[GM Arcadius Blue] On The Fourth Day, We Kill Them All (Inactive)

Game Master B S 207

Listen now to a song of the North Wind. Hearken to a story of mystery, of honor amidst deceptions, of feud and betrayal and nightmarish horrors, and of those long forgotten rising to walk beneath the icy stars.
Listen now to a Tale of the North.

“On the Fourth Day, We Kill Them All” is a Northlands adventure for four to six 3rd-level PCs.

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GM Dice - Basement Fight Edition:
Each side gets cover: +4 AC
1.
Odd War Razor vs AC 20: 1d20 + 4 + 2 + 1 ⇒ (13) + 4 + 2 + 1 = 201d4 + 3 ⇒ (1) + 3 = 4
Matila War Razor vs AC 20: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
F1 War Razor vs Odd, AC 16: 1d20 + 5 ⇒ (11) + 5 = 161d4 ⇒ 1F1 Bite vs Odd, AC 16: 1d20 + 0 ⇒ (10) + 0 = 10

2.
Matila War Razor vs AC 20: 1d20 + 4 ⇒ (19) + 4 = 23
Matila War Razor Severity: 23 + 1d20 ⇒ 23 + (10) = 33Max Damage: 4 + 3 = 7
F1 War Razor vs Matila, AC 18: 1d20 + 5 ⇒ (6) + 5 = 11F1 Bite vs Matila, AC 18: 1d20 + 0 ⇒ (14) + 0 = 14

3.
Matila War Razor vs AC 20: 1d20 + 4 ⇒ (20) + 4 = 24
Matila War Razor Severity: 23 + 1d20 ⇒ 23 + (3) = 26Max Damage: 4 + 3 = 7
F1 War Razor vs Matila, AC 18: 1d20 + 5 ⇒ (19) + 5 = 24F1 Bite vs Matila, AC 18: 1d20 + 0 ⇒ (11) + 0 = 11
F1 War Razor Severity: 24 + 1d20 ⇒ 24 + (15) = 39Max Damage: 4 = 4
Matila Fort vs Ruptured Abdominal Cavity: 1d20 ⇒ 10 1 Con bleed, no effect.

4.
Matila War Razor vs AC 20: 1d20 + 4 ⇒ (3) + 4 = 7
F1 War Razor vs Matila, AC 18: 1d20 + 5 ⇒ (4) + 5 = 9F1 Bite vs Matila, AC 18: 1d20 + 0 ⇒ (2) + 0 = 2

5.
Matila War Razor vs AC 20: 1d20 + 4 ⇒ (10) + 4 = 14
F1 War Razor vs Matila, AC 18: 1d20 + 5 ⇒ (5) + 5 = 10F1 Bite vs Matila, AC 18: 1d20 + 0 ⇒ (16) + 0 = 16

6.
Matila War Razor vs AC 20: 1d20 + 4 ⇒ (14) + 4 = 18
F1 War Razor vs Matila, AC 18: 1d20 + 5 ⇒ (13) + 5 = 181d4 ⇒ 1F1 Bite vs Matila, AC 18: 1d20 + 0 ⇒ (11) + 0 = 11
Matila's duration expires


Giving it a quick push - I've got everything ready to go to get to the next point here. While I'm usually alright with making decisions for you guys to move the game along, I would like feedback from Glówen or Tyv regarding my questions in the discussion thread. Barest minimum, I need to know what we're doing with Hosvir, given that he's a big liability in his current state, but it's a use of (specifically Tyv's) resources if we want him back up on his feet.


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

Sounds good to me.


Well, let's move along then, shall we?

GM Dice:
F1 Stealth: 1d20 + 13 ⇒ (11) + 13 = 24
F2 Stealth: 1d20 + 13 ⇒ (6) + 13 = 19

Azul Perception: 1d20 - 2 ⇒ (13) - 2 = 11
Glówen Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Havark Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Tyv Perception: 1d20 - 1 ⇒ (5) - 1 = 4

Hastily dismantling the barricades to pass through, Tyv arms Odd and Matila with a few spare razors before sending them downstairs, hoping to slow their assailants down and buy some time. He distributes the other weapons as well, ensuring that light is to be had at both ends of the line. Lastly, broken wood & cloaks are gathered for Hosvir's makeshift stretcher. The collected survivors then begin the long ascent up the staircase.

Their way is well lit between the confiscated glowing razors and Tyv’s own shining, orbital stone, and they find the climb a bit easier the second time around. As they pass the ninth floor, Havark steals a glance towards the frights.

Havark Will vs F3: 1d20 + 10 ⇒ (11) + 10 = 21
Havark Will vs F4: 1d20 + 10 ⇒ (15) + 10 = 25
Their arms claw and grasp through holes in the ice wall, and he can see there is maybe a single minute remaining before they are free. Leading them further upwards, he directs his allies to look away as they pass. Just as Havark passes the 10th floor landing, sealed entirely by ice like many others, he sees two frights approaching the sixth level from below, their feet floating them above the stairs.

Havark Will vs F1: 1d20 + 10 ⇒ (12) + 10 = 22
Havark Will vs F2: 1d20 + 10 ⇒ (20) + 10 = 30

Initiative:
NPCs
Frights: 1d20 + 7 ⇒ (3) + 7 = 10
Fanna: 1d20 + 3 ⇒ (3) + 3 = 6
Nord: 1d20 + 0 ⇒ (13) + 0 = 13
Oarsmen: 1d20 + 1 ⇒ (1) + 1 = 2
Sæmund: 1d20 + 0 ⇒ (3) + 0 = 3

PCs
Azul: 1d20 + 1 ⇒ (8) + 1 = 9
Glówen: 1d20 + 8 ⇒ (5) + 8 = 13
Havark: 1d20 + 4 ⇒ (5) + 4 = 9
Tyv: 1d20 + 3 ⇒ (6) + 3 = 9

Round 1
Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.

Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Glówen :: 9th Floor (S)
Nord :: 10th Floor (N)

.

Frights
| | F1 :: 5th Floor (S)
| | F2 :: 5th Floor (S)
| | F3 :: 9th Floor (Breaking free)
| | F4 :: 9th Floor (Breaking free)

.

