GM Rednal's Northlands Saga Complete (Inactive)

Game Master Rednal

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Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Eindrid attempts to climb the ice slowly as well, making sure to remain above the ledge on the other side in case he falls.

Climb: 1d20 - 2 + 1 ⇒ (19) - 2 + 1 = 18


You can only climb at 1/4 your normal speed, usually, so... gimme three more checks each, for a total of four, to reach the next ledge up. ^^ And remember, you DON'T have a rope to lower the DC this time...


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Not sure I'm going to make that, but not sure what happens when I fail one. So I guess we'll see...

Climb: 1d20 - 2 + 1 ⇒ (20) - 2 + 1 = 19
Climb: 1d20 - 2 + 1 ⇒ (13) - 2 + 1 = 12
Climb: 1d20 - 2 + 1 ⇒ (19) - 2 + 1 = 18


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Climb: 1d20 + 6 ⇒ (17) + 6 = 23
Climb: 1d20 + 6 ⇒ (14) + 6 = 20
Climb: 1d20 + 6 ⇒ (6) + 6 = 12

Do we get a reflex save to avoid plummeting and dying if we slip?


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Can't Hakon climb up first, find a secure point, lower a rope, get the other two up, then climb up again?

Climb: 1d20 + 8 ⇒ (17) + 8 = 25
Climb: 1d20 + 8 ⇒ (8) + 8 = 16
Climb: 1d20 + 8 ⇒ (18) + 8 = 26
Climb: 1d20 + 8 ⇒ (9) + 8 = 17


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Only if one of you guys have rope. I used all of mine getting us down.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Ah, gotcha. I was imagining us doing that whip-thing where we magically cause our rope to unknot and fall down to us. Can I use my hand-ax as an ice pick to help me climb?


Eindrid Reroll: 1d20 - 2 + 1 ⇒ (11) - 2 + 1 = 10
Eydis Reroll: 1d20 + 6 ⇒ (16) + 6 = 22

Eindrid Reroll Again: 1d20 - 2 + 1 ⇒ (15) - 2 + 1 = 14
Eindrid Reroll Again: 1d20 - 2 + 1 ⇒ (18) - 2 + 1 = 17

Eindrid struggled several times to make progress, but quite fortunately, none of you fell as you climbed thirty feet to the next ledge up. There's still another twenty feet to go before you can make it up and out of the crevasse (Three DC 15 Climb checks), but you're definitely making progress.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Uh oh...

Climb: 1d20 - 2 + 1 ⇒ (17) - 2 + 1 = 16
Climb: 1d20 - 2 + 1 ⇒ (16) - 2 + 1 = 15
Climb: 1d20 - 2 + 1 ⇒ (3) - 2 + 1 = 2

Reflex save to catch fall?: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Reflex save re-roll via Revitalize: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Climb: 1d20 + 8 ⇒ (16) + 8 = 24
Climb: 1d20 + 8 ⇒ (15) + 8 = 23
Climb: 1d20 + 8 ⇒ (16) + 8 = 24


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Climb: 1d20 + 6 ⇒ (15) + 6 = 21
Climb: 1d20 + 6 ⇒ (8) + 6 = 14

Always the last one...


Unless you have some ability I'm missing, you can't stop yourself from falling with a Reflex Save. You can try a VERY HARD climb check for it, but not a reflex save. That said, the other two were presumably climbing up with you, so if anyone wants to try and catch Eindrid before he falls...? Or you could let him plummet. It's only 14 feet, so...


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

What do we roll to catch him?


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

As Eindrid slips and falls, Hakon's gut clenches in fear and he lunges out to try and grab hold of them, seeking purchase on his belt or arm - anything that will arrest his plunge into the abyss.

Very Hard Climb Check: 1d20 + 8 ⇒ (14) + 8 = 22


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Falling: 1d6 ⇒ 4

Climb 1: 1d20 - 2 + 1 ⇒ (19) - 2 + 1 = 18
Climb 2: 1d20 - 2 + 1 ⇒ (1) - 2 + 1 = 0

Climb 1: 1d20 - 2 + 1 ⇒ (2) - 2 + 1 = 1

Climb 1: 1d20 - 2 + 1 ⇒ (20) - 2 + 1 = 19
Climb 2: 1d20 - 2 + 1 ⇒ (9) - 2 + 1 = 8

Climb 1: 1d20 - 2 + 1 ⇒ (16) - 2 + 1 = 15
Climb 2: 1d20 - 2 + 1 ⇒ (11) - 2 + 1 = 10
Climb 2: 1d20 - 2 + 1 ⇒ (16) - 2 + 1 = 15
Climb 3: 1d20 - 2 + 1 ⇒ (16) - 2 + 1 = 15
Climb 4: 1d20 - 2 + 1 ⇒ (3) - 2 + 1 = 2

Falling: 1d6 ⇒ 3

Climb 1: 1d20 - 2 + 1 ⇒ (13) - 2 + 1 = 12
Climb 2: 1d20 - 2 + 1 ⇒ (20) - 2 + 1 = 19
Climb 3: 1d20 - 2 + 1 ⇒ (11) - 2 + 1 = 10
Climb 3: 1d20 - 2 + 1 ⇒ (9) - 2 + 1 = 8

Eindrid tries climbing several more times, but keeps falling, over and over again, injuring himself a few times. "This isn't working!" he calls out. "Hakon, toss me an axe, and I can cut some hand-holds."


