GM Rednal's Northlands Saga Complete (Inactive)

Game Master Rednal

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Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

"A fine thought, Eydis," Asta says, reflexively reaching back to touch an arrow as her mind strays to the fight to come. "We will remove an obstacle before we go deeper into their lands, and be close to friends if we should need it."


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"We should still consider our options. Even if each of us is worth 10 of them, we have but one ship filled with warriors. If word spreads of our revenge, they may try and hide behind walls and defenses. Maybe we should use the element of surprise to try and strike at some naturally defensible locale that could cause us grief if they are given time to prepare for our arrival-", Sigurd explained. A fast probing attack was certainly worthwhile...but there was little doubt in his mind regarding their ability to defeat the spawn of Winter...if not, why would they have come here in the first place, and why would the Gods have led them so far.
And if they could overcome their foe and had the choice of battleground, choosing their first target became very much a tactical decision.


Hallbjorn just grinned. "What walls?" he asked. A moment later, he gestures, and one of the ship's men brought over a rough map drawn on sealskin. "The village we visited first was here." he said, pointing at the location marked '5'. "And we're just off one of the enemy villages here." he pointed at the place marked '2'. "Our previous camp is about at 8, give or take a bit of the shoreline. We may be able to just work our way north, sailing faster than any lingering cultists can run."


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis smiled at the mental picture of these strange cannibal cultists attempting to run after a proud ship of the Norsk. The stars would burn from the sky and the moon weep before they caught it. "Remember, we do not just come for war and plunder, but for a great and bloody vengenace in the name of the Jarl, so that this land will sing his name and the fate of corwards until his bloodline joins the Gods."

Nodding at the map, Eydis pointed to the village at 2. "If we raid this one we can learn of our enemies. They may warn more of there people by magic, even if they cannot keep up, so once we have raided this one we will need to be wary. But the same is true of all the choices. A small village will be a good way to wet our blades, and if tales of the terrors we bring reach the others before us...then let them wait our vengeance in fear."


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Asta nods, her red hair an unkempt mess. Idly, she realizes that she needs a bath. "I agree. Let them know that we came, and that we will come again, and that our vengeance will be a terror to behold. They will think twice about heading towards our people, even if we fail."


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

"Oh, I do yearn for a fight." said Blommhilde, grimly cheerful, sharpening Bjorntand's edge with a whetstone. "And let them know that we are coming, for all that will help them. Does one who is sentenced to death fear the blade less, as he sees it coming for his head?"


"Pfah. If they fear our coming, it just proves what cowards they are." Hallbjorn said stoutly. "I don't rightly know that they can even be called men anymore." As he gave commands for the ship to start moving, he also went around looking for volunteers to guard the ship. It was neither an insult nor a sign of cowardice to remain behind - a broken vessel would mean little opportunity to return home, and while Northlanders faced their fears, few were as wild and mad as people further south believed.

After only twenty minutes or so of sailing, the coast came into sight. In the distance, you saw an unwalled settlement of 20 or so hide huts. Numerous figures could be seen moving around, and as you approached, they clearly began readying themselves for a fight. You had time to prepare as you approached - but as soon as you landed, the battle was likely to begin.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"Ah, excellent. We won't have to hunt them down.", Sigurd exclaimed with a wide grin, readying two of his regular axes to throw in an opening volley before entering the fray with his heirloom weapons.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

At the sight of the enemy, Blommhilde set cross-legged Bjorntand in her hand and Fellfrost at her side, slowly meditating into a battle-trance. Partly prayer, partly training and partly magic, she let her rage build, before harnessing it as explosive power, controlled by sheer, iron-clad willpower, and erupting in a bellowing battlecry of "Reka rétta!" (Take due vengeance!)
For a moment, at the peak of her battlecry, a ghostly figure appeared around her, nodding approval, and her elderly skin glowed with youthful vim and vigor.

If it expired, renewing my Blessing for +1 to saves. And spending a spell point to cast Revitalize in advance: for the next 3 hours, I have fast healing 2, up until I have healed 60 HP. Since I have Magical Signs and Verbal Casting, everyone on the ship knows it.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

"Good," Asta says, a satisfied smile gracing her lips. "They will die bravely then."

