The Northlands Saga (Inactive)

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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Seal Coast Map | Northlands Map | Player's Guide

Rations: 57


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Thanks! In the meantime, let's figure a few things out.

First, from prior fights we would know the zombies have DR/slashing and are staggered, meaning they can take only a move or standard action each round. If that changes anyone's actions this round feel free to change.

Second, Ramundr is correct that weapons that would have had an enhancement bonus are still considered masterwork and do grant an additional +1 to attack.

Third, with the DR of the zombies, i'll assume Signe fires at the prince.

Fourth, remember to add +1 to your saves thanks to ABP: Signe, Otryggr, Ragnar, Þyrnir

Any questions?


I'm good. I could not reach big baddie and could not charge since Otryggr was in way...so I'm good.


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

I hope it's not serious too, and, indeed, don't overdo yourself.

I'm updating the saves, and no other questions.


Does the throne block access to the prince (e.g. can't flank or attack from side because throne acts like a wall?), and/or does it act like rough terrain preventing a charge along the pink line I drew in roll20?


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The throne provides partial cover against all but frontal attacks, giving him +2 to AC, though I'd say he could still be flanked.


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Also, remember that you found One-Eyed Sven's body during the avalanche, but he was buried under the crushing ice. You Ljot and Hauk Arinbjornson remain unaccounted for.


In automatic bonus progression, how does this interact with feats that reference enhancement bonuses. For example

Shield Master (Combat)
Your mastery of the shield allows you to fight with it without hindrance.
Benefit: You do not suffer any [TWF]penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

Does the bolded part of the feat get ignored under ABP, or could it be re-referenced to one of the bonuses under ABP, like attunement?


Human Barbarian 6 | HP 72/72 | AC 17 (Tch. 13, Ff. 18) | Fort +13, Ref +7, Will +8 | Init. +1, Perception + 8 | Rage Rounds: 1/16 | +3 to resist spells | +1 to Fear Saves
GM Wicked wrote:
To all of my games: I've come down with something that might or might not be serious. I don't know yet, but I might even need surgery. I'll try to keep you all updated as I learn more. Please forgive any unannounced absences from the game in the coming days.

Take care of yourself, Wicked! Fingers crossed that it doesn't turn out to be serious.


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 my absence for the past couple of days, I was unexpectedly out of town during the weekend, due to family drama (and Easter). I'll get something on tonight!


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

I created the stones during the summer, when I'd have been lvl 2, technically, but I don't think it makes that much of a difference.


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Human Barbarian 6 | HP 72/72 | AC 17 (Tch. 13, Ff. 18) | Fort +13, Ref +7, Will +8 | Init. +1, Perception + 8 | Rage Rounds: 1/16 | +3 to resist spells | +1 to Fear Saves

Btw, I just want to note that we've sped through this palace-crawl, and are the better for it. When I played this AP last time it took us 11 real life months to clear the palace, and doing so ground down my enthusiasm to a nub as we spent endless months moving from room to room, investigating rubble, fighting zombies, back tracking, checking for traps, searching for secret doors, debating which way to go...

Instead, Wicked has sped us through the boring parts and hit all the highlights in only two months, resulting in a much more enjoyable PbP experience. I know we're not done yet, but it's been a huge relief to skip the interminable searching that I dreaded might be our lot.

Kudos, DM!


11 months... I believe it.


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Great, I'm glad this was more enjoyable for you. It was for me, too! It would have been just as tedious to GM all of that as to have played it! I'm excited to get into the next adventure and explore some content that's new for everyone.

The next adventure, Vengeance of the Long Serpent, is for levels 5-7, so expect to level up to 4 and then 5 very quickly in the near future.


Ramundr's 20' speed in armor is frustrating.

Hey Otryggr, next round how about move 5' so that Ramundr can get in a charge.


Human Barbarian 6 | HP 72/72 | AC 17 (Tch. 13, Ff. 18) | Fort +13, Ref +7, Will +8 | Init. +1, Perception + 8 | Rage Rounds: 1/16 | +3 to resist spells | +1 to Fear Saves

Affirmative, captain. Sounds like a plan.


Sure hope that crit is confirmed..not at all confident that it will though.

4d6 cone effect with a high DC.. Ouch.


get a +2 to Str and Con
1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

doesnt seem like it would benefit an archer.


forgot to add +1 to my spear damage rolls from trait


Human Huscarl 6 | HP 58/58 | Current AC 22 (21+shieldwall)(Tch. 12, Ff. 21)traitplusadjacent | Fort +9, Ref +6, Will +5 | Init. +2, Perception + 8

