prophane Posted April 13 Author Clone Share Posted April 13 (edited) Yngvildr slinks up slowly toward the chamber ahead. As she gets close she hears the squeaks and scrabbling of rats fleeing her approach. Crouching now, she peers into the space beyond. Wider to the right and left though not far to the opposite wall, the walls all curve in and around and the faint light coming from behind her flickers off of rotting planks and beams barely holding up earth and roots above. Clearly she is looking into one of the barrow mounds made by overturning an old ship and buying it. The floor, walls, and ceiling are all black with soot and rot. To the left, at the far end of the barrow, a wooden frame in the wall holds tightly packed stones. In the center of the room is a low, earthen platform holding what looks to be two dead bodies lying side by side. From her vantage point peeking out of the passage near the floor, she cannot discern much more detail. OOC The area is approx 20x60 but hard to tell exactly in the dim light Added the map and where the bodies were located. 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: 6 Time elapsed since last GM post: 2m Minutes until next turn: 8m Light source 30' radius Extra Torches Remaining : 5 Edited April 16 by prophane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted April 13 Clone Share Posted April 13 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 ? With a shake of her head, Yngvildr crept back down the tunnel and to her companions. "Burial mound," was all she said as she pushed passed them in order to double back to the previous bend in the tunnel. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spacesong Posted April 13 Clone Share Posted April 13 (edited) Reginleif the Unscarred 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. Nodding in approval the shield maiden agrees to not waste time. "We could take a right and follow the figures we saw earlier or go to the previous 4 way intersection and head right at that one. If we hang a left from where we just came I suspect that will be another burial mound entrance" Walking back to the previous intersection and thinking critically on the options and the shape of the pathways and the little they've encountered so far Reginleif considers carefully before speaking up. "I say we follow those people we saw earlier. You may have had the right of it, Yngvildr..." Turning to address the others. "Unless someone has a reason to suggest we head back to the 4 way intersection and head down the pathway we havent, we may just want to push in deeper." OOC The direction "right" in this case is from the perspective of the direction we would be doubling back to these places from. The paths that lead to the red or the green dots on these two previous maps. There's also the pink dot direction but I'm starting to think that's another burial mound. Green Dot, unless I'm misremembering -- this is the way the figures went. Red Dot, this is the 4 way intersection being alluded to I'm alluding to taking a right at. Edited April 13 by Spacesong Formating, clarity, additional context and OOC chatter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted April 14 Clone Share Posted April 14 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: Nothing around looked like a Great Hall of the King and Ozemur nodded in agreement. "Those figures can lead us to wither our brethren or to the King himself. I'd say we follow them." 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prophane Posted April 16 Author Clone Share Posted April 16 (edited) Carefully, the group makes their way down the first passage to the right, in hopes of following the two figures that went off that way. After only 10 feet down that passageway, Yngvildr notices that the passage here also rises up into another larger chamber above. Poking her head up a bit, she can see most of the one end of a similar burial chamber, though without moving to the entrance, no details of the floor of that area can be seen, just the far wall and ceiling. OOC The area is looks to be similar to the one just looked at. I am assuming that the group turned right toward the green dot from Reginleif's previous post. Regarding a comment there @Spacesong the "pink dot" marks the area you just game from with the other burial chamber. The black X marks the nearby 4-way intersection. 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: 6 Time elapsed since last GM post: 2m Minutes until next turn: 6m Light source 30' radius Extra Torches Remaining : 5 Edited April 16 by prophane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spacesong Posted April 21 Clone Share Posted April 21 Reginleif the Unscarred 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. Whispering to the rest of the group. "Where the Hel did they go?" Looking behind them to make sure they didn't somehow get the drop on them, Reginleif withdraws inward a bit spooked by the whole situation. "This is concerning. We're also running short on torchlight. We should head back to the intersection and head down the right path we didn't investigate further earlier." OOC Changed my text color. Been using the dark theme and only noticed it was legible but also difficult to see at the same time. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted April 22 Clone Share Posted April 22 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
prophane Posted April 24 Author Clone Share Posted April 24 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted April 24 Clone Share Posted April 24 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: "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 . Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
prophane Posted April 27 Author Clone Share Posted April 27 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spacesong Posted April 27 Clone Share Posted April 27 Reginleif the Unscarred 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted April 28 Clone Share Posted April 28 Fálki the Red: 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted April 29 Clone Share Posted April 29 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: "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 . 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prophane Posted April 29 Author Clone Share Posted April 29 (edited) 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 Edited April 29 by prophane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted April 30 Clone Share Posted April 30 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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