The girl, like many in their youth, was confident in their victory. After all, they had the fates on their side. Grabbing a weave, Asta looked to Hallbjorn and invoked the word "Pyhittää" - Hallow - while undoing the weave. And so, Hallborn would find little things in the battle to come would favor him, if the fates desired it.

Next were Sigurd and Eydis, and dear Blommhilde, as well any crew that would take part in the spear-din. The raven harvest would be great this day.

Spending as many spell points (up to 11) to Hallow as many battle allies as possible, starting with the PCs and Hallbjorn and then whatever sailors will take part. Everyone hallowed gets +1 sacred bonus to attack rolls, AC, and saving throws made against evil opponents, for 4 rounds minus however long it takes to get into the battle.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis held her shield up, moving with the rest of the Northmen with a grim look on her face.


About half the ship looked askance at Blommhilde - and two or three reached for their weapons as Asta cast before Hallbjorn waved them down. "Ladies, kindly refrain from that." he said firmly, clearly unwilling to accept the Hallowing himself. "We are not such weaklings that we need sorceries for our victories, nor such cowards that we ask it to be turned on our foes." Magic was rare enough in the North - many would go all their life without seeing a spell - and treated with a certain amount of hesitation by almost everyone. Worst of all were spells that changed people in ways they didn't quite understand, for who knew what mind control might occur? (Fiery explosions were easier to understand - still somewhat worrying, but as long as it occurred at a distance and never in town, people weren't likely to demand a duel over it. Doubly so when they knew it was a weapon from the dead intended for enemies.)


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

After accepting Asta's gift, knowing of the woman's skill at fateweaving, Blommhilde spoke calmly to the captain. "I understand your concern, wise Hallbjorn. I myself spent a long time investigating of this skill of mine with volvas, godis and wise women. Rather than foul sorcery, I see this as a gift of the gods, bestowing upon me part of the life and youth that was taken from me." Blommhilde's white hair, tied in a tight, practical braid, shone in the cold light.
"Nobody will force Alfar's dwimmer upon you if we can avoid it, and neither is your bravery and weaponskill questioned by anyone. But were it the only way of keeping one of ours from sleeping the sword-sleep, then I would use my blood's gift to wrestle you from the coldest night, by my responsibility as Shieldheart."


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

If nothing else, the raid was worth it for this - for learning of allies needs and boundaries, what would and would not work.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Sigurd took note of the womans magic, ready to throw his axes at either of them if they attempted to force a dwimmer on him - when the spectacle was over, he returned his focus on the shoreline.
He shared Hallbjorns view, but battle was upon them. There would come a time for discussion, but it most certainly was not now, moments before battle was joined.


Init (Cultists): 1d20 + 5 ⇒ (15) + 5 = 20
Init (Asta): 1d20 + 5 ⇒ (17) + 5 = 22
Init (Blommhilde): 1d20 + 3 ⇒ (12) + 3 = 15
Init (Eydis): 1d20 + 1 ⇒ (9) + 1 = 10
Init (Sigurd): 1d20 + 5 ⇒ (10) + 5 = 15

As your ship came to a stop on the shore, shouts could be heard from the crowd of cultists on the beach - but only Asta was rapid enough to act before they began to surge forward.

Note that you will need to make an acrobatics check to safely jump down 10 feet from the ship. Alternately, you can climb down as a full-round action. The cultists are about 40 feet away from your vessel.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Asta waits until the spear-din is engaged, keeping her eyes focused on the screaming cultists, until the first one charges the ship. As soon as one of them breaks towards the crew, the hunter's reflexes kick in, and an arrow is loosed, quicker than Asta's breath, towards the cultist's head.

Then, dropping her bow, Asta leaps from the ship's guards, drawing her spear as her feet hit the beach's rocky shores...

Mechanics:
attack, deadly aim: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 30 if human
damage: 1d8 + 7 ⇒ (6) + 7 = 13 15 damage if human
acrobatics: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19

Conditions:
Hallow, 3.5 minutes:

AC 21
+1 attack
+1 saves


Certain... things... slowed Asta a little, but she had no trouble making the jump down from the ship as the cultists moved forward en masse. Her arrow was enough to injure her target - who was, indeed, human - but not enough to totally down him. As they moved thirty feet up, they hurled quite a lot of javelins through the air.