Catching someone is a Melee Touch attack, followed by a Climb Check against the Wall's DC + 10 (so, 25 here).


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

As Eindrid slips and falls, Hakon's gut clenches in fear and he lunges out to try and grab hold of them, seeking purchase on his belt or arm - anything that will arrest his plunge into the abyss.

Melee Touch Attac: 1d20 + 2 ⇒ (17) + 2 = 19
Climb check: 1d20 + 8 ⇒ (19) + 8 = 27

Now that's what I'm talking about!


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Oh! Retcon my previous post. That's enough to catch me, followed by an 18 as my final climb check.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Letting out a breath as Eindred was caught, Eydis muttered, "Next time, we bring more rope."

Climb: 1d20 + 6 ⇒ (20) + 6 = 26
Climb: 1d20 + 6 ⇒ (11) + 6 = 17
Climb: 1d20 + 6 ⇒ (19) + 6 = 25


*Sound of applause from behind the GM screen*

After some very close misses on Eindrid's part, your group was finally able to make its way up and over the ledge, to solid ground. The good news? Eydis had tied the end of the rope to her belt, and since that had come up with her, it could be fastened on this side to create a rope (and therefore a secure passage) across the chasm.

Ahead, the middle portion of the valley passes under an area where the canyon walls close together to only 60 feet apart at the top, and barely 30 feet apart on the valley floor. The walls are covered in layers of snow over the ice here. The snow packs the cave mouths in the canyon walls and piles in drifts on every ledge and along the clifftops. Icicles droop down from the canyon’s ledges, forming long, twisted spines that drip water on the sunny side of the valley. Humps of snow from which shards of broken ice protrude cover the floor of the valley.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Pulling the rope taught, Eydis secured it before removing it from her belt and taking the second length from it. If this had taught her anything, it was that they might need the rope again later, and she did not want to waste it.

Glancing at the icicles, Eydis tried to determine if they fell naturally, due to noise or movement, and how likely it was - or if something was using them as a trap.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Eindrid looks ahead, noting the acoustics of the canyon; and, before entering it, decides to shout a war chant before the party climbs down, hoping to hear a far-away echo from the lost shipmates.

Take 10 on singing, with serendipity, for a perform result of 21 (for volume).


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon stops, exhaling a plume of visible breath, and turns to glance sidelong at Eydis.

"Look like a great spot for an ambush to you too? I wonder if somebody's been hurling down that broken ice." He sighs. "Then again, that's probably just my paranoia getting to me. Who'd be waiting on a floating iceberg to set up ambushes? They'd be waiting a mighty long time."

Then, when Eindrid sings, he crosses his arms and scans the clifftops, looking for some sign of movement or response.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

"I wouldn't have expected a swarm to fly from the holes before, or the ship to vanish. I think it's wise to assume nothing about this place. Your thoughts are similar to mine, besides." Eydis shrugged, hoping they were wrong.


You weren't really going down to the canyon - you were already in it, and the walls were simply closer together here. There was no returning echo from Eindrid's call, however, because any other noise was lost in the sudden rumbling as a torrent of ice and snow tore free and began to rush towards you.

The only thing you had time to think before it reached you was that maybe... just maybe... making really loud noises in snowy canyons wasn't the wisest idea... that was, after all, exactly how you'd just triggered an avalanche.

Reflex DC 15, Bury Zone (Eindrid): 1d20 + 8 ⇒ (17) + 8 = 25 for Damage: 4d6 ⇒ (1, 4, 6, 3) = 14
Reflex DC 15, Slide Zone (Eydis): 1d20 + 3 ⇒ (16) + 3 = 19
Reflex DC 15, Slide Zone (Hakon): 1d20 + 7 ⇒ (9) + 7 = 16

Somewhat impressively, both Eydis and Hakon were able to lunge out of the way as the torrent of snow came in. Eindrid, who was in the main bury zone, wasn't quite so lucky - and the snow slammed over him, battering his body and burying him beneath it.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

(Wait, I thought we were at the top of a hill overlooking the canyon? This was unclear. I wasn't going to shout if we were *in* a canyon, hence "before trying to enter it" but if it's too late now I guess I need to look into digging out of things rules?


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Spluttering, Eydis looked around, and began trying to dig Eindrid out of the snow.

So...strength check to dig?


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Do we need to roll Survival to find him?


