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Virgil: Nothing of the sort. The blinking ice wall was apparently the only barrier, so the way is clear.
The gigantic spiked mace crushes the drowsy guard's skull with a loud, disgusting noise. The guard falls on the ground, his blood quickly spilling on the otherwise pristine snow. Thorgull and Virgil hasten to join their companions in front of the open gate, while the three guards on the battlements shout warnings and take aim with their crossbows. Two bolts are aimed at the highly dangerous Tien warrior, while the last one is shot at Thorgull.
Crossbow @Giri: 1d20 + 2 ⇒ (15) + 2 = 171d8 ⇒ 5
Crossbow @Giri: 1d20 + 2 ⇒ (3) + 2 = 51d8 ⇒ 6
Crossbow @Thorgull: 1d20 + 2 ⇒ (4) + 2 = 61d8 ⇒ 4
Two of the missiles miss their mark and finish their course in the snow, while one of them pierces Giri's unprotected leg, inflicting a great deal of pain.
The Gate - round 2
1. Zadok, Thorgull, Giri (5), Virgil
2. Guards

Zadok Allendil |

Whoa, sorry. Wasn't seeing an update, everyone else must have had the same problem.
Zadok moves across the snow on his snowshoes to get a better look a the guard with the orange trim. He whispers strange thoughts into the man's mind.
DC 14 Will save against Gift of Madness or be confused for 1 round.

Giri of the Chenlun Mountains |

Same.
Giri, pierced by a bolt, grits his teeth. "That was the wrong choice!" he bellows to the ramparts.
With a crunch, the man pivots in the hard-packed snow as he runs through the gate.
20' of my move action.
Giri enters the tower and looks for a way up to the archers, keeping an eye out for possible threats.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Thorgull Kjalderssen |

Actually, I was waiting on the big guys to take them down.
His crossbow loaded, Thorgull points it at purple-clad guard.
Light Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4 for Bolt: 1d8 ⇒ 5 Oh boy...
Light Crossbow, butch?: 1d20 + 3 ⇒ (2) + 3 = 5

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Will: 1d20 ⇒ 16
The guard shakes his head as voices start to be heard, and insanity draws closer. ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl ftaghn However he quickly manages to clear his mind and take aim, though he isn't sure at whom or what.
Giri treads inside the courtyard. A massive ice sculpture of a dragon dominates this open space, standing with raised wings upon a dais of solid
ice. Seven squat shacks sit along the inner wall, with several dogsleds stored outside. Between them, four ice chutes descend from the battlements of the outer wall. To the west, large double doors studded with icicles lead inside the Pale Tower itself, just beneath an overhang of sharp icicles dangling from above. Within the courtyard, a hulking female ice troll is standing there, scratching her buttocks as draws closer, curious about the ruckus outside. "Whaaaat? Dinner's served? Great!" she chuckles, gritting her teeth with her axe.
Init (will act next round): 1d20 + 4 ⇒ (12) + 4 = 16
Thorgull takes aim, shoots, but realizes he failed to load a bolt! Ridicule is its own reward.
The Gate - round 2
(1. Bordegga - will act at round 3 onwards)
2. Zadok, Thorgull, Giri (5), Virgil
3. Guards

Giri of the Chenlun Mountains |

Giri will stop inside the gate and take a hand from his weapon. "Protect me, Yamatsumi. " he states as he forms the half seal of the turtle with his hand.
As he lowers his hand, a crackling forcefield erupts around the monk and he grips his tetsubo once more.
Shield of Faith
-Posted with Wayfinder

Giri of the Chenlun Mountains |

@Lithrac: I only used part of my move action (to move 20'), so I was using my standard to cast the spell.

Virgil Ardelean |

Virgil stalks forward, wary of the new enemy and keeping out of the line of fire of the guards, as he shifts forward he takes a practice swing and defensive en garde stance with his rapier.
Move action and then a defensive attack (albeit at nothing) to gain +2 AC), apologises for the delay, recovering from PaizoCon

Giri of the Chenlun Mountains |

@Lithrac: No worries! New baby is stressful!

