North of the Wind (Inactive)

Game Master dien

Ulfens and tigers and bears, oh my. Except no tigers.

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Boar | HP 15 | AC:15 / T:12 / FF:14 | F+7 R+4 W+4 | Per +7 Init +1

With a snort, the boar races towards the ork battling with the men in the path. Its tusks slash at the tendons in the ork's knee.

MOVE: Charge or move @ Fuschia Ork (on map)
STAND: Bite @ Fuschia Ork

BOOM:
STAND: Bite (crit: 20/2x)
MODS: Bless, ?Charge?

HIT: 1d20 + 2 + 1 + 2 ⇒ (18) + 2 + 1 + 2 = 23
DAM: 1d4 ⇒ 3


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

AC 11, HP 19/21

A throaty bark announces Gifr's return, and the hund does not slow as it lopes to Thrymr's side. Instinctively protecting his companion, the bjorn-hund leaps up and tries to lock it's jaw upon the orc's arm...
Bite: 1d20 + 6 ⇒ (14) + 6 = 20 for 1d4 + 3 ⇒ (1) + 3 = 4

Thrymr himself grimaces at Shale's words before feinting a punch to give him time to spin and draw his handax from his belt. Completing his spin he opens up his arms and looks to lodge the business end of the tool in the orc's armpit...
Handax: 1d20 + 5 ⇒ (11) + 5 = 16 for 1d6 + 4 ⇒ (3) + 4 = 7

Gifr - move to close, standard to attack.
Thrymr - move to draw, standard to attack


Male Human (Ulfen) Ranger 3 [HP 23/27 | AC: 17 (Tch:14 FF:13) | Fort +4 Ref +7 Will +3 | Init +4 | Perc +8]

Knute's heart leaps in his throat as he sees the savage blow from the ork and hears Lydd's cry. Okay, this needs to end fast.

Fingers fumbling at the arrows, Knute hastily draws and fires two more at the ork, hoping to put him down, or at least distract him from Lydd.

Arrow 1: 1d20 + 4 + 1 - 2 - 2 ⇒ (19) + 4 + 1 - 2 - 2 = 20
Arrow 2: 1d20 + 4 + 1 - 2 - 2 ⇒ (11) + 4 + 1 - 2 - 2 = 12 Missed it by that much... Again...

Damage 1: 1d8 + 1 ⇒ (6) + 1 = 7

One of the arrows misses the ork, flying by its waist to thud into the snow behind Lydd. The other arrow pounds into the ork's thick back, burying itself deep in armor and muscle.

Knute is happy with the shot, but can only hope it's enough to save Lydd.


Female Human (Ulfen) Oracle (possessed) 2/ Summoner 1 | hp 10/16 | AC 14 - t 11 - ff 13 | Fort +3 Ref +2 Will +5 | Per +2 Init +1

I'll take the 30-foot single move action along the road and hope the yeti stops to eviscerate Rys before getting to Halla. :)

"Dóiteáin!" Halla calls to the elves as she stumbles along the road toward the battle. "Fire! The winter-children fear fire!" She pauses, trying to steady her shot, and releases the bolt to fly past the elf toward the monster. To her astonishment, the quarrel finds its target, but she doesn't pause to celebrate, instead looking around for a flicker of flame, from a torch or a firepit still alight inside one of the nearby longhouses. If she can see any place she might be able to get fire, she heads in that direction.

Last round: Move, drawing weapon; load crossbow
This round: Attack yeti 1d20 + 2 ⇒ (20) + 2 = 22 damage 1d8 ⇒ 7 confirm? 1d20 + 2 ⇒ (10) + 2 = 12 dice 1d8 ⇒ 4; move as far as she can toward any fire she sees

Is bless is still active? I don't know long it's been since Hilde cast it in the longhouse.


Human (Ulfen) Alchemist 2 | HP 7/17 | AC 15 - TAC 12 - FFAC 13 | F+6 R+6 W+4 | Per +2 Init +2

at -16 and with 3 more dmg from Sausage, I’m guessing fuchsia is down. If that assumption is incorrect, no move and attack goes to fuchsia.

Eysteinn keeps moving closer to the dark bubble, blood pumping out of his wounds but insensible to the pain – not quite sarkr, but close enough in spirit. Now that he is fighting with his father, precautions have been tossed to the wind together with the saying he made his mantra after the fall into thralldom – no more stay humble, no more fight smart. He gets close to the elf maiden dancing in the battle, facing the same ork his father is defending against, raises his blade and drops it in a chopping motion on the ork’s shoulder. “Besterik ez hil!” he screams as he screamed before.
_____________________

Move: down-left, down, down-right to flank with Thorgal.
Standard: attack blue ork

Bastard sword attack, flanking: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d10 + 6 + 1d6 ⇒ (4) + 6 + (2) = 12


Plaguestone Map | Gallows of Madness Combat Map

Rikka, Thrymr, Eysteinn

Will save Blue ork: 1d20 - 1 ⇒ (7) - 1 = 6

Rikka:
Rikka: Yep, bless is still active on you and Lazy Sausage-- it's minutes per level, and Hilde is considered a level 2 caster; I'll say this is round 11/20 for you and Sausage. Also I put you on the map now, hopefully that's good enough to where you want to be.

The ork whose senses Rikka has enchanted stands still as if lost in a haze, while Lazy Sausage runs forward and pig-rushes the nearest standing ork into oblivion. Eysteinn takes advantage of this to dart forward and join forces with his father, and nearly severs the dazed ork's arm from its body!

On the other side of the field of battle, Thrmyr's faithful hund runs forwards and takes a chunk from the leg of the ork threatening his friend and master. Thrymr adds a 'bite' of his own a moment later, the axe swinging up and into the brute with a sickening crunch. The ork still stands, but spits blood onto the snow...

Thorgal gives his son a short, firm nod as they work to bring down the ork; he drives forward with his sword Windsplitter. Windsplitter!: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 The ork falls, felled by father and son.

Hrolf snarls and looks between them almost as if to swing at one of them, but he is not so taken by the sarkr that he does not know friend from foe. Still naked and spattered with both his own blood and that of the orks, Hrolf tears towards the nearest ork. Frostbite!: 1d20 + 12 ⇒ (13) + 12 = 25 1d8 + 12 + 1d6 ⇒ (1) + 12 + (3) = 16 Hrolf opens a gash on the ork's torso from his belly to his chest, the cut riming over with ice crystals scant seconds after the blade rips through the ork's armor. The brute still stands, but likely not for much longer.

"Hrolf-- damn you, let me guard your flank!" Thorgal roars, and races after Hrolf in the snow.

The elf woman realizes she is right on the edge of the blackness, and runs a few feet away to come at an ork from a different angle, but the snow hampers her progress and she flounders forward.

Shale bears his ork down to the snow and starts crushing the life out of him. The brute's arms flail around and clutch uselessly at air. On the far side of the bubble of darkness comes more clashing steel, but on the side where Thrymr and Gifr fight, the dwarf they are standing with buries his axe in the gut of their opponent, and rips it free, sending the ork to his knees. The dwarf barely pauses to give Thrymr a nod of thanks for his assistance, then turns and strides into the blackness. Another dwarf runs in after him-- you can hear shouting and fighting, from within the wall of night, but see nothing.

A deep, male voice barks harsh-sounding words from inside the blackness... "Nahikoa daukagu! Hiltzeko edozein gauean sartu duten, baina jarraitu!"

Ork:
"We have enough. Kill any who enter the night, but stay close!"