Azul :: 9th Floor (S)
Havark :: 10th Floor (N)
Tyv :: 10th Floor (N)
Fanna :: 10th Floor (N)
Oarsmen
| | Ærinmund :: 9th Floor (S)
| | Hosvir :: 9th Floor (S) :: Unconscious
| | Ragnfast :: 9th Floor (S)
| | Sigbjorn :: 9th Floor (S)
Sæmund :: 9th Floor (S)

~~~~

Nord is going to delay, as to move with the rest of the group, but if you've got a great idea, Glówen, you've got the jump here.


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

How many rounds do I estimate for the frights to reach us? Do I have line of sight looking down the center? I assume so since we can see them. I need 4 rounds. Assuming the landings are 10' apart they are 40' bellow.

Round 1:
Inevitable Strike (+5 to hit and concealment does not matter)
Step away from others
Throw Mind Blade Attack: 1d20 + 12 - 6 ⇒ (18) + 12 - 6 = 24 Assuming 40' away for range increment.
Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Round 2:
Inevitable Strike (+5 to hit and concealment does not matter)
Form Mind Blade and Throw at Fright 2
Attack: 1d20 + 12 - 6 ⇒ (20) + 12 - 6 = 26

Attack: 1d20 + 26 ⇒ (11) + 26 = 37 Light Critical: Flay since undead are immune to ability damage I assume it is just bonus damage

Damage: 18 + 2d6 ⇒ 18 + (2, 5) = 25 Max + Bonus on Second Fright. I'm assuming the first attack killed the first one. I didn't pay attention to their HP in the first fight.

Havark notices the frights climbing up after them. His warrior nature takes over as he seeks to protect Fanna. Blessed by Wotan he focuses and is able to strike true vs the Frights. As fear starts to take hold of the others by the abominations approaching Havark ends it in a matter of seconds.


They are currently ascending the staircase at a rate of 20' per round, and because they are also somewhat across the room (which means yes, you have LOS), the range works out to 70' at this time. I'll incorporate your actions as your turns come up - and you'll be rolling Acrobatics vs DC 10 - at +9, you can't fail, but I'm going to roll it for consistencies sake. Nice dicing, and thanks for getting your actions up before the weekend! You should share some of your luck with Glówen, eh? (Concerning landings, the staircase loop directly below yours is 20' down, but that's also two levels down, so it's yeah, it's 10' per level, but across the room. I'm going to make some adjustments to the Roll20 map to make this clearer.)

To be sure though, Havark, what's the range increment for the mind blade? Hero Lab is telling me it's 15', which would only put you at -4 for what you assumed was the range (so -8 is what we actually get). I remember when I put your sheet in the software though, it was fairly confused about the whole mindblade-is-one-handed-is-also-temple-sword thing, so I wanted to check with you and make sure I had that right. If you don't see this before you leave work, I'll just go with what I'm told. :-)


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Yeah it is 15'. I forgot I was thinking it was only 10' So I was throwing as if they were in the 4th range increment so these guys are in the 5th which would be up to 75' So yeah -8. I took a -6 so the low roll is still a 22 and the other is a crit still. I guess the question is did the first roll kill one?

If the first damage didn't kill:

Throw: 1d20 + 7 ⇒ (17) + 7 = 24 Not sure what the distance will be on this round, I may have to hold for it to come into sight again as well if so then that is the plan.

Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16

"Well that takes care of them. I looked at the ones about to break out so I don't think their fear will bother me any more. Stay here. All of you. I will go put an end to these abominations."

Going to go murder the two before the break all the way free. I don't think we need to roll this out unless they were really close to being free. I can make the blade into a spear and stab them through the holes they have made.


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 just stands in awe as the scaled dude leaps around and smacks the fear out of the frights. He had thought about trying to use grease to slow down the frights, but it was pointless. They hover over the ground and putting grease on ice probably doesn't offer much bang for the buck.

So he just tries to stay out of the way.

-Posted with Wayfinder


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

Well... I guess I should not assume Glowen knows the future. He would probably just stealth and try to sneak attack anything that came within snipe range.

Plus, if we need to, he can cast grease behind the ice and set it on fire. They seem too single minded to get out of it and wait for it to burn out.

-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 cranes his neck to see the show of martial prowess on display, and claps his hands gleefully as the two undead fall.

Of note, Havark should be at 28/29hp - he was in range when Tyv channel healed Hosvir


Havark wrote:

Round 1:

Inevitable Strike (+5 to hit and concealment does not matter)
Step away from others
Throw Mind Blade Attack: 1d20 + 12 - 8 ⇒ (18) + 12 - 8 = 22 Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Havark Acrobatics vs DC 10: 1d20 + 9 ⇒ (6) + 9 = 15

Glówen and the others hold tight as Havark attacks their pursuers. The frights below move around the loop, and the frontmost disappears from view before Havark sends his blade flying at the other. Indeed, this fright is already covered in blade wounds - seems Odd and Matila had some luck before they returned to their eternal rest. The creature is obliterated upon impact, and its component pieces clatter down the stairwell.

End Round 1
...
..
.
..
...
**Round 2**

A creaky voice calls up from below, "You misunderstand! The North Wind extends his terrible hospitality to níđingrs such as yourselves! My brothers will show you to your beds!" Havark blinks, and suddenly a fright is beside Fanna. Hard to know for sure, but it looks like the one that was flights below just a moment ago!

