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The adventure takes place in a freezing, lonely inlet many miles north of the raiders home territory. A group of brave reavers are sent to the inlet to find Drængr Thar, a famed raider whose boat was stranded while returning from a raiding voyage.
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Act 3 - Kolbakr's Domain
prophane replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
As Ozemur shoots his crossbow and Falki moves up, Æsbiorn bellows a challenge and charges toward the wights surrounding Drængr and the stone table. Reginleif moves up and throws her spear at the closest target, hitting it squarely. OOC Ozemur and Falki have taken their turns. I moved the NPCs. Still need moves from the rest of the PCs @Morphling @Malkavian Grin Marching Order 1st rank: Yngvildr (40'), Ozemurt (20') 2nd rank: Æsbiorn (30') 3rd rank: Reginleif (30'), Valthjofr (30') 4th rank: Falki (20') -
Act 3 - Kolbakr's Domain
Vedast replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Fálki the Red: Fighter, Smith, Shipwright AC 14Heavy mail | HP: 18/19 | MV 20' | AbilitiesSTR 17 +2 INT 12 +0 WIS 10 +0 DEX 11 +0 CON 14 +1 CHA 12 +0 | Saving ThrowsDeath & Poison 12 Wands 13 Paralysis or Petrification 14 Breath Attacks 15 Spells, Rods, Staves 16 |AttacksLong Axe (Specialization): +3 Atk 1d8+3 Dmg (slow, 2H) Hand Axe: Melee: +2 Atk 1d6+2 Dmg Thrown +0 Atk Range (0-10'; 11-20'; 21-30') 1d6 Dmg Bow: +0 Atk 1d6 Dmg Range (5-50'; 51'-100'; 101'-150') | Skills & AbilitiesOpen Doors 4:6 Languages: Norse & Broken English | Equipmentbackpack sleeping furs tinderbox torch x1 waterskin rations (x2 days) armory and carpentry kit. 8.00 gp (G.SC) [OOC: I'm acting on the assumption that Falki could not close to melee range of a target at this point.] Observing the distance to the foe and hopeful that Ozemur's missiles would draw the undead towards them, Falki moves south around the outcropping of rock (to the right or east? of map) in hope of catching in the flank any undead that pass through the opening. [OOC: in other words, he's trying to place himself to the right/east of the opening to catch any of the undead as they come through the opening between the two chambers.] -
Act 3 - Kolbakr's Domain
Dixi replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Ozemur the Skald Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: The time for words had clearly passed. Ozemur had expected as much the moment they stepped into this cursed hall. Diplomacy was never meant for the dead. Without hesitation, he loosed the first shot aiming at the nearest wight. The bolt flies true and hits its mark. The undead warrior pays no mind to it. OOC . GM NOTES: GM edited results directly into this post. The bolt hit and did damage, but maybe not full damage... -
well I guess that means the PCs are up first!
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Bravo!
