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Juno sighs dramatically. "Foolish frail girl."
She shimmies back down to the bottom of the cliff, picks up Zelroya, tosses her over her shoulder like a sack of potatoes, and climbs back up the rope with Zelroya over her shoulder.
Climb: 1d20 + 10 ⇒ (20) + 10 = 30 HA!
Once she gets back up to the top she drops Zelroya on the ground and starts rifling through her things. "What? Not a single healing potion!? Bah!"
She looks at the others. "Any of you healers? I've only got two potions and it'll take both just to make her open her eyes -- if I'm lucky."
If no one else can heal her I have two potions I can (and will) feed her.

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Sadaf is now clearly distressed.
”I am sorry but I do not want to fall like that lady so can you give me some rope please so that I can get this around he lady first and then later myself and you all up there can pull us up?!“ he shouts.

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Jale looks at the chaos around him, the sound of falling rocks echoing in his ears. Oh, no. It's all happening. Exactly like I thought it would. Everything is going wrong. She's going to die! He takes several gulping deep breaths and pulls himself together. "I... I have something..." He rifles through his bag and pulls out a shiny new wand. "The Society didn't give you one? It was so nice of them, all I had to do was go to a whole different plane - which was very scary - to earn it!" He smiles, proud of himself for overcoming such a frightening situation.
He holds it out, then frowns. "But... I don't know how to use it. My benefactor is not very good at explaining his gifts." He looks to Brakkik, eyes pleading. "Can you help her?" He holds out his wand.
I guess I know what skill I'm taking next level...

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"Oh, very nishe!" says Brakkik to Johnny. "Do you know vhat shpell ish inshide?"
If it's a wand of Cure Light Wounds, Brakkik can cast that no problem. GM, do you allow averages for healing outside of combat - allowing us to use 2 charges to bring Zelrora back to 1 hp (or 4 to bring her back to full)?
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
If it's a wand of Infernal Healing, Brakkik will need to use UMD to get it to work. He's got a +10, so as long as he doesn't roll a 1 right away it should be easy enough to get Zelrora back to 1 hp with 1 charge (or full with an additional charge).
UMD: 1d20 + 10 ⇒ (18) + 10 = 28
UMD: 1d20 + 10 ⇒ (15) + 10 = 25

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Brakkik peers over the edge of the cliff. "Jusht Shadaf down there," he calls to Gronkh. "Maybe ve can pull him up vith rah rope?"

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Juno sighs in relief at the sight of the wand. "Yeah, yeah. Get that done, Brakkik."
Then she yells down over the cliff edge, "There's a rope right beside you! Grab it. We'll haul you up!" Juno grabs onto the rope and, when Sadaf is ready, starts to reel him in like a big, hairy, fish.
Strength Check: 1d20 + 3 ⇒ (2) + 3 = 5
But, man! That guy is heavy!

GM Rinaldo |

If it's a wand of Cure Light Wounds, Brakkik can cast that no problem. GM, do you allow averages for healing outside of combat - allowing us to use 2 charges to bring Zelrora back to 1 hp (or 4 to bring her back to full)?
I do when you are using at least four charges; under that I require you to roll. Over four I am willing to let statistics take over. ;-)
-------------
Juno easily scampers down and back up with Zelrora, and Brakkik uses Jale's wand to restore her to health. Sadaf ties the rope around himself, and Gronkh pulls him up.
You have your rope back, but I am assuming your pitons are staying where you left them, so they will be there for your trip back.
-------------
With that done, you get your armor re-donned and pack the rope away, and resume the climb.
After another half hour, two rock formations, shaped like a pair of thick pillars, stand prominently near a cliff’s edge. One pillar stands fifteen feet tall and the smaller stands ten feet tall. A shallow cave, just to the side of the pillars, looks as if it might provide some shelter from inclement mountain weather.
There is a cavern here that looks big enough for up to four medium sized creatures to sleep in. It is late afternoon now, and from the information you were given, you expect another 2-3 hours climb to reach the monastery.
I'll give time for people to attempt the checks above and respond to them.

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Survival : 1d20 + 11 ⇒ (20) + 11 = 31
”Team! We have reached a critical point in the climb. I can tell that above here the air is going to be thinner and the weather colder. Altitude fatigue and cold exposure are going to start being an issue. Do you have anything to counteract this threat?“ Sadaf asks.

