The Saxon Wars (Inactive)

Game Master Brian Minhinnick

782 AD - Charlemagne's wars against the Saxons.


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Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

"When and which way did they leave with the women? Show me the tracks." Gunthar asks mimicking the tone and cadence of his father's voice.

Survival: 1d20 + 4 ⇒ (7) + 4 = 11


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

Survival: 1d20 + 8 ⇒ (10) + 8 = 18

Reolus looks about for the tracks as well. Perhaps between Gunthar and himself they can find them.

Once tracks are or aren't found, Reolus heads towards the hof. "Pleae, let me tend to your son, Ulgar. It will only take a few minutes to see to him."


Ulger shows Gunthar and Reolus to where the raiders came from, where Reolus points out the tracks to Gunthar. Gunther is left to examine them while Ulger leads Reolus to the boy. Ulgar makes no effort to prevent the priest from caring for his son. The boy has a sword wound to the chest, and is unconscious. They have jammed some cloth into the wound, but the boy's skin is pale, and his pulse weak.

The tracks of the raiders lead out onto the moors away from the farm.


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

Is this going to take a treat deadly wounds? If so, that takes an hour. First aid would stabilize him and bring him conscious (perhaps). I'll assume he first does first aid, then does treat deadly wounds unless somebody else tells him that he's taking too long.
Take 10 for first aid: 10+8=18
Treat Deadly Wounds: 1d20 + 8 ⇒ (4) + 8 = 12

Two charges spent from his kit, and it doesn't work.


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

As Gunthar searches for tracks and Reolus tends to the gravely injured boy, Lo presses Ulger for more details of the attack, asking of him several questions.

“In what numbers did they come, and how were they armed and armoured? Were any slain or injured grievously during the attack?”

“How many hours have passed since the pagans made off with your daughters? Did they travel by foot? Were any of the women injured?”

“We are but three. Are there any here brave or able enough to accompany us in a rescue attempt?

If the pagans came in overwhelming numbers, Lo will not ask the final question, but wanting to leave Ulger thinking that he, Gunthar and Reolus are ready to commit to saving the girls if it is beyond their power.

Diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2


Reolus of Fulda wrote:

Is this going to take a treat deadly wounds? If so, that takes an hour. First aid would stabilize him and bring him conscious (perhaps). I'll assume he first does first aid, then does treat deadly wounds unless somebody else tells him that he's taking too long.

Take 10 for first aid: 10+8=18
[dice=Treat Deadly Wounds]1d20+8

Two charges spent from his kit, and it doesn't work.

He's stable at negative HP.


Lo the Incautious wrote:

As Gunthar searches for tracks and Reolus tends to the gravely injured boy, Lo presses Ulger for more details of the attack, asking of him several questions.

“In what numbers did they come, and how were they armed and armoured? Were any slain or injured grievously during the attack?”

“How many hours have passed since the pagans made off with your daughters? Did they travel by foot? Were any of the women injured?”

“We are but three. Are there any here brave or able enough to accompany us in a rescue attempt?

If the pagans came in overwhelming numbers, Lo will not ask the final question, but wanting to leave Ulger thinking that he, Gunthar and Reolus are ready to commit to saving the girls if it is beyond their power.

[dice=Diplomacy] 1d20 + 1

"I'm not sure how many there were, sir. It was dark and happened so quickly. If I had to guess I'd say around half a dozen. None of them were slain. I don't know what an hour is, but they came last night, on foot. I don't know how the women are...oh God, to think what's happening to them now..." Ulger breaks off and can't say more, he's having too much trouble resisting his tears.


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

Replies lays a hand on his shoulder. "Fear not. Have faith and pray for their return. I have tended your son and he will live. Wash the would with weak wine every few hours and change the bandages when they get brown, and he will recover. Do you understand?"


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

Lo tries to hide his disquiet at Ulger’s grief, and does his best not to think about the terror that must have engulfed the man’s world since the preceding night. Leaving the farmer to his sobs, he gathers Gunthar and Reolus to him in conference.