If Otryggr is attacked and is adjacent to Ramundr, he will use his class power to try to aid another via Bodyguard feat to improve his AC by +2 at a cost of one aoo

rolls vs 10: 1d20 + 3 + 1 + 3 + 1 ⇒ (14) + 3 + 1 + 3 + 1 = 22


Thynir, wondering where you are placing your token on roll20


Spells:
Level 1 - Bless, Divine Favour, Moment of Greatness, Obscuring Mist, Shield of Faith; Level 2 (DC 15) - Bull's Strength, Burst of Radiance, Ironskin, Protection from Evil (communal)
Warpriest of Frigg 6 | HP 44/44 | AC 29 (31 against evil) (Tch. 16, Ff. 26) | Fort +9/11, Ref +8/10, Will +11/13 | Init. +3, Perception + 8

Placed, that's as far as I can move, hope I'm not in anyone's way.


rolls vs 10:: 1d20 + 3 + 1 + 3 + 1 ⇒ (15) + 3 + 1 + 3 + 1 = 23 for Bodyguard to +2AC for Pynir.

This is going to be a bit frustrating to use.


Human Barbarian 6 | HP 72/72 | AC 17 (Tch. 13, Ff. 18) | Fort +13, Ref +7, Will +8 | Init. +1, Perception + 8 | Rage Rounds: 1/16 | +3 to resist spells | +1 to Fear Saves

Hmm. I think I may actually be dying? I went back and checked the damage.

I was at 30/36 going into this fight. I took 8 damage from the first cold of cone, dropping me to 22. Then the hoar did 25, dropping me to -3?


Harms way feat and body guard feat are hard to use in play by post.
As an immediate action Ramundr can take onto himself one of the hoar's attacks. Ouch, but he lives.


Ramundr is going to take on of those blows Otryggr. Kill that thing.


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Epic use of the ability! Please make a Fort save v paralysis!

Edit: Signe wasn't in the cone of cold so I'll refund the hp I subtracted in the game post.

Edit: this means Otryggr isn't staggered and can attack this round.


yeah..could have been stupid though ending with both of us as paralyzed.


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

It's not that I kind of wanted one of you to fail a roll, so I can use my spell. Not at all. ^^

But I feel justified in picking such a niche spell now.


Human Huscarl 6 | HP 58/58 | Current AC 22 (21+shieldwall)(Tch. 12, Ff. 21)traitplusadjacent | Fort +9, Ref +6, Will +5 | Init. +2, Perception + 8

Totally justified!


I dont think cover matters for Ragnar's attack this round since he is using melee reach


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

Actually, using reach weapons in melee combat does, if I can't draw a line from one of the edges of my square to any of theirs without crossing anything on the way. I could see that, since I won't be trying to stab either Thyrnir or you on the way.


Oh the soft cover rules..
So you get +4 to AC from reach attack to, if you have one of us in front.
This might be an ok feat for you then:
http://www.d20pfsrd.com/feats/combat-feats/phalanx-formation-combat/


Ramundr's bodyguard feat means he can spend an attack of opportunity to make an 'aid another' attempt to increase an ally's AC by 2. This is kind of an awkward thing to do in PbP. Is there a way you'd like to handle it, GM Wicked?


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Just note in your post that you'd like to use it during the round, then be ready to correct me in discussion when I forget :).


Cool.
Whenever I am adjacent to an ally I will probably be trying to use it when they are attacked...kind of central to Ramundr's build.

In order to do the aid another though, I have to make an attack roll against 10...which is not that hard, but not yet automatic.


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And with that, you have reached level 4! However, since we're nearly at the end of this module, and the next module is designed for levels 5-7, you should go ahead and level up to 5!

NS0, Spears in the Ice, was actually written recently, as a prologue for the original set of adventures, which begins with NS1, Vengeance of the Long Serpent. In a sense, the adventure path is only now about to begin!


Human Huscarl 6 | HP 58/58 | Current AC 22 (21+shieldwall)(Tch. 12, Ff. 21)traitplusadjacent | Fort +9, Ref +6, Will +5 | Init. +2, Perception + 8

Ahh right!


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the folding boat has its command word inscribed on the box in Old Uln and can be deciphered by Ragnar with castings of comprehend languages and detect magic/Spellcraft.


Ramundr Level 5 Huscarl
HP:49 hp+6+2+1;6+2+1
+1 Str (str bonus=+4)
+1 Deflection, +1 Weapon and Shield Attunement
Feat: Weapon Focus: shield
Bonus Feat: Double Slice
Adventure Skills (6): +2Perception,+2Religion,+1Ride,+1Dungeoneering
Background Skills (2?) +1 Soldier +1 Sailor


Spells:
Level 1 - Bless, Divine Favour, Moment of Greatness, Obscuring Mist, Shield of Faith; Level 2 (DC 15) - Bull's Strength, Burst of Radiance, Ironskin, Protection from Evil (communal)
Warpriest of Frigg 6 | HP 44/44 | AC 29 (31 against evil) (Tch. 16, Ff. 26) | Fort +9/11, Ref +8/10, Will +11/13 | Init. +3, Perception + 8

Off on holiday to Meowrocco from April 20th to May 6th. Posting will be slow, please bot as needed.


