Dixi Posted April 30 Clone Share Posted April 30 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: "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 . Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Morphling Posted May 1 Clone Share Posted May 1 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." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
prophane Posted May 1 Author Clone Share Posted May 1 (edited) 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 Edited May 1 by prophane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted May 2 Clone Share Posted May 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." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spacesong Posted May 5 Clone Share Posted May 5 (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. Furrowing her brow at the notion of trying to exit the domain of unlife they're wandering into, the shield maiden is skeptic to their chances of making it out with the Southlander. Finding it pointless to protest it with time being of the essence at this point she quietly concedes and gathers her waterskin back and lets him join the rank and file. "What he says is concerning but given what we've seen so far, not entirely surprising. Mentions of giant claws in his ramblings... It recalls what we saw on the shore with the massive paw marks." Taking a moment to think. "We should best be moving on to new passages, then. This poor guy isn't in the best of shape and the sooner we can help him and the others the more actually live to see another season." Looking to the poor afeared man she speaks in broken Southlander while motioning to the rear of the formation the party was maintaining. OOC: Edited May 5 by Spacesong (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted May 7 Clone Share Posted May 7 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: "Then let's follow them." Ozemur with the torch in hand stepped forward. If Yngvildr decides to keep back for a while, he will lead the way. If she keeps at the head of the column, he simply follows. OOC . Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted May 7 Clone Share Posted May 7 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 nod to the skald, Yngvildr pressed on quietly into the room ahead. Her plan was to follow the two figures she'd seen, unless something else took her attention. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
prophane Posted May 8 Author Clone Share Posted May 8 (edited) The group pushes onward, following the two figures. The mumbling Southlander follows with a little urging, though he does not seem to be paying attention to where he is or where he is going. The path once again descends a bit from the burial chamber and after a short distance, comes to a three way intersection. Straight ahead, it appears that the tunnel climbs up into yet another barrow mound. To the right, the tunnel seems to widen, though not like the burial mounds. Just at the edge of the torchlight, two figures can be seen standing. The appear to be dressed like Reavers, but that is where the similarity ends. They are facing away, but then turn and raise their hands above their heads. Blackened fingers end in sharp claws. Sickly yellow specks of light can be seen glowing from their sunken eye sockets. Stringy white hair falls from dead skulls. Their skin is thin and white and covered in strange tattoos and markings, similar to the body found nailed to the tree. These are clearly some sort of walking dead! The lifeless warriors open their mouths, yet no sound emerges as they advance! OOC Uhoh! it is time for battle! They are 25' away! Most of you have a move of 30' or more. If you advance quickly enough, they could be engaged in the wider part of the tunnel and more than two might be able to fight. Marching Order 1st rank: Yngvildr, Ozemurt 2nd rank: Æsbiorn, Southlander 3rd rank: Reginleif, Valthjofr 4th rank: Falki Exploration Group Movement: 60' Turn (6' per minute) Current turn: 8 Time elapsed since last GM post: 2m Minutes until next turn: 8m Light source 30' radius Extra Torches Remaining : 4 Edited May 8 by prophane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted May 9 Clone Share Posted May 9 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: When the light touched the figures ahead, there was a momentary pause from the skald. "Abominations..." Whispered Ozemur with more sadness in his voice than contempt. "The one who did it to you will pay." Right now, however, the group had to outrun the attacking now-monsters if they wanted to engage in a proper battle. "Forward!" With that call, Ozemur ran toward the group of undead stopping only to throw his axe at the closest monster. OOC . I think Ozemur's movement is only 20' (according to his CS). He can not reach them but can throw the axe. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (?) 20 1d20 20 Attack (+1 for close distance): 9 1d20+1 8 Damage: 2 1d6 2 Link to comment Share on other sites More sharing options...
Morphling Posted May 10 Clone Share Posted May 10 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 "Behold my birthright! Bones o' the earth!" She pulls out her bone whistle and blows sharply on it, and then begins beseeching Odin in a wild prayer. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative? 16 1d20 16 Turn undead 60% -5% per HD 24 1d100 24 HD 8 2d6 4,4 Link to comment Share on other sites More sharing options...