“Ulger guesses at half a dozen. I’ve heard Graf Theodoric say one good Christian with faith in the Almighty is worth two of the fiercest pagans, but are we really ready to test those words? Perhaps some of these men might be persuaded to accompany us. The raiders came on foot; we have horses and could overhaul them before they got too far. With a good plan and the Lord’s blessing, we might even prevail and rescue the women before they are … defiled.” For a moment, the horrific image in the hof flashes back into Lo’s mind, and he closes his eyes.

When he opens them, he looks at his two fellows, wondering if either of them harbour the confidence he lacks at the prospect of a dangerous rescue mission.


Reolus of Fulda wrote:
Replies lays a hand on his shoulder. "Fear not. Have faith and pray for their return. I have tended your son and he will live. Wash the would with weak wine every few hours and change the bandages when they get brown, and he will recover. Do you understand?"

"Yes, Father. Thank you," Ulger manages.


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Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

"Ready or not, we shall test them this day," Reolus says. "We will not abandon Ulgar's daughters to torment and death. Not while we have strength left...Let's hunt some pagan!"

Diplomacy to inspire Lo's courage: 1d20 + 12 ⇒ (6) + 12 = 18


Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

"I don't know how much our horses will be an advantage on the moors. Regardless, time is of the essence. We need to follow the tracks and save the women." Gunthar replies to Lo.

"A very risky strategy would be ride hard back to where we camped last night and set an ambush at that pagan party place that we saw. They may return there for their spoils, but if it doesn't work then we've lost there trail."

Reolus ninja'd me. We follow the tracks.


The moors should be fine for horses. They're just big damp fields basically, totally fine in most places for riding. There are boggy areas, but not so many as to impact speed. The thick forests of the area would be much more trouble for the mounts.

The moors look similar to these:

Example 1

Example 2

Example 3

Except it's almost winter so most of the plants are dead.


As for following the tracks, you've already been riding for about seven hours. If you press on much further today, you're going to be making checks against fatigue.


Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

Not to make things difficult for us, but the reason that moors are challenging for horses is that some of the ground is soft due to the random water. If the horses are traveling fast and the soft ground shifts beneath them, they can twist an ankle. I've walked several moors in Scotland, not that that makes me any expert... Cheers!

I guess were camping and will set out after we've slept 8 hours. We can leave as soon as we have enough light to see the trail. If moonlight, then we can leave at night.


Gunthar von Eschbronn wrote:

Not to make things difficult for us, but the reason that moors are challenging for horses is that some of the ground is soft due to the random water. If the horses are traveling fast and the soft ground shifts beneath them, they can twist an ankle. I've walked several moors in Scotland, not that that makes me any expert... Cheers!

I guess were camping and will set out after we've slept 8 hours. We can leave as soon as we have enough light to see the trail. If moonlight, then we can leave at night.

Well, I lived on a horse farm on the moors of Niedersachsen for half a year (a city there for another half year). I also did a drive hunt (Treibjagd) across the moors while I was there. That's what I'm going off. It rained a lot in the winter and was always damp and windy, but very little of it was swampy. The horses did fine. Granted, this is slightly further south than where I lived. The area around Minden is more hilly and forested than where I was. Of course the terrain has changed in the last 1,300 odd years, but I don't want riding on these particular moors to be an issue.

Besides that, assuming you can track them the whole way, they've got a whole day's travel on you. You have to move half speed while tracking, meaning you'll never catch them until they get where they're going.

It's between 3 and 4 PM now. If you head out now, you've got an hour and a half of light. You could take a forced march for those hours and then rest on the trail, and take it back up at dawn (12 hours later). Any fatigue from the forced march will be cured by the rest.

If that's what you want to do, give me two survival checks to follow their tracks, as you'll be traveling 20 ft./round=1 MPH. One check per mile. One of you can be primary and the others can assist.