Big Bag 'o' Will Saves:
PCs
Azul vs F1: 1d20 + 0 ⇒ (16) + 0 = 16
Glówen vs F1: 1d20 + 10 ⇒ (2) + 10 = 12Duration: 1d6 ⇒ 4 Not to beat a dead horse here, but WHAT DID YOU EVER TO DO DICE?
Havark vs F1: 1d20 + 10 ⇒ (20) + 10 = 30
Tyv vs F1: 1d20 + 3 ⇒ (19) + 3 = 22

NPCs
Ærinmund vs F1: 1d20 + 2 ⇒ (3) + 2 = 5Duration: 1d6 ⇒ 5
Ragnfast vs F1: 1d20 + 2 ⇒ (13) + 2 = 15
Sigbjorn vs F1: 1d20 + 2 ⇒ (7) + 2 = 9Duration: 1d6 ⇒ 3

Fanna vs F1: 1d20 + 4 ⇒ (9) + 4 = 13Duration: 1d6 ⇒ 2
Nord vs F1: 1d20 + 7 ⇒ (20) + 7 = 27
Saemund vs F1: 1d20 + 4 ⇒ (16) + 4 = 20

Not that it matters for this fright now, Havark, but it takes two successful saves to become immune, which occurs to you before you massacre this fright.
Fanna shrieks in terror, and Havark feels the familiar skipping heartbeat, and knows this creature to be true.

Havark wrote:

Round 2:

Inevitable Strike (+5 to hit and concealment does not matter)
Form Mind Blade and Throw at Fright 2
Attack: 1d20 + 12 ⇒ (20) + 12 = 32

Attack: 1d20 + 32 ⇒ (11) + 32 = 43 Light Critical: Flay since undead are immune to ability damage I assume it is just bonus damage

Damage: 18 + 2d6 ⇒ 18 + (2, 5) = 25 Max + Bonus on Second Fright.

A careful underhand throw of his reformed formed blade cleaves the fright from sternum to skull, and the blade continues on, leaving the Winter Lady unharmed. Its knees go limp, giving Fanna one last horrific grin before falling end over end down the center of the tower. She screams a second time.

While this is occuring, Azul hears a large chunk of ice break behind him. The jotun-man turns around, razor in hand, and his eyes confirm what he knew to be true: the other two frights have freed themselves. "Friends! Avert your gaze!"
Azul Will vs F3: 1d20 + 0 ⇒ (5) + 0 = 5Duration: 1d6 ⇒ 1
Azul Will vs F4: 1d20 + 0 ⇒ (4) + 0 = 4Duration: 1d6 ⇒ 3
The giant's jaw goes slack a second before he starts climbing down the stairs, not wanting to endanger the others by shoving past them. He curses, "I shouldn't have looked either."
Azul Climb vs DC 15: 1d20 + 11 + 2 - 2 ⇒ (19) + 11 + 2 - 2 = 30

End Round 2
...
..
.
..
...
**Round 3**

Two frights float out of the 9th level's threshold, and take positions on either side Azul.

Azul Razor vs F3 (AoO): 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 201d4 + 5 ⇒ (1) + 5 = 6
Azul cuts a nice arc through one as it tries to slip past, but these both then attack him.

F3 War Razor vs Azul AC 15: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 211d4 ⇒ 3
F4 War Razor vs Azul AC 15: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d4 ⇒ 3

Azul Will vs F3: 1d20 + 0 ⇒ (2) + 0 = 2Duration: 1d6 ⇒ 3
They each slice at his flanks in turn however, and the giant's eyes go wild in panic.


It assumed that no one is looking at what is transpiring with Azul. Those who do will have to save. That was a lot of info to drop! Let me know if anything's unclear, guys.

Tyv, good catch with Havark's hp! I had noted it for the NPCs, but missed it with Azul, so I've rectified that as well.

Níđingr Definition:
Pronounced 'KNEE-thing-er', meaning coward. A grave insult in the Northlands.

Round 3
Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.

Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Frights
| | F3 :: 9th Floor (S)
| | F4 :: 9th Floor (S)

.

Azul :: 9th Floor (S) :: Flanked, Panicked (3 rds)
Glówen :: 9th Floor (S) :: Shaken (4 rds)
Havark :: 10th Floor (N)
Nord :: 10th Floor (N)
Tyv :: 10th Floor (N)
Fanna :: 10th Floor (N) :: Shaken (2 rds)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Shaken (5 rds)
| | Hosvir :: 9th Floor (S) :: Unconscious
| | Ragnfast :: 9th Floor (S)
| | Sigbjorn :: 9th Floor (S) :: Shaken (3 rds)
Sæmund :: 9th Floor (S)


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 hears the sound of fighting from the back. Oh dear...time to pick up the pace Nord. Tyv urges the others to climb onwards, keep his gaze fixed firmly ahead of him.

Climb: 1d20 + 2 ⇒ (4) + 2 = 6

Delay until after Fanna and Nord, then full rnd action to move forward 1/2 speed


Fanna Climb: 1d20 + 9 + 2 - 2 ⇒ (5) + 9 + 2 - 2 = 14
Nord Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19

Tyv, urging the others onward, struggles to find his feet below him. He makes no progress along the stairs as Nord and Fanna move forward.

Round 3
Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.

Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Frights
| | F3 :: 9th Floor (S)
| | F4 :: 9th Floor (S)

.

Azul :: 9th Floor (S) :: Panicked (3 rds)
Glówen :: 9th Floor (S) :: Shaken (5 rds)
Havark :: 10th Floor (N)
Tyv :: 10th Floor (N)
Fanna :: 10th Floor (N) :: Shaken (2 rds)
Nord :: 10th Floor (N)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Shaken (5 rds)
| | Hosvir :: 9th Floor (S) :: Unconscious
| | Ragnfast :: 9th Floor (S)
| | Sigbjorn :: 9th Floor (S) :: Shaken (3 rds)
Sæmund :: 9th Floor (S)


Also, keep in mind, Tyv, that you can use Acrobatics instead. Given your Dexterity is 16, that would yield a +3 for you, instead of +2.


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

Want that a Dc 5 check? I'm on the even side, lighting is good and I only moved 1/2 speed as a full action


Ah nuts you're totally right. I had convinced myself you were on the south side for unknowable reasons. My bad!

Tyv urging the others onward, struggles to find his feet below him. He makes no progress urges the others onward, and climbs along the stairs as Nord and Fanna move forward.


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

"Níđingr?" Havrark laughs. "Tell me do you feel fear creature. As you watch those around you fall to my blade. Come then. If you think me Níđingr. Finish it.

Havark feels Fanna's hand tremble in his.

"Keep your eyes shut fairest. It seems these things can travel among the ice with supernatural speed. You have witness the power Wotan has blessed me with. I will protect you."

