
GM Rednal |
Will Re-roll: 1d20 + 7 ⇒ (9) + 7 = 16
This time, Eydis was able to muster up the will to move forward. Of course, you still had to decide whether or not you wanted to risk moving quickly, because the wind definitely seemed to pick up now and then...
If you wanna go fast, give me two Acrobatics checks. If not, just move on and we'll see what happens. XD

Hakon Grunson |

Agreed. Slow and steady gets us over the bridge unless there's a reason to do otherwise.

GM Rednal |
Good choice. XD
In case it wasn't obvious yet, this book is TOTALLY by the kinds of people who think about situations like that and then write in the results. XD
Facing the Sky Bridge and the yawning chasm that cuts across the high plateau is a palace of three soaring spires made of solid, opaque ice — like a great, jagged, tri-pronged icicle inverted and set on its base. Fronting the palace is a long, statue-lined processional and a broad plaza — all paved with slabs of ice, blown clean by the constant wind. The palace itself is composed of three spires like giant inverted icicles: a tall central spire that tapers up to a point nearly 300 feet above the ground flanked by two matching towers that are more than 200 feet high. The western spire is partially collapsed, with only the first 100 feet still standing. The entire area is windswept and clear of snow. It is also unnaturally quiet, not even the crash of the endless breakers reaches these heights of the iceberg.
A 10-foot-wide, 80-foot-long processional leads from the bridge to a broad plaza. The processional and the plaza are paved in windswept blocks of ice 10 feet square and fitted together with amazing precision. The edges of the processional are lined with disturbing statues carved from solid blocks of ice that blend man and demon and often feature brutal depictions of slavery, violence, or cannibalism. Where the processional meets the plaza, it splits into two branches, one heading to the base of the eastern spire, and one to the base of the western spire. These side branches are similar to the main processional, complete with horrific statues of carved ice.
Halfway across the first approach, the statues flanking the main processional abruptly spoke a short question - in a language none of you understood.

Eindrið Lawspeaker |

Knowledge (religion): 1d20 + 5 ⇒ (12) + 5 = 17
"This looks like Nifl magic," Eindrid comments. "Something bad. Ice and mist and darkness. If we approach, do so cautiously—I doubt we'll find solace here, and we're still looking for the Jarl."

Eindrið Lawspeaker |

Eindrid moves forward, slowly, testing the ground with his swordpoint, shield held high.
Moving at half speed because of darkness, using standard action to take Full Defense, possibly for multiple rounds.

Hakon Grunson |

Hakon restrains the urge to yell, and instead grips his hand-ax and moves forward cautiously, straining to make out what's crackling up ahead.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Eydis |

Eydis moved fowards with the others, trying to keep track of them by the sound of there steps, using her spear to check the ground before her.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Eindrið Lawspeaker |

Eindrid moves towards the sound, if he can, while continuing forward.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Hakon Grunson |

Now Hakon does let out a hoarse shout, "What was that? Is everyone all right? Fall back!"
Thinking it folly to press forward blindly against untold enemies, Hakon retreats until the darkness lifts from his eyes.

Eydis |

Eydis cursed as the blow struck, and was thankful for the armour and shield she carried. She lashed out with her spear at the rough location of one of the blows in the hopes of striking.
Roksper: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Blast: 1d6 ⇒ 6
Not especially inclined to remain there to be pummelled, Eydis preapred to escape, using her magic as she must.
Immediate Action if attacked again - Emergency Teleport. Also, I assume you want to roll miss chance, boss? If not I'll do so merrily. Just tell me if you want over or under 50%.