The blackness begins to move... it creeps north, washing over Thorgal, over Hrolf, over Eysteinn, over Rikka... the orks still standing after the fury of Hofn's residents scramble to get inside the moving darkness. Two dwarves are visible again when the darkness has moved away from them.

One of the dwarves shouts, "Have a care! They've half a dozen of your little ones in there-- swing blindly and you're as like to strike your young!"

Hrolf, lost somewhere in the blackness, lets out a cry of pure anguished rage.

PCs are up! If you're within the blackness, and don't have darkvision, you are currently considered to be blinded. You saw the blackness coming and moving over you, so you're aware of which direction is 'out' for you personally, but you're likely also aware there's a number of orks in there that may or may not be right next to you. Actions?


Plaguestone Map | Gallows of Madness Combat Map

Knute

You've rolled so many 12s! I feel for you.

Lydd stealth: 1d20 + 15 ⇒ (19) + 15 = 34

The ork is closing on Lydd, blade upraised-- and then, again, she is abruptly gone. At this distance Knute doesn't fault his own inability to see where she goes-- but how can the ork, literally feet away from her, lose track of her? One of life's little mysteries.

The ork turns side to side, apparently wondering that same question, and then moves cautiously behind a small hillock of snow, aware that he makes too easy a target for Knute, but heavily injured at this point.

Orc has cover (+2) vs your next shot(s), Knute. You're up!


Plaguestone Map | Gallows of Madness Combat Map

Halla

The elves turn to look at Halla's shouted words, and two of them nod, pushing through the snow to get to the wreckage of the gate tower, where a thin line of gray smoke still billows from the little guards' fire.

The winter-child howls his pain to the sky, and, yes, lumbers forward on the path towards Rys.

Will saves: 1d20 + 2 ⇒ (17) + 2 = 19
Will saves: 1d20 + 3 ⇒ (4) + 3 = 7
Will save - Rys: 1d20 + 5 ⇒ (10) + 5 = 15

As Halla disappears inside the nearest home-- its door smashed in by orkish fists-- she sees one of the elves stand frozen in shock as the winter-child rampages past it, though the other two, including Rys, keep their wits about them.

She also catches a glimpse of one furry fist raised, and descending, with claws, for the pale elf's form. And then she's inside the house... but she hears the crunch.

Rawr!: 1d20 + 9 ⇒ (16) + 9 = 25
Potential damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9

Inside the house, low coals still burn in the hearth. There is a man's body with his skull caved in, here, but no sign of the rest of the family that were here-- they fled out and found a safer place to be, you pray...

I can throw up a map if you need one, but essentially, you're in a longhouse, and yes, there's a low-banked fire. It'll be one round's actions to move to the hearth and pick up a piece of burning wood from the fire, unless you have something more creative/cool in mind.


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

GM Dien:
I'll describe a full round of actions after - but Thrymr's first will be to invoke his second Animal Focus (for Bat) and gain 60ft darkvision.
Could I get an update on what he's able to see before putting up the full descriptive post?


Human Sorc 2 | HP 9/12 | 12/12/10 | F+0 R+2 W+4 | Per +7 Init +2 | Spells: 1st 5/5

@ Dien: That works for me.

Rikka stands just on the darkness' edge, both literally and metaphorically, weighing what to do. Scouring the darkness with flame was tempting. She didn't know what the orks needed the children for but it couldn't be good; fire might be a cleaner death. The saying went where there is life, there is hope. Rikka often found hope to be a whore... but she couldn't burn down the children of Hofn then explain that to their parents.

And trying to fight orks in this pitch is a battle I'll lose. So... balance the fight.

Rikka backs out of the darkness, praying there isn't an ork nearby ready to gut her, turns, and sprints up the road with Sausage at her heels. The kernel of her plan was straight-forward: gather as many warriors as possible ahead of the dark sphere, win the battle at the north gate, and blitz the sphere with every person - and hopefully a clan of dwarves - they can throw at it.

As she runs north along the road, she calls out a warning to every able-bodied person, "Gather the dwarves! Your children are being stolen by orks in that occult darkness. We've got to try stopping them before they reach the gate."

MOVE: If I can run along the road, I'll do that - otherwise withdraw.

Status:
HP: 12 / 12 | AC:12 = 12+0
1st Spells (5): xx
Dancing Light (3):
Spell Effects:
Bless - +1 ATT; +1 Fear Saves - Rnd 11 of 20
Grease - Rnd 11 of 20


Human (Ulfen) Alchemist 2 | HP 7/17 | AC 15 - TAC 12 - FFAC 13 | F+6 R+6 W+4 | Per +2 Init +2

Eyteinn’s moment of satisfaction at killing an ork side by side with father is short-lived as he and his allies are swallowed by the darkness, blinding him completely.
Wounded and almost helpless in the dark, Eysteinn feels the fear creeping back in I can’t stay here, I’m worse than useless!

Then he hears the ork and the dwarf shouting – he immediately makes the connec-tion “Lord Hrolf! Lord Thorgal! They say they have enough of our children and are now trying to leave! They’re making a tight formation in the dark to re-treat! We need to cut them off! Don’t make them leave!

He moves cautiously out of the darkness, always staying between the black and the gate to leave the village “Master dwarf! Tell us what is happening! What’s the darkness?” then to the thralls and Ulfen people he sees around him “Build barricades! Try to make it hard for them to leave!
_____________________

Do I see anything that could be used to block their path north towards the gate? Carts would be best… or something similar, to delay them from leaving?
For now, double move north up the road while I look around.


Male Human (Ulfen) Ranger 3 [HP 23/27 | AC: 17 (Tch:14 FF:13) | Fort +4 Ref +7 Will +3 | Init +4 | Perc +8]

Knute blinks again as Lydd disappears. Then he sighs with relief. And here I thought that ork might be the end of her.

Focusing back on the beast, who retreated behind some snow, Knute draws another two arrows from his borrowed quiver. He steadies himself before firing off the shots at the ork's shoulders and back, still visible above the snow drift.

Arrow 1: 1d20 + 4 + 1 - 2 - 2 ⇒ (12) + 4 + 1 - 2 - 2 = 13
Arrow 2: 1d20 + 4 + 1 - 2 - 2 ⇒ (3) + 4 + 1 - 2 - 2 = 4

One shot buries itself in the hillock just in front of the ork, and the other sails wide of the snowy hill entirely. Knute mutters angrily to himself.

Is the ork in negative HP, at least? Bleeding out, as it were?


Plaguestone Map | Gallows of Madness Combat Map

Thrymr:
Nice trick. :)

Thrymr calls upon the powers of nature... and his heart sinks as he sees the orks within the darkness. There are eight orks in the blackness, but at least half of them are a head taller than the other orks he has fought so far, and their armor looks better made, with fine furs hanging from their belts and huge axes gripped in their hands-- the ork-axe is given to the fiercest and strongest raiders. And he sees... a wolf, if it is a wolf: the largest wolf you have ever seen, pale-furred in the blackness, with an armored figure astride it. Judging by the powerful build, you would wager the rider is an ork, but you cannot swear to that with certainty.

There are eight children of Hofn here as well-- stumbling blindly in the dark, cuffed forward by large orkish hands, herded by the enormous wolf's paws and claws and vast muzzle.

I'm not putting out tokens for all eight individual children, but they should be considered to be among the orks and basically kind of underfoot. Some of the youngest have been literally stuffed into packs, to judge by squirming bags.

This map shows more what you see. Blue, brown, gold, and aqua orks are the 'tougher' looking ones.


