The Northlands Saga

Game Master Something Wicked

Hearing I ask from the holy races,
From Heimdall's sons, both high and low;
Thou wilt, Valfather, that well I relate
Old tales I remember of men long ago.

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Northlands Map


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It's a -4 to attack. Damage isn't specified, but the handle of a battleaxe isn't going to do much damage and is cumbersome to wield. Less than a club. I would rule 1d4 plus your strength.

Have a nice trip!


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

Heart of the Snows only applies to Fort saves, right? Even if the Reflex save is cold related?


Im a bit confused by the map. Shouldn't Ramundr got an aoo?
Also for Otryggr and Thynir to attack wouldn't they have needed to move to where Ramundr is ?


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Correct, the trait only applies to Fort saves. But I don't think it even applies to this combat check...

srd wrote:
Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.

The effect is a spell, and one that requires a will save, not a reflex save (though we can just use your roll and insert your will save in lieu of reflex).

Even though it's "cold", I'm afraid the trait doesn't help you here.


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@Sub, an aoo against which? The purple swarm is 20 feet over your head. The blue swarm descended upon the others, triggering an aoo as it enters their square. Prior to that, it was hovering just above them, in melee range.


Male Human Skald 6 | HP 45/45 | AC 22 (Tch. 12, Ff. 19) | Fort +7, Ref +6, Will +5 | Init. +3, Perception +4

Sorry about lateness of posting, schedule's been a bit rough this week, and will be for at least a couple more, so my posts kind of come at weird times.

On that note - I'll be travelling during the weekend, so please, bot me if needed!


It might be a good idea if we spread out a little so that they cannot swarm everyone of us every turn.

Since swarms don't threaten, you can split your move action. Go in and hit, and then run back out. That means we can all be at least 10' apart, and and still attack them each turn, but they attack us less.

I may be wrong, but I doubt they can use their magic aura every turn so we will really limit their damage if we do that.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

Random question: I'm looking to join a new PbP game here on the boards, and would love to play with people I already enjoy gaming with. Anybody in a game that could use a new player?


There is Skull and Shackles game that I'm in (Lvl 4) that might be open for a 5th player. We just mutineed and are just now opening a brand new chapter as pirates.


Spells:
Level 1 (DC 14) - Bless, Divine Favour, CLW, Protection From Evil, Shield of Faith; Level 2 (DC 15) - Bull's Strength, Hold Person, Ironskin, Burst of Radiance
Warpriest of Frigg 6 | HP 44/44 | AC 24 (Tch. 15, Ff. 21) | Fort +8, Ref +7, Will +10 | Init. +3, Perception + 8

I'm in a Hell's Rebels game that is recruiting, and a Reign of Winter game that just lost its arcane player.

Hell's Rebels
Reign of Winter

Both games are still in the first chapter, with the characters at level 2.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

Thanks guys! Level four seems a bit high to start with, so I might submit something to the Hells Rebels Game.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

DM, what would the system be for Otryggr's leaping across the chasm and stabbing his greatsword into the far side wherever he hit it, to then climb up from there?


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Well, at 30 feet across that's a DC 30 Acrobatics check for the long jump to even make it over the space. Then we'd need some kind of check to impale your sword and hang on to it--a DC 12 Strength check that, if failed, could allow for a DC 15 Dex roll to grab back onto the handle. Otherwise, you fall!

By the way, the sickened condition will have faded for anyone affected shortly after combat ended.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

See, I was thinking it would be DC 30 to leap straight across and land on the far side. But I'm imagining a downward parabola to hit the far side maybe 30 feet below the edge. Would that be an easier jump? It's fine if not, just exploring options.


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Sorry, yes that's that I mean. DC 30 clears the distance, but anything less would, at best, land you on the far side's wall, where the Str and Dex checks would come into play.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

DM, what would be easier for everyone - to go hand-over-hand horizontally across the rope from one edge of the ravine to the other (30ft), or to throw a belt over the rope and slide down to the five foot ledge where Otrygrr could climb to, then have everyone climb up from there?


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The latter option sounds easier. To climb unaided, the DC here is 15, but if the rope is somehow secured and hangs against the wall of the chasm, the DC is only 5.

But this still poses a logistical problem: how do you secure the rope?


Female Human Ranger (Trapper) 6 | HP 22/51 | AC 21 (Tch. 13, Ff. 18) | Fort +7, Ref +9, Will +6 | Init. +3, Perception +13 SM +3

I don't have a time to post but Signe has a grappling arrow. Can't she tie rope to the end and shoot the arrow into the ice?


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

I could stab my sword deep into the ice?


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That works to anchor it on Otryggr's side. You're currently across the chasm, so would the party climb down the wall of ice, then climb up your side?

Signe, for your side the issue is securing the rope where you stand so you can climb down. Are you proposing to shoot your grappling arrow straight down where you stand? Is it strong enough to support the weight of a fully dressed Northperson?

Someone there could also impale a weapon into the ice, but then they would probably lose the weapon.

Without a plausible means of securing your rope, we're looking at an unaided climb check DC 15.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

I'm thinking they'd zipline down in a diagonal from their upper side, across the chasm, and down to my ledge.


Should bought some sort of snow hooks.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

Or, of course, everyone can just climb down and cross the bridge with their own climb checks. When Otryggr leaped he didn't know there was that handy-dandy means of getting across either.