prophane Posted Sunday at 05:14 AM Author Clone Share Posted Sunday at 05:14 AM (edited) Brave Ozemur rushes forward and flings his axe at these unliving foes but the spinning weapon flies wide and thuds into the floor beyond creatures. The eerie and raspy notes of Valthjofr's flute seem to be absorbed by the earthen walls of the tunnel, though the undead beings facing the group appear to be wary of it. OOC It is not clear what effect the bone whistle/ turning had had just yet. Once all the PCs have gone, then I'll run the NPCs and then the undead so you can see their reaction. Acted: Ozemur is about 5' from the undead. Valthjofr is 25' away Not Acted: Yngvildr, Reginleif, Falki, Æsbiorn, Southlander Marching Order 1st rank: Yngvildr, Ozemurt 2nd rank: Æsbiorn, Southlander 3rd rank: Reginleif, Valthjofr 4th rank: Falki Exploration Group Movement: 60' Turn (6' per minute) Current turn: 8 Time elapsed since last GM post: 2m Minutes until next turn: 8m Light source 30' radius Extra Torches Remaining : 4 Edited Sunday at 05:16 AM by prophane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spacesong Posted Monday at 02:35 AM Clone Share Posted Monday at 02:35 AM 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. In what comes to something of a shock to Reginleif her first emotion isn't sadness. It's anger. Her people's very being perverted into something so foul! The shieldmaiden lifts her shield and puts herself next to Yngvildr and readies herself to charge forward and pierce her fallen brethren down. A feat they would no doubt find commendable and necessary. "Such horrid unrest! We must see to it that our men get the proper burial they deserve." Dashing forward and thrusting her spear she hopes to connect. OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 6 1d20 6 Spear 9 1d20 9 HD 3 1d6 3 Link to comment Share on other sites More sharing options...
prophane Posted Monday at 04:08 AM Author Clone Share Posted Monday at 04:08 AM Reginleif charges forward and thrusts her spear at her foes, but misses, which only makes her angrier! OOC Once all the PCs have gone, then I'll run the NPCs and then the undead so you can see their reaction. Acted: Reginleif - in melee Ozemur is about 5' from the undead. Valthjofr is 25' away Not Acted: Yngvildr, Reginleif, Falki, Æsbiorn, Southlander Marching Order 1st rank: Yngvildr, Ozemurt 2nd rank: Æsbiorn, Southlander 3rd rank: Reginleif, Valthjofr 4th rank: Falki Exploration Group Movement: 60' Turn (6' per minute) Current turn: 8 Time elapsed since last GM post: 2m Minutes until next turn: 8m Light source 30' radius Extra Torches Remaining : 4 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted Monday at 02:25 PM Clone Share Posted Monday at 02:25 PM (edited) Fálki the Red: Fighter, Smith, Shipwright AC 14Heavy mail | HP: 19/19 | 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 tries to close up the range to the enemy as best he can with the rest of the Party in front of him. He tries to keep his head about him, though, resisting the battle-lust, and attending to the rear with a glance. Edited based on GM's clarification of what Falki can accomplish this round: OOC: moves to 10' or so to allow himself to close next round if need be. I'm assuming that Falki cannot (i) move; (ii) equip a throwing axe and (iii) throw it all in one round? Falki was wielding his "long axe" at the start of the round. Moves to 10' range of a target - this is just within "short" range for a hand axe. Maintaining one hand on his long axe; Falki draws and throws a hand axe at that target. I guess I'll roll damage, though another pitiable roll (my last four attack rolls in various Games have been: 5; 3; 4; 11). I doubt these things are as weak as AC = 8 (thinking in DAC terms). Edited Tuesday at 03:02 AM by prophane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Thrown Axe Attack 11 1d20 11 DMG (for what it's worth) 4 1d6 4 Link to comment Share on other sites More sharing options...
prophane Posted Tuesday at 03:04 AM Author Clone Share Posted Tuesday at 03:04 AM Falki watches as his axe spins through the air and strikes one of the vaguely familiar "things." It leans back, mouth open in a silent scream and the axe remains embedded deeply in its unliving flesh. OOC With the +1 for Short Range, that is a hit! @Malkavian Grin After Yngvildr takes a turn, I'll run the NPCs and then the undead so you can see their reaction. Acted: Reginleif - in melee Ozemur is about 5' from the undead Falki about 10' from the undead Valthjofr is 25' away Not Acted: Yngvildr, Æsbiorn, Southlander Marching Order 1st rank: Yngvildr, Ozemurt 2nd rank: Æsbiorn, Southlander 3rd rank: Reginleif, Valthjofr 4th rank: Falki Exploration Group Movement: 60' Turn (6' per minute) Current turn: 8 Time elapsed since last GM post: 2m Minutes until next turn: 8m Light source 30' radius Extra Torches Remaining : 4 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts