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About This Game

This is a one-shot adventure with pre-generated 3rd level characters using the Old-School Essentials: Advanced Fantasy. A rescue mission mounted by some northern reavers looking for a beloved and respected friend.

Game System

Old School Essentials: Advanced Fantasy

Detailed Description

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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. 

 

Background

Drængr Thar was a compulsive raider. Every season he set out to raid the towns and churches of the nearby lands, and every season he came back loaded with gold, silver and valuable captives. To raid with Drængr Thar was considered a great honor, and many young warriors fought for his attention to gain a place in his fleet of longboats.

A month ago, Drængr Thar set out on another one of his great voyages. However, upon his return home, his ship was beset by a wrathful storm. The storm’s fury was so great, it splintered his longboat’s mast and drowned several of the crew.

Pushed far off course, Drængr and the survivors finally found shelter in a northern inlet, dozens of miles away from the nearest friendly settlement. Badly wounded, Drængr feared that his begotten treasures would not make it home to his family, so he sent two hearty men running down the coast to find aid. 

 

This is an adventure written by J.C. Connors from the One Shot Adventures website. If you have played or read this adventure, please do not apply. I would like players without prior knowledge of the adventure.

I plan to run this adventure at some upcoming local cons (St. Louis Area) and possibly at GenCon 2024 and want to get an idea of how some PCs might play it. I am also planning on running it at some FLGS as I have never run a convention game before and typically play with the same people in my home group, so I want to see how other, non-familiar, players work and how I might work with them. So if we have played a lot of games together, I might look for others first.

I would like up to 5 players. Since we will be using pre-generated 3rd level characters, there will not be a character application process. There will be something of an application process, as I will talk with the interested players to get an idea of who I will take. It won't be a first-come, first-serve type of situation, though those that are early in the process will definitely have my attention quicker and longer.

 