Ranged Attack (Asta): 1d20 + 3 ⇒ (1) + 3 = 4
Ranged Attack (Asta): 1d20 + 3 ⇒ (15) + 3 = 18

Ranged Attack vs FF (Blommhilde): 1d20 + 3 ⇒ (15) + 3 = 18 And that Hallowing comes in handy! XD
Ranged Attack vs FF (Blommhilde): 1d20 + 3 ⇒ (5) + 3 = 8

Ranged Attack vs FF (Eydis): 1d20 + 3 ⇒ (18) + 3 = 21 for Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ranged Attack vs FF (Eydis): 1d20 + 3 ⇒ (19) + 3 = 22 for Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Ranged Attack vs FF (Sigurd): 1d20 + 3 ⇒ (10) + 3 = 13
Ranged Attack vs FF (Sigurd): 1d20 + 3 ⇒ (2) + 3 = 5

Out of the four of you, Eydis was definitely the least-fortunate of the group - and you heard grunts of pain as the javelins struck other members of the crew. Northmen were hardy, though, and it would clearly take more than tossed spears to bring down the crewmen.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

You all, tell me if you want healing or regeneration.
Also, is a map online or is this theater of the mind?

The armor weighed Blommhilde down too much to allow her a safe jump, but it was well worth when two javelins, one of which was meant for Eydis, were deflected by steel plates. The woman then climbed carefully down the ship, greataxe in hand, unwilling to sprain her ankles before the bloodshed began.

Immediate action: Use Defend Others to grant Eydis +2 AC against her first attack if she is next to me.
Full-round: get down on the ground.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Nodding with gratitude to Blomhilde, Eydis knocked the other from her flesh with a grunt before following the way down.

Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9

Sadly the ground shifted below her, leading to a bad landing.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Taking aim at the enemies who had clumsily released Javelins aimed for him, Sigurd throws both of his Axes, then jumps down, drawing 2 new weapons the instant he lands.
Throwing Axe 1: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12 Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Throwing Axe 2: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Acrobatics: 1d20 + 13 ⇒ (8) + 13 = 21
With no shield for the shield wall, Sigurding is opting to be on the side, to eventually flank around the enemy if possible - if it makes a difference as to where we 'jump' off from the ship.
+1 Tension from Axe hit(assuming Axe 2 hits), +1 Tension from 10 feet movement. 2/3 Tension.(During first 1-2 combats I would like to track tension verbose to get a feel for it - later maybe I'll just use "(+T)" next to the relevant action).


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

The cultists bore down on them, loosing javelins as they went. Asta was pleased to see her crewmates beside her, so pleased that she almost lost sight of a javelin headed straight for her chest. With a grunt and a twist of her wrist, the hunter shunted the javelin away with her spear.

Others weren't so lucky. The sounds of men in pain reached Asta's ears from the ship, and Asta's face flushed red - almost as red as her hair - with rage. That rage built quickly, until Asta unleashed it in a booming yell that echoed across the beach, a yell that bolstered her friends' will...

Using fierce shout to give allies in 20' +2 morale bonus to damage for two rounds. Standard: Fierce shout. Free: 5' step closer to the cultists.

conditions:
Hallow, 3.4 minutes:
AC 21
+1 attack
+1 saves

Fierce shout 2/2 rounds:
+2 morale damage


Theater of the mind.

Sigurd managed to strike one of the cultists with a thrown axe. A few moments later, the tide of warriors crashed into your position and spread out to the sides as other members of the crew joined the fight. The eight focused on you were of more immediate concern, though, as their greatclubs began hammering down.

Melee (Asta): 1d20 + 6 ⇒ (17) + 6 = 23 for Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Melee (Asta): 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 1d10 + 3 ⇒ (5) + 3 = 8

Melee (Blommhilde): 1d20 + 6 ⇒ (14) + 6 = 20 for Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Melee (Blommhilde): 1d20 + 6 ⇒ (8) + 6 = 14

Melee (Eydis): 1d20 + 6 ⇒ (3) + 6 = 9
Melee (Eydis): 1d20 + 6 ⇒ (2) + 6 = 8

Melee (Sigurd): 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Melee (Sigurd): 1d20 + 6 ⇒ (2) + 6 = 8
Crit Confirm: 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d10 + 3 ⇒ (8) + 3 = 11


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Bellowing a warcry as the enemy descended, Eydis rammed Rokksper at the nearest foe.