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Seeing as Virgil has little time to post these days, I'll move on and will expect his answer in his next post. The game pace is already slow enough as it is.
Failing to see Virgil or Giri anymore, the three guards posted on the battlement switch targets. However, each and everyone of them proves as unable as the others at shooting their intended target!
Crossbow @Thorgull: 1d20 + 2 ⇒ (10) + 2 = 121d8 ⇒ 1
Crossbow @Thorgull: 1d20 + 2 ⇒ (1) + 2 = 31d8 ⇒ 3
Crossbow @Zadok: 1d20 + 2 ⇒ (5) + 2 = 71d8 ⇒ 1
Meanwhile the ice troll closes in on Virgil and hacks at the duelist in a very non-duelistic manner! Luckily, it is way too hasty and reckless to hope to hit the lithe human.
Battleaxe: 1d20 + 7 ⇒ (3) + 7 = 102d6 + 4 ⇒ (2, 5) + 4 = 11
The Gate - round 3
1. Bordegga
2. Zadok, Thorgull, Giri (5), Virgil
3. Guards
The Heralds of the Riders are up!

Thorgull Kjalderssen |

Hahaha Bordegga sounds like a pirate captain's name xD
Fed up with the crossbow, Thorgull drops it carelessly on the snowy floor. Arriving in the icy yard, his jaw opens in awe as he sees the troll. "What is..."
The wizard's sentence freezes in the air as he tries to identify the creature.
Knowledge (Arcana): 1d20 + 9 ⇒ (8) + 9 = 17 Special attacks?
Stating the obvious, he says "A troll! Kill it with fire!"
Then points at a particular weak spot in the creature's thick hide.
"Giri, Virgil, hit there, behind the kneecap!"
Reveal Weakness on the trollcaptain: -1 AC and saves for the next round.

Zadok Allendil |

Zadok moves forward to get a better of this new ice troll terror. Although he speaks under his breath, you do not quite catch the language and the words seem harsh and strange. They waft through the air towards the troll....
Dc 14 Will save against Gift of Madness or be confused for 1 round.

Thorgull Kjalderssen |

Yayyy! hahaha
Thorgull shouts as well.
"Beware of its claws! They can rend you with both claws!"

Giri of the Chenlun Mountains |

Giri, protected by his god, steps forward and unleashes a brutal pair of slashes from the studded club.
Eruption's Blaze @ Bordegga: 1d20 + 6 ⇒ (5) + 6 = 11
Bludgeoning Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Eruption's Blaze @ Bordegga: 1d20 + 6 ⇒ (4) + 6 = 10
Bludgeoning Damage: 1d10 + 4 ⇒ (2) + 4 = 6
As he sends forth the flurry of slashes, he finds himself scowling as he hits nothing but air. "..." he grits his teeth as he can think of no excuse for his lack of aim.
Damn, I was going over my stat sheet and realized I have Deflect Arrows. I need to pay more attention! I hope that doesn't kill me!

Virgil Ardelean |

I meant fight defensively, I've always allowed it because technically you can 'attack a space' and dropping a standard action for +2 AC seems reasonable, but not to worry, it didn't matter.
Ducking under the battleaxe, Virgil steps in and thrusts upwards at the troll creature, heeding Thorgull's cries.
masterwork rapier: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 3 ⇒ (5) + 3 = 8
If the creature has regeneration or fast healing, I've included my mythic ability that impacts that.
Punishing Blow: Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.

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Will: 1d20 ⇒ 19
The furious troll resists the whispers from within her skull! Or maybe did the oracle aim at Giri instead, causing her to miss the proverbial elephant in a hallway? Luckily, Virgil strikes as quick as a flash and pierces the trollkin's shoulder, obtaining a groan of pain as a supplement. The she-troll appears surprised.
"Huh? Puny human's toothpick is no fire but still burns? Bordegga confused..." (Did Zadok succeed after all?) "... and ANGRY! URRHHHG!"
She retaliates against the duelist with a ferocious rage. Discarding her axe, she goes all-out on Virgil.
Bite: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 7 ⇒ (1) + 7 = 81d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 7 ⇒ (14) + 7 = 211d4 + 4 ⇒ (3) + 4 = 7
Rend if both claws hit (extra damage): 1d6 + 6 ⇒ (1) + 6 = 7
As for the guards, they shoot at the only target in sight, the elusive Zadok.
Crossbow: 1d20 + 2 ⇒ (3) + 2 = 51d8 ⇒ 6
Crossbow: 1d20 + 2 ⇒ (9) + 2 = 111d8 ⇒ 7
Crossbow: 1d20 + 2 ⇒ (9) + 2 = 111d8 ⇒ 6
The Gate - round 4
1. Bordegga (8)
2. Zadok, Thorgull, Giri (5), Virgil
3. Guards
Zadok, please be mindful that you were said the ice wall would only disappear for a short time. The Heralds of the Riders are up!