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OOC discussion
Morphling replied to prophane's topic in The Final Voyage of Drængr Thar's Discussion
Initiative. -
he's not going to discuss this. He is going to fight! first PC to make an Initiative roll here is the one... I will roll as well..... King Kolbakr Initiative tie goes to the PCs
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Act 3 - Kolbakr's Domain
prophane replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Though he has no lips to speak of, King Kolbakr curls his face up into a wry grin. "Free them? They are about to be free and you can join them and free yourselves of the shackles of the living. Come, we can find you a place at the table, have no fear," he announces, his dry, crackling voice echoing throughout the underground halls and passages. As he says this, he leans forward and nods to the wights standing behind Drængr and his men. With a slight flick of his wrist, he points at the group of living beings challenging him, almost as if shooing away some flies. The wights turn and take a step in the direction of the entrance, drawing long, wicked looking swords all blackened by some ancient fire. OOC I had described 3 wights standing behind Draengr and his men but I put 4 on the map... disregard #4 in the last image. Sorry, I do not know how to count well it seems! The grey dots at the table are Drængr and his men. Marching Order 1st rank: Yngvildr (40'), Ozemurt (20') 2nd rank: Æsbiorn (30') 3rd rank: Reginleif (30'), Valthjofr (30') 4th rank: Falki (20') -
Act 3 - Kolbakr's Domain
Vedast replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Fálki the Red: Fighter, Smith, Shipwright AC 14Heavy mail | HP: 18/19 | MV 20' | AbilitiesSTR 17 +2 INT 12 +0 WIS 10 +0 DEX 11 +0 CON 14 +1 CHA 12 +0 | Saving ThrowsDeath & Poison 12 Wands 13 Paralysis or Petrification 14 Breath Attacks 15 Spells, Rods, Staves 16 |AttacksLong Axe (Specialization): +3 Atk 1d8+3 Dmg (slow, 2H) Hand Axe: Melee: +2 Atk 1d6+2 Dmg Thrown +0 Atk Range (0-10'; 11-20'; 21-30') 1d6 Dmg Bow: +0 Atk 1d6 Dmg Range (5-50'; 51'-100'; 101'-150') | Skills & AbilitiesOpen Doors 4:6 Languages: Norse & Broken English | Equipmentbackpack sleeping furs tinderbox torch x1 waterskin rations (x2 days) armory and carpentry kit. 8.00 gp (G.SC) Falki muttered out loud: "The King labored and ate from the flesh of the Sæhrímnir and delighted in death." He was ready to fight ... and die ... but he wanted a clean, honest death. Not ... not this. He could only hope that the spear would be the key. -
Act 3 - Kolbakr's Domain
Dixi replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Ozemur the Skald Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: As the group stepped into the burial mound Ozemur’s eyes widened at the grotesque sight before him and the song died on his lips. The stench of rot and death was suffocating but the sight of Drængr and his men nailed to the slab like sacrificial offerings was a thousand times worse. For a brief moment, the skald stood frozen. The undead king, Kolbakr, with his antlered crown and dead, white eyes, was a thing out of dark sagas, the kind meant to frighten children into behaving. But this was no tale spun by firelight. It was real, and far more menacing than anything Ozemur could have conjured in his own stories. "Drængr... alive," he muttered, mostly to himself, though his words carried to the others. "By the gods, how are they still breathing?" Ozemur took a cautious step forward answering the mocking gesture of the king, though his legs felt like lead. "King Kolbakr," Ozemur began, taking another step closer, "We came for our kin. What bargain can be made to free them?" Even as he spoke, Ozemur’s mind calculated, looking for any weakness in the dead king’s stance, any hint that might reveal the key to surviving this hellish encounter. OOC . -
Ok, here it goes. you have found that which you seek. best of luck getting it back!
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Act 3 - Kolbakr's Domain
prophane replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Pushing on, the group enters another burial mound, this one larger than the previous ones, also more well lit and crowded. Crude candles made of dark wax burn at intervals around the chamber. In the center of the room is a large stone table of some strange, black stone. nauseating carcass, gray and stringy, its shape vaguely like a boar, but with fins for feet, rots in the middle of the table. Drængr and three of his crew are kneeling around the table, their hands on its surface, palm up and nailed to the top of the stone slab. They are all battered and bloody, but still alive, if only barely. At the far end of the table sits a wholly unholy sight: a tall, withered warrior-king, his flesh sagging from his frame and white eyes, cold and frozen. A splintered crown of antlers sits upon his brow and a bejeweled greatsword lays on the table in front of him. Three armored warriors, also dead, with terrifying skull masks barely cover their grisly faces, stand behind Drængr and his men. These undead horrors loom over the men, holding pale hands to their skulls. Their lips move, but only meaningless, wrenching sounds come out. The room smells of death and smoke and earth and rot. The walls, floor, and ceiling are covered in black soot and charred and broken bits of wood are scattered about the room. In the far corner, several chests sit among a pile of weapons and armor. In all, the whole scene is terrifying and unlike anything anyone has ever even dreamed of before! King Kolbakr smiles and beckons you forward. OOC This is it! Marching Order 1st rank: Yngvildr (40'), Ozemurt (20') 2nd rank: Æsbiorn (30') 3rd rank: Reginleif (30'), Valthjofr (30') 4th rank: Falki (20') -
Ozemur intended to march all the way to the enemy with this song of his.