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Survival: 1d20 + 1 ⇒ (12) + 1 = 13
Brakkik is somehow whistling a tune, although some pitches seem to be harder to hit than others and the melody tends to cut out in the middle of a phrase as he struggles to get the sound out. Sometimes he does, and sometimes he just shrugs and moves on with the tune.
After Sadaf speaks, Brakkik stops whistling. "Hmm," he ponders out loud. "If that'sh rah cashe, perhapsh ve should shtay here for rah night?" he asks as he points towards the cavern. "Ashuming it'sh shafe, of coursh. But ve probably don't vant to shleep in thin, cold air if ve can avoid it."

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Knowledge (Local): 1d20 + 10 ⇒ (4) + 10 = 14Of course...
Jale nods, his thin frame already shivering. "I'm sure glad I got that thick jacket. This is going to be a hard climb." Puts on Cold Weather Outfit He is happy to sleep here for the night.

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"Thank you for assisting me team. I will owe you all one." She says as we continue on.
Knowledge (Local): 1d20 + 6 ⇒ (17) + 6 = 23
Survival: 1d20 + 6 ⇒ (18) + 6 = 24
Zelrora will share all her knowledge.

GM Rinaldo |

To be clear, you can easily make it to the top before sundown if you want to push on now. In theory, the monastery should be a good place to spend the night out of the cold, if you don't mind the altitude. Let me know whether you are going on or spending the night.
The cave won't fit all of you, so you would have to take shifts, of someone has to spend the entire night outside.

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"Thank you for assisting me team. I will owe you all one." She says as we continue on.
"Yes. You do." Juno agrees. "You'd be dead without me."
---
When the others contemplate sleeping in that tiny cave Juno looks inside.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
She scoffs. "What? Are we going to lay on top of each other?" She shakes her head. "No. We push on. We can sleep at the monastery."
She's already wearing her cold weather outfit. She has no other protections.

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"I agree with Juno. There is not enough room for us all to rest and we have time still to make it to the top. This is a nice stop to catch breath though." She huffs a little realizing she's a bit out of shape.

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Johnny nods, removing his climbing kit as he puts his cold weather outfit. "Uh, ok. Sure. I'm, I'm not scared of a little hike." It is quite clear that he is.

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Gronkh also puts on his cold weather gear and then growls, "Well then, let's get on with it. How far can the monastery be? And walking at dusk in frozen mountains - what could possibly go wrong?"

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Brakkik watches everyone else start adding layers of clothing, then shrugs. "Shure," he says, "let'sh do thish." He tries not to shiver at the thought of how cold the mountain might get as the sun sets.
Brakkik couldn't afford cold weather gear, so he's going to need lots of hugs for warmth as we continue higher.

GM Rinaldo |

You decide to go ahead and press on to the monastery. Two hours pass, with each breath becoming more difficult than the one before. Conversation ceases as you concentrate on making it to the summit.
After nearly two hours, you arrive. A large stone building lies nestled in a shallow stone cul-desac, hollowed out from the surrounding mountainside. The building shows evidence of poor maintenance—the roof is missing several tiles and the once-proud, central double doors lie in a pile of ruined timbers. The remains of a giant bell, and the wooden structure meant to support and sound it, dominate the center of the flagstone courtyard before the stone structure.
After two hours of high-altitude exertion, I need everyone to make a Fort save or be fatigued. If you roll low and want to use a re-roll, do so.
I have posted the map of the monastery. You are currently off the map, looking toward the structure. Let me know how you want to approach.

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Fortitude: 1d20 + 3 ⇒ (10) + 3 = 13
Brakkik would be most interested in the remains of the bell and would want to investigate there. He’ll go along with the group. Remember that he’s also handy with those thieves tools!

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Fort: 1d20 + 7 ⇒ (10) + 7 = 17
Gronkh looks around the dismal-seeming monastery. "What sort of monks leave their monastery in such disrepair?"

