Warlords: Blood, Blade and Bounty (Inactive)

Game Master Brian Minhinnick

Vikings versus Romans, 890 AD fantasy Earth.

The warlord weaves his web of fear,
Each man receives his fated share:
A blood-red sun is the warrior's shield,
The eagle scans the battle field.

-Egil Skallagrimsson

Roll20


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As described earlier in the discussion thread, the level is empty. I will move Kellan (your light source) and you, to the guard room.

There is another torch in the guard room, if someone wants to light it and hold it. I have one club with Kellan, one club and shield with Hjalvar, and Sonja with a chain shirt and longsword. That leaves another chain shirt, another large shield, another longsword. Who is taking them?

Will unlocks Gromplejak's cell, and he ambles out, standing as tall as he can in the cramped space. The creature appears to be roughly double the size of the large men, and several times their weight. His skin looks like sandy white mud, and it is covered in mossy fur. He is also naked. The jotunn is quite ugly by human standards, but looks massively strong. There are what appear to be several sword wounds and deep bruises on his torso, and he moves gingerly. The giant grins from ear to ugly ear as it stretches its stiff body. "I owe you my life. Thank you all, little ones. I will never forget this." After thanking them, he follows along as quietly as he can.


Also, in Room 17, that thing on the south wall is a comically large fireplace/chimney. It appears it would be relatively easy to climb down.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Will decides on stealth over protection. The chainmail would be noisy and he'd rather reduce the chance of detection as much as possible. He does relieve the guard of his belt and sword though. He also takes his boots and cuts strips of cloth from the non-bloody parts of the mans clothing. He puts on the boots so he has somewhere to put the dagger and wraps the cloth strips around his arms to hide the lockpicking tools for easy access.

What's in room 20?


HP: 5/14 | Stamina: 0/4
Stats:
(AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

Sonja slips the chain shirt over her head and onto her body, and takes up one of the heavy blades. She considers the shield, but decides against it, instead wielding the dagger in her left hand. "Let's go. We need to get moving before they realize what has happened."


Will Erland wrote:

Will decides on stealth over protection. The chainmail would be noisy and he'd rather reduce the chance of detection as much as possible. He does relieve the guard of his belt and sword though. He also takes his boots and cuts strips of cloth from the non-bloody parts of the mans clothing. He puts on the boots so he has somewhere to put the dagger and wraps the cloth strips around his arms to hide the lockpicking tools for easy access.

What's in room 20?

A table. That's the room that Objarni met the mysterious woman/goddess person in.


Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
Combat:
Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • DM Jelani wrote:
    There are what appear to be several sword wounds and deep bruises on his torso, and he moves gingerly. The giant grins from ear to ugly ear as it stretches its stiff body. "I owe you my life. Thank you all, little ones. I will never forget this." After thanking them, he follows along as quietly as he can.

    "Pleasure to meet you Gromplejak, you're with us now." Hjalvar gently patted the giant on his arm, taking care not to aggravate any wounds or apparent bruising.

    "Let's work together to get outta here. Once we we're in the clear I promise I'll help you with those wounds -- I am a fairly skilled healer."
    Heal check to assess Gromplejak's health: 1d20 ⇒ 5
    Diplomacy @ Gromplejak: 1d20 + 3 ⇒ (7) + 3 = 10
    I'm saving my healing magic in case one of us is hurt, but Gromplejak doesn't have to know that!

    The white-haired man reached out his hand to the giant, and then to everyone else in the cell, one at a time. After shaking hands with anyone who'll accept the offer, he says "I am Hjalvar, Bard of the North. Let us work together and leave this foul dungeon behind."


    Hjalvar, Bard of the North wrote:
    DM Jelani wrote:
    There are what appear to be several sword wounds and deep bruises on his torso, and he moves gingerly. The giant grins from ear to ugly ear as it stretches its stiff body. "I owe you my life. Thank you all, little ones. I will never forget this." After thanking them, he follows along as quietly as he can.

    "Pleasure to meet you Gromplejak, you're with us now." Hjalvar gently patted the giant on his arm, taking care not to aggravate any wounds or apparent bruising.

    "Let's work together to get outta here. Once we we're in the clear I promise I'll help you with those wounds -- I am a fairly skilled healer."
    [dice=Heal check to assess Gromplejak's health]1d20
    [dice=Diplomacy @ Gromplejak]1d20+3
    I'm saving my healing magic in case one of us is hurt, but Gromplejak doesn't have to know that!

    The white-haired man reached out his hand to the giant, and then to everyone else in the cell, one at a time. After shaking hands with anyone who'll accept the offer, he says "I am Hjalvar, Bard of the North. Let us work together and leave this foul dungeon behind."