Giri of the Chenlun Mountains |

Giri redoubles his efforts. "Guide me, Yamatsumi!" In a flash, the man makes two more sweeping strikes with the first cracking against the flesh of the ice troll.
Eruption's Blaze: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d10 + 4 ⇒ (10) + 4 = 14
Eruption's Blaze Confirmation: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 3d10 + 12 ⇒ (7, 5, 8) + 12 = 32
I believe that I can use the Mythic Power of Foe-Biting here, right?
I'll spend one (or two if it confirms) point of Mythic power to double the damage, so either 28 points of damage or 92 if its crits.
Eruption's Blaze: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d10 + 4 ⇒ (4) + 4 = 8
-Posted with Wayfinder

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Two uses of Mythic power for a sky-high 92 damage in one blow! Well done!
Giri's ill luck appears to have ended. Sweeping through the air with his massive, glorified, three-handed club, he utterly cracks the skull of the troll in a thousand pieces, ending Bordegga's life in a splatter of blood!
The Gate - round 4
1. Bordegga (deader than dead)
2. Zadok, Thorgull, Giri (5), Virgil
3. Guards

Giri of the Chenlun Mountains |

"Ah... I see that I just needed to warm up." Giri comments as he feels the burn of the swing in his shoulders.
With a quick thrust, the blood of the ice troll splatters on the snow, melting down into the piles, leaving behind a red stain.
"Your captain is dead! Flee the tower and we will let you live!" yells Giri to the crossbowmen.

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The three guards, seeing mighty Giri deal with Bordegga with a single blow, choose to cower in their battlement and decide for a more neutral side.
That effectively ends the combat. Reposting the courtyard's description, since it may have been lost in the fight:
A massive ice sculpture of a dragon dominates this open courtyard, standing with raised wings upon a dais of solid ice. Seven squat shacks sit along the inner wall, with several dogsleds stored outside. Between them, four ice chutes descend from the battlements of the outer wall. To the west, large double doors studded with icicles lead inside the Pale Tower itself, just beneath an overhang of sharp icicles dangling from above.
Shortly after Zadok enters the courtyard, the ice wall reforms behind him, effectively sealing the way in... or out.
In the aftermath of the showdown with Bordegga, you easily spot a large bag full of Irriseni coins in the south kennel. From the smell you guess it belonged to the ice troll, but money itself has no smell. There is 500 gold coins in all.
Added it to the party funds on the loot spreadsheet. Unfortunately I no longer have the previous loot spreadsheet so we'll start anew. However the Innate Item Bonuses house rule will quickly make you catch up (if you haven't already from the Cloak of the Yeti alone.

Virgil Ardelean |

Virgil steps back from the troll as Giri obliterates the creature.
"Well fought Giri. Brutally effective, but well fought."
The duellist wipes off his blade and scoops up the coins for the groups collection. With his rapier still in hand Virgil moves to investigate the dog sheds.

Giri of the Chenlun Mountains |

"My pleasure, Virgil." the man responds as he keeps his tetsubo in his hands. "Let us continue onward." he says as he climbs the ramps up to the next level, seeing a pair of doors, one on each side.
Arbitrarily choosing the right door, Giri approaches and signals for the rest to follow before opening it boldly, letting his club rest on his shoulder while his other hand grip the handle.

Thorgull Kjalderssen |

Thorgull, surprised by the brutal end of the battle, chooses not to do the apology of violence and strides boldly forward into the court to examine the icy dragon.
Knowledge ?: 1d20 + 7 ⇒ (15) + 7 = 22 Arcana and History +9 ; Dungeoneering, Local and Planes +8
"Icy what she did there!" says Thorgull with a broad smile.
Turning towards Virgil and Giri, the young wizard states.
"Oh, by the way, we should restrain the movements of the fellows outside. They will still be asleep for 2 or 3 minutes."