Round 3


Move: Move around if need
Standard: Use Move to reform blade.

So can we see the ones fighting Azul or do we need to go to the north end?

Acrobatics if need to move: 1d20 + 9 ⇒ (5) + 9 = 14


You are on the north end, as Tyv helpfully corrected me on earlier. :-) Yes, you've got a clear shot to both; just mind the -4 for shooting into melee. Another useful piece of information is that F3 is in worse shape - it is the one that Azul hit with his AoO, as well as the one that cracked its bones against the ice the first time you came up here.

RANGE FROM HAVARK
F3 -
30'
F4 - 35'


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 3

Havark manifest another blade and lets it fly at the hurt fright as it is just a bit closer.


Move: Manifest Blade
Standard: Throw

Ranged Attack: 1d20 + 7 - 4 - 2 ⇒ (14) + 7 - 4 - 2 = 15
Damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11


Havark Will vs F3: 1d20 + 10 ⇒ (8) + 10 = 18
Havark Will vs F4: 1d20 + 10 ⇒ (4) + 10 = 14
Havark no longer has to save against the frights' appearance.

The flung spirit weapon glances off of the armor that hangs loosely from the fright, and instead cleaves a foot-deep gash into the wall behind it.

Round 3
Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.

Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Frights
| | F3 :: 9th Floor (S)
| | F4 :: 9th Floor (S)

.

Azul :: 9th Floor (S) :: Panicked (3 rds)
Glówen :: 9th Floor (S) :: Shaken (5 rds)
Havark :: 10th Floor (N)
Tyv :: 10th Floor (N)
Fanna :: 10th Floor (N) :: Shaken (2 rds)
Nord :: 10th Floor (N)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Shaken (5 rds)
| | Hosvir :: 9th Floor (S) :: Unconscious
| | Ragnfast :: 9th Floor (S)
| | Sigbjorn :: 9th Floor (S) :: Shaken (3 rds)
Sæmund :: 9th Floor (S)


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 fires an arrow at F4 (standard action).

I believe he was already stealthed, but I do not see a roll. Here is one if you need it.
Stealth: 1d20 + 11 ⇒ (10) + 11 = 21

Shoot at F4: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
dmg: 1d4 - 1 + 1d6 ⇒ (2) - 1 + (4) = 5
Restealth/snipe: 1d20 + 11 - 20 ⇒ (18) + 11 - 20 = 9


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

Well.... at least it wasn't a 1


Yeah, you were Stealth-ed; there wasn't a roll, but I hadn't needed to check against it yet. :-)

Glówen Will vs F3: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4Duration: 1d6 ⇒ 3
Glówen Will vs F4: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Oh dang.

Glówen's arrow snaps as it hits the wall below Azul and his assailants.

Azul Climb vs DC 20 (South, Run): 1d20 + 0 - 2 ⇒ (5) + 0 - 2 = 3
F3 War Razor (flanking) vs. Azul AC 15: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
F4 War Razor (flanking) vs. Azul AC 15: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 171d4 ⇒ 3
"I- I'm sorry!" Azul yelps before fleeing past the frights, casting his blade aside and takes a large stride forward. His boot immediately slips however, and he spins into the wall, the impact shaking the whole tower. At this, the frights strike decisively, and a long slice is carved across the Jotun's bicep. The giant squeezes his eyes shut, as if to wish away the bad dream.

End Round 3
..
.
..
Round 4

F3 War Razor (flanking) vs. Azul AC 13 (Blinded): 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 161d4 ⇒ 2
"Does your blade quiver, hellspawn? Do your shoes void themselves in danger? Nay, for they are tools as we are. We are instruments of winter, forged in life's final moments of terror. We don't know fear... we simply are." A new mist billows out as the fright speaks, and they disappear from view.

The familiar sound of blade peeling flesh is heard again, and Azul doesn't seem to running anymore. He is only heard, mumbling: "No no no no no no...."

Round 4

  • Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.
  • Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Frights
| | F3 :: 9th Floor (S)
| | F4 :: 9th Floor (S)

.

Azul :: 9th Floor (S) :: Blinded :: Cowering (2 rds)
Glówen :: 9th Floor (S) :: Frightened (3 rds)
Havark :: 10th Floor (N)
Tyv :: 10th Floor (N)
Fanna :: 10th Floor (N) :: Shaken (1 rd)
Nord :: 10th Floor (N)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Shaken (4 rds)
| | Hosvir :: 9th Floor (S) :: Unconscious
| | Ragnfast :: 9th Floor (S)
| | Sigbjorn :: 9th Floor (S) :: Shaken (2 rds)
Sæmund :: 9th Floor (S)


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 4

"Damn. Come with me girl. The rest of you keep climbing."

Havark starts descending back down trying to get to Azul in time to save him.


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

Am I reading the map right? Continuing to climb forward will place the lead climbers in the cloud effect from the frights fighting Azul?

With little else to do, Tyv pushes ahead of Nord and and leads the others forward. Come on northmen! Don't look back! Keep climbing!

Full round action to move full speed (DC10?)
Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17


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 think that is the rear Tyv


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

But the cloud also extends up, covering the lvl 11 track.


That is correct on both accounts, Tyv. The cloud extends upward and reaches the next level just a bit; and I moved your token for you based on your climb. Also, I made my post late last night and forgot to have the oarsmen/Sæmund move: they were totally supposed to keep climbing. I'll retcon that for them now, and then Havark, you can figure your and Fanna's strategy for moving back downwards. You can know that her Climb modifier is at +9 (+9 base, +2 gear, -2 shaken).

Round 3 Retcon

NPCs Moving:
Ærinmund Climb (half-speed, south) vs DC 10: 1d20 + 5 + 2 - 2 ⇒ (3) + 5 + 2 - 2 = 8