To Hit: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 6 ⇒ (7) + 6 = 13


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Eydis, if you're within 20' of Asta, that's another +2 to your damage.

Gritting her teeth, Asta willed herself not to scream as her foe's greatclub smashed into her. Ragged breaths were followed with a clipped command as she struggled for air.

"Engage the same enemies!"

Spinning, Asta shifted closer to Sigurd, in hopes of striking out at the cultist he had injured. "We'll whittle them down like driftwood carvings!"

Stabbing out with her spear, Asta put every bit of strength she could into its thrust...

Move action: tactics: aggressive flanking (everyone attacking a foe engaged with another ally counts that foe as flanked, if you're within 15' of Asta). Free: 5' shift towards Sigurd to engage his enemy (hopefully). Standard: power attack Sigurd's enemy if possible, or one of Asta's enemies if not.

power attack: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 14 if flanking is in effect
damage: 1d8 + 10 + 2 ⇒ (4) + 10 + 2 = 16

conditions:

Hallow, 3.3 minutes:
AC 21
+1 attack
+1 saves

Fierce shout 1/2 rounds:
+2 morale damage

Aggressive flanking


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

Due to Active imposition, I can AoO the first enemy that attacked another ally within range.
DR takes off 1 damage, fast healing heals another.
Fast Healing: 1/60 - Delayed Damage Pool 4/15
Active buffs: Hallow (+1 to attack, AC and saves against evil), Regeneration (fast healing 1), Fierce Shout (+2 damage)

AoO: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d12 + 7 + 2 ⇒ (12) + 7 + 2 = 21

Blommhilde banged her fist against her breastplate, challenging the foes to attack her. Grasping the axe, she stood like a mountain, a steely hedge.

Setting a patrol: as I have Defend Others, I'll move to grant +2 AC to the first attacked ally, then use Active Imposition to get an AoO on them, and attack each one that provokes.
Additionally, enemies consider the area within 15 ft. from me as difficult terrain, so they won't be able to 5'step.

Up to five AoO rolls:
Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d12 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Attack: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d12 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Attack: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d12 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d12 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d12 + 7 + 2 ⇒ (5) + 7 + 2 = 14

Patrol:
As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Sigurd dodges one of the Greatclubs, but is expertly hit by the second one. Recovering, he grins at the enemy that managed to score a hit:"You are worthy to feed Skelfa and Ótti!"
With that, he starts hacking at his attacker, recklessly making use of any opening he finds.
+1 Tension from Defensive Determination during enemy Turn. Spending 3 Tension for Full Strike. +1 Tension back for each attack that hits.
Full Strike: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 +2 if flanking as per Asta Damage: 1d6 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15
Regular Attack Mainhand: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 +2 if flanking as per Asta Damage: 1d6 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
Regular Attack Offhand: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 +2 if flanking as per Asta Damage: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Crit Confirm: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 +2 if flanking as per Asta Damage: 1d6 + 8 + 1 + 2 + 5 ⇒ (5) + 8 + 1 + 2 + 5 = 21
Spending 1 Tension on Timely Dodge - AC 22 until next round.


Eydis managed to injure her target, though it would take another blow at least as good to bring him down. Asta, alas, missed with her strike, though Blommhilde managed to intercept (but not drop) one foe before doing a bit more bludgeoning. Sigurd brought down his injured target in a heavy strike, then turned and heavily bashed the other. Seven of the cultists were still up, with about half injured, and they roared a bit as they continued their assault.