    Gromplejak grunts and smiles. "That would be nice."

    "Red cloth little 'uns like to hit me when I can't fight back," he growls.


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    Heal: 1d20 + 8 ⇒ (7) + 8 = 15

    Kellan tries as well determine what's wrong with the Giant, and if he can be of use.

    "Pleasured to befriend you. I'm named Kellan." He says to
    Hjalvar, and them follows Will, providing light for the keybearer.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Will doesn't look too pleased with the giant but says nothing. He gives it a suspicious look. They would need a distraction though. But he wasn't about to hand over a weapon. He quietly moves to the fireplace and looks down, gauging whether it was scalable without too much difficulty or noise. Or maybe jump.

    What is down the chimney? Height? Difficulty? Anything that could be used as a rope?


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • "Gromplejak, how did you get here? Did you climb the stairs?"

    I'm trying to find a way for the giant to come along with us during our escape, as opposed to slipping down the chimney and leaving him behind.


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Agreed. The giant is too big of a boon to leave behind. Plus, the enemy of my enemy is my friend and all that.


    The giant is suffering some ability damage, and HP damage.

    You don't know what is down the chimney, but it feels warm. The climb DC is 10. There is no rope.

    Aside from the chimney, there are also the stairs going down, or the magical window. I think there is also rope in the veil, isn't there?


    Hjalvar, Bard of the North wrote:

    "Gromplejak, how did you get here? Did you climb the stairs?"

    I'm trying to find a way for the giant to come along with us during our escape, as opposed to slipping down the chimney and leaving him behind.

    "Well...I was raiding travelers through my moor like I always did. Then one day a squad of red 'uns came hunting me. There were too many of them for me to fight, they beat me up with clubs and everything went black. When I woke up I was in yonder cage. They been beating me ever since. Not sure why they didn't kill me yet..."


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Never meant for him to go down that way. Just thought it would be a surprising and stealthy way of getting a drop of those that might be down there.

    Will decides against the chimney, warmth might mean a fire and there was nothing to put it out. He opts for stealthing down the stairs, keeping Kellen and the light behind him. If they were lucky, anyone coming up would think it a guard. He keeps the sword out and an ear open for movement. "Can we go, While they suspect nothing?" he asks impatiently.

    Can I use the rolls from earlier? 24 on stealth and 16 percep.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • The bard knew that Will was correct. They had to act and do it fast.
    "Gromplejak, you stay here. We need to find a way outta here then I'll come back for you."

    Hjalvar waited at the top of the stairs, watching Will silently sneak down to assess their escape prospects.


    Will Erland wrote:

    Never meant for him to go down that way. Just thought it would be a surprising and stealthy way of getting a drop of those that might be down there.

    Will decides against the chimney, warmth might mean a fire and there was nothing to put it out. He opts for stealthing down the stairs, keeping Kellen and the light behind him. If they were lucky, anyone coming up would think it a guard. He keeps the sword out and an ear open for movement. "Can we go, While they suspect nothing?" he asks impatiently.

    Can I use the rolls from earlier? 24 on stealth and 16 percep.

    The stairwell is lit by a sconce holding a torch. Otherwise there is nothing here of any interest. There is a wooden door to the north.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Heading down regardless.


    Yep, that's why I moved your token downstairs. That is the description of the bottom of the stairwell. Are you going to open the door?


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja moves down the stairs behind Will, and waits for him to signal the ready to open the door and lead in, being the armored warrior of the group.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Will listens at the door first.

    Perception: 1d20 + 7 ⇒ (16) + 7 = 23 Wasting all the good rolls.

    If he hears nothing he goes through. If he hears something he has Sonja try first. "Do not go quietly. Pretend you are a guard. Like you have every right to be here. It will give you a few seconds."


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja replies quietly, "I doubt they would even fall for it, the Roman women aren't warriors like us. They do not have any in their ranks, that I have ever seen."


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    "Not the point. Can't sound like something is different. Can't put them on guard before we are in there." If they were lucky they wouldn't even look at her if she sounded enough like a guard coming down the steps. She could slit a throat before they ever thought something was wrong.


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    Kellan is right behind, providing light and counsel for the younger. Not that he had anything to say right now.

    "We could windowed the wall 'ere in this darklywise corner an' try leggin' 'way this place from there. Tried climbin' chimney? Gotta have some waysome other 'n down into fire. "
    Use the window on the wall were we are, or maybe climbing the chimmey, instead of going down.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    I'm sorry. What?