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Ziplining is possible. The only rules I know of are found here.

archivesofnethys wrote:

Using a zip-line hook in this way requires a successful DC 5 Climb check for declinations of 90 degrees (straight down), increasing by 5 for every 15 degrees off that baseline in either direction, to a maximum DC of 30 at a 15- or 165-degree declination. It is impossible to utilize a zip-line hook on a rope without a slope, or to ascend an upward-sloping one.

Zip-line hooks are designed for use with two hands. A character can use a zip-line hook one-handed, but if she does so, she takes a –8 penalty on her Climb checks. Moving via a zip line is considered rigorous motion for the purpose of casting spells. If a zip line or its rope becomes broken while in use, the character using the zip line falls.

So it's still a Climb check at the same (or harder) DC, and the consequence for failing the check is plummeting down into the chasm. Failing the traditional climb check (descending down the wall) would likely result in landing on the ledge below.

I get the feeling that several of the group are rather busy this week, or else just not interested in this type of challenge. So in the interest of keeping momentum I'm just going to push forward. It's hard to problem solve with a portion of the group MIA.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

Yeah, sounds good.


Yeah, I'm swamped. Trying to keep up though.


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It's okay, I'll just bot you :P. I apologize in advance if my dicebot buries you under a literal ton of snow.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

Can we loop a safety rope around and under the bridge and tie it to our belts so that if we fall we just dangle? Would doing so make the checks easier?


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You can do so for RP purposes, but it won't affect the DC of the checks. The "safety" of something like the rope is already accounted for in the module. Per the module, you can avoid certain checks as long as you move at half speed, which I assume everyone would do anyway. Otherwise, you'd have to make Acrobatics checks.

Either way, a Will check is required to overcome the psychological barrier of the challenge.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

Ramundr scores with the best line of the game thus far. *golf clap* Well done!


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That's really great. Ray, put a roll with that (goading--diplomacy?) to try to encourage Otryggr over!


Human Huscarl 6 | HP 58/58 | Current AC 22 (21+shieldwall)(Tch. 12, Ff. 21)traitplusadjacent | Fort +8, Ref +5, Will +4 | Init. +2, Perception + 7

Goad: 1d20 - 2 ⇒ (17) - 2 = 15


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Hit!


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Okay so it looks like Signe, Thyrnir, and Otryggr have failed their saves. It's up to Ramundr and Ragnar to coax them along. Anyone who has passed the will save can continue to make bluff, diplomacy, or intimidate checks (dc 15) to allow those who are stuck to make re-rolls on the will save (also dc 15). Once everyone makes their save, we'll move forward.


Human Huscarl 6 | HP 58/58 | Current AC 22 (21+shieldwall)(Tch. 12, Ff. 21)traitplusadjacent | Fort +8, Ref +5, Will +4 | Init. +2, Perception + 7

Ramundr wonders why he was sent as an envoy from the Vale to serve Jarl Olaf. He is no diplomat.


Human Barbarian 6 | HP 72/72 | AC 15 (Tch. 11, Ff. 16) | Fort +9, Ref +3, Will +4 | Init. +1, Perception + 8 | Rage Rounds: 15/16 | +3 to resist spells

This encounter is truly proving to be Ramundr's time to shine. I'm cracking up over here.


Male Human Skald 6 | HP 45/45 | AC 22 (Tch. 12, Ff. 19) | Fort +7, Ref +6, Will +5 | Init. +3, Perception +4

The man who made the mountain move by asking it to stay there. Now that's a saga I'll be writing at some point.


Human Huscarl 6 | HP 58/58 | Current AC 22 (21+shieldwall)(Tch. 12, Ff. 21)traitplusadjacent | Fort +8, Ref +5, Will +4 | Init. +2, Perception + 7

Ramundr did an in kind diplomacy roll using his will save by walking back over the bridge to encourage Otryggr.


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Well, now Ramundr and Otryggr are on the south side and need to make their wisdom checks to cross. The other Pcs need to make their social skill checks to help them.

Once everyone has made it across I'll move forward!


Oh good. Ramundr couldn't take anymore Diplo.


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No one could :).


Female Human Ranger (Trapper) 6 | HP 22/51 | AC 21 (Tch. 13, Ff. 18) | Fort +7, Ref +9, Will +6 | Init. +3, Perception +13 SM +3

Ramundr's effort in getting Otryggr across the bridge totally cracked me up. I would have enjoyed reading a few more of those posts :) Well done!


Thanks c:)


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Fyi, this week is rather busy so my posting rate may be spotty!


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Sure, go ahead and assume Ragnar shares what he knows.


Male Human Skald 6 | HP 45/45 | AC 22 (Tch. 12, Ff. 19) | Fort +7, Ref +6, Will +5 | Init. +3, Perception +4

Sorry, everyone, crazy couple of days! I'll try and post tonight!


Male Human Skald 6 | HP 45/45 | AC 22 (Tch. 12, Ff. 19) | Fort +7, Ref +6, Will +5 | Init. +3, Perception +4

Still crazy as in the morning - I'm waking up in 6 hours. I should be back to normal in a couple of days, end of the week tops!


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It's okay Ragnar. Thanks for checking in.

As it came up in gameplay, I want to clarify that there was absolutely no visible evidence of the jarl's ship, neither survivors nor debris, save for the sounding of the horn from the frozen valley.


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And now the not-at-all-tedious prospect of steering a PbP group through a big dungeon! Try to be assertive in selecting directions. I've marked the visible doors and passages, but I encourage frequent perception checks (no doubt your PC is feeling a little paranoid anyway).

Questions?


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Traveling and conference all day. Likely no post today :(.

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