Melee (Asta): 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Melee (Asta): 1d20 + 6 ⇒ (4) + 6 = 10

Melee (Blommhilde): 1d20 + 6 ⇒ (12) + 6 = 18
Melee (Blommhilde): 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d10 + 3 ⇒ (1) + 3 = 4

Melee (Eydis): 1d20 + 6 ⇒ (13) + 6 = 19
Melee (Eydis): 1d20 + 6 ⇒ (5) + 6 = 11

Melee (Sigurd): 1d20 + 6 ⇒ (12) + 6 = 18

Crit Confirm (Asta): 1d20 + 6 ⇒ (14) + 6 = 20
Crit Confirm (Blommhilde): 1d20 + 6 ⇒ (2) + 6 = 8


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis blocked the enemy's attacks on her shield and returned the favour.

To Hit: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 6 ⇒ (4) + 6 = 10


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Sigurd roars out in temporary victory as his choosen enemy goes down - Invigorated by the success, he dodges the second cultists attack and continues his assault, continuing on to the attackers targetting Asta if he manages to fell his new target.
Regular Attack Mainhand: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 +2 if flanking as per Asta Damage: 1d6 + 8 + 1 + 2 ⇒ (6) + 8 + 1 + 2 = 17
Regular Attack Offhand: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 +2 if flanking as per Asta Damage: 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Spending 3 Tension for Full Strike as soon as pool is full - I assume all 3 attacks hit last round, then I spent 1 on AC - so if the first attack hits, I should be back to 3 Tension - if not, only after the second attack(which I am pretty certain hits) - exact order will be less impactful once the pool size is larger but right now timing is important - I could end the round with 0 or 2 Tension depending on wether Mainhand and Full Strike hit.
Full Strike: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 +2 if flanking as per Asta Damage: 1d6 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

Second attack that misses me due to Hallow, I'm buying Asta a drink later.
Fast Healing: 2/60 - Delayed Damage Pool 3/15
Active buffs: Hallow (+1 to attack, AC and saves against evil), Regeneration (fast healing 1), Fierce Shout (+2 damage)

"Attack me, you dog-hearted cowards!" shouts Blommhilde, whirling her axe. "All at once, I don't fear you! Or are you scared of an old woman?"
She struck at the one who had hit her before dropping back in her guard position, keeping an eye on Asta. She was fierce, but not as hardened as Blommhilde herself, and she might need a shield soon.

Expending focus to set up a patrol as a move action.
Defend Others to add +2 on the first attack to struck Asta, and if it would still hit I'll be taking the damage instead. If my moving provokes AoO, I don't mind.
As before, they can't 5'step as a free action while they are in my patrolled area, so if you take one step back after attacking it can lead to some fun.

Attack, Hallow, Power Attack: 1d20 + 11 + 1 - 2 ⇒ (13) + 11 + 1 - 2 = 23
Damage: 1d12 + 7 + 6 + 2 ⇒ (9) + 7 + 6 + 2 = 24

Up to five AoO rolls:

AoO: 1d20 + 11 + 1 - 2 ⇒ (19) + 11 + 1 - 2 = 29 Damage: 1d12 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18
AoO: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30 Damage: 1d12 + 7 + 6 + 2 ⇒ (7) + 7 + 6 + 2 = 22
AoO: 1d20 + 11 + 1 - 2 ⇒ (8) + 11 + 1 - 2 = 18 Damage: 1d12 + 7 + 6 + 2 ⇒ (2) + 7 + 6 + 2 = 17
AoO: 1d20 + 11 + 1 - 2 ⇒ (19) + 11 + 1 - 2 = 29 Damage: 1d12 + 7 + 6 + 2 ⇒ (2) + 7 + 6 + 2 = 17
AoO: 1d20 + 11 + 1 - 2 ⇒ (12) + 11 + 1 - 2 = 22 Damage: 1d12 + 7 + 6 + 2 ⇒ (10) + 7 + 6 + 2 = 25
AoO crit confirm: 1d20 + 11 + 1 - 2 ⇒ (5) + 11 + 1 - 2 = 15 Damage: 2d12 + 14 + 12 + 4 ⇒ (2, 2) + 14 + 12 + 4 = 34


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Sweet! Glad the Hallow is helping!