Plaguestone Map | Gallows of Madness Combat Map

Knute

You arrows would have hit if not for the shelter the ork has found. You see the ork draw a bead on your location again...

Lydd: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

But Lydd arises a handful of steps away from the ork and sends an arrow through his spine. Knute can see nothing of her expression, as far away as she is, but the tableau is striking: the ork stiffens, then crumples into the snow like a sail loosed from its rigging... and two seconds later, Lydd drops as well, toppling over into the snow like a gentle breeze had felled her.

You see battle and fire in the village below, but up on the ridge, all is quiet, and you the only soul standing, in the guard tower next to dead Mara, with the orks and the elf motionless on the snow in the distance.

He was in negatives before Lydd shot him, yeah. ;) Now he ded from coke arrow.


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

AC 11, HP 19/21, Bat Focus 1/10

Thrymr takes a moment to kneel and place his hand upon his hund's scruff. A desire burns in his heart to see within the globe of blackness at the crossroad's core... and something within his spirit answers the call. From his hund to him and back again a thread of will flows and his eyes darken to near black... and that within the darkness is made plain to him.

The bearish man's back stiffens and jaw becomes set... his face taking on the solemnity of a man walking to his own gallows. Taking his hand from Gifr's neck, he picks up the fallen falchion of the orks and trades it's grip for the handax - letting the tool fall into the snow. Pointing into the globe he barks "Dräpa" to his companion, before putting force into his own legs and powering towards the blackness. He does not howl, and no boast falls from his lips...

Gifr streaks forward at what pace can be mustered from muscling through the snow... bloodlust driving him forward with no mind to take the easier route by the road.

GM Dien:
Swift for animal focus, free to handle Gifr, free to drop axe, move to pick up falchion, standard spent to advance 30ft.
Gifr double moves through the snow into the blackness.
Haven't moved tokens though - Gifr moves NW 3 times then N once, to get to the lower right corner of the red rimned orc.
Thrymr goes NW, W, NW, NW - for 25ft of movement and ending up 3 squares S of the red rimned orc.


Plaguestone Map | Gallows of Madness Combat Map

Rikka, Thrymr, Eysteinn

Rikka whistles to Lazy Sausage and they turn and run north-- thankfully, no falchion strikes her from the darkness. She sprints forward, calling out to any who can hear and listen, and still move.

There are less who answer her than she would like. A few figures stagger out of doorways, staring around with horror. Some people are throwing water on the flames that burn in half a dozen homes-- a few drop their buckets and start following, but some seem too dazed to even respond. One woman with her face bloody, naked save for a torn shift, stumbles forward with hollow eyes and a farming sickle in one hand. "Where? Where did they take my children?" she rasps to Rikka.

They follow, the handful she can scrape together...

Rikka, using the Run action puts you nearly back to #4, we'll say.

*

Eysteinn... Eysteinn Perception: 1d20 + 2 ⇒ (15) + 2 = 17 ...you can't see them, but you can hear heavy breathing and booted feet very close to you. Are you sure you want to move away blindly?

*

Thrymr picks up his enemy's weapon again, then strides forward, solemn and grim as the grave. Gifr pursues with a snarl, vanishing into the wall of night.

The dwarves take a collective breath-- many of them are bloodied as well, battered and cut and nursing their own wounds since they came out into the snow no better armored than most of Hofn. Then, as one, they plunge into the blackness. An ork growls... a dwarf screams. Thrymr, you see the yellow ork drop, but one of the dwarves is heavily struck as well.

A dull snapping noise comes from the neck of the ork that Shale has wrestled to the ground-- the young dwarf bounds back to his feet and chases into the black as well.

The elf woman decides she can do nothing here, and runs after Rikka.

Will post ork, and Hrolf/etc., actions once Eysteinn gets a chance to confirm his action.


Female Human (Ulfen) Oracle (possessed) 2/ Summoner 1 | hp 10/16 | AC 14 - t 11 - ff 13 | Fort +3 Ref +2 Will +5 | Per +2 Init +1

Sparing neither time nor emotion on the man so obviously dead, Halla seizes a burning brand out of the fire. The winter-child has been tortured, yes; maddened, yes; but maybe it would still rather kill and smash things away from fire.

She'll spend this round getting a torch; next round, she'll move back out of the longhouse and see the state of the battlefield, looking especially for Rys and Old Hilde in relation to the yeti.


Plaguestone Map | Gallows of Madness Combat Map

Halla

(Round 2) Halla spends a few precious seconds snatching up a piece of wood from the heart of the low fire. (Round 3) That done, she races back to the doorway, looking out, to see...

Hilde is visible-- she is closer than Halla might like to the beast, crouching over one of the bodies in the snow and feeling for a heartbeat. On the other hand, the beast seems quite absorbed with Rys and the elves. Even as Rikka watches, the pale elf-- looking badly mangled right now-- tries to form another spell while standing right in the shadow of the brute. Rys casts defensively: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31

The air around the elf's hand seems to shimmer and distort-- he reaches out to shove the hulking body away from him, as if this were nothing more than youths rough-housing. Touch attack: 1d20 + 3 ⇒ (2) + 3 = 5 But the elf's injuries seem to be telling on him-- his gesture is weak, and his fingers brush through the winter-child's fur with neither accuracy nor strength.

Winter-child, #1: 1d20 + 9 ⇒ (17) + 9 = 26
Winter-child, #2: 1d20 + 9 ⇒ (15) + 9 = 24

The white beast has no such trouble connecting with his prey. The enormous clawed hands smash into Rys with noises like dry twigs breaking underfoot in summertime.

Damage, Rend: 2d6 + 8 + 1d6 + 6 ⇒ (2, 5) + 8 + (2) + 6 = 23

Rys crumples to the snow soundlessly, like a child's discarded doll. One of the elves screams shrilly in their strange tongue, all the music stripped out of it right now. Two of the elves, who were at the guard tower heeding Halla's words, drop back to the snow with burning brands in hand.

Placed Hilde on map. You are still one move action south of the map itself, and you have your standard left in this round.


Human (Ulfen) Alchemist 2 | HP 7/17 | AC 15 - TAC 12 - FFAC 13 | F+6 R+6 W+4 | Per +2 Init +2

I don't really have much of a choice I think. I can't Withdraw while blinded and I clearly heard the ork-chief command to kill the people in the darkness, so even standing still in Total Defense will mean attacks are going to come. Also staying in the darkness to minimize danger really doesn't make sense from a RP point of view. I'll take my chances, double move getting out from the shortest possible route, let's say NW.


Plaguestone Map | Gallows of Madness Combat Map

At the stump

True, and fair enough.

Attack of opportunity: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d12 + 7 ⇒ (1) + 7 = 8

The last thing Eysteinn hears is a deep voice saying in the ork tongue, Take that one out-- he knows the Speech... then a line of blinding pain splits across his spine, and the world goes black.

Eysteinn is unconscious, and at -2.

Unheard by Eysteinn, Thorgal cries out in the blackness. "Ey! Was that you?!" Only silence answers him...

Hrolf screams something wordless as he tries to determine friend from foe in the blackness. Thorgal grabs at his arm and together the two stumble back into the moonlit snow, thought not without a swipe from a snarling ork female at Thorgal Magnisson. AoO: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9

The blood of both father and son spills on the ground, but Thorgal yet stands, at least. As soon as he can see, his head snaps from left to right, looking round. "Eysteinn! EYSTEINN!" he shouts. Hrolf seethes, his eyes still burning and his chest heaving as the pain of his injuries begins to bleed through his rage. With an animal snarl, Hrolf turns and sprints to the north, to the gate that is Hofn's best choice at holding their foe. Thorgal looks after his goði in desperation, then runs after him... perhaps his son already went that way, unseen due to the darkness... perhaps he'll find his son alive there...

Thrymr:
Thrymr sees Eysteinn fall, but he has foes enough of his own to worry about. For Thrymr, the world is eerily stripped of color. He could well believe he is in Hel's joyless realm. The pale wolf turns at Gifr's snarling, and growls low in answer, seeming amused at the hund's fierceness... and that of the human that follows not far behind the hund. The rider of the wolf bears a helm that covers his face entirely, but his head tilts at seeing Thrymr striding forward, as if tracking his progress.

In flat, guttural Skald he says, "Brave. But stupid." He issues a sharp order to the orks in that harsh-sounding tongue, and turns his back on Thrymr and Gifr, continuing to prod the wolf forward. The ork nearest Gifr strikes at the hund.

Vs Gifr: 1d20 + 5 ⇒ (1) + 5 = 6

Fate is a funny thing. The ork slices at Gifr with his crude blade... but now it is his turn to drop it, the grip slick with the blood of Hofn's people. The brute snarls an ugly curse and turns to run and keep pace with his leader, but Gifr snaps at his heels. Gifr bite: 1d20 + 6 ⇒ (4) + 6 = 10

The ork pulls away with neither dwarven axe nor canine teeth finding his flesh. The other orks do not even bother to take parting shots-- they simply stride away, to the fury of the dwarves, unused to orks who will not stand and fight. Multiple orcs are withdrawing, mechanically speaking, and double-moving along with their leader. The blackness travels with them.

At this point the map of the stump-fight will be less useful, as the blackness is moving 60' a round, more or less, and the dwarves, with the exception of Shale, will not be able to keep up and also attack. Gifr and Shale are either fast enough or close enough to stay in charging/melee combat with the orks-- Thrymr is just a bit behind, as he's 70' behind the last ork, essentially, and he and they will both be moving 60' along the road. If Thrymr has something else he wishes to do besides simply pursuing at top speed, that's fine-- if not, I'll assume Thrymr stays on their heels. There's an open stretch coming up where Thrymr could Run after them, if he desired, but not on this coming round due to difficult terrain/straight line issues. Oh, there is one lagging ork who is not 70' ahead, the one who took a swing at Gifr and thus had only a single move, if you wanted to vent your anger on him. (Red-lined ork on the map.)

The blackness rolls away, like a drop of blood from a god, sliding over the landscape and leaving a mangle of bodies behind, including Eysteinn's. Moving north, towards the gate.

Eysteinn, you're up: make me a stabilize roll. Thrymr, actions for you and Gifr? Rikka, I assume you are continuing to make for the gate, but let me know if anything other than that.


Human Sorc 2 | HP 9/12 | 12/12/10 | F+0 R+2 W+4 | Per +7 Init +2 | Spells: 1st 5/5

Rikka continues to sprint toward the gate, rallying few able-bodied warriors. Ahead she spies the Winter-Child, the ruins left in its wake, and the brave few threatening it with brands and torches. Her grey eyes steel over. Let's see how it takes to occult fire.

MOVE: Run

Status:
HP: 12 / 12 | AC:12 = 12+0
1st Spells (5): xx
Dancing Light (3):
Spell Effects:
Bless - +1 ATT; +1 Fear Saves - Rnd 12 of 20
Grease - Rnd 12 of 20


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

AC 11, HP 19/21; Gifr AC 18

Gifr surges forward to keep pace with the retreating ork, dancing side to side and snapping at hamstrings as he does...
Bite: 1d20 + 5 ⇒ (16) + 5 = 21 for 1d4 + 2 ⇒ (3) + 2 = 5
I think he can get there by going N,NW,N,N,NE
FYI - Gifr lost the +2 to strength when he took on the darkvision

Thrymr circles using the clearer path upon the road to straddle the fallen Eysteinn. With the pace of the darkened blot Thrymr knows that he can only track it's speed and not overtake it... and to do so for long would risk isolation. Instead he turns his focus upon the orc that tried to wound his hund... and prepares to put it in the mud.

Double move for Thrymr to stand in Eysteinn's square


Male Human (Ulfen) Ranger 3 [HP 23/27 | AC: 17 (Tch:14 FF:13) | Fort +4 Ref +7 Will +3 | Init +4 | Perc +8]

Knute is shocked to see Lydd suddenly appear, like an angel of death, behind the ork. He cheers as the final ork falls, but is cut short as he sees Lydd fall. Uh-oh.

Knute hastily looks around the tower for anything that could help him administer first aid, then, carrying his borrowed bow and quiver, he descends from the watchtower as quickly as he can. Knute runs to Lydd and begins assessing her injuries.

"Lydd," Knute says, "can you hear me? You were amazing against those orks." He smiles as he says it, but it's plain he's extremely worried. Where's Palli when you need him? Knute thinks desperately, before glancing at the village. Ah, right. Palli probably has a lot to worry about right now...

Heal: First Aid, if she's not already stable by the time Knute gets there: 1d20 + 2 ⇒ (12) + 2 = 14

Knute is going to (double?) move as fast as he can to Lydd, and see if she needs first aid. If so, he'll attempt it (and barely fail, apparently). Thinking he spends 0 or 1 rounds in the tower, depending on how promising it looks, and then I don't know how many rounds it takes to get to Lydd.


Human (Ulfen) Alchemist 2 | HP 7/17 | AC 15 - TAC 12 - FFAC 13 | F+6 R+6 W+4 | Per +2 Init +2

Con stabilize check, DC 10: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9


Female Human (Ulfen) Oracle (possessed) 2/ Summoner 1 | hp 10/16 | AC 14 - t 11 - ff 13 | Fort +3 Ref +2 Will +5 | Per +2 Init +1

The fool, the fool! Halla seethes, watching Rys fall, limp and torn. He should have known to use fire; he should have fallen back and let it collect a few more arrows before it could get to him. She is infuriated that someone with such secrets in his head is careless enough to risk them being lost forever, as if he is dying simply to spite her. She approaches carefully up the road, waving her makeshift torch in front of her. "Go home, winter-child!" she shouts. "Take your chance to run away from the orks and their cruelty! Go home to your cave, and be at peace!"

Move about 20 feet north on the road. She'd like to get in range to cast stabilize on Rys next round, if the damage didn't kill him outright, without getting any closer than she needs to to the yeti.


Plaguestone Map | Gallows of Madness Combat Map

Knute

There is precious little in the tower that might help bind wounds. A cloak to wrap around a limb... good enough.

You're actually a good 2-3 rounds of full-out running away, as you were over 220 feet from Lydd. But, as you're not in combat rounds yourself, that's not an issue.... for you, at least.

GM rolls:
Round 1- Lydd, Stabilize: 1d20 - 1 ⇒ (6) - 1 = 5
Round 2- Lydd, Stabilize: 1d20 - 2 ⇒ (19) - 2 = 17

Knute runs along the road fast as he can, reaching Lydd in, oh, about 18 seconds. She is lying on the snow motionless, her eyes shut and her face slack, the ork bow dropped beside her. The dead orks are darker and uglier heaps in the snow.

A quick investigation reveals that she is still alive, her breath thin and whistling but there, and her pulse beating in the hollow of her throat. The moonlight shines on her body-- she took a nasty cut to the thigh, and another to her bared shoulder. Knute can see that her shoulder is marked with streaks of black beneath her skin, spread outward from the wound like blood in water. They don't appear to be spreading any further, though, and from his checking her pulse he is aware she is, for the moment, stable, and in no immediate danger of death.