Ragnfast Climb (half-speed, south) vs DC 10: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Sigbjorn Climb (full-speed) vs DC 10: 1d20 + 5 + 2 - 2 ⇒ (10) + 5 + 2 - 2 = 15
Sæmund Climb (half-speed, south) vs DC 10: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14

The northmen press forward with the exception of Ærinmund, whose leg kicks out wildly when his foot slips. Clutching his chest in surprise, he takes a moment to regain his balance.

Round 4

NPCs Moving Again:
Ærinmund Climb (half-speed, south) vs DC 10: 1d20 + 5 + 2 - 2 ⇒ (6) + 5 + 2 - 2 = 11
Ragnfast Climb (half-speed) vs DC 5: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Sigbjorn Climb (full-speed) vs DC 10: 1d20 + 5 + 2 - 2 ⇒ (18) + 5 + 2 - 2 = 23
Sæmund Climb (half-speed) vs DC 5: 1d20 - 1 + 2 ⇒ (8) - 1 + 2 = 9
Nord Acrobatics (full-speed) vs DC 10: 1d20 + 7 ⇒ (12) + 7 = 19

They climb ever higher, and Nord slips past the Prince of Dolls. Though his voice carries the same easy-going lilt, but his face draws to dark, serious angles as he speaks. "Yes, I fimk de giamt meeds help! Bedder if I sday oud of da way."

Round 4

  • Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.
  • Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Frights
| | F3 :: 9th Floor (S)
| | F4 :: 9th Floor (S)

.

Azul :: 9th Floor (S) :: Blinded :: Cowering (2 rds)
Glówen :: 9th Floor (S) :: Shaken (4 rds)
Havark :: 10th Floor (N)
Tyv :: 10th Floor (N)
Fanna :: 10th Floor (N) :: Shaken (1 rd)
Nord :: 11th Floor (S)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Shaken (4 rds)
| | Hosvir :: 10th Floor (N) :: Unconscious
| | Ragnfast :: 10th Floor (N)
| | Sigbjorn :: 10th Floor (N) :: Shaken (2 rds)
Sæmund :: 10th Floor (N)


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

Cursing himself again for not having a scroll of gust of wind, Glowen attempts to reach Azul and stand over(on?) him, brandishing his tiny blade wildly. "You'll not have him!" Secretly, he is thinking Last time they were not in the mist. They have probably moved on to somewhere up ahead. Hanging back might be the safest option. And then the brute can carry me up to the others when he recovers.


I'm assuming all parties attempting to reach Azul would like to accomplish it this round. Considering Glówen is brandishing the razor, I gather that he would like to take a move action to move his speed, such that he may attack a fright if he encounters one.

Havark Acrobatics (Run) vs DC 15: 1d20 + 10 ⇒ (9) + 10 = 19
Fanna Climb (Run) vs DC 15: 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27
Okay, well everyone makes their checks! It doesn't seem like Glówen's looking to go tumbling past the frights, so he stays put. I'll be sure to make it clear when Azul can threaten squares again, should you desire to flank.

Once Havark and Fanna rush past, Glówen sees that there is no longer room for him to move forward. Havark skids to a stop at the edge of the ninth floor's landing, as a fright comes into view through the mist.

End Round 4
..
.
..
Round 5

GM Dice:
F3 Dirty Trick vs Azul CMD 16: 1d20 + 2 ⇒ (14) + 2 = 16Concealment: 1d100 ⇒ 10
F4 Cast Defensively vs DC 23: 1d20 + 8 ⇒ (17) + 8 = 25

A hand grabs at Azul's face, and he feels terrible, icy bones pull at the corner of his upper lip. He immediately understands what is happening. "No! I can't look! I won't!" cries the giant.

On his flank, the other fright turns to face Havark. Though it guards against any of the tiefling's quick jabs, the creature's attention is focused elsewhere before it's suddenly gone. A scraping voice laughs up ahead, and it is now before Saemund. Hands occupied with the injured Hosvir, he and Ragnfast can do nothing but gasp in terror as the fright calmly floats past them, brushing its fingers on their sleeves as it goes.

Sæmund Will vs F4: 1d20 + 4 ⇒ (17) + 4 = 21
Ærinmund Will vs F4: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2Duration: 1d6 ⇒ 3
Ragnfast Will vs F4: 1d20 + 2 ⇒ (1) + 2 = 3Duration: 1d6 ⇒ 5

..
.
..

Round 5

  • Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.
  • Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Frights
| | F3 :: 9th Floor (S)
| | F4 :: 10th Floor (N)

.

Azul :: 9th Floor (S) :: Blinded :: Cowering (1 rd)
Glówen :: 9th Floor (S) :: Shaken (3 rds)
Havark :: 9th Floor (S)
Tyv :: 10th Floor (N)
Fanna :: 9th Floor (S)
Nord :: 11th Floor (S)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Frightened (3 rds)
| | Hosvir :: 10th Floor (N) :: Unconscious
| | Ragnfast :: 10th Floor (N) :: Shaken (5 rds)
| | Sigbjorn :: 10th Floor (N) :: Shaken (1 rd)
Sæmund :: 9th Floor (S)


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 5

"Damn these things. Fanna hold here keep your eyes shut I will be only a few moments."


Swift: leaping dragon
Move: Manifest Blade
Standard: Attack

Leaping Dragon: 1d20 + 19 ⇒ (18) + 19 = 37
Tumble to avoid AoO: 1d20 + 9 ⇒ (8) + 9 = 17

Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d6 + 4 + 1d6 ⇒ (3, 1) + 4 + (3) = 11

miss chance: 1d100 ⇒ 39

Havark lets go of Fanna's hand as he bounds from the ground. His outstretched hand feels the wall as he goes. His feet find the shoulder of the giant. He uses Azul to flip and land behind the fright. His sword slices through the creature as he does with a single motion. When he lands the half the creature slumps to the ground in the mist while the other falls over the side.

Map says this is 3. That was the damaged one so I assume I kill it assuming I hit with the attack :)


Correct! Nice slice, and nice save. I had been thinking, "Good thing Azul had to dip, because I'm pretty sure he's done for." It seems I was wrong. :-)

Fanna begins to cheer as she sees the body fall through the bottom of the mist, and quickly claps a hand over her mouth to stifle the sound.

Round 5

  • Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.
  • Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Fright :: 10th Floor (N)

