the 3rd, 5th, 7th, 9th, 11th, 13th, and 15th levels) are treacherous, whereas the northern loops are working with the lean, rather than against.


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

Typing is a pain today. Gout is flaired up in my left wrist. I will try and reply tonight or tomorrow when my hand is better. Sorry.


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

"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."

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