GM Rednal |
Miss chance is ALWAYS under for hitting the foe. The actual miss chance can vary, and I find it's easier to remember this way. XD Also, remember that teleporting requires Line of Sight unless you're using Unseeing Teleport. Emergency Teleport doesn't waive that requirement.
Miss Chance: 1d100 ⇒ 76
Eydis' blow struck nothing but air - which may have been because in backing up, Hakon slammed straight into her-
Acrobatics DC 13 to keep balance on the ice: 1d20 + 5 ⇒ (15) + 5 = 20
-but managed to right himself a moment later, rather than slipping and falling from the unexpected bonk. You do take 1 nonlethal damage, though.
The whooshing noises resumed a moment later, battering at Eydis and Endrid.
??? (Eindrid): 1d20 + 6 ⇒ (16) + 6 = 22 for Damage: 1d4 + 3 ⇒ (2) + 3 = 5
??? (Eydis): 1d20 + 6 ⇒ (12) + 6 = 18 for Damage: 1d4 + 3 ⇒ (4) + 3 = 7
??? (Eydis): 1d20 + 6 ⇒ (6) + 6 = 12

Eydis |

Damn, forgot that now I was in darkness I couldn't see five feet behind me.
Eydis lashed out again, trying to avoid Hakon.
Roksper: 1d20 + 5 ⇒ (17) + 5 = 22
Miss: 1d100 ⇒ 82
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Blast: 1d6 ⇒ 1

Eindrið Lawspeaker |

Eindrid backs up five feet, and casts a spell.
"Everyone," he bellows, melodically, "End what darkness you can and show yourself!" As he does so, he bangs his sword and shield together, and a melodic hum merges with the sound of his voice, merging into a wailing drone.
This is, by far, the most uncanny and magical song you've heard from Eindrid; it's, perhaps, a bit of a dangerous ploy, as using such magic so openly against men of any village would likely lead to a brand of outlawry.
Perform sing (DC 16 for CL 1): 1d20 + 10 ⇒ (11) + 10 = 21
Casting Judgment. All enemies and allies must make a DC 13 Will save or obey. Since party members have no way to end the darkness, they just have to not hide.

Hakon Grunson |

Will Save: 1d20 + 3 ⇒ (15) + 3 = 18
Hakon curses beneath his breath as he slams into Eydis, but regains his balance and soon resumes his back pedaling, intent on extricating himself from this zone of darkness.

GM Rednal |
Will (Eydis): 1d20 + 7 ⇒ (11) + 7 = 18
Will (???): 2d20 ⇒ (18, 5) = 23
This was, in fact, true - magic was a powerful and dangerous force, and using it on allies without their permission was dangerous at best, and not the sort of thing most people would lightly laugh off... It probably helped that neither of them had actually been affected by it, but there was a reason the people of the North were considered hardy, independent, and almost anarchic in their self-rule. After all, who would trust a man who used magic to control the mind...?
That aside, the darkness flickered slightly, but did not disappear, though Hakon was able to dart outside of it. Eydis' weapon sunk into something a moment later, and there was a roar of pain and anger before a prompt effort at retaliation.
??? - Eindrid: 1d20 + 6 ⇒ (19) + 6 = 25 for Damage: 1d4 + 3 ⇒ (2) + 3 = 5
??? - Eindrid: 1d20 + 6 ⇒ (15) + 6 = 21 for Damage: 1d4 + 3 ⇒ (2) + 3 = 5
??? - Eydis: 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d4 + 3 ⇒ (1) + 3 = 4
??? - Eydis: 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Crit Confirm: 1d20 + 9 ⇒ (14) + 9 = 23 for Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Crit Confirm: 1d20 + 9 ⇒ (15) + 9 = 24 for Damage: 1d4 + 3 ⇒ (4) + 3 = 7
o_O
O_o
*Kicks the table and whistles innocently*
??? - Eindrid: 1d20 + 6 ⇒ (17) + 6 = 23 for Damage: 1d4 + 3 ⇒ (2) + 3 = 5
??? - Eindrid: 1d20 + 6 ⇒ (3) + 6 = 9
??? - Eydis: 1d20 + 6 ⇒ (14) + 6 = 20 for Damage: 1d4 + 3 ⇒ (4) + 3 = 7
??? - Eydis: 1d20 + 6 ⇒ (8) + 6 = 14
One hit each. 8D
Maybe it was the darkness getting to you, but for just a second, you could have sworn the creatures were about to tear into you - but that was not your Wyrd, the fate that the Norns had decreed for your lives, and which neither beast nor god could go against. Whatever was attacking did manage to land a pair of solid blows, however, one each on Eindrid and Eydis.