.

Azul :: 9th Floor (S) :: Blinded :: Cowering (1 rd)
Glówen :: 9th Floor (S) :: Shaken (3 rds)
Havark :: 9th Floor (S)
Tyv :: 10th Floor (N)
Fanna :: 9th Floor (S)
Nord :: 11th Floor (S)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Frightened (3 rds)
| | Hosvir :: 10th Floor (N) :: Unconscious
| | Ragnfast :: 10th Floor (N) :: Shaken (5 rds)
| | Sigbjorn :: 10th Floor (N) :: Shaken (1 rd)
Sæmund :: 9th Floor (S)


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 smacks himself on the head for being an idiot. He rushes over to Azul, pulling out the Potion of Chill Heart that he's been carrying since we found those supplies. Knowing that he is no good against these frights, he hopes that the potion will allow Azul to help put up a good fight. "So sorry big guy, I should have thought of this earlier. Drink up, it'll boost your courage! My tricks are no good against these frights, but you and Havark can certainly smack them around good. Here, now go help him teach these things who to be afraid of!"

Move Action: GOTO Azul
Standard Action: LOAD potion of chill heart
Free Action: PUT potion of chill heart TO Azul


I wasn't minding the loot I gave you all, but I figured there was SOMETHING good in there. Thanks again for bearing with my crazy week everyone.

Azul only nods in response to Glówen, but puts the potion to his lips anyway.

Tyv Acrobatics (full-speed) vs DC 10: 1d20 + 3 ⇒ (3) + 3 = 6
Tyv keeps urging the others forward, but loses his own feet for a moment in the mist.

NPCs Moving:
Ærinmund Climb (full-speed, south, low-light) vs DC 20: 1d20 + 5 + 2 - 2 ⇒ (7) + 5 + 2 - 2 = 12Damage: 1d3 ⇒ 2
Ragnfast Climb (full-speed, low-light) vs DC 15: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21
Sigbjorn Climb (full-speed) vs DC 10: 1d20 + 5 + 2 - 2 ⇒ (14) + 5 + 2 - 2 = 19
Sæmund Climb (full-speed, low-light) vs DC 15: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14

Nord Acrobatics (full-speed, south) vs DC 15: 1d20 + 7 ⇒ (5) + 7 = 12


Ærinmund, wild in the eyes, falls down a few steps in his scrambling, landing hard on his shoulder. Ragnfast steps forward carefully and away from the fright with the rest that continue on behind what is now Sigbjorn's lead; Fanna's grandfather also slows in the fog.

Round 6

GM Dice:
Ærinmund Will vs F4: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
F4 War Razor vs. Ragnfast AC 13: 1d20 + 5 ⇒ (18) + 5 = 23Damage: 4 = 4
F4 War Razor Severity Check: 1d20 + 23 - 13 ⇒ (11) + 23 - 13 = 21
Ragnfast Fort vs Flat Blade Thwack: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7Double Bonus Damage (nonlethal): 4d6 ⇒ (4, 5, 1, 6) = 16

Sæmund Reflex vs DC 10: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18


The decayed horror glides up behind Ragnfast, and connects a superb swing to the man's temple. Ragnfast collapses and appears done for - however, it seems that fright connected with the flat of the blade, for no blood issues forth. Fate is not yet done with Hosvir either - Sæmund reacts quickly when Ragnfast goes limp, and prevents Hosvir's stretcher from slipping off the edge.

..
.
..

Round 6

  • Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.
  • Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Fright :: 10th Floor (N)

.

Azul :: 9th Floor (S) :: Blinded (eyes shut) :: Chill Heart (10 rds)
Glówen :: 9th Floor (S) :: Shaken (2 rds)
Havark :: 9th Floor (S)
Tyv :: 10th Floor (N)
Fanna :: 9th Floor (S)
Nord :: 11th Floor (S)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Frightened (2 rds)
| | Hosvir :: 10th Floor (N) :: Unconscious
| | Ragnfast :: 10th Floor (N) :: Unconscious :: Shaken (4 rds)
| | Sigbjorn :: 11th Floor (S)
Sæmund :: 9th Floor (S)


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 hears the fright attack the others, and is gripped by a seething rage. He had come to see the erstwhile souls of the Falgeirr as his souls. How dare these undead things harm them thus!

He spun around slowly and glared at the fright looming over Ragenfast...
Will save: 1d20 + 3 ⇒ (16) + 3 = 19

His seeming drops and where a moment ago stood a fair haired child now crouches a pale, lean thing of needle fangs and nails. He calls out to the fright in a voice like a strident song. Here, you frozen husk! Let these mortals be and come dance with the prince of dolls!

His eyes flash with alien malevolence and a wave of too bright energy bursts forth, burning the undead before him.

Channel energy DC15: 2d6 ⇒ (3, 6) = 9

2 channels left


Tyv, you are the master of creepy.

Fright Will vs Channel Energy DC 15: 1d20 + 3 ⇒ (2) + 3 = 5
As the radiant energy washes over the withered thing, it calls out in what could only be death's imitation of pain. "Rrraaaaaagh!"

Sæmund stares blankly at the once-child before him. Perhaps his well of surprise has run dry; there have been many incredible sights seen this day.

Round 6

  • Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.
  • Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Fright :: 10th Floor (N)

.

Azul :: 9th Floor (S) :: Blinded :: Chill Heart (10 rds)
Glówen :: 9th Floor (S) :: Shaken (2 rds)
Havark :: 9th Floor (S)
Tyv :: 10th Floor (N)
Fanna :: 9th Floor (S)
Nord :: 11th Floor (S)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Frightened (2 rds)
| | Hosvir :: 10th Floor (N) :: Unconscious
| | Ragnfast :: 10th Floor (N) :: Unconscious :: Shaken (4 rds)
| | Sigbjorn :: 11th Floor (S)
Sæmund :: 9th Floor (S)


Might as well get Azul going forward, if I'm up at this hour.

Azul Climb (full-speed, south) vs DC 15: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Azul finally regains control of his breathing, and stands up with eyes open. The elixir Glówen handed him was strange - the jotun felt dissociated, his concern for their own success and failure was like that of an impartial observer. His judgement remained sound regardless. "Thanks, my little rat familiar," he remarks to Glówen as he passed.