(Lydd is stable but unconscious.)

Glancing down into to the village, he sees a few buildings on fire, and the main road through town dotted here and there with small heaps that can only be bodies. A sphere of blackness is rolling north through town, towards the gate, where he can just make out distant figures fighting and the pinprick lights of torches.

What will you do, Knute?


Plaguestone Map | Gallows of Madness Combat Map

Halla, Rikka

Halla Intimidates! With fire! Against something bigger than her!: 1d20 + 3 + 4 - 4 ⇒ (17) + 3 + 4 - 4 = 20 Nice!

The winter-child does not know the meaning of the yelling, or the source of all its pain. But it does recognize the bright and agonizing blaze of fire, and it pulls back whining like an enormous, unhappy dog. For a moment it stands there frozen, resting on its knuckles in the snow over Rys's broken body. A war of instincts... fight or flight...

The other elves rush in, circling around so that they do not drive it the wrong direction, waving their makeshift torches as Halla is doing and shouting in their own language. The winter-child lets out a throaty roar that echoes in the bones of everyone present and makes a few icicles shiver free from rooftops. The torchlight reflects in its blue-white eyes as it turns, sniffing the air and hunting for a place free of the hated flame. There is such a place: the gate. The huge beast lopes that way, chain dragging in the snow behind it, its fur matted with blood and burn marks. Another bit of gate-and-wall splinters off as the winter-child shoulders past it, fleeing the fire and the painful sting of arrows.

As soon as the beast is out of arm's reach, one of the elves darts forward to Rys, fingers moving for a pulse, for a sign of life. "Hän on elossa-- he lives!" cries the elf-- the same black-haired, green-eyed one who had given Halla her deck of cards earlier, she notes. He desperately starts trying to see to the pale elf's many injuries.

Out of combat rounds at this location, at least for now. You may certainly stabilize Rys if you like.

A scant handful of seconds after the winter-child escapes Hofn's walls, the tattoo-artist arrives, shouting of darkness, and children, and stopping the orks at the gate.

Hrolf is visible running up the road as well, though the anguished rage that seemed to power him before is flagging, and his injuries obviously telling on him. He is naked save for his own blood and the blood of many orks, with two black arrows in his body and several more in the shield that hangs heavy from his arm.

The ragged defenders of the town, those still standing, at least, are making their way here in twos and threes. Mothers, fathers, thralls and karls, those barely out of childhood themselves and those whose years should mean they no longer have to lift a blade.

The blackness moves steadily, but inexorably, up the road towards the gate.

Hrolf jams Frostbite into the snow to hold it upright while he grabs at his side. The goði's voice cracks with exhaustion and pain as he shouts to those within hearing distance, "Our children are in that blackness! Push anything you can to the gap in the gate-- ork corpses, if you must! I will die before I let them past me-- stand with me, Hofn!"

Thorgal Magnisson looks side to side among those gathered here, as if looking for someone he does not see present. A dwarf or two arrive here, but the bulk of the dwarves had gathered behind the blackness and are now chasing after it. The elves who are here look drawn and worried, and seem to be looking at the gate restlessly, perhaps judging whether they ought not follow the winter-child and leave.

Rikka and Halla, you have five rounds of actions before the orks arrive. There are about twenty NPCs here, doing as Hrolf orders: trying to block the gap by dragging pieces of wood and anything else they can forward. The worst-injured of those still alive are being dragged out of the way by Hilde and a few helpers. Are either of you doing anything in particular during those five rounds other than helping barricade?


Plaguestone Map | Gallows of Madness Combat Map

Thrymr

Thrymr moves to stand over the body of one of the other villagers-- Thrymr knows him, if more by reputation than personally; the son of one of the jarls, disgraced for the rumors that he was practicing seithr and made a thrall as punishment-- and menaces the ork with cold, calm fury. Two of the dwarves keep moving, running on their short-ish legs after the blackness, though an old female dwarf pauses here, perhaps to catch her breath.

The ork hisses in his own foul tongue at Thrymr, considering a moment, then turns and bolts for the shelter of the blackness, even if that will not hide him from Thrymr's gaze at the moment.

The ork withdraws from you, Thrymr, and runs to rejoin the others in the blackness.

Gifr meanwhile takes a mouthful of ork flesh as another bloody souvenir, leading the ork in question to howl, and swing with his heavy sword at the hund.

Vs Gifr: 1d20 + 5 ⇒ (5) + 5 = 10

No luck for the ork against the nimble hund. A moment later, Shale rams into the ork from behind, arms seeking to lock the brute down.

Shale, grapple, flank: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

The ork snarls as strong dwarf arms encircle him and keep him from following the others. Right there for Gifr to savage. "I help you, Gifr!" shouts the dwarf.

You're up! Going mostly-mapless here, Thrymr-- the bulk of them, and the blackness, are moving away from you and Gifr, as discussed, but you can charge the one that Shale currently has grappled, if you desire (and Gifr is also right there to attack him). If you need a map, I can provide one, just let me know.


Plaguestone Map | Gallows of Madness Combat Map

Eysteinn

You are at peace, comfortable, quiet... bleeding out into the snow...

-3/17 HP. You know the drill, make me another Stabilize check...


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

I thought the orc that Thrymr was moving up to was the same as the one Gifr took a nip from... but no matter :) There's one orc left for killin and that's the one we'll deal with first.
Happy to go mapless.

Gifr takes advantage of Shale's restraining arms to attempt to tear a healthy chunk of thigh away in his jaws...
Flanking Bite: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 for 1d4 + 2 ⇒ (3) + 2 = 5

While Thrymr surges across the open road to attempt to add his own borrowed heavy blade to the fray...
Charging Falchion: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Aah slapstick :P
...though again wearying legs and arms leave him unable to control the scything blade.


Human (Ulfen) Alchemist 2 | HP 7/17 | AC 15 - TAC 12 - FFAC 13 | F+6 R+6 W+4 | Per +2 Init +2

stabilize DC 10: 1d20 + 2 - 3 ⇒ (9) + 2 - 3 = 8
This is going beautifully.


Human Sorc 2 | HP 9/12 | 12/12/10 | F+0 R+2 W+4 | Per +7 Init +2 | Spells: 1st 5/5

Rikka speaks quickly with the elves and dwarves, outlining the situation. "That is a spell of common darkness but it is beyond my ability to negate. (L2) Do any of you folk have a magic that can affect it? Even brightening it might allow elf eyes to penetrate the blackness and send arrows into the orks. They are holding several children of Hofn so we must be careful in battling them. I can't see in the dark but, if one of you good dwarves will be my guide, I may be able to help a bit..." She quickly explains the range of Burning Hands, Grease, and Shield. "So I will step into the darkness with any of you and bring flames to bear with your guidance or if one of your folk will tell me what ground to ice before your folk attack, I'll see if we can trip up your enemies before you strike. And if a mystic shield will save any of your skins, I'm at your service."

Once any plans are made...

Rikka helps with fortifying the defenses at the gate and repairing what she can through occult or physical means.

Cast Mending lol. This is maybe the second time I've every used Mending for something worthwhile.


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(Shield's personal, Rikka, but duly noted re the rest of your actions. :P)

(@Thrymr: two different orks, actually, as Gifr's friend was over on the right and not near Eysteinn, which is where you are now. But as I already changed the maps you'll have to take my word on it. :P)

Will update later tonight, busy cookin' up a storm right now


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

Rikka - mending takes 10 minutes to cast, so no dice there.