Eindrið Lawspeaker |

"I'm hurt!" Eindrid calls out. And he backs up five more feet, before taking another full defense action. AC at 23, but I can't flee without an AoO, hmm. This is a POWERFUL darkness spell.

Eydis |

Eydis agreed with that assessment, and knew she would have to heal herself and Eindred soon. Herself, she could deal with now...but a thoughts struck. "Be wary! If this darkness extends over the chasm behind us, they could be trying to drive us over the edge."
Using Fervor, she healed herself (3d8 + 2 ⇒ (2, 5, 5) + 2 = 14) back to full health before lashing out once more with the spear, aiming at whatever she had hit earlier.
Roksper: 1d20 + 5 ⇒ (5) + 5 = 10
Miss: 1d100 ⇒ 92
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Destruction: 1d6 ⇒ 2

Hakon Grunson |

Hakon, having managed to escape the magic, stares intently into the blackness and tries to espy his comrades.
"This way! Come toward my voice! I'm free of the darkness!"
Poised, ready to strike, he waits.

GM Rednal |
It is indeed a powerful darkness spell. o wo
Eydis' blow struck nothing but air, even as Eindrid was able to carefully start to move backwards. That did nothing to dissuade whatever was continuing to assault you.
??? (Eindrid): 1d20 + 6 ⇒ (12) + 6 = 18
??? (Eindrid): 1d20 + 6 ⇒ (19) + 6 = 25 for Damage: 1d4 + 3 ⇒ (2) + 3 = 5
??? (Eydis): 1d20 + 6 ⇒ (4) + 6 = 10
??? (Eydis): 1d20 + 6 ⇒ (13) + 6 = 19
And the one going after Eindrid sounded like it was doing very well indeed...

Eydis |

Gritting her teeth against the idea of backing away, Eydis fell back, defending herself as best she could. She only hoped the spell was focused on an area, not one of the attackers.
Withdraw Action, hoping to avoid AOO's

Eindrið Lawspeaker |

Welp, I'm at 1 hp.
Eindrid gives up defending himself, and simply tries to slip away faster, following Hakon's voice. Withdraw action, followed by move action, for 60' (?) of movement

Hakon Grunson |

Hakon waits, watching the darkness tensley, ax in hand.

GM Rednal |
Withdraw is a Full-Round Action. Also, you can check the map anytime. XD *Is totally keeping that up-to-date*
AoO?: 1d20 + 6 ⇒ (9) + 6 = 15
Whatever was hiding in the darkenss failed to strike Eindrid as he darted backwards, moving through the darkness - and eventually emerging from the other side, following on Eydis' heels. Seen from the outside, the pitch-black sphere wasn't actually that large - maybe fifty feet across or so, and clearly the result of some evil power (after all, what good power would make such a thing?), but fortunately not as large as some might have feared. On the bad side, you probably didn't have too long until whatever had created it emerged...

Eindrið Lawspeaker |

Eindrid steels himself, waiting at the edge of the darkness for the monsters to emerge. Another full defense for +4 AC

Hakon Grunson |

Hakon slams his ax against the boss in the center of his shield, filling the air with spear din. Anger flashes through his face, and his lip curls back in derision.
"Come out, you wolf-hearted worms, come out from your darkness and dwimmer! You'll find three feeders of ravens ready to show you the true meaning of courage, three feeders of ravens ready to split your skulls and spill your battle-dew!"
This last comes out as a roar, and he spins his blood-ember around in his hand so that its half-moon face whistles in the frigid wind.