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Thorgull, see my earlier post, the ice wall acting as main door has now closed, so you have effectively no way out.
Giri, the door you were in front of is actually up on the battlement where the guards were. The door you actually opened wasn't apparent on the map - poor map design I guess.
Thorgull approaches the statue made of ice, and finds it remarkably crafted. A lot of details have been added by the sculptor, making the dragon almost lifelike.
Giri boldly strides into the much larger room to the west of the courtyard. Steamy air fills this inner gallery, emanating in lazy wisps from a bubbling pool recessed into the floor of a raised dais surrounded by six pillars of ice. Four foggy mirrors hang from the walls near ice sculptures of helmeted pike-wielding warriors.
To the north and south of the room, glassy patterns of striated, crystalline ice cover the tiled floor in these open alcoves, illuminated by a soft, blue light. Those are the ice crystal teleporters Hatch told you about. The passphrases he remembered are on the map.
I'll also uncover Q4 - the privies.
Running water flows through the open latrines of these privies, carrying wastewater out of the tower and into an underground river. The doors to the east of the privies lead to stairs that climb up to the battlements atop the outer wall.

Zadok Allendil |

Sorry! We are past the peak pollination now so this week should be fairly easy, just a few hours in the field each day and next week probably back in the lab and easier to keep up with games.
"Ay, we have entered the very heart of evil, my friends... the cold, icy heart of evil!" Zadok whispers under his breath as he follows the rest inside. "Quick! Make haste to the door to the left. We must not let anyone get too far."

Giri of the Chenlun Mountains |

The monk from Tien looks to Zadok, not used to his voice quite yet as it is probably the first time that the man has spoken in Common since the cabin. "Wise words, Zadok." he whispers back as he moves to the door, waiting for Virgil to open it.
The heft of Eruption's Blaze feels good in Giri's hands as he tenses up for imminent battle on the other side of the door...

Thorgull Kjalderssen |

Thorgull wanders around, abashed by the beauty of the structure. He eventually follows Zadok and waits for someone to open the door.

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The door opens into a dormitory of sorts. Eight bunk beds fill this narrow room, separated by a small partition between the tower’s icy walls. Several wooden chests and a weapons locker furnish the rest of the chamber. As you barge in, four guards and a seargent who were playing a game together drop their cards and grab their weapons to defend themselves!
Initiative (Thorgull): 1d20 + 8 ⇒ (2) + 8 = 10
Initiative (Virgil): 1d20 + 3 ⇒ (19) + 3 = 22
Initiative (Zadok): 1d20 + 2 ⇒ (5) + 2 = 7
Initiative (Guards): 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Seargent): 1d20 + 2 ⇒ (11) + 2 = 13
The Barracks - round 1
1. Virgil, Giri
2. Seargent
3. Thorgull, Zadok
4. Guards.
Virgil and Giri may act!
Note that the seargent has the ice blue icon.

Giri of the Chenlun Mountains |

Giri cracks his neck as he tilts his head from side to side. "Bless me with the power to incinerate those who oppose you, Yamatsumi!" he calls as he deftly moves into the room. He reaches the mass of men and take a hand from Eruption's Blaze's hilt. Extending it, he closes his eyes and a searing gout of flame erupts from his palm and bathes the soldiers.
Inspired Spell-Burning Hands: 5d4 ⇒ (2, 4, 2, 4, 2) = 14 One Mythic Power.
DC 14 Reflex to halve. Targets are Red, Green and Purple.

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Ref: 3d20 ⇒ (4, 8, 20) = 32
Two of the guards, those closest to the origin of the searing flames, are burnt to a crisp on the spot by Yamatsumi's glory! The third one avoids the full brunt of the fire by sheer miracle, but the burns are severe nonetheless.
The Barracks - round 1
1. Virgil, Giri
2. Seargent (ice blue)
3. Thorgull, Zadok
4. Guards (pink 7, black 0)

Virgil Ardelean |

They seem to have blocked the map link at my work, so I can view the map on my phone but can't move my token. Could someone move me up to the pink token, I should have enough move with 30ft.
Virgil dashes into the room, engaging the nearest guard with a thrust from his rapier.
masterwork rapier: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 3 ⇒ (2) + 3 = 5