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

"I don't think we have the luxury of camping and resting. We should push on, or..." he lowers his voice below Ulgar's hearing. "Or else, there won't be enough of the girls left to rescue."


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

Survival: 1d20 + 8 ⇒ (7) + 8 = 15
Survival: 1d20 + 8 ⇒ (5) + 8 = 13


Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

So you are the expert, then. No sarcasm intended or desired. Thanks for clarifying the moors thing, because I was obviously imagining them quite differently.
Survival: 1d20 + 4 ⇒ (13) + 4 = 17
Survival: 1d20 + 4 ⇒ (14) + 4 = 18

Very well, we push on as you described.


I wouldn't go so far as to say expert, but I'm familiar. There is a reason I picked this particular war out of all the wars in history after all. ;)

It's just like flat peat land covered in great big wet lumps of windbent (yellow at this time of year) grass and some small bushes occasionally. There's almost always a stiff breeze from the north. Everything is always damp, but there's not a lot standing water on the ground, more streams, rivers and small ponds. Then mostly moss and thick thorny brush undergrowth (which sucks ass to walk through) where there are trees. From Roman and other descriptions of pre-civilized Germany though, the forests were much thicker and more forbidding back then. They described it as a dismal place, which I have to agree with. Northwestern Germany = most unpleasant weather I've ever experienced. It has its charms, but the weather wasn't one of them.


I'm assuming Reolus is lead despite his crappy rolls because he has the highest bonus. I'll wait for Lo before announcing the results.


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

A proper post later ...

Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Survival: 1d20 + 6 ⇒ (14) + 6 = 20


<< Tracking the pagans // Tuesday, October 15th, 482 AD // Afternoon-sunset // Cold; 36° F >>

To such skilled trackers as the young knights, the trail of six men dragging three hostages is as clear as a paved road. The three Christians follow the tracks out onto the moors and quickly lose sight of the road and the farm. It's just nature now. The cold wind howling from the north blasts their faces with flecks of mist as they ride into it, hunched over their saddles looking at the ground. The general damp has been picking up all day, and it has reached the point of somehow soaking everything without actually having ever properly rained. Fog billows slowly across the land, cloaking everything around them in mystery and danger.

After a couple of hours of this determined drudgery, they are forced to stop due to the lack of light. The mounts are weary, and so are they, soaked to the bone and sore all over. There's nowhere dry to camp, and the terrain is relatively the same everywhere. The knights find a pine thicket and use the materials there to create three bough beds to get them up off the ground. They then build small lean-to shelters with chopped brances and three felled saplings. Finding dry fuel for a fire proves to be impossible. The best they can manage with green wood is an extremely smoky weak flame, that does little to warm them and takes much work to maintain. They manage a "cooked" meal over it though. Salt pork "stew" (having only one ingredient) with rock hard trail ration "biscuits" on the side. Though the fog and darkness hide them well, prudence demands that they set a night watch.

Watch order please. Now that it's wet, the cold is beginning to really take effect. Reolus (by taking 10) can use survival to give you all a +4 bonus on your fort saves. Assuming you're all wearing cold weather outfits (which you would be) gives you another +5 bonus. I'll say the shelters I DMPCed for you give another +2 circumstance bonus. So I need 12 fort saves each to get you to dawn.

Cold Weather wrote:
...in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage.

So every failure is 1d6 nonlethal, and the DC increases by 1 each time. So the final DC will be a very nasty 27. Your roll is your normal fort save bonus+4+5+2. If you pass eight in a row you get eight hours of rest, and remove any nonlethal you took previous to that (despite you still being in the cold). You can use healing surges to remove this nonlethal cold damage. Feel free to also narrate how the night goes for your PC (or not).


Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

DC 15: 1d20 + 4 + 4 + 5 + 2 ⇒ (3) + 4 + 4 + 5 + 2 = 18
DC 16: 1d20 + 4 + 4 + 5 + 2 ⇒ (18) + 4 + 4 + 5 + 2 = 33
DC 17: 1d20 + 4 + 4 + 5 + 2 ⇒ (10) + 4 + 4 + 5 + 2 = 25
DC 18: 1d20 + 4 + 4 + 5 + 2 ⇒ (17) + 4 + 4 + 5 + 2 = 32
DC 19: 1d20 + 4 + 4 + 5 + 2 ⇒ (7) + 4 + 4 + 5 + 2 = 22
DC 20: 1d20 + 4 + 4 + 5 + 2 ⇒ (13) + 4 + 4 + 5 + 2 = 28
DC 21: 1d20 + 4 + 4 + 5 + 2 ⇒ (4) + 4 + 4 + 5 + 2 = 19 fail
DC 22: 1d20 + 4 + 4 + 5 + 2 ⇒ (10) + 4 + 4 + 5 + 2 = 25
DC 23: 1d20 + 4 + 4 + 5 + 2 ⇒ (12) + 4 + 4 + 5 + 2 = 27
DC 24: 1d20 + 4 + 4 + 5 + 2 ⇒ (10) + 4 + 4 + 5 + 2 = 25
DC 25: 1d20 + 4 + 4 + 5 + 2 ⇒ (5) + 4 + 4 + 5 + 2 = 20 fail
DC 26: 1d20 + 4 + 4 + 5 + 2 ⇒ (17) + 4 + 4 + 5 + 2 = 32

nonlethal: 2d6 ⇒ (3, 1) = 4

I hope the horses don't have similar saves. I'll try a descriptive post later.


Technically they do, but I'm willing to consider their fur and standing close to each other enough to keep them "protected".


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (14) + 4 + 5 + 2 + 3 = 28
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (19) + 4 + 5 + 2 + 3 = 33
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (9) + 4 + 5 + 2 + 3 = 23
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (5) + 4 + 5 + 2 + 3 = 19
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (1) + 4 + 5 + 2 + 3 = 15 fail
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (1) + 4 + 5 + 2 + 3 = 15 fail
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (11) + 4 + 5 + 2 + 3 = 25
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (20) + 4 + 5 + 2 + 3 = 34
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (5) + 4 + 5 + 2 + 3 = 19 fail
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (18) + 4 + 5 + 2 + 3 = 32
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (14) + 4 + 5 + 2 + 3 = 28
Fortitude save: 1d20 + 4 + 5 + 2 + 3 ⇒ (3) + 4 + 5 + 2 + 3 = 17 fail

nonlethal damage: 4d6 ⇒ (3, 3, 3, 5) = 14

Using both my healing surges: 2d6 ⇒ (4, 3) = 7

Whatever gets you through the night


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

Taken 7 nonlethal damage, and with my 1 point of normal damage only 3 points more will put Lo into unconsciousness.

Lo spends a night in misery cursing his companions’ recklessness. Their haste for glory and unwillingness to come up with a good plan, or even take the time to try and recruit some of Ulger’s men to aid them on their hunt, has likely doomed them to die in the attempt. Ulger’s women will only share the same fate or worse.

The wretched cold takes its toll, and by morning Lo can barely move. He’s in a sombre mood as he crunches through a tasteless biscuit, the slow lightening of the mist heralding dawn.

We’re committed now. We should catch them soon, but without some careful thought we can’t hope to prevail against six. His gaze flicks to his two companions. I’m not sure if these two have the imagination to realise that.

Character sheet updated, including rations etc.