GM Rinaldo |

Rolling Jale's fort save so we can move forward:
1d20 + 0 ⇒ (9) + 0 = 9
As you stop to catch your breath before the monastery, Brakkik and Jale seem unable to do so. Both of you are fatigued until you can get 8 hours of rest below the "high altitude" line.
----------------------------------
Sadaf: 1d20 + 11 ⇒ (3) + 11 = 14
Danduun: 1d20 + 3 ⇒ (2) + 3 = 5
Johnny: 1d20 + 4 ⇒ (5) + 4 = 9
Juno: 1d20 + 7 ⇒ (4) + 7 = 11
Zelrora: 1d20 + 3 ⇒ (7) + 3 = 10
Gronkh: 1d20 + 1 ⇒ (19) + 1 = 20
Brakkik: 1d20 + 7 ⇒ (16) + 7 = 23
You approach the forecourt, with its abandoned bell stand. Brakkik and Gronkh notice something moving just as it jumps out! Brakkik and Gronkh may act in the surprise round.
Sadaf: 1d20 + 2 ⇒ (6) + 2 = 8
Danduun: 1d20 + 3 ⇒ (19) + 3 = 22
Johnny: 1d20 + 4 ⇒ (1) + 4 = 5
Juno: 1d20 + 0 ⇒ (11) + 0 = 11
Zelrora: 1d20 + 1 ⇒ (3) + 1 = 4
Gronkh: 1d20 + 4 ⇒ (8) + 4 = 12
Brakkik: 1d20 + 5 ⇒ (20) + 5 = 25
GM: 1d20 + 2 ⇒ (13) + 2 = 15
Brakkik
Danduun {surprised}
--------
GM
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Gronkh
Juno {surprised}
Sadaf {surprised}
Johnny {surprised}
Zelrora {surprised}
Brakkik may take a surprise round action! He sees a white furred, roughly man-sized creature lurking in the bell stand, clearly about to jump out. I've marked its location with a blank token. Once it is out in full view, I will post a picture and a knowledge check you can make to identify it.

GM Rinaldo |

Whoops, forgot Juno in the Fort saves:
1d20 + 7 ⇒ (3) + 7 = 10
Juno is also fatigued unless she wants to spend a reroll.

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Clearly out of breath, Brakkik wheezes, "Vatch out!" before dumping a handful of powder into a small casket and tossing it towards the bell stand, then stepping back next to Johnny.
Ranged touch, Fatigued: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
Fire damage: 1d6 + 5 ⇒ (2) + 5 = 7
Brakkik will throw a bomb at the creature, then take a five foot step. I'm included statistics for splash damage just in case they are needed.

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The map doesn't seem to be loading for me. If Gronkh is able to attack it (with a surprise round charge) he will. If not, he'll draw his falchion and move closer (but staying out of full attack range).
Falchion attack, charge: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
dmg: 2d4 + 6 ⇒ (3, 1) + 6 = 10

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Juno arrives on the scene gasping and wheezing.
Sorry for the delay. Weekends are always way busier for me than weekdays.

GM Rinaldo |

Brakkik tosses a bomb at the wooden structure. It manages to lob between timbers and hit the creature in its hiding place.
It howls in rage and pain and steps out from the bell frame. It is a humanoid with white fur, now singed black in places. Picture up.
Attack vs Brakkik: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d6 + 2 ⇒ (3) + 2 = 5
It hurls a longspear at Brakkik, landing in the alchemist's shoulder.
That's a hit unless you have a AC bonus you don't have listed. 5 damage!
Gronkh may take a Surprise action! Brakkik can start round 1! Danduun rolled high initiative, but has not received any instructions yet, so is guarding until further notice.

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What kind of weapon was it? A longspear has no range increment, so it would be treated like an improvised weapon and might take penalties. If it's a spear, Brakkik was well beyond the 20 ft range increment for that weapon. Difficult to say what might or might not have applied from my side of the GM screen.
Surprisingly quickly for being so out of breath, Brakkik laughs shallowly as he steps forward and pulls out another casket before lobbing it the same direction as the first. "Here, catch thish!" he says cheekily.
Ranged touch: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7
Fire damage: 1d6 + 5 ⇒ (1) + 5 = 6
Splash damage (fire): 5, Reflex 14 to halve
Brakkik moves forward, then throws another bomb. If there's any cover penalties from the bell remains, GM will have to add those.