Human Sorc 2 | HP 9/12 | 12/12/10 | F+0 R+2 W+4 | Per +7 Init +2 | Spells: 1st 5/5

Doh! And DOH! I haz failed sorcery 101.

Sorry about Shield, forgot the difference between a house-rule and RAW. I guess Rikka was just bragging about how cool she is. :D

*blink blink* Never even occurred to me to check how long it takes to cast a cantrip. Guess I'll be using a hammer and nails then.


Plaguestone Map | Gallows of Madness Combat Map

Round 1 of 5 for those who are doing things where exact rounds matter

Thrymr, ill fate is with you and the rest of Hofn, it seems. You run towards the grabbed ork, but you slip on the now muddy-and-bloody slush of the road! Thud. Ow.

Gifr has no such problems. Due to the ork's inability to move, the hund tears into him, and the ork snarls like a beast himself.

Shale tightens his grip and bends the ork's arms back further. The brute has no sword at the moment, having dropped it when he attacked Gifr a little bit ago. Spitting what are probably curses in his foul tongue, the ork tries to pull free of Shale's arms...

Ork escape artist: 1d20 ⇒ 15 fail
Shale maintains the grapple, and pins the ork?: 1d20 + 7 + 5 ⇒ (1) + 7 + 5 = 13 extra-fail!

Traveling ill fate! Shale's feet slide in the same morass of mud that felled Thrymr-- his grip loosens for one second as he tries to keep his footing, and that's enough for the powerful ork to wrench free. Shale lands in the mud with a startled and chagrined look.

The ork blinks to realize he is free and standing, despite his heavy injuries and the fact that he should by rights be dead. ork @ -5

Thrymr, you are up, except you're not up, you are prone (but not adjacent to the ork; you can stand safely, 5-foot, and attack). Gifr is up too!

Eysteinn

Bit by bit, your life's blood seeps into the snow. Somewhere far away you hear shouting and the clash of steel. But it doesn't hurt if you just lie still... you don't feel the cold, or anything at all...

CLW: 1d8 + 2 ⇒ (3) + 2 = 5

Rough-callused hands shake you awake, as some of the pain eases. Some. Rest assured you still have most of it with you. You blink up into an old, heavily-lined face marked with very faded blue tattoos: a dwarf woman, her brows furrowed. She gives you a short nod when your eyes focus.

"On your feet," she grunts in thickly-accented Skald. "Orks yet live. Stand. Fight."


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

Thrymr AC 11, HP 19/21; Gifr AC 18, HP 21/21

Finding his feet again, Thrymr is now covered with a mud that mixes with the blood already spilt to make him akin to some kind of bog-creature. Yet he forward steps and aims to make the fall of orken steel pay...
Falchion: 1d20 + 5 ⇒ (2) + 5 = 7 for 2d4 + 6 ⇒ (4, 4) + 6 = 14
...though yet again the thickness of mud slows his swing, and the orc is easy able to step aside. Gifr times his own lunge to when the orc rears away from Thrymr...
Flanking Bite: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 for 1d4 + 2 ⇒ (2) + 2 = 4
...and at least is able to make the turn of the wheel not a total loss, gouging another tooth torn furrow through the flagging orc's hide.

Thrymr - stand, 5ft, miss
Gifr - stand and deliver


Male Human (Ulfen) Ranger 3 [HP 23/27 | AC: 17 (Tch:14 FF:13) | Fort +4 Ref +7 Will +3 | Init +4 | Perc +8]

Knute breathes a sigh of relief as he assures himself that Lydd is alive. He places the cloak over her, for whatever warmth it may provide, and then stands up to take a look around.

As he studies the village, his heart sinks. How many did we lose? Knute cranes his neck, hoping to glimpse his house, to see whether it is one of the ones on fire. He considers running down to the village, but doesn't feel right leaving Lydd totally alone.

I'm thinking Knute would do one of two things: If there are orks that are reasonably in range of a longbow (either fighting in the village or retreating towards him/the woods), Knute will take shots at them, attempting to help out the village as best he can while still staying close to Lydd.

If there doesn't appear to be any fighting that close, he'll take some time to search the orks (and Lydd) for healing potions, or anything to get her conscious, with the ultimate goal of moving her into the forest, or any less exposed position. While he's searching, he'd also grab one of the ork's longbows (if they're better than Mara's) and a falchion, and take note of any other valuable or odd gear the orks have.


Human (Ulfen) Alchemist 2 | HP 7/17 | AC 15 - TAC 12 - FFAC 13 | F+6 R+6 W+4 | Per +2 Init +2

They say the white death, in the cold embrace of the snow, is a pleasant one, and Eysteinn is starting to agree. No more shouting, no more pain, just a com-fortable numbness…
"On your feet, " grunts the tattooed dwarf. "Orks yet live. Stand. Fight."
Eysteinn blinks once, twice, in pain from his wounds. He stands up and almost falls over again for the loss of blood. "Th-thank you, healer." he says to the dwarven woman who is moving away. "I’ll... I’ll try my best."
He grabs his sword and tries to make sense of what has been going on while he was uncon-scious.

______________
ROUND 1
Stand up, grab sword. I’m guessing the map in the link isn’t up to date, since there’s an ork standing right next to me. If I can, move towards the commotion, which I guess still centers upon the dark bubble.


Female Human (Ulfen) Oracle (possessed) 2/ Summoner 1 | hp 10/16 | AC 14 - t 11 - ff 13 | Fort +3 Ref +2 Will +5 | Per +2 Init +1

Considering the death and destruction around her, Halla's heart is strangely light to see the winter-child escape. Once he has his joke, Lokke never gives a thought to the consequences of his pranks. It didn't ask to be half-god, half-beast. It was taken from its home as I was, Maeve adds wistfully. It is good to see it go free.

But now there is Rys to deal with, and the other injured and dying. Halla is further relieved to hear that he yet lives; for a moment she fancies that she will ask a boon in exchange for his life: information, or treasure, or seiðr. Then the outsider woman who slept in Old Palli's longhouse comes shouting about children, and her blood runs cold.

She continues up the road to the fallen Rys, laying a gentle but firm hand on the green-eyed elf's shoulder to make room. "I can help," she tells him. "I am a healer." She touches the ash-gray skin tentatively, wincing at the many broken bones she can feel beneath, and lets Maeve take over. "Leigheas," she sibilates and sees some of the wounds begin to knit.

Round 1: Move to Rys, cast clw 1d8 + 2 ⇒ (6) + 2 = 8

The amount of damage he took, that might well not be enough to get him conscious. If he wakes up, she'll address him directly with the following; otherwise, she'll make her request to the other elves:

"He will mend and not die," she tells the elf who made the seeming. "I stopped his bleeding. I helped chase away the winter-child. Now you," she requests, her voice shaking a little in the cold, "save our children. Stand with our warriors. I will not let any of you die that I can save, if you help us."

Round 2: Diplomacy to make a request of the elves 1d20 + 8 ⇒ (14) + 8 = 22

GM Dien wrote:
Hrolf jams Frostbite into the snow to hold it upright while he grabs at his side. The goði's voice cracks with exhaustion and pain as he shouts to those within hearing distance, "Our children are in that blackness! Push anything you can to the gap in the gate-- ork corpses, if you must! I will die before I let them past me-- stand with me, Hofn!"