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • I'm curious about the magic window. Seems like very powerful magic. But again, will it be big enough for the giant to escape through?


    You have three options. 1) Continue through the downstairs door. 2) Try to figure out what the window does. 3) Go down the chimney. What's it going to be?


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    My vote is door.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • Let's try the door first.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    DOOOOOOR. Is Sonja going first or me? I percepted the door. Sound like anything behind it?


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Thats the only thing I was waiting on, to see what the signal was...


    Will hears a slight shuffling, and informs Sonja that there's someone on the other side of the door. The group moves down into the stairwell as quietly as they can. Gromplejak waits at the top of the stairs.

    Once everyone is in position, Sonja opens the door.

    Guard perception: 1d20 + 2 ⇒ (10) + 2 = 12

    Begin Surprise Round

    You guys can take a standard action. The room appears to be an entry hall of some kind.


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    As discussed, Sonja walks boldly into the room, hoping to keep the guards off balance in her guard armor. She keeps her hands close to the weapons though, as she walks in and towards the farthest guard.


    Despite her wearing a chain shirt, the guard is not so stupid as to not recognize a prisoner that he's had shifts watching over the past time. He looks at Sonja with alarm, and looks like he's about to shout for help.

    The guard at the end of the hall reaches for his signal horn.

    Please continue.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • The air is suddenly filled with a rousing song, a popular tavern ditty from the old country called "When the war comes home". Hjalvar is singing the familiar tune but with undeniable skill and finesse. As each friend hears the song, they feel empowered... specifically they feel as if the weapon in their hand has become more honed for killing. The handle is suddenly better for gripping, the balance is more pronounced, and the swords/daggers/clubs seem to be eager to strike!

    Standard action to start Weapon Song, temporarily enchanting everyone's weapon as if it were a +1 magical weapon. Duration = as long as I keep singing.

    Active effects: Raging Song 1/12 rounds used. +1 Enhancement bonus to friends' weapons within 60 feet.


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    The moment Sonja realizes that the guards didn't fall for the "Walk in like you own the place" plan, she will ready her weapons as part of her movement up to the far guard.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Will desperately wished he had his bow as he sees the guard reach for the horn. They were unusually responsive here. But at least Sonja managed to get close. He dashed forward behind her when he realized the jig was up.

    Move behind Sonja and grab the dagger on the way.


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    ”Ohh darkly ind'd!” Kellan mutters to himself. He would help if he could, but his magik tricks to work, needed some special materials, which he didn’t had any.
    Without a spell component pouch, there’s not much I can do to help. :(

    Even then, the old slaves stays alert for anything he might be able to do to help, and one of the things he can actually do is to invoke his ancestrals, granting Sonja a small boon in her next attack.
    Casting Guidance on Sonja


    Surprise Round

    As discussed, Sonja walks boldly into the room, hoping to keep the guards off balance in her guard armor. She keeps her hands close to the weapons though, as she walks in and towards the farthest guard.

    Despite her wearing a chain shirt, the guard is not so stupid as to not recognize a prisoner that he's had shifts watching over the past time. He looks at Sonja with alarm, and looks like he's about to shout for help.

    The guard at the end of the hall reaches for his signal horn.

    The air is suddenly filled with a rousing song, a popular tavern ditty from the old country called "When the war comes home". Hjalvar is singing the familiar tune but with undeniable skill and finesse. As each friend hears the song, they feel empowered... specifically they feel as if the weapon in their hand has become more honed for killing. The handle is suddenly better for gripping, the balance is more pronounced, and the swords/daggers/clubs seem to be eager to strike!

    Will desperately wished he had his bow as he sees the guard reach for the horn. They were unusually responsive here. But at least Sonja managed to get close. He dashed forward behind her when he realized the jig was up.

    "Ohh darkly ind'd!" Kellan mutters to himself. He would help if he could, but his magik tricks to work, needed some special materials, which he didn’t had any. Even then, the old slaves stays alert for anything he might be able to do to help, and one of the things he can actually do is to invoke his ancestrals, granting Sonja a small boon in her next attack.

    Objarni raises his voice to join with Hjalvar's and the two men harmonize. Objarni's is a song of war, of rage at their captivity and mistreatment. It fills the hearts of his companions with burning fury.

    +2 str and con for everyone, 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. You may choose to not receive its effects.