This time, a cry of pain and rage escapes Asta as she's ravaged by the cultists' weapons. Determined to leave this fight - one way or another - with at least as many lives earned as her own, the hunter lashes out with her spear, trying to use Sigurd's steady advancement to her benefit.

power attack: 1d20 + 1 + 7 ⇒ (6) + 1 + 7 = 14 16 if flanking Sigurd's opponent
damage: 1d8 + 10 + 2 ⇒ (8) + 10 + 2 = 20

conditions:

Hallow, 3.2 minutes:
AC 21
+1 attack
+1 saves
Fierce shout 0/2 rounds:
+2 morale damage

Aggressive flanking


@Sigurd: Is Full Strike a thing? It's not in your profile or on the wiki page as a tension technique... unless I'm missing something really obvious, anyway. XD

Eydis managed to poke out at her foe - damaging but not dropping the wounded one - as Sigurd finished off his opponent and moved over to help Asta. Meanwhile, Blommhilde badly hurt the one that had struck her before, and Asta dropped the one that had struck her. That left five of the original eight near you, three badly hurt and two yet uninjured.

As several of their friends fell, one of them shouted something in a tongue none of you recognized.

Melee (Asta): 1d20 + 6 ⇒ (19) + 6 = 25 for Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Melee (Blommhilde): 1d20 + 6 ⇒ (5) + 6 = 11
Melee (Blommhilde): 1d20 + 6 ⇒ (16) + 6 = 22 for Damage: 1d10 + 3 ⇒ (4) + 3 = 7

Melee (Eydis): 1d20 + 6 ⇒ (16) + 6 = 22 Misses as Blommhilde intercepts!
Melee (Eydis): 1d20 + 6 ⇒ (6) + 6 = 12

AoO vs Blommhilde: 1d20 + 6 ⇒ (15) + 6 = 21 for Damage: 1d10 + 3 ⇒ (4) + 3 = 7
She can take the hits. XD


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Fighting in public sucks. I wanna nuke him with eldritch fires!

Nodding to Blommhilde, Eydis struck once more at the wounded foe.

To Hit: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 6 ⇒ (7) + 6 = 13


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Having fought himself into a sort of Battle-Trance, Sigurds axes weave fluidly against his choosen enemies, cutting the thread of their life in a violent display of blood, innards and ripped flesh.
This was battle. This was the moment when life was most intense, almost becoming tangible. And Sigurd intended to drink his fill of that rapture-like joy.
Regular Attack Mainhand: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27 +2 if flanking as per Asta Damage: 1d6 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Regular Attack Offhand: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 +2 if flanking as per Asta Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Spending 3 Tension for Full Strike as soon as pool is full. I assume thats after the Main Hand Attack, so once again, I should end with 2 Tension.
Full Strike: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 +2 if flanking as per Asta Damage: 1d6 + 8 + 1 ⇒ (4) + 8 + 1 = 13

I think the fierce shout is over, if it's still active this round, it's +2 morale damage on the hits.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

I keep forgetting that my attacks while on patrol get +2 damage.Fast Healing: 3/60 - Delayed Damage Pool 11/15
Active buffs: Hallow (+1 to attack, AC and saves against evil), Regeneration (fast healing 1). Fierce Shout is over, I think.

The blows that hit Blommhilde are not weak, but she shrugs them off like scratches, saving the pain for later. Again she moves through the battlefield, striking down any who might threaten her companions.
Patrol as above, making terrain difficult for enemies, focus on protecting Asta (and taking the first blow for her, if needed). Also, I forgot I consider the first AoO as an attack action, so I'm going for a Heavy Swing: applies battered, then Fort save DC 16 or get staggered for 2 rounds.

Up to five AoO rolls:

AoO: 1d20 + 11 + 1 - 2 ⇒ (10) + 11 + 1 - 2 = 20 Damage: 1d12 + 7 + 6 + 2 ⇒ (2) + 7 + 6 + 2 = 17
AoO: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25 Damage: 1d12 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23
AoO: 1d20 + 11 + 1 - 2 ⇒ (9) + 11 + 1 - 2 = 19 Damage: 1d12 + 7 + 6 + 2 ⇒ (4) + 7 + 6 + 2 = 19
AoO: 1d20 + 11 + 1 - 2 ⇒ (6) + 11 + 1 - 2 = 16 Damage: 1d12 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23
AoO: 1d20 + 11 + 1 - 2 ⇒ (5) + 11 + 1 - 2 = 15 Damage: 1d12 + 7 + 6 + 2 ⇒ (4) + 7 + 6 + 2 = 19