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just seeing where everyone is at.. there are potential foes in the current room but if everyone is ready to charge ahead to save Draengr Thar... then so be it!
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Act 3 - Kolbakr's Domain
Vedast replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Fighter, Smith, Shipwright AC 14Heavy mail | HP: 18/19 | MV 20' | AbilitiesSTR 17 +2 INT 12 +0 WIS 10 +0 DEX 11 +0 CON 14 +1 CHA 12 +0 | Saving ThrowsDeath & Poison 12 Wands 13 Paralysis or Petrification 14 Breath Attacks 15 Spells, Rods, Staves 16 |AttacksLong Axe (Specialization): +3 Atk 1d8+3 Dmg (slow, 2H) Hand Axe: Melee: +2 Atk 1d6+2 Dmg Thrown +0 Atk Range (0-10'; 11-20'; 21-30') 1d6 Dmg Bow: +0 Atk 1d6 Dmg Range (5-50'; 51'-100'; 101'-150') | Skills & AbilitiesOpen Doors 4:6 Languages: Norse & Broken English | Equipmentbackpack sleeping furs tinderbox torch x1 waterskin rations (x2 days) armory and carpentry kit. 8.00 gp (G.SC) It seems you were destined to wield the spear, Valthjofr, said the smith handing over the spear. Hefting his longaxe, he added: into battle we go! -
Act 3 - Kolbakr's Domain
Morphling replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Valthjofr God-Marked HP 11/11 | AC 12 | Save vs. D11 W12 P14 B16 S15 | SkillsOpen doors 2 in 6 Heal (1d3, 3x per day) Bless (+1 to hit, +1 damage, 3 rds, 40% chance) Detect Magic (55%) Purify Food (25%) Rally (Counters fear, 60%) Turn Undead (2d6 HD, 60% -5%/HD) | Move 30' | AttacksSling +0 1d4 Javelin +0 1d6 "I fear no dark magic," says Valthjofr as she snatches up the spear. "Until the Gods decide to take me, there is nothing in this world that can do me harm." -
Act 3 - Kolbakr's Domain
prophane replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Æsbiorn looks at the Lady's spear, "No," he says shaking his head, eyes down, "I'll not wield that witch's weapon. Who knows what dark magic it holds. I'll trust to my chopper here, not that it's done much good for us thus far." He steps back, motioning for Valthjofr to step up and take the spear. OOC Æsbiorn is also still here for the fight, but I'd rather one of the PCs have the silver spear. Marching Order 1st rank: Yngvildr (40'), Ozemurt (20') 2nd rank: Æsbiorn (30') 3rd rank: Reginleif (30'), Valthjofr (30') 4th rank: Falki (20') -
Yes it counts. Aesbiorn is NOT a PC either. I mistakenly thought Falki was proficient with the spear. Valthjofr can definitely use it.
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Act 3 - Kolbakr's Domain
Dixi replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: "Whatever you are, abomination, you are not my thegn!" Ozemur spat those words and then with the battlesong on his lips rushed toward the barrow ahead. Hail the storm, the blood-red tide, We stand as one, we will not hide, Though fate is grim, we will not yield, For Valhalla's gates, our swords we wield. The words were meant for the allies as much as for the enemies. The Vikings were coming! OOC . Using Anti Charm - allies within 30' immune to sound based effects if playing and singing music -
OOC discussion
Morphling replied to prophane's topic in The Final Voyage of Drængr Thar's Discussion
Valthjofr is proficient in javelins, does that count? -
Btw, if it would be better for the story that a PC wield the spear, Falki could keep it. He just loses a lot of bonuses since he is not proficient with the spear: whilst Aesbiorn is proficient.