    End of Surprise Round
    =======================================
    Begin Round 1

    Initiative:

    Hjalvar: 1d20 + 2 ⇒ (6) + 2 = 8
    Objarni: 1d20 + 1 ⇒ (5) + 1 = 6
    Kellan: 1d20 + 1 ⇒ (5) + 1 = 6
    Sonja: 1d20 + 5 ⇒ (8) + 5 = 13
    Will: 1d20 + 3 ⇒ (18) + 3 = 21
    Guards: 2d20 + 2 ⇒ (7, 4) + 2 = 13

    Party 10.8
    Guards 6.5

    You are up again, full round of actions this time.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • Free action to maintain song, move action into room, standard to attack.

    Rushing into the next room to take advantage of surprise, Hjalvar continues his song while raising his club high. Staring down the first guard he sees directly in the eye, he brings his weapon down with hefty force, slamming heavily into the man's chest.

    Club vs Guard (near south door): 1d20 + 4 ⇒ (15) + 4 = 19
    Damage: 1d6 + 4 ⇒ (5) + 4 = 9

    Active effects: 2/12 Raging Song used, +1 weapon, +2 Str/Con, +1 Will, current AC of 13.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Are there two guards? Can't see the other.

    Now that he was upon the man, Will took a swing.

    Active effects: Raging Song , +1 weapon, +2 Str/Con, +1 Will, current AC of 12.

    Attack: 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
    Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (1) + 2 + 2 + 1 + 1 = 7


    Will and Hjalvar butcher the first guard, before he can unleash his breath. He falls with a wet gurgle.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    I was aiming to stop the one with the horn. Was that him?


    No. But you wouldn't drop the far one and this one was going to scream, which is as good as a signal horn. If you want I can resurrect him and put your damage on the far one though.


    Also, they have colored dots on them for a reason. If you guys specify which color one you are attacking there will be much less I have to interpret.


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja slashes out at the man, but he is prepared for attack now, and is able to avoid her slashes.

    Attack, TWF, Studied Target, Buffs: 1d20 + 2 - 2 + 1 + 1 + 1 + 1 ⇒ (6) + 2 - 2 + 1 + 1 + 1 + 1 = 10
    Assuming that is a miss, and unless my stamina has recovered by now, I have none to spend.


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Round 1

    Óbjarni follows his fellow released prisoners into the room and closes on the living guard. He continues his song of war, of rage at their captivity and mistreatment that fills the hearts of his companions with burning fury.

    Rage Song 2/9 used: +2 str and con for everyone, 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. You may choose to not receive its effects.


    Need Kellan


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    Nothing much I can do right now.

    Kellan moves into the entrance hallway and stops just beside one of the doors, preparing to attack anyone that leaves it.


    Round 1

    Rushing into the next room to take advantage of surprise, Hjalvar continues his song while raising his club high. Staring down the first guard he sees directly in the eye, he brings his weapon down with hefty force, slamming heavily into the man's head.

    Will pops into the hall as well, spotting the wounded guard. He slams his sword into the man's heart with a brutal thrust under the ribs, right through the soldier's mail. The Frankish forged roman spatha was good steel. Will and Hjalvar butcher the first guard before he can unleash his breath. He falls with a wet gurgle.

    Sonja slashes out at the remaining guard, but he is prepared for attack now, and is able to avoid her slashes.

    Óbjarni follows his fellow released prisoners into the room and closes on the living guard. He continues his song of war, of rage at their captivity and mistreatment that fills the hearts of his companions with burning fury.

    Kellan moves into the entrance hallway and stops just beside one of the doors, preparing to attack anyone that leaves it.

    Gromplejak lumbers down the stairs, and then ducks down to peer into the hall. He chuckles - a deep earthy grinding noise, as he sees the dead guard. "Mmmm....dinner," he says, licking his lips.

    The living guard grabs his horn and raises it to his lips, exposing himself to attack. Sonja slashes with her sword, but it grinds across the guard's mail. Objarni tries to brain the Romano-saxon with his stolen club, but the wooden bludgeon bounces harmlessly off the man's spangenhelm. The guard blows hard on the ram's horn, sounding the alarm!

    End of Round 1
    ================================
    Begin Round 2

    The howling of dogs can be heard from outside in response to the horn, as well as shouts of alarm from various surrounding parts of the fort. "PRISONER ESCAPE!" the guard roars at the top of his lungs.
    __________________________________

    Sonja AOO: 1d20 + 6 ⇒ (8) + 6 = 14
    Objarni AOO: 1d20 + 3 + 1 + 1 ⇒ (11) + 3 + 1 + 1 = 16

    You are up!


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja again lashes out, moving to give others a position to attack. The weight of the longsword continues to throw her off, however, and she misses again.

    Attack, TWF, Studied Target, Buffs: 1d20 + 2 - 2 + 1 + 1 + 1 ⇒ (1) + 2 - 2 + 1 + 1 + 1 = 4

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