On average, my damage is higher than my attack. Nice.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

There was little to do but press forward. Either Asta would see the end of the spear-din or she wouldn't. The fates had already decided. Focusing in tandem with Sigurd, Asta lashed out again with her spear.

power attack: 1d20 + 1 + 7 ⇒ (9) + 1 + 7 = 17 19 if flanking
damage: 1d8 + 10 ⇒ (8) + 10 = 18

conditions:
Hallow, 3.1 minutes:
AC 21
+1 attack
+1 saves

Aggressive flanking


Well, most of the fights are just the party... but what's a Viking-style AP without a little longship raiding? XD

Eydis' attack flicked through the air and missed her target - though Sigurd managed to beat down one foe and Asta struck out at one threatening Blommhilde. That left three cultists - two injured and one untouched - clearly willing to fight to the death. The first of them moved forward, taking a blow from Blommhilde before hammering down at her. The others, wary of her fleet footing, circled around to strike at Eydis and Asta.

Melee (Asta): 1d20 + 6 ⇒ (1) + 6 = 7

Melee (Blommhilde): 1d20 + 6 ⇒ (5) + 6 = 11

Melee (Eydis): 1d20 + 6 ⇒ (9) + 6 = 15

And fortune was clearly not on their side...


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Hacking at the one moving to attack Asta, Sigurd shouts at those foes still standing: "What is it with you wolf-hearted cowards. Come at me! Our woman are as capable warriors as our man, you will not find them easy prey. So don't try evading me, I'll turn you into raven harvest regardless!"
With that, he prepared to throw both his wielded axes at enemies still up and fighting.

I am unaware of the proper positioning. I assume the one attacking Asta is close enough for melee. If I drop him, I'm throwing my axes at the next closest foe in range instead for the subsequent attacks.

Regular Attack Mainhand: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 +2 if flanking Damage: 1d6 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Regular Attack Offhand: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 +2 if flanking Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Spending 3 Tension for Full Strike - same as before. If compatible, expending Martial Focus to make it a Deadly Shot as per Snipe.

Full Strike: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 Damage: 1d6 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Extra Damage(Deadly Shot): 2d10 ⇒ (3, 6) = 9
Full Strike Crit?: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 Damage: 1d6 + 8 + 1 + 5 ⇒ (2) + 8 + 1 + 5 = 16
+1 to hit/damage if weapon thrown and within 30 feet but -1 to hit per full 10 feet for range increment

Even before his Axes found their targets, Sigurd had drawn the final set of Axes he carried, ready for more bloodshed. I could bounce Axes back with Throwing Mastery but we are mopping up here and this feels more flavorful-


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

Fast Healing: 4/60 - Delayed Damage Pool 0/15
Active buffs: Hallow (+1 to attack, AC and saves against evil), Regeneration (fast healing 1)

Blommhilde fiercely retaliated against the one who had attacked Asta; her blow went wide, but her body was a shield better than most.

If it's ok with her, I'll place myself between Asta and the attackers. The first foe to attack a friend in my threatened area gets an Aoo.
Attack, Power Attack: 1d20 + 11 + 1 - 2 ⇒ (3) + 11 + 1 - 2 = 13

AoO, Power Attack: 1d20 + 11 + 1 - 2 ⇒ (14) + 11 + 1 - 2 = 24
Damage: 1d12 + 7 + 6 ⇒ (9) + 7 + 6 = 22


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Snarling, Asta stepped back and to the side and hurled her spear at her attacker, and hoped that she could retrieve her weapon from the cultist's corpse in a second or two...

expending martial focus and making a deadly shot, increasing damage by 2d10 and adding hindering projectiles (The target takes a -2 penalty to attack rolls, AC, and CMD) to the attack, if it hits and he's still alive.

attack, point blank shot: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 21 if cover
damage: 1d8 + 3 + 2d10 ⇒ (3) + 3 + (4, 5) = 15


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

I'm sorry, I swear I posted...stupid hungry servers eating posts.

Eydis caught the attacker on her shield, and lashed out once more.