GM Rinaldo |

I wrote longspear, but it is a shortspear intended for throwing. You can throw a weapon up to 5x the range increment, taking a -2 penalty for each increment past the first. I applied the penalty for the range increment to his attack.
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Brakkik tosses another bomb, missing the yeti but setting the area around it on fire briefly, causing it to pick up a few more singes.
Gronkh still has a surprise round action.

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Yes, I posted my surprise round action above. Let me know if you need me to post something else instead for some reason.

GM Rinaldo |

I completely missed that! Weapon drawn!
Roaring, the yeti climbs up onto the scaffolding. You all get a clear look at its horrific visage.
This brings Juno, Gronkh, Brakkik, and Sadaf into range of its gaze attack. Will saves, please!
Once that is done, initiative blocks collapse and everyone is up! Zelrora, Danduun, and Jale will have to make the above will save as soon as they step up, so go ahead and include that in your turn if you do move forward. If anyone fails the save, I will let you know what the effect is and retcon your turn as needed.

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Will Save: 1d20 + 1 ⇒ (12) + 1 = 13
"Get down here you coward!" Juno bellows as she moves down the stairs. She holds her axe out and ready for battle.
Move action. Then readying an action to attack the yeti if it comes within Juno's reach.
Attack: 1d20 + 6 - 1 - 1 ⇒ (18) + 6 - 1 - 1 = 22
Slashing Damage: 1d10 + 3 - 1 + 2 ⇒ (6) + 3 - 1 + 2 = 10
Rolls include power attack and fatigue.

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Block initiative is so weird!
Will: 1d20 + 1 ⇒ (14) + 1 = 15
Since nobody's getting close to the thing, Brakkik gleefully tosses another casket at the creature before wincing. "Oh, look at thish!" he says to Johnny. "The nishe creature hash given me a shpear!"
Ranged touch, Point-blank shot, Fatigued: 1d20 + 5 + 1 - 1 ⇒ (14) + 5 + 1 - 1 = 19
Fire damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Splash damage (fire): 5, Reflex 14 to halve.
If he's not within 30 ft of the creature (not certain with heights?), he'll move until he's close enough and toss yet another bomb. GM, go ahead and move the token as need be.

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Is averting gaze possible? If so:
Avert gaze, high is good for me: 1d100 ⇒ 49
Will: 1d20 + 4 ⇒ (3) + 4 = 7 +2 more vs fear
Is the creature reachable with melee attacks? Or completely out of reach?
Disregard the below if the gaze attack takes me out of commission
Gronkh takes out his smoked goggles and gives them to Brakkik (or any other PC with ranged options if Brakkik doesn't want them)
Gronkh retrieves his smoked goggles and puts them on, in preparation for climbing up after it.

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I am only a fan of block initiative in small combats, but when they get bigger and higher level... it's a nightmare.
Will: 1d20 + 3 ⇒ (17) + 3 = 20 +2 vs. enchantments
Zelrora will move up then casts a spell on the creature. She tries to put it to sleep. DC 15 Will negates green circle

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I like block initiatives, it speeds the game up immensely. Though I haven't played higher than sixth level online.
Jale stays back where he is, far away from the monster. He speaks up, tentatively. "Umm... Could you stop, please? You're scaring my friends!" And me. The wayang shakes his head and mutters a brief prayer. Coming up stronger, he stares at the beast intently. Sleep...
Entering Dark Half as a Swift Action. Casting Sleep, DC 17 Will Save or sleep.

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Sadaf looks at Danduun and casts guidance on him.
Then he orders ”Go and attack the furry monster!!“
Handle Animal : 1d20 + 5 ⇒ (7) + 5 = 12

GM Rinaldo |

Yes, normal gaze attack rules apply once you are aware that it has one. I should have mentioned.
Yeti Will vs Jale: 1d20 + 4 ⇒ (6) + 4 = 10
But the point is moot. Bedtime for yeti!
As everyone starts to move up, Jale allows his darker half to emerge, and sends a wave of dark energy up the slope. It envelopes the yeti, which then collapses onto the bell frame.
You have 1 minute before it wakes up. Brakkik, take that bomb back - I'll allow Jale to have gone first.