GM Rednal |
The darkness vanished - and in its place, mere feet away from Hakon (who'd chosen to stand at the edge of the darkness rather than moving further away), were two furry, humanoid abominations. The answer to Hakon's challenge came with a series of rapid blows as they sought to quite literally tear him apart.
Slam: 1d20 + 6 ⇒ (16) + 6 = 22 for Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Slam: 1d20 + 6 ⇒ (11) + 6 = 17
Slam: 1d20 + 6 ⇒ (2) + 6 = 8
Slam: 1d20 + 6 ⇒ (17) + 6 = 23 for Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Eindrið Lawspeaker |

"Ah," Eindrid calls out, "Some sort of trolls?" And he moves five feet forward, lashing out with his longsword.
Longsword power attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Hakon Grunson |

Hakon cries out more in fury than pain as the claws slide up under his shield to score at his arms and thighs. Then he laughs, a perilous and wild sound, and presses forward, swinging his ax with a will.
Hand Ax: 1d20 + 5 ⇒ (6) + 5 = 11
Shield Bash: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Eydis |

Smiling grimly now that the creatures were out of the darkness and visible, Eydis lunged forwards to attack.
Roksper: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Destruction: 1d6 ⇒ 6
Crit Confirm: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 2d8 + 12 ⇒ (2, 5) + 12 = 19

Hakon Grunson |

Now that's how you hit something.

GM Rednal |
Yes. Yes it is. Also, Hakon, remember to always keep your HP in your stat bar up-to-date... and everyone, move your tokens on the map! Otherwise your GM gets to move them, and might do so in ways inconvenient for you... 8D
Eindrid struck out first, and his blade managed to cut into the injured beast and bring it down. Hakon followed, his new wounds dripping battle-dew, but only managed to bash the creature's face. That was enough, though, because it was followed up by a truly outstanding thrust from Eydis that pierced the creature clean through. The two monsters hit the ground, then slowly shifted back into frozen, icy statues.
400 XP. Also, because I forgot earlier, 1070 XP for surviving the Avalanche area. Which brings you up to Level 3! Post your summaries in the discussion thread for approval.

Hakon Grunson |

Hakon turns to the others. "Good work. Those creatures deserved their deaths for attacking in such a cowardly manner. Now. Shall we press on?"
Assuming the others assent, Hakon resumes their trajectory, hand-ax at the ready, eyes scanning the environs for further trouble.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Eindrið Lawspeaker |

"Hmm. They also deserved their deaths for being lawless monstrosities. Were those... trolls? And where did that forsaken darkness come from?"
Knowledge (nature or local; modifier different for other knowledges): 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (arcana): 1d20 + 1 ⇒ (19) + 1 = 20

Eydis |

Eydis pointed her spear tip to the collapsed area in the west. "That seems most likely where foes could hide in ambush, and least likely where we wish to go to find our compatriots. I say we look there, find any more of the things that inhabit that place, and clear them away before they ambush us again. Then we continue the search."

Eindrið Lawspeaker |

Eindrid shakes his head. "No, I mean—what magic are we dealing with? I don't want to be caught blind again."

Eindrið Lawspeaker |

Eidnrid was willing to walk forward as Eydis's suggestion, but did so hesitantly, walking slowly and scanning the horizon for more horrible darkness trolls, and only after 10 minutes.
Spending 1 spell point and 10 minutes to Divine Future

Hakon Grunson |

Hakon walks alongside Edindrid, hand-ax at the ready, having had no answers for his questions as to what foul magics they face. The snow crunching beneath his boots and his own harsh breath is all the sound he makes.

GM Rednal |
Fallen ice blocks from the collapse of the western spire block the north end of this processional. The blocks are huge and moving them would require a herculean effort. However, with a lot of wiggling, it might just be possible to get through - in fact, there are signs that someone (or possibly someones) has recently done so.
It would be an Escape Artist check to try.

Eindrið Lawspeaker |

Eindrid's not much of a squeezer... he could take 20, but...
"Hakon," he asks, "You think we could use your axe to widen this hole a bit, or would that be another 'bad idea?'"