Ragnar Sköld Född |
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Ragnar looks to Disa, ponders the noise she's been making, looks back to the puca's lair and the gears within his Northern forehead slowly click and grind as they strain for reason. With a solemn nod and intake of breath he holds skaggig to one side and his squat legs begin to pump, thumping rhythmically into the snow as he covers the ground to the entrance.
As he sweeps forward he cries "The cifesborens would hae heard that... Rakt på med stål och blod" bullocking towards the tunnel mouth and plunging within without care for safety, hoping to at least catch the puca ill-prepared.
cifesboren - bastard
Rakt på med stål och blod - Straight on with steel and blood
Black Dow: DM O' The North |
Folks
Work is crazy busy at the moment and couple that with also having to give emergency CPR to a guy I found unresponsive at a bus stop this morning – it’s been a weird one… Can you give me a day or two to get the decks cleared - know we've just kicked off again, but will prioritize this game when I can!
Cheers
Black Dow: DM O' The North |
Ragnar’s bellow goes unanswered... at least at first it seems that way...
From deep within the tunnel entrance of the underkeep, where you believe the fell Púca nest, comes strange, keening wail.
First one pierces the stillness of the dark, then another, then thrice the lamenting cries join together in an unnatural chorus... a chorus that draws nearer at pace...
You recognise the wail as belonging to the héafodbáncatte (Lit: “skull cat” in the Auld Tongue) – also known as the Krenshar in the cyclopean texts. A magical beast and ferocious predator of the steppes...
Had a stab a where you are currently - let me know if you wish to be repositioned ahead of whatever's incoming... you have a Round maybe to to prep... Game On!!!! ;)
Ragnar Sköld Född |
Knowledge Nature: 1d20 + 8 ⇒ (6) + 8 = 14 What sort of party are we where the Barbarian has a higher know nature than the Druid? :P
Hearing the keening cry, Ragnar halts his advance and sets himself. Skaggig held to one side and ready he waits.
If possible, readying action to strike at first thing to come into range.
Dísa Valbjörndóttir |
I don't even have Knowledge (nature) to roll.
At the movement of the others, Disa belatedly realizes that she is standing atop the entrance to the lair. Moving as quickly as she may, the skirnir moves to get alongside the other scildwiga in order to prepare a scildburg or bordweall.
skirnir = shield maiden
scildwiga = shield warrior
scildburg = shieldwall
bordweal = shieldwall
Black Dow: DM O' The North |
Apologies gang - nae sure what happened to the map access... should be good tae go now... Will adjust based on the actions when I get home (feel free to re-react if you wish tho).
Tactically whatever is coming will be out of the maw of Underkeep so bear that in mind regards ranged attacks, exploding amphibians and arcing Greataxes...
Black Dow: DM O' The North |
Update things tomorrow - am adjusting the map, so if there's any other changes let me know tonight afore we get bloddy the morrow...
On the high Knowledge: Nature check - wanted to make it a longshot and also once the threat is here you'll have an easier check ;)
If only Disa had the mighty Skane beside her! ;)
Black Dow: DM O' The North |
Am just going with the original map – will track where you all are round by round – apologies on the technical hold up...
As your company regroups, the keening growls become louder at pace...
Suddenly shining eyes break forth from the dark recess before you – as three pale dun coloured beasts come snapping and howling into your world.
As they exit one scrabbles along the ceiling and above to where Disa stood; the other two merely halt emitting their whining snarls...
You recognise the beasts as Héafodbáncatte (Lit: “skull cat” in the Auld Tongue) – also known as the Krenshar in the cyclopean texts. A magical beast and ferocious predator of the steppes...Their fearsome reputations come from their horrific visage and terror inducing howl
The earless, panther-like beasts snarl in unison as the pelts of their faces twitchs, then peel back to reveal bone and flesh beneath!
What you face....
Hoar Panther
COMBAT STATS
You guys get the jump on them this “ready” round; so you lot are up, you can aim for the beast that is scrabbling up the face of the hill (F8)... other two are positioned @ G8 & 9
Then the running order is:
Ragnar 1d20 + 1 ⇒ (5) + 1 = 6
Muli 1d20 + 2 ⇒ (4) + 2 = 6
Luke 1d20 + 6 ⇒ (16) + 6 = 22
Disa 1d20 + 1 ⇒ (18) + 1 = 19
Frerin 1d20 + 2 ⇒ (7) + 2 = 9
Skol 1d20 + 2 ⇒ (12) + 2 = 14
Krenshars 1d20 + 6 ⇒ (10) + 6 = 16
Round 1: Luke; Disa; Héafodbáncatte; Skol; Frerin; Muli & Ragnar
Frerin Oakenstaff |
Knowledge Nature: 1d20 + 4 ⇒ (19) + 4 = 23
Hibernate DC: 1d4 ⇒ 2
Frerin begins chanting in his ancient Druidic language and tosses sand in the air. A light yellow light forms a 10' square in the air and slowly descend on two on the creatures.
Cast Hibernate-Will Save (DC 15) I am guessing warm blooded would include magical beasts? It effects two HD. I am not sure if it will effect 0, 1, or, 2 creatures.
Sleep foul Héafodbáncatte from th' abyss!
I would hold the spell until after Muli's bomb, but before Ragnar's turn so he can blow them up. If they both die before my turn, I'll hit the other one.