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

Fort save DC 15: 1d20 + 2 + 4 + 5 + 2 ⇒ (3) + 2 + 4 + 5 + 2 = 16
Fort save DC 16: 1d20 + 2 + 4 + 5 + 2 ⇒ (11) + 2 + 4 + 5 + 2 = 24
Fort save DC 17: 1d20 + 2 + 4 + 5 + 2 ⇒ (2) + 2 + 4 + 5 + 2 = 15 Fail
Fort save DC 18: 1d20 + 2 + 4 + 5 + 2 ⇒ (11) + 2 + 4 + 5 + 2 = 24
Fort save DC 19: 1d20 + 2 + 4 + 5 + 2 ⇒ (3) + 2 + 4 + 5 + 2 = 16 Fail
Fort save DC 20: 1d20 + 2 + 4 + 5 + 2 ⇒ (18) + 2 + 4 + 5 + 2 = 31
Fort save DC 21: 1d20 + 2 + 4 + 5 + 2 ⇒ (10) + 2 + 4 + 5 + 2 = 23
Fort save DC 22: 1d20 + 2 + 4 + 5 + 2 ⇒ (14) + 2 + 4 + 5 + 2 = 27
Fort save DC 23: 1d20 + 2 + 4 + 5 + 2 ⇒ (20) + 2 + 4 + 5 + 2 = 33
Fort save DC 24: 1d20 + 2 + 4 + 5 + 2 ⇒ (8) + 2 + 4 + 5 + 2 = 21 Fail
Fort save DC 25: 1d20 + 2 + 4 + 5 + 2 ⇒ (4) + 2 + 4 + 5 + 2 = 17 Fail
Fort save DC 26: 1d20 + 2 + 4 + 5 + 2 ⇒ (12) + 2 + 4 + 5 + 2 = 25 Fail

Non-lethal damage: 5d6 ⇒ (3, 6, 1, 5, 1) = 16

Healing surge after second failure: 1d6 ⇒ 3
Healing surge after second failure: 1d6 ⇒ 2
Healing surge after fourth failure: 1d6 ⇒ 3

End result: 8 non-lethal damage by morning.

The first time he awakens from the chill, he instructs whomever is on watch to start gathering horse dung that their steeds drop and smearing it thinly along the rocks of their feeble fire to dry out slightly. If it dries enough, they can add bits of it to help fuel the fire.

As dawn finally breaks, Reolus wakens the other men, instructs them to lie together and hold each other, while he proceeds to boil (or at least, heat) water for a tea of some sort, to get some warmth into the men.

Once it actually warms up enough that they stop taking damage, Reolus tends to them.

TDW on Gunthar: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
TDW on Lo: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13


<< Camping // Tuesday, October 15th-Wednesday, October 16th, 482 AD // Sunset-Dawn // Cold, misting rain; 33-36° F >>

The night goes poorly. Only Gunthar manages to weather it with some magnanimity. By dawn, all three of the knights have frostbitten fingers, toes and ears and are suffering from mild hypothermia. They move vigorously, and attempt to stoke the fire with partially dried horse dung and more green wood. The rain has stopped, but the icy fog remains. It isn't until after the sun has fully risen and the men have run circles for an hour with wet sticks in between the layers of their clothing (to dry them) that they manage to get a proper small fire going. They are ravenous and eat two meals to give their body's fire fuel. The added warmth of the sun eventually allows them to warm the frost bitten parts of their bodies back to painful life.

We'll say it's not until three hours after dawn that you guys manage to get warm enough to treat the cold damage you've taken. For the sake of not completely screwing you guys I'm going to say that healing surges recover at every dawn regardless of whether you rested or not.

You all are however fatigued.

Fatigued wrote:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

The Ulger farm is 1.5 hours back. The trail continues on into das Moorland.


Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

healing surges before dawn reset: 3d6 ⇒ (5, 1, 4) = 10

Gunthar summarizes, "Last night sucked. We're going to need some oilcloaks and tents to survive this winter. Are you two well enough to continue?"


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

With a DC of 20, I’d assume Reolus’ efforts with treat deadly wounds did no good. Would it have any influence on the non-lethal damage (though I guess ‘deadly’ and ‘non-lethal’ don’t really fit together semantically)? Also, would the healing surges I used during the night have affected my lethal damage (currently down 1 hp)?