To Hit: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 6 ⇒ (6) + 6 = 12


Between your blows, you managed to take down the last of the cultists who'd attacked you. Loud cheers could be heard from the sides of the ship as many of the cultists on the sides were thrown back, their bodies covering the shore and turning the local sea red. From behind the battered crowd, however, you could see two cultists with their arms raised up, chanting. Overhead, the sky began to darken and crackle with lightning.

Seeing this, however, Hallbjorn laughed and gestured with an axe. "They call upon their foul master!" he said as he hacked at a raider climbing up next to him. "Show them what we think of cowards who can't even fight their own battles!"

The shamans are 60 feet away.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis moved forwards, her heavier armour not allowing her to charge now to enter the range at which she could throw her spear. But she would show no fear nor avoid the fight.

Full Round Action: Run


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

Fast Healing: 5/60 - Delayed Damage Pool 0/15
Active buffs: Hallow (+1 to attack, AC and saves against evil), Regeneration (fast healing 1)

Blommhilde runs after Eydis, shouting a wordless challenge at the enchanters.
Double move to get closer.


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Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"Thunderbolts and lightning, do you think that's frightening?", Sigurd shouts contemptously when Hallbjorn points out the shamans.
Falling into a sprint turning into a charge, he screams: "Open your eyes and see - your god's just a poor copy - and I have no sympathy!"
Coming upon the shamans with all the momentum expected of an angry charging norse warrior, he slashes at one of the two and tackles the other: "By Thor, we will not let you go! Will not let you go!"

Charge at them...lame RAW does not allow to initiate a grapple on a charge, so I cannot properly tackle the guy but I can in flavortown(edit: especially since I probably miss anyway) :/
Charge+Attack, Swift Action for Full Strike(+1 Tension from movement). I want Concentration checks for both of them :P

Attack vs Shaman 1: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Full Strike vs Shaman 2: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 Damage: 1d6 + 8 ⇒ (6) + 8 = 14
-2 AC


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Asta plucks her spear from the corpse of the dead cultist and charges alongside Sigurd, aiming for the shaman that Sigurd doesn't attack. The woman smiles as she runs; Sigurd's screaming had a certain tempo to it, as if it would make a fine saga or song.

charge, power attack: 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19
damage: 1d8 + 10 ⇒ (1) + 10 = 11

conditions:
Charge,
Hallow, 2.9 minutes:
AC 19
+1 attack
+1 saves

Hoping that pulling the spear from a dead cultist as she runs by is like "drawing" a weapon, but if she can't do that or charge in a straight line and draw the spear, Asta will double move to get into melee range.


Hmm... yeah, I checked, but I can't find any option that would let you grapple at the end of a charge.

As your group charged forward, Sigurd was the first to unleash an actual attack, slamming his weapon into one of the shamans. Asta followed up a moment later, stabbing the other in the shoulder.

Concentration: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Concentration: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25

Both of their spells fizzled out a bit... as they shouted something... and a moment later, small things that seemed to be made of ice hopped out of their cloaks and sent a series of small, glowing lights shooting into you.

Damage (Asta): 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
Damage (Sigurd): 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12

One of them stepped carefully back and gestured, and a heavy fog began to rise up and surround them. The other moved further back once the fog had arisen, and... well, what he did from there wasn't clear.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis glared into the Fog. "You think you can hide your shame? The Gods watch and the Gods know. You will never escape there gaze, even as you flee this battle." She tried to spot either of the spellcasters, and charge them if she could.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Charge: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Damage: 1d8 + 6 ⇒ (3) + 6 = 9


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"I see a little silhouetto of a man...", Sigurd steps forward, hacking at the one who had conjured the fog with both axes, ignoring whatever unnatural beast they had spawned for now.

Attack 1: 1d20 + 10 ⇒ (6) + 10 = 16 Damage: 1d6 + 8 ⇒ (6) + 8 = 14 Miss chance?: 1d100 ⇒ 73
Attack 2: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 1d6 + 6 ⇒ (2) + 6 = 8 Miss chance?: 1d100 ⇒ 35
1 Tension from Defensive Determination, 2 from Attacks hitting.(assumption).
Spending 2 Stamina on Attack 1 to make the "to hit" an 18, just to be on the safe side.
If 20% miss chance, thats good.

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