Ragnar Sköld Född |
Surprise!:
Knowledge (Nature): 1d20 + 8 ⇒ (6) + 8 = 14
Ragnar kens not what the beasts are, but knows the truth of the matter... they need to bleed. Stepping forward he brings skaggig down in a heavy arc towards the nearest of them...
Power Attack Greataxe: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11 for 1d12 + 4 + 3 ⇒ (12) + 4 + 3 = 19
5ft step forward before the axe descends.
Frerin Oakenstaff |
Surprise!:
Knowledge (Nature): 1d20+8
Ragnar kens not what the beasts are, but knows the truth of the matter... they need to bleed. Stepping forward he brings skaggig down in a heavy arc towards the nearest of them...
Power Attack Greataxe: 1d20+7-1 for 1d12+4+3
5ft step forward before the axe descends.
You will have a coupe de gras if I sleep that one. You may need to reroll- automatic hit and crit.
Black Dow: DM O' The North |
Have forgotten how much you lot seem to be able to butcher my monsters at will... Surprise! They're Dead! ;)
Luke’s shot flies wide and buries itself deep in the clay of the embankment, drawing a snarl from the beast climbing upward.
Muli’s toad bomb does however land perfectly under the body of the first Héafodbáncatte to emerge. The resulting explosion fills the air with smell of charred of fur and muscle, as the beast collapses in a smoldering scream. Its packmate escapes the worst but still shivers in anger and pain from the burns upon its hide…
1d20 + 1 ⇒ (6) + 1 = 7
Frerin's incantation eases the creatures torment as its sharp eyes grow lidded and grabbing its tail, the Héafodbáncatte circles slowly twice and settles into a slumber.
A short lived slumber, as Skaggig splits the creature in twain, showering the area in dark blood.
From its vantage point above the remaining (and largest) of the pack utters a low, keening growl as its sinuous face convulses...
Disa and Skol to act - then Round 1...
Dísa Valbjörndóttir |
Disa gathers her will and the spikes of her shield respond, arcs of electrical energy passing between them. She slams the shield into the face of the hideous creature as it appears over the lip of the enbankment.
Poolstrike (electricity) Spellstriking Improved Spiked Shield Bash:
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 5 + 2d6 ⇒ (3) + 5 + (2, 6) = 16
Luke Falgren |
Round 1, AC: 17, HP: 33/33, Point Blank Shot, Preceise Shot
Luke moves forward 10 feet and fires at the remaining beast.
LB Att: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
LB Dam: 1d8 + 1 ⇒ (4) + 1 = 5
Black Dow: DM O' The North |
Ruthless efficiency... I need to make $hit tougher... lol
Within seconds of pouring, hissing and wailing from the Underkeep entrance, the Hoar Panthers all lie dead.
The residual shock from Disa's shield enchantments causes the largest to continue twitching until the torrent of a brutal longspear strike, deadeye arrow and slamming shield bash reduce the creature to little more than a bloddie ruin.
Combat Ended... rasssenfrassenpeskyadventurers...
No further sound comes forth from the beckoning maw of the Underkeep...
Luke Falgren |
Aye, let's go. Do we want to light the way?
Luke heads in flanking whomever chooses to be up front, and he uses his preceptive skills to discover the next enemy.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Black Dow: DM O' The North |
Marching Order please y'all - anyone else have anything to add afore you go down, down to Púca town?
The wrecked carcasses of the Hoar Panthers already being to stiffen in the frosty cold.
Before you the dark maw of the Púca's lair beckons. The entrance while wide, is less than 5ft high and will require crawling or at the least stooping to enter.
You will need light sources :)
Your sharp senses pick up a faint sound from deep within the lair; akin to tinkling, as if something metallic was dropped upon stone...
Black Dow: DM O' The North |
The burly Vikingr squeezes through the fissure like maw of the Púca nest. After several episodes of grunting and Northern curses Ragnar heaves himself inside and is met with... silence.
Soon after the rest of your company ease themselves within and alongside the crouching warrior.
Within the lair, the light emitting from Skäggig shows a long low tunnel leading deeper into the lair.
The hard earthen floor shows signs of traffic; the recent pawing charges of the Hoar Panthers upon the floor and walls, whilst other tracks can be seen by the keener among you;
There are several types of track here; beastlike pawprints foremost (the Hoar Panthers most likely?) – both new and old; however other booted feet akin to your own have left a faint mark.
The dimmest imprints belong to numerous child sized bare feet – but these are seasons old...
If you pass this have a tilt at the Knowledge Nature below :)
The tracks belong to the Hoar Panthers (paw prints); humanoid tracks (boots – some half dozen perhaps) and finally the numerous (old) barefooted steps of the Púca themselves...
Before you the passage continues onward, before meeting a junction of sorts where the head-height seems to increase...
Let me know how you move onward, and actions taken...
Ragnar Sköld Född |
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Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge Nature: 1d20 + 8 ⇒ (9) + 8 = 17
Holding up a hand as he crouches to look at the earth, Ragnar points "Boots... be wary" before raising axe and stalking forward with all the stealth of a runaway rhino.
Luke Falgren |
Luke peers down at where Ragnar points.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
As he studies the prints, he thinks hard about their type and origin.
Knowledge nature: 1d20 + 7 ⇒ (9) + 7 = 16