Azul Will vs Fright: 1d20 + 0 + 4 ⇒ (12) + 0 + 4 = 16
Emerging from the mist, Azul looked upon the troublesome undead. The catch in his throat remained, but it had lessened to a degree he believed he could control. He silently cursed his hands as his weapon's light shone from the tower's bottom. Azul then looked to Fanna, who held her glowing blade close as she focused her attention toward the bottom of the stairs. "Might I borrow that, miss?" he asks. She accepts before drawing her dagger.
..
.
..

Round 6

  • Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.
  • Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Fright :: 10th Floor (N)

.

Azul :: 9th Floor (S) :: Chill Heart (9 rds)
Glówen :: 9th Floor (S) :: Shaken (2 rds)
Havark :: 9th Floor (S)
Tyv :: 10th Floor (N)
Fanna :: 9th Floor (S)
Nord :: 11th Floor (S)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Frightened (2 rds)
| | Hosvir :: 10th Floor (N) :: Unconscious
| | Ragnfast :: 10th Floor (N) :: Unconscious :: Shaken (4 rds)
| | Sigbjorn :: 11th Floor (S)
Sæmund :: 9th Floor (S)


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 a double move approaching the fright


Double move 60'

Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16

"Fanna stay put. Eyes shut. I will be back in a moment. One more to put down."


Havark wrote:
Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16

Base DC + Run + South Loop: 5 + 10 + 5 = 20

Not quite... Moved you back to where you were. :-)

His attention focused on Fanna's safety and the fright, Havark trips on the first step he takes forward. He aims his fall for the tower's wall and remains unharmed, but he must take a moment to regain his balance. Meanwhile, Glówen takes a moment to shake off his nerves now that Azul's back in the fight.

NPCs Saves vs Fright and moving:
Seems I missed these earlier.
Sæmund Will vs F4: 1d20 + 4 ⇒ (3) + 4 = 7Duration: 1d6 ⇒ 2
Ærinmund Will vs F4: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15

Ærinmund Climb (full-speed, south) vs DC 15: 1d20 + 5 + 2 - 2 ⇒ (19) + 5 + 2 - 2 = 24
Sigbjorn Climb (full-speed, south) vs DC 15: 1d20 + 5 + 2 - 2 ⇒ (14) + 5 + 2 - 2 = 19
Nord Acrobatics (full-speed, south) vs DC 15: 1d20 + 7 ⇒ (4) + 7 = 11


Ærinmund scrambles into the fog away from the fright, finally finding his feet; twenty feet above, Nord still searches for his. Sigbjorn is nearly reaching the 12th floor now, while Sæmund holds fast to the stretcher, not taking any chances with Hosvir's life. His hands begin to tremble at the sight of the fright now, and he shuts his eyes.

End Round 6

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Round 7
Azul Will vs F4: 1d20 + 0 + 4 ⇒ (9) + 0 + 4 = 13Duration: 1d6 ⇒ 4
Tyv Will vs F4: 1d20 + 3 ⇒ (16) + 3 = 19
Tyv no longer needs to save against this fright's appearance.

F4 War Razor vs Sæmund AC 8: 1d20 + 5 ⇒ (14) + 5 = 191d4 ⇒ 4
"Fate will call your name soon enough, prince," creaks the fright. It advances towards Tyv, Nord, and Sæmund, slashing at the nearest. Sæmund's brow begins pouring blood across his shut eyelids, and gasps in pain. Azul continues climbing towards the final foe, and he is surprised when his heart begins pounding in fear again.

..
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Round 7

  • Recall that all characters gain a +2 circumstance bonus to Climb checks (though not Acrobatics) due to climbing gear.
  • Mist provides concealment (20% miss chance) to creatures within 5', and blocks sight, providing total concealment (50% miss chance) to creatures further than 5'.
Rules for climbing are as follows:
As a full-round action, you may move up to ½ your speed with a successful DC 5 Acrobatics or Climb check. If you instead take only a move action, you move ¼ your speed, rounded down. The following conditions modify this DC:
  • On a southern loop: +5 DC (You are on a southern loop when passing an odd-numbered level. It is also indicated on Roll20 by the gray-shaded section of the progress track. I will track what level you are passing in the initiative order.)
  • Dim light: +5 DC
  • No light/blinded: +20 DC
  • Move ¼ speed (full-round): -5 DC
  • Move full speed (full-round) or ½ speed (move): +5 DC
  • Run (full-round) or full speed (move): +10 DC
Failed checks do not necessarily mean falling down the center shaft, but there is a graduated scale of failure here: the more you miss the DC by, the worse your consequence.

Fright :: 10th Floor (N)

.

Azul :: 9th Floor (S) :: Chill Heart (9 rds) :: Shaken (4 rds)
Glówen :: 9th Floor (S) :: Shaken (1 rd)
Havark :: 9th Floor (S)
Tyv :: 10th Floor (N)
Fanna[/s] :: 9th Floor (S)
Nord :: 11th Floor (S)
Oarsmen
| | Ærinmund :: 9th Floor (S) :: Frightened (1 rd)
| | Hosvir :: 10th Floor (N) :: Unconscious
| | Ragnfast :: 10th Floor (N) :: Unconscious :: Shaken (3 rds)
| | Sigbjorn :: 11th Floor (S)
Sæmund :: 9th Floor (S) :: Blinded (Eyes shut) :: Shaken (1 rd)


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Ah I understand the move and run part of the rules now you have there. Cool.


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

Saemund, move! get behind me! Tyv hisses. as waves of light continue to pulse forth from him.

Channel Energy; DC15: 2d6 ⇒ (3, 2) = 5


Yeah, don't be afraid to ask for clarification. It's a really f!&%ing complicated setup, and I've had to track it in like three or for places to keep it straight myself.

Fright Will vs Channel DC 15: 1d20 + 3 ⇒ (4) + 3 = 7
Tyv's brilliance continues shredding the fell energies that animates this horror.

Sæmund Climb vs DC 5: 1d20 - 1 + 2 - 2 ⇒ (11) - 1 + 2 - 2 = 10
Sæmund turns towards the sound of Tyv's voice, and wiping away blood before opening his eyes, crawls past his fey protector.

Azul Climb (Charge, South) vs DC 20: 1d20 + 11 + 2 - 2 ⇒ (11) + 11 + 2 - 2 = 22
The jotun picks up speed, razor held high, determined to end this.