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  1. What's new in this game
  2. HP 14/14 | AC 15 | Save vs. D12 W13 P14 B15 S16 | SkillsOpen Doors 2:6 Surprise Foes 4:6 Surprised 1:10 Tracking Indoors 65% & Outdoors 90% Climb Surfaces 87% Pick Locks 33% Move Silently 27% Hide 20% | Move 40' | AttacksScramasax Sword +0 1d8 Somekinnabow +2 ? Around the corner the scout saw something she'd hoped not see. Taking a step back into the room with the others, Valthjofr's words slapped Yngvildr. "I...You can't...fine," was all she could muster in frustration. Her cheeks flared red in the torchlight. The young woman could feel the heat in her face. "I was...I'm not..." she stammered. "I was their slave, nothing more. But if the gods will it, I will heed your words..." After getting a grip she added, "I think the dead lead us. I saw two more Reapers just now. They disappeared from sight as quickly as I saw them."
  3. Yngvildr moves swiftly toward the other passage that leads out of the other side of the chamber and catches a glimpse of... something. As best as she can make out, two figures dressed in ragged clothing quickly moved out of sight as she approached. Meanwhile, the man looks around, wild-eyed rambling on in the tongue of the Southlanders as Ozemur prepares another torch before the other one finally goes out. As if on cue, the stranger's voice trails off, disappearing into the darkness. A new torch flares up in Ozemur's hand, casting flickering shadows across the burial chamber. OOC Another burial mound chamber. This one has an exit on the far side and someone is cowering where the purple dot is. Marching Order 1st rank: Yngvildr, Ozemurt 2nd rank: Æsbiorn 3rd rank: Reginleif, Valthjofr 4th rank: Falki Exploration Group Movement: 60' Turn (6' per minute) Current turn: 8 Time elapsed since last GM post: 6m Minutes until next turn: 10m Light source 30' radius Extra Torches Remaining : 4
  4. 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 "You will protect him too, Yngvildr," says Valthjofr sternly. "As shall we all," she continues in a lighter tone. "You were half an Angol yourself when Draengr Thar found you, if I recall. We will aid this man and return him to our village. We may even make him one of us, if he wills it."
  5. 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: "If it comes to it." Ozemur nodded and lighted a new torch. Then added in Angolish: Ozemur was not sure the man understood the words, but was still convinced he did not need any encouragement anyway. The grating sound echoed through the corridors and the skald froze in place listening. He did not move letting Yngvildr search quietly first. OOC .
  6. HP 14/14 | AC 15 | Save vs. D12 W13 P14 B15 S16 | SkillsOpen Doors 2:6 Surprise Foes 4:6 Surprised 1:10 Tracking Indoors 65% & Outdoors 90% Climb Surfaces 87% Pick Locks 33% Move Silently 27% Hide 20% | Move 40' | AttacksScramasax Sword +0 1d8 Somekinnabow +2 ? "Fine, but you will defend him when the time comes," Yngvildr said coldly about the prisoner. "But check his wrist, something silver he covets," she added with a point of her sword. Then the scrapping sound came and took her attention. Quickly she spun on her heels and moved north to listen around the corner.
  7. Posted. You can just light one! There are several makeshift torches as well as good ones in the group's possession.
  8. vedas man shakes a moment then starts to cry. He takes the waterskin and drinks deeply before dropping it to the ground. He then starts mumbling over and over in the Southlander tongue, his eyes occasionally fixing on the the shiny tip of the Lady's spear. He rocks back and forth, hugging himself tightly. The torch flickers and sputters again, burning down low, close to Ozemur's hand. The skald is sure it we'll be out in mere minutes. A slight shuffling sound is heard nearby, like something dragging over the hard-packed earth, though it's direction is difficult to discern. OOC Ashor is a name you have heard before as the God of the southlanders. Another burial mound chamber. This one has an exit on the far side and someone is cowering where the purple dot is. Marching Order 1st rank: Yngvildr, Ozemurt 2nd rank: Æsbiorn 3rd rank: Reginleif, Valthjofr 4th rank: Falki Exploration Group Movement: 60' Turn (6' per minute) Current turn: 7 Time elapsed since last GM post: 3m Minutes until next turn: 6m Light source 30' radius Extra Torches Remaining : 5
  9. Hey everyone, just letting you know that this week, between Wednesday and Sunday afternoon, I will likely be completely offline. In addition to the 3 concerts I'm going to (one of which is an out of town anniversary trip) I'll be doing multiple after-hours work functions as well. Please continue to talk and plan amongst yourselves and I will try to check in if possible. I will be able to check in and post tonight and tomorrow though.
  10. 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: "He will come with us." Ozemur studied the man thoughtfully with sadness in his eyes. " I think he will follow even we try to leave him behind. After all the horrors he saw and no doubt experienced." Then he added in English OOC .
  11. Fighter, Smith, Shipwright AC 14Heavy mail | HP: 19/19 | MV 30' | 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 consciously forces his attention to his guard/watch - the horror of the man's -- a priest or holy man? -- plight almost mesmerizing. Would our weapons be of any avail against such unholy creatures, he pondered.