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

Enjoy your holiday!

I'll level up Ragnar when I come home today. I'm thinking more of the same, but if anyone has a spell they feel might come appropriate, suggestions are appreciated.


Cacaphonous Call and Glitter dust are both powerful. Grease if you don't have it yet. My bard in another game has had fun with those.
Heightened Awareness isnice. Long duration, Boosts perception, can be dismissed for +4 initiative...so that can help everyone.
Didn't see anything that stuck out thematically in the spell lists


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

I decided to take Surprise Accuracy for my level 3 Rage Power. Thyrnir might not be able to take advantage of it as often as the rest, but I also felt that occasionally granting Wotan's sight to people so that they can strike true is appropriate.

Level Up:

Lvl 4:
+7 HP
+1 BAB
+1 Charisma
+1 F and W
Class Ability: Uncanny Dodge
Bardic Knowledge now grants +2
Inspired Rage now grants +2 Will

Spells learned: 1st: Windy Escape 2nd: Glitterdust, Heroism

Skills: Climb, Knowledge(Arcana), Spellcraft, Knowledge(Religion), Knowledge(History) + Background Skills Perform(Oratory), Linguistics

Level 5:
+7 HP
Class Feature: Spell Kenning Mwahahaahaa!
Spell Gained: Allegro.
Skills: Climb, Knowledge(Arcana), Spellcraft, Knowledge(Religion), Knowledge(History) + Background Skills Perform(Oratory), Linguistics
Feat: Northlander Spear Training: To go where the spear-din is thickest, and to raise the spirit of those by my side, is to be a skald.

@GM: Since I'm not sure how languages would technically work in here: Could I pick Ulnat and/or Old Uln based on my experiences on the iceberg? I'd also have one more, but if you think it's getting too much, I'm happy to just stick with the ones I have.


Kenning...wow. That is an awesome capability, even if once a day. Cleric/Wizard/Bard is a large library, and you don't have to prepare it before hand.Wow.
I assume it has to be at a spell level you can cast.


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It's almost as if they made the skald so MAD just to balance it out with spell kenning.

Ragnar, those languages are fine. Old Uln because you have encountered it, and I trust you'll insert a bit of roleplay about learning Ulnat when you do stumble across it. Plus it will be really handy to have someone who can translate when the adventure throws you into strange lands.


[Loot] | [Roll20] | [Inspired Rage] | [Hero Points] | [Discord Chat]

This concludes NS0: Spears in the Ice! NS1 will begin after several weeks have passed, and spring begins to give way to summer. You don't need to account for this time in-character unless you want to. But after a time, you should find yourself within the drinking halls of Halfstead, ready for yet another adventure.

I'd like everyone leveled up to five before we proceed. Hopefully Kittenmancer will have time to do so before her epic vacation, though I can estimate her stats if needed.


Female Human Ranger (Trapper) 6 | HP 51/51 | AC 21 (Tch. 13, Ff. 18, PfE 23) | Fort +7, Ref +9, Will +6 | Init. +3, Perception +13 SM +3 | Active Conditions: Bless, Heroism, Protection from Evil

Level4:
+8 HP (d10, +1con, 1favored class)
+1 BAB
+1 Fort and Ref
Hunter's Bond - Companions
Ability Score increase to Strength
+1 armor attunement and +1 weapon attunement (ABP)

Level5:
+8 HP
+1 BAB
2nd favorite enemy (still choosing between humans and undead)
Traps - snare and bludgeon
Feat: Ranged Trip
Deflection +1 (ABP)

Skills - 14points total:
Disable Device +2
K.nature +2
Perception +2
Stealth +2
Survival +2
Swim +1
K.geography +1
Climb +1
adding Heal +1

bkgd skills(+4): +2 to profession,sailor; +1 handle animal; +1 profession,farmer

I also realize I haven't added her Resistance +1 from 3rd level to her profile so I will do that when I update her now.


Female Human Ranger (Trapper) 6 | HP 51/51 | AC 21 (Tch. 13, Ff. 18, PfE 23) | Fort +7, Ref +9, Will +6 | Init. +3, Perception +13 SM +3 | Active Conditions: Bless, Heroism, Protection from Evil

I know there are some limits to weapons and armor available. Would a composite longbow be available? Or can she have her current bow converted into one? She definitely wouldn't want to give up a gift from the jarl so I am hoping it could be converted...but that will also be determined by whether she'd be able to afford the upgrade.


Ramundr bought a composite longbow for last adventure..hope they are allowed.

I'm probably wrong, but I bet we will be facing a lot of humans.


Female Human Ranger (Trapper) 6 | HP 51/51 | AC 21 (Tch. 13, Ff. 18, PfE 23) | Fort +7, Ref +9, Will +6 | Init. +3, Perception +13 SM +3 | Active Conditions: Bless, Heroism, Protection from Evil

Does the weapon attunement bonus apply to attack and damage rolls?

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