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Act 3 - Kolbakr's Domain
Vedast replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Fighter, Smith, Shipwright AC 14Heavy mail | HP: 18/19 | MV 20' | AbilitiesSTR 17 +2 INT 12 +0 WIS 10 +0 DEX 11 +0 CON 14 +1 CHA 12 +0 | Saving ThrowsDeath & Poison 12 Wands 13 Paralysis or Petrification 14 Breath Attacks 15 Spells, Rods, Staves 16 |AttacksLong Axe (Specialization): +3 Atk 1d8+3 Dmg (slow, 2H) Hand Axe: Melee: +2 Atk 1d6+2 Dmg Thrown +0 Atk Range (0-10'; 11-20'; 21-30') 1d6 Dmg Bow: +0 Atk 1d6 Dmg Range (5-50'; 51'-100'; 101'-150') | Skills & AbilitiesOpen Doors 4:6 Languages: Norse & Broken English | Equipmentbackpack sleeping furs tinderbox torch x1 waterskin rations (x2 days) armory and carpentry kit. 8.00 gp (G.SC) Aesbiorn! You are trained with the spear. Take this. It has been a challenging search for you my friend: now perhaps is the time to strike true. OOC: Because Falki is not proficient with a spear and he'd be foregoing his specialization in long axe, he'd be shifting from +3 to +0 on ATK bonus if he takes the spear in lieu of his long axe. Aesbiorn, however, is proficient with the spear, so he'd be at +1. So mathematically, it is better for Falki to retain his long axe. -
Act 3 - Kolbakr's Domain
prophane replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Reignleif pauses and looks down, she holds the spear out toward Falki, "I cannot... I... you take the spear," she says in a defeated tone. Clearly this endeavor has been too much for the Unscarred. Following the screams of agony, the group presses forward quickly, following the cavern, twisting and turning. Eventually it opens up into a larger natural cavern with several earthen columns holding up the root-riddled ceiling. Dark movements can be seen in the shadowy reaches of the area, but off to the right, a narrow, hand-dug passage leads up and into another barrow space, though flickering candle light can be seen coming from this area. Dark shadows pass back and forth across the opening to this new barrow followed by pleading, human screams. "Come take your place next to your mighty thegn," a voice calls out, laughing. OOC Reignleif is still there for the fight, though she's passed the spear to Falki. He can keep it or pass it off to someone else. If you want to change your marching order, let me know. Marching Order 1st rank: Yngvildr (40'), Ozemurt (20') 2nd rank: Æsbiorn (30') 3rd rank: Reginleif (30'), Valthjofr (30') 4th rank: Falki (20') -
Act 3 - Kolbakr's Domain
Vedast replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Fighter, Smith, Shipwright AC 14Heavy mail | HP: 18/19 | MV 20' | AbilitiesSTR 17 +2 INT 12 +0 WIS 10 +0 DEX 11 +0 CON 14 +1 CHA 12 +0 | Saving ThrowsDeath & Poison 12 Wands 13 Paralysis or Petrification 14 Breath Attacks 15 Spells, Rods, Staves 16 |AttacksLong Axe (Specialization): +3 Atk 1d8+3 Dmg (slow, 2H) Hand Axe: Melee: +2 Atk 1d6+2 Dmg Thrown +0 Atk Range (0-10'; 11-20'; 21-30') 1d6 Dmg Bow: +0 Atk 1d6 Dmg Range (5-50'; 51'-100'; 101'-150') | Skills & AbilitiesOpen Doors 4:6 Languages: Norse & Broken English | Equipmentbackpack sleeping furs tinderbox torch x1 waterskin rations (x2 days) armory and carpentry kit. 8.00 gp (G.SC) Falki pushes forward to follow Ozemur. Come, Reginleif! Perhaps it is now time for the spear to shine forth! OOC: not sure whether Spacesong is still with this? Perhaps we can NPC Reginleif? Maybe it is nothing, but I'm still hopeful that the spear of Kolbakr might have a special role, so we need Reginleif along. -
Act 3 - Kolbakr's Domain
Dixi replied to prophane's topic in The Final Voyage of Drængr Thar's The Story
Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: "Over there!" Ozemur pointed towards the left corridor and rushed inside still committed to his role of the target with the light of the torch fully illuminating his figure. OOC .