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Virgil strikes quickly, yet his rapier's edge is deflected by the guard's armor. The seargent is quicker to react than his men and closes in on the duelist.
Mwk cold iron Longsword: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 4 ⇒ (6) + 4 = 10
Light Spiked Shield Bash: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 3 ⇒ (3) + 3 = 6
His sword flashes shortly before it cleaves through muscle and bone, leaving a terrible wound. Virgil barely has time to recover from it that the seargent bashes him wildly with his spiked shield!
The Barracks - round 1
1. Virgil (16), Giri
2. Seargent (ice blue)
3. Thorgull, Zadok
4. Guards (pink 7, black 0)

Thorgull Kjalderssen |

Thorgull runs inside the room and speaks arcane words, handing a miniature shovel in the air that suddenly disappears with a *poof*. At the same time, a big hole appears under the sergeant and one of the guards' feet.
"Φαλλ ιν μυ ὁλε!"
Casting Create Pit. Ref DC 16 to jump to safety.

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Keep in mind that "any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it".
Ref: 2d20 ⇒ (8, 7) = 15
Falling damage: 1d6 ⇒ 4
Both the guard and the seargent fall in the magically-created pit!
The Barracks - round 1
1. Virgil (16), Giri
2. Seargent (ice blue, in pit, prone, 4)
3. Thorgull, Zadok
4. Guards (pink 7, black 4 (in pit, prone))

Thorgull Kjalderssen |

Indeed, I saw it but forgot about Virgil.
"Virgil, beware!" shouts the young wizard, hoping the duelist will step to safety.

Zadok Allendil |

Zadok cautiously steps into the room and fires his bow at the soldier who hasn't (yet) fallen in the pit.
shortbow: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d6 ⇒ 2

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Zadok's arrow flies wide, only to end its course in one of the nearby bunk beds. The guard who fell in the pit rises to his feet and starts climbing the steep walls of Thorgull's magical pit, but to no avail.
Climb, ACP: 1d20 + 1 - 2 - 1 ⇒ (7) + 1 - 2 - 1 = 5
The other guard, not wishing to suffer a similar fate, steps away from the pit and slashes at Virgil, but misses.
Cold Iron Longsword: 1d20 + 3 ⇒ (6) + 3 = 91d8 + 1 ⇒ (6) + 1 = 7
The Barracks - round 2
1. Virgil (16), Giri
2. Seargent (ice blue, in pit, prone, 4)
3. Thorgull, Zadok
4. Guards (pink 7, black 4 (in pit))

Giri of the Chenlun Mountains |

Edit: Just read they were bunk beds. Probably a bit unrealistic for Giri to be able to jump that high! Yet!
Giri's eyes are ablaze as he feels the power of the snow-capped volcano coursing through his veins. He takes a hand from Eruption's Blaze and extends his palm towards the remaining fighter outside of the pit.
"Virgil! I will handle this whelp!" bellows the oni-masked man. "Step away from the edge or you might fall in!" he implores the man as he sees the ice-slicked slope that formed when the pit did.
Flame Dart - Fire Domain | Touch AC/Melee Penalty @ Pink: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Fire Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Virgil Ardelean |

Virgil notices the pit opening and quickly lashes out with his rapier at the guard (pink), as soon as he finishes his sweep he steps away from the pit, not wishing to risk his footing.
masterwork rapier: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 3 ⇒ (3) + 3 = 6

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Giri and Virgil quickly deal with the pink-bearded guard, leaving only those in the pit. You can't quite see what the seargent is doing, but you definitely don't hear him trying to climb up the wall.
The Barracks - round 2
1. Virgil (16), Giri
2. Seargent (ice blue, in pit, 4)
3. Thorgull, Zadok
4. Guards (black 4 (in pit))

Thorgull Kjalderssen |

Thorgull leans on the icy walls and waits to see what happens.
"My job here is done, gentlemen."
Don't what to do ^^ Delay then.

Zadok Allendil |

Sorry, didn't realize I was up!
I think they're both in the pit, in which case Zadok will just delay. Otherwise, if he can see one of them:
Zadok tries his bow again.
shortbow: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
damage: 1d6 ⇒ 3