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Can Tusk get to an enemy this round? If so he will move and attack. If not, he will double move.
Greataxe Attack 1d20 + 7 ⇒ (9) + 7 = 16
Damage 1d12 + 13 ⇒ (7) + 13 = 20

DM Feral |

Tusk is flying above the orange zombie. He can easily descend to attack.
Tusk's mighty axe misses the zombie attacking Svala and her crew and ends up buried deep in the ice.
The remaining undead continue their attacks.
Slam vs Vrothum: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Cold Damage: 1d6 ⇒ 1
Slam vs Vrothum: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Cold Damage: 1d6 ⇒ 6
Slam vs Darren: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Cold Damage: 1d6 ⇒ 1
Slam vs Darren: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Cold Damage: 1d6 ⇒ 4
For each instance you take cold damage from these attacks, make a DC 16 fort save or be slowed for 1d4 rounds.
For each hit, make a DC 15 fort save vs poison. If you fail, there's no initial effect.
Initiative
>> Darren
>> Vrothum
>> Rogar
NPCs
Tusk
Zombies
>> Catushlara
>> Ashwell
Indicated characters are up.

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Thanks for npc! Been called back to work and have been process of moving and not had access to the internet at new apartment. Feel free to npc if I do not notice the thread sorry everyone.

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Darren thanked science for his mutagen, knowing full well that he would have been hit by this creature without it. Knowing that, he went all in with a flurry of hard swings.
twf PA Earthbreaker+haste: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Damage: 2d6 + 21 ⇒ (3, 5) + 21 = 29
twf PA Klar+haste: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Damage: 1d6 + 17 ⇒ (6) + 17 = 23
twf PA Earthbreaker+haste-iterative: 1d20 + 13 + 1 - 5 ⇒ (6) + 13 + 1 - 5 = 15
Damage: 2d6 + 21 ⇒ (4, 6) + 21 = 31
twf PA Klar+haste-iterative: 1d20 + 13 + 1 - 5 ⇒ (8) + 13 + 1 - 5 = 17
Damage: 1d6 + 17 ⇒ (2) + 17 = 19
(Haste attack) twf PA Earthbreaker+haste: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
Damage: 2d6 + 21 ⇒ (3, 4) + 21 = 28

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Vrothum still filled with Draconic Fury releases another onslaught of claws and bite.
Power Attacking
Claw 1: 1d20 + 11 ⇒ (10) + 11 = 211d8 + 11 ⇒ (1) + 11 = 12
Claw 2: 1d20 + 11 ⇒ (9) + 11 = 201d8 + 11 ⇒ (2) + 11 = 13
Haste Claw: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 11 ⇒ (8) + 11 = 19
Crit Confirm: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 11 ⇒ (3) + 11 = 14
Bite: 1d20 + 11 ⇒ (14) + 11 = 251d6 + 11 ⇒ (5) + 11 = 16

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Catushlara moves up and calls down another blast of Searing light on orange.
"Burn by the light of the Dawnflower abomination!"
Searing Light: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 5d6 ⇒ (5, 3, 4, 6, 3) = 21

DM Feral |

The Dawnflower's light and Vrothum's claws make short work of the last zombie.
With the immediate danger passed, Svala tends to her injured men. "Thank the gods you arrived when you did", she says as she ties a bandage. "Those things rose from the ice but they're not the only danger. That smoke rising from the ice is some kind of poison. Be careful!"

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With the last zombie gone Catushlara's holy ice weapon turns back into water. "Sarenrae's blessing upon you. We are the backup sent by the Society. Is anyone hurt?" the cleric says as she looks over the group.

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"Okay." Darren looked to the casters, not remembering who received the wand. "So let's fix it."

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Know. Arcana 1d20 + 13 ⇒ (10) + 13 = 23
”We have to replace the ice wherever it is missing. The rune should start working properly again shortly!”

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Catushlara gets out the wand of ice shape from her pack and attempts to patch the ice.
Dex: 1d20 + 1 ⇒ (16) + 1 = 17
Dex: 1d20 + 1 ⇒ (17) + 1 = 18
Dex: 1d20 + 1 ⇒ (19) + 1 = 20
Dex: 1d20 + 1 ⇒ (17) + 1 = 18
Dex: 1d20 + 1 ⇒ (3) + 1 = 4
Dex: 1d20 + 1 ⇒ (10) + 1 = 11
Dex: 1d20 + 1 ⇒ (13) + 1 = 14
Dex: 1d20 + 1 ⇒ (17) + 1 = 18

DM Feral |

Carefully avoiding the clouds of poisonous smoke, Catushlara mends the magical ice that forms the prison of the dreaded Tupilaq. After a handful of minutes the work is done. The Tupilaq will not escape into the world of the living this day.
With the ice rune repaired and the danger passed, Svala and her men quickly work to rebury the site. Before departing with the party, she posts warnings in a number of languages including Ulfen, Erutaki trail signs, and easily recognizable pictograms. Each spells out the danger plainly - Do not damage the ice at this location or suffer the wrath of an ancient evil best left forgotten.
***
Days later, the party returns to Iceferry with a humbled Svala Ice-Rider in tow. The trip is without incident. Venture-Captain Torrsen congratulates each of you. He listens with great interest to the tales told by the Erutaki elders and how they compared to the dangers encountered at the icy ruin.
That's it. Thanks for playing guys!