  12. Armor Class 14Leather Armor (AC 12) Shield (AC +1) | HP: 13/14 | AbilitiesSTR 12 +0 INT 20 +0 WIS 13 +1 DEX 15 +1 CON 11 +0 CHA 9 +8 | Saving ThrowsDeath & Poison 12 Wands 13 Paralysis or Petrification 14 Breath Attacks 15 Spells, Rods, Staves 16 |AttacksBroad Sword 1d8; Melee Short Speear 1d6; Brace, Melee, Missile +2 1d6+1 DMG (5'-20'/ 21’–40’ / 41’–60’) | Skills & AbilitiesOpen Doors 2:6 +1 to magical staves Languages: Norse & Broken English | FeaturesSpecialization in Short Spear | Atk Bonus+0 Attack Bonus +0 Melee To-Hit + DMG mod +2 Ranged To-Hit Mod | WealthGP: 5 SP: CP: EP: PP: "Speech."/Thought. Pushing forward past the others and pulling out a water skin she states softly and clearly in English Looking back to other with a look of determination. "This man still has his wits about him. He's a south lander and is asking if we're alive. I told him we are and offered water and roughly why we're here." Checking the state of him closer she asks out loud. "I'm not sure how much we can do to help him. It'll be a challenge to get him up the rope we came down." OOC
  13. The figure looks as if he is trying to squeeze himself further into the corner he is in. He lets out a little yelp as Ozemur speaks to him. Slowly, he turns his head, peeking out of the corner of his eye. He has the face of a Southlander, though it is covered with blood and grime. He reaches out defensively with his left arm, revealing a nasty, bloody stump where his left hand used to be. He utters a string of words in the Southlander language, still quivering and shaking. His words, at first are clearly spoken in fear, but the last things he says have a more questioning tone to them. When he finishes speaking, his eyes change from a look of terror to one of confusion. OOC Another burial mound chamber. This one has an exit on the far side and someone is cowering where the purple dot is. Marching Order 1st rank: Yngvildr, Ozemurt 2nd rank: Æsbiorn 3rd rank: Reginleif, Valthjofr 4th rank: Falki Exploration Group Movement: 60' Turn (6' per minute) Current turn: 7 Time elapsed since last GM post: 1m Minutes until next turn: 9m Light source 30' radius Extra Torches Remaining : 5
  14. 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: "I see someone moving!" Ozemur walked straight to the figure, cowering in the corner. "More like shivering." He leaned forward letting the light of the torch illuminate the figure. "Who are you?" The torch cracked and Ozemur glanced back. "We have more of this? Might need to replace this one very soon". His attention returned to the figure. Not aggressive in any way and the skald kept his tone calm and even friendly, but the handaxe was on the ready. OOC .
  15. Immediately upon entering this chamber, Yngvildr sees two things of interest. First, across the room, another tunnel leads out, angling down and away from the burial chamber. Second, crouched in a ball, a figure huddles against the far wall, pressed up against the wall and one of the hull beams that support the ceiling in the chamber. The figure shakes and shivers, as if it were very cold or scared. As the group makes their way into the chamber, Ozemur's torch sputters and crackles a bit. OOC Another burial mound chamber. This one has an exit on the far side and someone is cowering where the purple dot is. Marching Order 1st rank: Yngvildr, Ozemurt 2nd rank: Æsbiorn 3rd rank: Reginleif, Valthjofr 4th rank: Falki Exploration Group Movement: 60' Turn (6' per minute) Current turn: 7 Time elapsed since last GM post: 6m Minutes until next turn: 10m Light source 30' radius Extra Torches Remaining : 5
  16. Yes. I absolutely see this aspect of the module not being the best for PbP. It went much quicker in the live game play.
  17. HP 14/14 | AC 15 | Save vs. D12 W13 P14 B15 S16 | SkillsOpen Doors 2:6 Surprise Foes 4:6 Surprised 1:10 Tracking Indoors 65% & Outdoors 90% Climb Surfaces 87% Pick Locks 33% Move Silently 27% Hide 20% | Move 40' | AttacksScramasax Sword +0 1d8 Somekinnabow +2 ? A heavy sigh of frustration escaped the scout's mouth. She moved ahead up the ramp and into the room proper to see if there was anything that would catch her attention. If nothing immediately seemed as such, she'd merely turn around and go back.
  18. I finally got my car road-legal today as well as gave it a clean and fixed my mirror that fell off. It's been a tiring day but that should be a stress off my mind moving forward (this has been an ~4 year problem). I'll see about getting a post up. I will say that the back and forth of "I look here" "there's nothing there" "Okay look over there" "still nothing" is getting a bit stale IMO. This is why certain game design is better than others. I'd rather just be railroaded to an interesting part if I'm honest, instead of having the freedom to muck about and find nothing 7 times in a row (exaggerating). Just thinking out loud here, not pointing fingers.
  19. You could definitely move past each other. It might be a tight squeeze but you can move past
  20. We can not simply walk past each other, right? It's a narrow tunnel. But if there is curiosity about the room ahead and Yngilvidr is not willing to go first, Ozemur is all for squeezing past her and checking it out before we return to the crossection.
  21. and just to be clear, there is another room ahead, though nothing in it has been seen yet since it has not been approached, Yngilvidr can just see up into the room from the tunnel that is at a lower elevation. Someone one will have to actually go up into the room to see what is there and to see if there are any other ways out of the room. the 2 figures did come this way and could have very well continued on into parts of the room that cannot currently be seen or moved on beyond through exits from the room that are also not yet seen. it is by no way a confirmed dead end or empty room yet...
  22. Valthjofr is still here, muttering creepily and looking for signs from the Gods.
  23. I'm still here, just waiting to see which direction you all explore next.
  24. Falki is still here: just keeping an eye to the rear-guard.
  25. I've had a heck of a week and still have plans this evening so have been spending the AM catching up on all my PbP stuff. Hope everyone's good! It's been 6 days since any posts here. Hoping me getting a post up can help keep da dream alive.
  26.  
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