Eldgrímr Hallgrimsson |
That sounds like a good alternative. Leave them to the justice of their own people. How hard would it be to transport them all to the surviving Ulnat village?
GM Wicked |
That sounds like a good alternative. Leave them to the justice of their own people. How hard would it be to transport them all to the surviving Ulnat village?
We can easily insert a voyage back to Laquirv before sailing back north to Intulvik and Hranavik. With the Long Serpent the voyage should be relatively quick and easy, but still requiring an additional two days of travel (assuming a period of rest in Laquirv) and subtracting the appropriate rations.
Also, well, not everyone is going to fit on the boat, so you'd have to leave some of the crew behind here. That risks an attack by cultists. So who would sail, and who would remain?
GM Wicked |
There will be a map for the Hranavik battle, yes.
Ragnar Hedefødt |
Depending on how many people we need to leave, Ragnar would volunteer, for two reasons.First one is he would use the time to study Althunak's curse.
The second one is that if we do get attacked by the cultists, Ragnar can use Marching Song to allow the crew to outrun anything on foot. Possibly even dog-sleds over long distances.
And he'll be the first skald in the history of the class to ever use that ability twice, which is a high honour.
But if there's too many people being left, I'd rather we all go together, and not split too much. All in all, Ragnar would vote for staying, simply to make sure justice is met (and we make ourselves friendlier to the nice locals).
GM Wicked |
The ship can hold 60 persons. You set out with 50 hired crew, Hallbjorn, and yourselves (minus Eldgrimr). Hallbjorn went overboard during the storm, that leaves us at 55. You can fit five people on board with the entire crew.
The adventure provides that, aside from those engaged in the battle for Alcanavt (presumably slain) there are ten additional slaves and eighteen "families". Let's conservatively estimate that there are two additional members per family, this brings us to 46 survivors. Yikes!
Signe Oddvardottir |
After Eldgrimr gleams into their hearts, he will advise Ramundr to kill all but the young girl Siku. He is not happy about cold-blooded killing, but understands the dark necessity of it.
Signe would go along with the majority and agree to a summary execution of all the tainted. But we can't just leave Siku nor can we take her into certain battle. In that case, Signe would vote for taking her back to the freed Ulnat village and waste a couple days.
If I understand correctly, there aren't more than 5 villagers worth saving so we should all fit in the ship and won't need to split up to travel.
Þyrnir |
Þyrnir will go along with the majority decision (sounds like execution so far?), but will take Siku under his protection and ask her what she wants to do.
Eldgrímr Hallgrimsson |
Execute the rest, bring Siku on and ask what she wants (default to dropping off at neighboring Ulnat village not tainted by evil).
GM Wicked |
Yes that's possible. Update tomorrow :)
GM Wicked |
Can you use spell kenning for beacon of luck? It's a third level spell, and at level 6 you don't yet have access to third level spells.
Ragnar Hedefødt |
Wow. I didn't think the wands would have that high a DC. I thought, how bad can it be, I have 17 Cha...
And then I saw the DC is 20. Not trying that until I get some ranks in. Wotan doesn't like rash decisions!
Eldgrímr Hallgrimsson |
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** spoiler omitted **
Eldgrímr Hallgrimsson |
Yeah the thing about wand DCs is that...they just kind of stay at 20. Once your check is sufficiently high enough you just start using any wand with ease. Kind of weird imo.
Ótryggr Grímsson |
And what's the ruling on climbing that cliff? Hard terrain, does it need a climb check, and if so how much movement does it take to cross?
GM Wicked |
Moving through the water will require a swim check (calm water DC 10) with normal swim rules, and the wall is ten feet high from the water with a Climb DC 13 (slick with ice).
Eldgrímr Hallgrimsson |
We could form a wall around her and raise shields, sitting in full defense while she rains out damage. I have no desire to swim then climb just to reach an enemy that outnumbers us. No reason to give them the tactical advantage as well as the number advantage.
Unfortunately I only have a couple of throwing axes for myself, but I have a feeling they will try to close the gap on us.
GM Wicked |
Yes both sides provide access, although there might be trees (difficult terrain) to contend with.
Ótryggr Grímsson |
To be honest, such patience is not really ic for Otryggr. He's a run and get into the mix kinda guy. Unless someone helps him snap out of his rage.
Ramundr Æiþorn |
If Signe keeps doing this, there will be no one left for Otryggr to rage at.
also, Ramundr targeted the same fella as Signe.
I didn't include soft cover in my rolls, figuring that is in GM AC bonus.
Eldgrímr Hallgrimsson |
I think Signe should outdamage their shaman in a 1v1, so I'm happy to have him out of the way before we start mixing it up in melee with all the lesser cultists. Their battlefield control will only make the melee that much harder.
GM Wicked |
I'm editing my post for Eldgrimr's mirrors, which I of course forgot...
Ragnar Hedefødt |
If we cut down their dogs, we take out their ability to chase us down, if push comes to shove. Ragnar and Otryggr are the best climbers, so if we take the left flank, we should have no issue clearing that climb as a move action, if we need to go up there.
I think Signe is pretty good where she is, so if we create her some space, it'd be even better.
GM Wicked |
Elemental rage to burn away the web, awesome! My only question is this language:
Any fire can set the webs alight and burn away one 5-foot square in 1 round.
It reads like anyone who fails the save could still be stuck for the 1 round it takes for the fire to burn away the web? Assuming anyone fails. My quick google search doesn't immediately reveal guidance.
Ragnar Hedefødt |
That's possible, come to think of it. Depending on how the fire would spread, it might take time for the webs to burn.
In my experience with large spiderwebs (granted, normal, non-magical spiders) it mostly burns instantaneously, but, y'know, magic and also much thicker webs. Then, it would take 4 rounds from a web to burn from the centre, which sounds a bit much for me, so...
I thought that we could survive 2d4 damage, so I burned it.
What I think makes sense is that we are still in the web for 1 round, but it would have burned completely by start of the next round? It's a 2nd level spell which caused some disruption and some damage to us, and I spent resources on removing.
TL;DR - I have no idea, but I think instant evaporation may not be the result here. 1 round in the web as it burns away seems the most reasonable middle ground to me.
GM Wicked |
Everyone who accepts rage has a burning weapon this round. Even if Signe doesn't, those around her would burn the webs. So let's just say that if 4/5 characters accept rage and use up their elemental rage, the web dissipates the same round it is cast, and no one need make the save. Is that fair?
Also for movement, squares with trees count as difficult terrain and may provide cover. Use your best judgment.
GM Wicked |
Sure. I'm assuming you mean to use elemental rage to cut through the webs and break out this round as Ragnar has done?
GM Wicked |
So, the web spell says this: A flaming weapon can slash them away as easily as a hand brushes away cobwebs.
I hardly think that's worth a standard action. I've allowed Ragnar to break out using his elemental rage as a "free" action, so you can do the same. I.e. since you're using up your use of elemental rage this round, you can move out and attack as well this turn. And so can eldgrimr. I know I've made this way more complicated than it needed to be, but does this clarify things?
Ramundr Æiþorn |
GM Wicked |
This is a good fight for cleaving.
Ragnar Hedefødt |
Ah, Cleave. Usually, not the most useful feat, but when it works, it's magnificent.
@GM - did I manage to fix that Adamantine Breastplate? I'd have had the time to cast Mend Whole twice, but I never got affirmation that I can attempt that.
If possible, then:
2 Make Wholes: 10d6 ⇒ (1, 1, 6, 5, 2, 1, 6, 3, 3, 6) = 34