Oh, Maeve remarks bitterly, so now it's your children being taken. Never gave a thought to the pain of the families whose children you stole to work your fields, did you, raider?

Oh, shut up, shut up! Halla answers, rushing toward Hrolf and the gate. It's not the time! "My goði!" she calls out. "You are wounded and will need your strength! Let me heal you!"

Round 3: Double move to Hrolf

No! Maeve refuses sharply. Not him! Not the head Ulfen, the chief raider. He says he is willing to die in the fight: Let him!

If he dies, the orks may take the children away, Halla argues. He may be a hypocrite, but he is a mighty warrior. And the children ... it's not their fault they are Ulfen, any more than it is the winter-child's fault that it is what it is. They're no different than you when you were taken. Do you want to know that the orks did to them when they did to the winter-child? Or worse?

She lays her hand on Hrolf's arm. "Leigheas."

Round 4: Cast clw 1d8 + 2 ⇒ (7) + 2 = 9; move toward Old Hilde

She wasn't actually sure if Maeve would comply until she did. Thank you, she tells her sincerely, her knees sagging with relief as she moves off the road out of the way of the warriors.

Shut up, Maeve replies crossly. It's not the time.

Halla presses through the snow to rejoin Old Hilde. She can see the wall of blackness approaching, blotting out the stars and the longhouses and the dead lying in the snow. How frightening must it be to be a child in the midst of it, everything you've ever known gone, surrounded by the stench of orks and the threat of pain? She experiences a sudden vision: the dark of the hold of a ship, large, fierce, shaggy men, sharp words in a strange language, screaming for her family before one of the men cuffed her across the face to quiet her. She is only in Maeve's memory for a split-second, but now she knows.

She feels in her hair for the flower the master-of-the-hunt's daughter gave her last night, but it is gone, lost and trampled somewhere in the snow, no doubt. Desna, let her be hidden safe at home, she begs, but she calls out nonetheless, shouting toward the darkness: "Ingrid! Ingrid Alfsdóttir! Courage, young warriors and shieldmaidens of Hofn!"

Round 5: Continue moving toward Old Hilde


Plaguestone Map | Gallows of Madness Combat Map

Thrymr, Eysteinn: round 2/5

Gifr, faithful hund that he is, continues to do what he does so well. The ork yelps as Gifr takes another bite, weaving on his feet, but tries to bring his falchion down on the hund in an attempt to get free of those snapping, fierce jaws.

Vs Gifr: 1d20 + 5 ⇒ (2) + 5 = 7 This is a terrible ork.

The dwarf lunges to his feet behind the ork-- AO: 1d20 + 5 ⇒ (4) + 5 = 9 --and easily dodges the wild swing of the blade that the ork attempts to slice him with. Nearly as muddy as Thrymr, the dwarf takes a single powerful strike at the ork, taking advantage of the brute's attention on Gifr.

Punch: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

And the ork finally crumples. Shale shoots Thrymr a grin despite the bloodshed all around them. "It is good to fight with your dog!"

For a moment, they can catch their breath. A few feet away, Eysteinn has just gotten to his feet-- woozy, covered in blood (most of it his own). There are no orks near the two thralls at this moment... no live ones, anyway. The dead or dying are scattered like wheat after threshing.

The black bubble is moving away, for the gate.

Eysteinn: yeah, we're temporarily mapless, because the black sphere has moved on and you guys were basically stuck behind it. Alrighty: you can double move towards the gate if you choose, in which case you'll arrive there two rounds after the bulk of the orks in their Sphere O' Dark, or you can use the Run action, which I'll grant as putting you there at the same time the orks arrive. Or, of course, you can do other things entirely with your actions. Curling into a fetal ball is a swift action.


Plaguestone Map | Gallows of Madness Combat Map

Knute

Is your house on fire? Good question. High is bad: 1d100 ⇒ 48

Knute scans the village with sinking heart. There is one bright point in the darkness (no pun intended): he can see the longhouse of his mother and step-father, and it is untouched by the flames and has no dark figures hammering at its door.

Though the ridge on which Knute is standing offers an excellent view of the village-- thus, why the orks themselves had been using it as a sniping point-- he sees few enough orks left in the village itself, save dead ones left in the snow. Those he can pick out seem to be running towards the circle of darkness. While it's a good six hundred feet from his current location, such is the power of a longbow that he could shoot blindly into the darkness... his arrows would reach, but what they might hit would be a different story.

Knute turns his attentions to the bodies of the orks instead and seeing what they might carry.

GM stuff:
25% chance of potions? High is good for Knute: 4d100 ⇒ (65, 99, 63, 77) = 304

He finds several things... starting with their heavy, curved swords. The metal seems icy cold to the touch, and doesn't reflect the moonlight at all. Their bows are more powerful than the one Mara had in the guard tower-- made of stouter wood, harder to draw but sending an arrow further and faster. Their arrows are fletched slightly differently than what you're used to-- the arrows seem especially well-made, surprisingly so for orks (they're not known for the quality of their gear, nor for fielding skilled archers), and the fletching is smaller than that of the arrows you usually use.

Their bows are masterwork composite longbows STR +2. There are a total of 30 arrows as well, which mechanically are flight arrows, save without the listed drawback.

Knute also finds that the orcs carry coils of rope, and that the soles of their boots are fitted with ice spikes. Their leather armor is plain but serviceable under cloaks of heavy furs. Around their necks each has a leather cord with a little talisman made out of bone, carved in the crude shape of a wolf's head. Two of the orks have small, wooden bottles stuffed in a pouch sewn into their cloaks. Whatever is inside smells foul.

I'm going to say it takes you two rounds to get a sense of their gear and look things over. You're quite a ways away from the battle-- not out of bow range, although there would be penalties-- but no orks appear to be coming your way, either. Going to cross your fingers and pour stinky liquid down Lydd's throat? :P


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

Thrymr gives Shale a grim nod and crouches to check on Gifr's condition. Finding his hund hale, the bear-like thrall turns to the recently fallen man that he had straddled and asks simply "Will you live?" and scans the surroundings to see if there were any orcs loose apart from those attached to the knot and heading gate-wards...
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

I've got a forward plan for him - just need to see if there are loose orcs outside of those towards the gate.


Plaguestone Map | Gallows of Madness Combat Map

Thrymr

Though he catches sight of a few stray orks between the buildings, all of them seem to be running swiftly to converge at the gate, rallying to their leader's cry.


Plaguestone Map | Gallows of Madness Combat Map

Rikka and Halla and a whole passel of NPCs

A frantically organized chaos is in play at the gate. The few dwarves that are already here seem to need no prompting or inspiration to ready in a battle formation, gazing at the blackness that comes. Two of them, husband-and-wife by how close they stand, look over to Rikka at her words, and the woman says, "I shall try and be your eyes, but if your young ones are in that, I fear there may be no place to aim your tricks. I will do what I can."

The bloodied, half-awake, horrified villagers stumble in the snow, using the scant seconds of approach to try and push the wreckage of the gate in a pile before the gap. Rikka lends a hand where she can.

The elves turn their jewel-like eyes, so brightly colored, on Halla at her words. She sees the woman of indigo-and-purples step forward, looking down at Rys-- the worst of his broken bones has eased at Halla's seidr, but he is not awake-- and then up to her. For a moment, the elf-woman seems as if she is ready to beckon the others out the gate, but then she nods and gestures to what remains of the gate wall.

"Lapset! Niiden seinät. Pysy liikkuvat. Auta jos voit, mutta älä kiirehdi kuolla lyhytikäisiä."