Lo stifles a groan and a hacking cough and stumbles over to his warhorse, Balder. “Come on, let’s go,” he says without conviction, and mounts with all the stiffness of a wizened greybeard in his last years rather than a youth of eighteen.


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

"Normal", magical healing heals non-lethal and lethal damage simultaneously. Not sure about healing surges.

Reolus, in a similar state to Lo, also mounts up. "If anybody spots dry wood as we ride, by all means grab it up!"

Survival to follow tracks: 1d20 + 8 ⇒ (14) + 8 = 22


NL damage is tracked separately from HP, and yes healing surges heal an equal amount of lethal and nonlethal damage, just like magical healing.

On a separate note, I've had frostbite twice in my life while camping. I still can't feel most of my little toes all these years later. The environmental rules get it pretty accurately. If you spend a night outside in the cold and wet without the proper gear and a fire it's pretty easy to die/get really messed up. Normal Pathfinder play severely minimizes the effects of the environment due to all the easily available magical protection. In the real world, a cold night is just as deadly as getting stabbed with a sword if you're in the wrong situation (even if you have a coat/furs on). Now you know.

Reolus manages to follow the trail for another mile.


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

Thanks for the clarification DM Jelani; and in which case I’ll use a healing surge.

healing surge: 1d6 ⇒ 3 One healing surge remaining.

As the three companions make their way across the drab moor, Lo keeps a sharp lookout for any dead wood which might be used to make a fire should they be forced to spend a second cold night on the fells. When Reolus loses the trail, Lo does his best to find it again.

Survival (searching for firewood): 1d20 + 6 ⇒ (2) + 6 = 8
Survival (tracking): 1d20 + 6 ⇒ (2) + 6 = 8


It's not that he lost the trail, he just only gave me one roll. I suppose by taking ten you guys can't fail so I should just advance things. I'll do that soon.


<< In pursuit // Wednesday, October 16th, 482 AD // Midmorning-Midafternoon // Cold, 38-40° F >>

The knights continue the slow work of tracking the outlaw pagans across the cold damp moorland. The trail continues to lead them back west, and north. By lunch time they guess that they must be most of the way west back to Minden, though they are now far north of the town. Around the same mid afternoon they come across the remains of a camp. The first thing that draws their sight is the corpse of a woman which has clearly been gnawed at by some kind of animal(s). There are also ashes from a sizable fire. Reolus examines the woman's body, and finds evidence that she froze to death. The trail continues on from the site.


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

Reolus insists that they gather whatever wood they can for a fire that night, drying it again the same way as before.

When they find the woman, Reolus is torn, partly from grief at having failed one of the women, and partly from not wanting to lose the momentum by burying her body. He reluctantly recommends pressing on, to better aid the other women.


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

Before they continue, Lo kneels and forces himself to look at the murdered woman. He studies her pale, expressionless face for as long as he can bear, trying to recall if he saw her at Ulger’s steading, or if her features bear a resemblance to any of Ulger’s kin. He also tries to determine the cause of death.

Heal (to determine cause of death): 1d20 + 2 ⇒ (13) + 2 = 15

Though Lo agrees there is no time to bury the poor unfortunate, he turns to Reolus and says “At the very least say a few words for her. You’re the chaplain, and the duty lies with you.”


She froze to death.


Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

"Of course. I wouldn't dream of not doing so."


Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

Gunthar respectfully gives the two their time. He collects and packs anything useful from the remains of the camp, like firewood. When they appear ready, he says, "Let's get moving. She'll have to wait for what is proper."


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3
DM Jelani wrote:


She froze to death.

Any proof she's actually from Ulger's camp?


Only circumstantial. She's wearing farmer's homespun. She's next to the remains of a fire that's on the trail of the men you're following. She's not Ulger's wife or daughter, but he did mention one other woman being taken.

Do you want to RP the funeral words, or handwave it Reolus?