Survival DC 15 to find his square, standard rules for digging people out. And there was no hill overlooking the canyon - there were walls up top, but you've been in a canyon the whole time. *Gestures to map*


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Whoops, missed "map" entirely.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Survival: 1d20 + 9 ⇒ (9) + 9 = 18

Moving to the location where she was roughly sure Eindrid was buried, Eydis began to dig with her gloved hands.

Eydis can move 920 lbs in about one minute in stone, so I'm guessing snow's a bit easier?


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon pitches in right beside her, digging for all he's worth.


You definitely want to check those things. XD Also, don't forget to keep your HP up-to-date.

Fortunately, Eydis and Hakon hadn't been very far from Eindrid when the avalanche hit, and locating his square wasn't nearly as difficult as it could have been. About two minutes later, you finally managed to haul Eindrid's cold body out of the snow and onto the (slightly less cold) surface. Further ahead, a few lingering chunks of ice broke off and hit the snowy ground with a muffled thump.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

"So... cold..." Eindrid mutters, his limbs blue with frostbite, "Healing...


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis nodded at his request, reaching out and touching him.

Healing: 2d8 + 2 ⇒ (3, 8) + 2 = 13

"Better?" she murmured quietly, one eye on the loose snow.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

"Good enough," Eindrid replies.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon kneels by the fallen man and gives him a sip from his flask, hoping the burning liquid will help revive him.


There was nothing quite like a good drink in the North, and with Eydis' healing on top of it, it seemed he'd pull through (although Eindrid was going to have plenty of bruises to remind him of the event...). If you wanted to keep going, it might be best to be quiet, lest another avalanche be triggered...


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Gesturing for the others to be as quiet as they could, Eydis began to head through the treacherous gap.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Oh, right. Forgot this, but was traveling all week. Eindrid follows, eying the cliff walls with terror.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon brings up the rear, treading carefully, hand on his ax, scanning the cliffs for signs of trouble.


Moving very, very carefully indeed, the three of you eventually pass through the treacherous zone, and (quiet) sighs of relief are present all around.

After climbing up through the Valley of Frozen Fears, the canyon opens up on the high plateau of snow and ice on which the Ice Palace sits. The plateau is empty of any features and windswept for nearly an entire square mile, with the strange citadel of ice sitting in the center of this expanse. Cutting across the plateau is deep, 300-foot-wide gash in the surface of the ice, a crevasse that makes the previous one look like a mere crack.

Traversing this chasm is a high, narrow bridge of ice, barely 3 feet wide with no handrails or guards. The ice bridge arches high above the chasm in a graceful curve before reaching down and meeting the ground on the other side. Just beyond this bridge of living ice is the palace itself. There are no visible means of going around the chasm; the massive crevasse runs the breadth of the plateau. Strong winds occasionally whip across the plateau, blowing plumes of snow into the air, including across the chasm and the sky bridge.

3d4 ⇒ (2, 4, 2) = 8
If you choose to use the bridge, you'll need to make Will saves. Eindrid and Hakon, you'll have to make them before setting foot. Eydis, yours would be made after you're on it.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Are we sure will, and not reflex? Eindrid can also re-roll anyone's failed save once, and give everybody a +1 to saves via Serendipity, so keep both of those in mind while making them.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

With no other way of getting across, Eydis began to move across the bridge.

Will: 1d20 + 7 ⇒ (7) + 7 = 14
Reflex: 1d20 + 2 ⇒ (13) + 2 = 15


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Eindrid follows, quietly humming a calming tune.

Will: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon loops a length of rope around the base of the narrow bridge and ties both ends on his belt, so that should he fall he'll be caught without much trouble.

Then, rubbing his hands together, he takes a deep breath and starts forward.

Will: 1d20 + 4 ⇒ (2) + 4 = 6


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Spending one spell point to re-roll Hakon's Will, via rally...

Will: 1d20 + 4 ⇒ (17) + 4 = 21


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Much appreciated!


I'm sure it's Will. XD This is NOT a "see if you slip and fall" situation. It's a "you're on a very narrow bridge over a very deep chasm" situation.

After you'd gone about twenty feet on the bridge, Eydis abruptly dropped and grabbed onto the ice, refusing to let go. Her will was strong, but... well, the chasm was deeeeep, and a misstep here would almost certainly be fatal. She'd been a lot closer to death than anyone else here, and that wasn't something that had been forgotten...

You can, however, help her try and overcome it with the use of any of the social skills. If successful, she gets a reroll on the save.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon stops behind her, breath coming in sharp pants, and hesitates before carefully lowering himself to a crouch. Reaching out, he places a hand on her shoulder and gives an encouraging squeeze.

"Deep breaths," he says rather hypocritically. "Nice and slowly does it. We're not in a race. Take your time, but know that the sooner we press on and get past this bridge the sooner you can plant your feet on solid ground. Ready? I'm right behind you. We'll get over this as a team."

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

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