Elven:
"Children! To their walls. Stay moving. Help as you can, but do not hurry to die for the short-lived."

At her words, the elves scramble to high points-- moving onto the rooftops or to the remains of the gate wall, with their bows ready. The woman herself drags Rys's unmoving body out of the direct line of the likely confrontation. Hilde is there, and crouches by the pale elf in the snow, touching the remainder of his injuries with probing fingertips.

To Rikka, the dark elf-woman says only, "We have no spells of light known among us that will aid with that. But we shall help where we can."

Halla scurries forward through the snow to grant what she can to Hrolf's wounds, despite Maeve's feelings on the matter. The goði looks at her as if from a great distance, his eyes burning with circles of apparent exhaustion despite the fact that it was only minutes ago that the first cry of alarm was raised. One of the black-fletched arrows in his shoulder drops away at Halla's touch, and the goði nods slowly before gesturing her back behind the front line, such as it is.

A wailing cry from in the blackness at Halla's shout, but abruptly cut off.

The black is almost upon you...

I'll get a big map up in the morning for the showdown, but we won't start the combat for realsies until I know the plans of our PCs at other locations. If I missed any action you were taking or questions asked, don't hesitate to repeat them. I am making a mental note currently to never run a big multi-combat thing like this again. :P


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

As he awaits Eyeteinn's reply Thrymr mulls the blackness... then with a sigh and nod he settles upon a path. A quick "Följ" to Gifr, before adding to Shale "Either the orcs break the gate, or the gate breaks them... If the first, I make to spåra." a thump on his chest serving as conversation ended, he turns to retrieve his axe from the snow where it fell.

följ - follow; spåra - track
Will wait for Eysteinn's reply first and respond in kind - but Thrymr will not rush the gate. His path will be back to the langhus where he slept, to gather his gear and don his armor.


Human (Ulfen) Alchemist 2 | HP 7/17 | AC 15 - TAC 12 - FFAC 13 | F+6 R+6 W+4 | Per +2 Init +2

I-I will. I think. That dwarven healer saw to it.” Eysteinn is still trying out his body, to see what hurts and what healed. Much of the first, just about enough of the second.
Let us hope it doesn’t come to that.” he replies to Thrymr “I can’t imagine it will be hard to fol-low orks and trailing children, but still... I would rather stop them at the gate.

He gets out of the snow and reaches the road: with packed dirt under his feet, he starts running towards the gate – a run that quickly becomes an awkward jog as all of his wounds remind him he is in no condition to fight properly.
______________
ROUND 2 (3?)
Run action towards the gate. Priority number one is to avoid orks and the dark bubble – Eysteinn will help with the barricade, but tries to stay out of battle if at all possible.


HP 5/21 (4 NL), AC 15 / 11 / 14 | Fort +8 Ref +5 Will +3 | Init +1 | Per +7

Shrugging as the thought Each man chooses his own death moves through his head, Thrymr re-belts his recovered handaxe and uses the speed offered by the road to spirit him back to the langhus that he awoke in with thumping headache. Gird in hide first, then see my pack filled with supplies... then thought can turn to tracking in the snow... As he passes the storehouse he looks to make sure that both the youngling and it's thatched roof are safe before continuing on.

Essentially back to the warehouse he woke up, and put on his armor and pack. I'm aware this basically takes me out of action as far as the gate goes.


Human Sorc 2 | HP 9/12 | 12/12/10 | F+0 R+2 W+4 | Per +7 Init +2 | Spells: 1st 5/5

Once the barricade is as ready as it can be, Rikka and Sausage join the small group of dwarven fighters, standing a head taller than most of them.

Dwarf Gal wrote:
"I shall try and be your eyes, but if your young ones are in that, I fear there may be no place to aim your tricks. I will do what I can."

Rikka looks grim. "You're likely right. I can't risk burning the children... but I don't mind slicking the ground beneath the young ones as well as the orks. Striking downed orks will be easier for your warriors. And the orks may pay trying to get the children on their feet again. If your men will stay their axes til I cast, they may have an advantage."


Plaguestone Map | Gallows of Madness Combat Map

Okay. Big post coming, bear with me!

Knute is currently up on the ridge, and is several rounds' worth of running away from being able to join in melee. He can take potshots with severe distance penalties if he likes, but he is effectively out of this combat unless he chooses to do so.

Thrymr is also effectively out of this combat, as he is gathering his gear and donning armor.

Eysteinn is running to the gate, but he's essentially getting there about the same time the orks do, so I assume he will hang back a bit, or try to run around them, rather than run into their midst. He is with the second group of dwarves, including Shale, who are closing on the enemy from behind.

Rikka and Halla are both on scene at the gate, along with many of the NPCs-- half a dozen elves, two dwarves (currently), and another half a dozen Hofn villagers who can be fairly considered combatants, including Hrolf himself, Thorgal Magnisson, and Yngvi Wyrmtongue, and Sven Aurigr.

Map it like there's no tomorrow

Key: Dwarves have a red outline, elves have a blue outline, Hofn NPCs have a green outline. Hrolf has the bright green outline... and he's big, so it's hard to miss him.

Hrolf has been crying out to Tor, calling the god of war to bless them and shield them. Tor has heard: before your eyes, the goði's bloodied body has grown to twice the normal size of a man, and the defenders seemed more heartened. If anyone can lead them through this, it is Hrolf Half-hand...

Then:

"They come!" shouts Yngvi Wyrmtongue, his voice cracking in the cold pre-dawn air. He points, and the desperate piling of broken timbers ceases as people look.

The blackness drifts up the road, towards the gate, and then stops. A sudden and eerie silence descends a moment, broken only by a child's thin sobbing from within the sphere of night.

Gentle snow is still falling from the night sky, starting to form a thin blanket on the bodies that lie on the road and in the snow. The road is a muddy slush stirred up by the feet of those who have fought and died here, and blood flecks the snow in many places. The chill air is filled with an acrid smell as several buildings burn or smolder in the night.

From the blackness, a deep voice booms out, speaking Skald in a flat and emotionless tone. "Get out of our way. Those who do will live. Or are you so eager to join your dead?"

Hrolf stands there, breathing hard, sword gripped in his white-knuckled hand. "You will not leave while I stand to stop you," he shouts back, his voice ragged with exhaustion.

"As you wish, then," answers the voice. The blackness starts moving once more...

To the east, the sky is beginning to lighten with dawn, but the sun will rise too late to do aught but warm the corpses.

Initiatives:
Initiative Rikka: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Halla: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative Eysteinn: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Gifr: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Dwarves: 1d20 ⇒ 13
Initiative Elves: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Hofn: 1d20 ⇒ 12
Initiative Orks: 1d20 ⇒ 7
Initiative Leader: 1d20 + 1 ⇒ (11) + 1 = 12 Note: not going to take Gifr out of the rolled initiative because that will change everyone else's. Just disregard him being in there....

Halla > Eysteinn > Dwarves > Leader > Hofn NPCs > Elves > Rikka > Orks, to the extent that exact actions will matter for the NPCs

I have arranged people on the map in a general battle line unless they stated where else they would like to be; if you're not in a location that works for you, feel free to move yourself before the actual round starts, as your character would have been able to stand where they liked, more or less.

Halla, and Eysteinn-- you are up, for what good it may do you given you are, respectively, a healer, and a barely-on-his-feet guy. ;) Eysteinn, I'm loosely assuming you're a single move action back from the darkness, unless you would like to be further.

Buffs: Hilde's Bless is now expired, but Hrolf has put one into play himself, so Bless is up.

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