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Max HP: 17; Current HP: 17; F: +2; R: +2; W +5; AC: 15; Touch: 13; FF: 1

Reolus bows his head over the woman, and smears a bit of holy oil on her forehead. "Requiem eternum. Dona eis requiem. May light perpetual shine upon this daughter of Christ. Holy Father, her earthly trials have ended. Speedily welcome him into your loving arms, and grant her peace. In nomine Patri, et filiii, et spiritual sanctu. Amen."

Of all the games I play in, this one seems the most appropriate to wish one and all a happy Easter. Christos anesti. Alleluia! Alithos anesti. Alleluia!!"


With no stones to build a cairn, and no time to bury the unfortunate lass, he earthly remains are left in the state the knights found them in. They press on doggedly following the trail of the raiders. It leads them ever further north onto the moors, and deeper into Sachsenland. They see no dwellings anywhere, though occasionally they spot the smudge of woodsmoke far away on the horizon. The continue tracking until the afternoon, when they are totally exhausted and still have plenty of light to set up proper shelter. The clouds are rolling in from the north, and it looks to be another miserable night. They find another small grove of trees; mixed spruce, pine, beech and oak. The deciduous trees have all lost their leaves, but the pine boughs provided much needed material. They managed to dry out some grass and tinder in their clothes and under their saddles during the day's ride and getting a fire started is easier than it was the night before.

Weather: 1d100 ⇒ 63

I'll only make you make three saves tonight, during the coldest part of the night.

I guess roll off for watch order or just choose.


Male Human (Frankish) Fighter (Armour Master) 2
Stats:
HP 18 | AC 20, T 13, FF 18 | CMD 17 | Fort +4, Ref +2, Will +2 | Init +2 | Perception +3

Fort save DC 15: 1d20 + 4 + 5 + 2 + 3 ⇒ (19) + 4 + 5 + 2 + 3 = 33
Fort save DC 16: 1d20 + 4 + 5 + 2 + 3 ⇒ (11) + 4 + 5 + 2 + 3 = 25
Fort save DC 17: 1d20 + 4 + 5 + 2 + 3 ⇒ (14) + 4 + 5 + 2 + 3 = 28

Watch order: 1d3 ⇒ 3

Following the abject misery of the previous night, Lo takes care to be better prepared for another sleep upon the moors. This night the fire is stronger, hotter, and Lo keeps adding sticks to keep it merrily crackling away.

When prodded to wakefulness to take the dawn watch he builds the fire up again.

The flames might attract unwanted attention, but better to die upon the sword than die from the cold.

Rations deducted and nonlethal damage restored.


Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

DC 15:: 1d20 + 4 + 4 + 5 + 2 ⇒ (14) + 4 + 4 + 5 + 2 = 29
DC 16:: 1d20 + 4 + 4 + 5 + 2 ⇒ (5) + 4 + 4 + 5 + 2 = 20
DC 17:: 1d20 + 4 + 4 + 5 + 2 ⇒ (17) + 4 + 4 + 5 + 2 = 32

Gunthar digs in deep to his father's training going through the motions in his exhaustion. He takes first watch letting Reolus have a nap and second watch. Then, Reolus will have the fire in the middle of the night to keep him warm and have a full night sleep.


About halfway through his watch, Gunthar notices the lights of several fires in the distance, on the horizon to the north. The trees block the view from the knights' fire, but while he is walking the perimeter to keep warm he spots them. A quick count reveals there to be five firelights visible.


Hit Points 19/19 | Healing surge 3/3
Stats:
AC 21, T 12, FF 19 | CMD 16 | Fort +4, Ref +4, Will +0 | Init +2 | Perception +7

Estimate how far by walking to the fires?

Gunthar wakes Reolus and Lo and readies them. "We're going this time."


That's super hard to tell just by looking. If they are big fires, they might be a mile away or something, if they are little camp fires they'd be much closer.

Horses, or stealth?

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