Azul War Razor (Charge) vs Fright AC 16: 1d20 + 6 + 2 - 2 ⇒ (10) + 6 + 2 - 2 = 16Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Azul's weapon comes down and slashes through the fright at full force. The bones disjoin and clatter as they litter the icy steps.

..
.
..

2400 XP total, or 800 XP each.
Or maybe you won't need to clarify. Nice job everyone - is there anything we're doing before continuing the climb? That's all of the frights (that you are aware of).


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 reforms his seeming and calls out to Sigbjorn to hold until everyone catches up. Once they have reformed their line, he pulses with healing light one final time, then they resume their climb to the summit.

Last channel: 2d6 ⇒ (5, 1) = 6

Should catch everyone.


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 approaches Fanna and takes her hand.

"It is me. You can open your eyes now. Well done all. Be on your guard. There may be more. For now we press forward."

He takes the lead with the girl in tow.


Waves of light wash over the wayward travelers against, mending wounds while lifting spirits. A man suddenly calls out, "Aiyeee! Wh-what is this?" Hosvir has opened his eyes and is shocked to see the tower's floor a hundred feet below. Sæmund quickly explains their situation to him, and he calms down. However, Hosvir looks quite weak yet (he is disabled at 0 hp), and Ragnfast remains unconscious. Thankfully, his wounds don't appear severe (unconscious from nonlethal damage).

Fanna follows behind Havark. "Thank you, Havark. Tyv, Glówen, and Azul, you too." She appears lost in thought for a few seconds. "I mean it. I'd be dead if it wasn't for you." She looks to her grandfather, the oarsmen, and Sæmund, who nod in slow agreement. "We all would."

If you wish to address that sentiment, do so. Then we continue:
The moment hangs briefly before passing, and the survivors continue their climb. The levels continue to be frozen solid throughout until the top floor is reached. Immediately apparent from the landing is a room ahead with a window. Though it is obscured with a wall of thick ice, daylight shines through, and what could only be the top of the glacier can be see on the other side!

What do you do?


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"Yes you would all be dead, but as long as life remains in me Fanna, you will be protected until you reach your destination. Now lets keep moving."

As they reach the top.

"The rest of you should retreat back down a bit. Fill into an alcove while I cut away at the ice. It could get unstable and fall on or knock some of you off. Tyv, Azul, Glowen take Fanna and protect her. The rest of you stay and help if you like, but know you may die."

Once others retire to safety Havark will start cutting away at the ice.

So using flurry strike and with things like desperate battler in play as he is alone his average damage is 19 a hit. So 38 ever other round or 19 a round. So he will be flurry striking then catching his breath to refocus and then flurry striking again. So this should help you figure out how long it will take doing this. Unless there is a better plan.


Sounds good.

As soon as Havark begins working on the ice, he asks the others to wait instead. Only thirty seconds of work later, he has broken through the ice to the open air.

Havark Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Once ensuring that they are safe, Havark leads the others out onto the glacial field. An hour or two of daylight left, there should be time enough to make it to Viezla, as long as they can find their way.

For this next part, I will need a few Survival checks. For any of these, you must (of course) select one character to roll, but all others can attempt to Aid Another. I will also roll Aid Another for all conscious NPCs below. You will need to make a total of three Survival checks unless the first one beats DC 30 - if so, only roll one additional check. Whoever rolls may roll for Azul's Aid: his modifier is -2.

NPC Aid Anothers:
Check 1
Fanna Survival vs DC 10: 1d20 + 7 ⇒ (8) + 7 = 15
Nord Survival vs DC 10: 1d20 + 2 ⇒ (18) + 2 = 20
Sæmund Survival vs DC 10: 1d20 + 1 ⇒ (6) + 1 = 7
Ærinmund, Hosvir, Sigbjorn Survival vs DC 10: 1d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (7) + 4 = 11

Check 2
Fanna Survival vs DC 10: 1d20 + 7 ⇒ (3) + 7 = 10
Nord Survival vs DC 10: 1d20 + 2 ⇒ (4) + 2 = 6
Sæmund Survival vs DC 10: 1d20 + 1 ⇒ (16) + 1 = 17
Ærinmund, Hosvir, Sigbjorn Survival vs DC 10: 1d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (8) + 4 = 12

Check 3
Fanna Survival vs DC 10: 1d20 + 7 ⇒ (13) + 7 = 20
Nord Survival vs DC 10: 1d20 + 2 ⇒ (2) + 2 = 4
Sæmund Survival vs DC 10: 1d20 + 1 ⇒ (20) + 1 = 21
Ærinmund, Hosvir, Sigbjorn Survival vs DC 10: 1d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (12) + 4 = 16

Survival Aid 1: +10
Survival Aid 2: +8
Survival Aid 3, if needed: +10


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 breaks through the ice. After carving a hole easy enough to craw out he calls to the others. He has Azul help lift him through first to make sure the area is secure before assisting the others.

"Tyv can you guide us. I think Viezla is that way, but I could be wrong."

Survival Aid Another: 1d20 + 4 ⇒ (14) + 4 = 18


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

The cold, fresh air and bright daylight buoys Tyv's spirit instantly, and he skips out onto the glacier with a gleeful laugh.

Azul Aid 1: 1d20 - 2 ⇒ (10) - 2 = 8
Azul Aid 2: 1d20 - 2 ⇒ (7) - 2 = 5
Azul Aid 3: 1d20 - 2 ⇒ (1) - 2 = -1

Ok, so no help from Azul. That makes the mods +12, +8, +10, plus maybe Glowen...

Survival 1: 1d20 + 6 + 12 ⇒ (17) + 6 + 12 = 35
Survival 2: 1d20 + 6 + 8 ⇒ (8) + 6 + 8 = 22
Survival 3: 1d20 + 6 + 10 ⇒ (2) + 6 + 10 = 18

Sweet! 2nd check could be as high as 26 with Havark and Glowen.

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