Nexian Galley

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1,103 posts. Alias of Something Wicked.


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@Eldgrimr we aren't in need of an additional player (currently at 6), but you would make an excellent addition to the group if you are interested. The invitation is open!


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I feel I need to pause this game indefinitely. My work schedule hasn't been kind, and I don't know when/if I'll have sufficient time to GM more than one game.

I've really enjoyed our posts, and I'm sorry to end things in the middle of a combat. I know you'll be disappointed that this story will not continue at this time, but I hope that you have enjoyed our experiences thus far (as I have).

I wish you guys great fun and great success in all your adventures, both on and off the boards. CampinCarl, the other (active) game I run is Curse of the Crimson Throne. If you're interested, you're welcome to join us in that game.

I'll leave the game active a few days so that everyone sees this update, then mark it inactive. If I am able to revive the game I'll notify each of you via PM.


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Checking in! I've had very little time to think about PbP. Work has been especially busy these past few months, and my partner is out of town for the entire month (putting me in charge of our small poultry farm). I'll also be traveling the last two weeks of June.

I suppose my games are on pause at the moment, but I do intend to resume GMing when I'm able (hopefully sometime in July). I know that the stalled pace isn't fun, and I won't hold it against anyone who elects not to wait it out.

Regardless, I hope everyone has been doing well!


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Ragnar:
Hated enemies of eagles, Hala demons embody the the darkest of the sky elements. They have DR/cold iron or good, are immune to electricity, and wear shrouds of wind that make them all but invulnerable to ranged attacks.


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Bathed in blood, Otryggr hacks as if he could do this all day. The dogs fall quickly to his massive blade. 2 down!

Ramundr sends a strike against the dog that rushed to his right, then his boot slips on the slick ramp, sending his blows errant, though the dog falls nonetheless. 1 down!

Eldgrímr takes another swing, but he is off balance from his last hew and bites into nothing but ice.

Stepping forth into the shield wall, Ragnar's spear bites deeply into the wolves, as the thundering of shields carries over the blood-dripping carcasses. The spear darts left and right, in a frenzy of speed, though it's clear that even Ragnar himself can barely control the speed of the gods through his maddened blows. 1 down!

Seeing the tide of this fight turning and realizing the strength of the invading force, the cultists bark commands, retreating back deeper into their plateau. The dogs scatter, some following their wicked masters and others racing off into other fights.

Divine favor fades, other buffs persist…

Atop the massive slab of bedrock the cultists have established a semi-permanent camp to serve them while the Second Temple of the Lord of Ice and Stone is completeld. Here a small encampment of tents clusters around the slab haphazardly. Here you find a 15-by-20 feet stone structure made of crudely cut stones layered with ice and snow. The walls rise up fifteen feet into the cold air, but do not support a roof. The cella itself is open to the sky, the better to feel the breath and blessings of Althunak. Inside, a horrid statue rests, a 7-foot-high, finely carved stone masterpiece showing a fierce and gaunt bearlike man clutching a scepter in one hand and a sickle in the other. His face is a snarl of hate and rage that display shartp teeth. A crown of spear-like icicles covered in dried blood surmounts the figure's head. The holy symbmo of Althunak, a gaping maw filled with icicles, is painted in blood on the walls.

Before the temple, seven cultists stand guard, greatclubs clutched tightly in bloody hands.

Behind them, atop the edges of the walls perch two creatures. Skin the color of thunderheads and wings made for soaring through the most violent winds mark these lean, cyclopic beings as masters of terrible storms. The sound of shrieking wind emanates from their mouths full of needle-sharp teeth.

Knowlege (planes) DC 14:
These are hala demons. Children of the storm, they are bound to service by Althunak. They ride the winds across the Abyssal skies, lurk within dark and turbulent clouds, and act as his scouts and spies.

Effects: Ragnar’s Raging Song
Eldgrímr: beacon of luck, bless, bull’s strength, mirror image (3), protection from evil
Ótryggr: beacon of luck, bless, bull’s strength, dazzling blade, heroism, protection from evil
Ramundr: beacon of luck, bless, heroism, protection from evil
Ragnar: beacon of luck, bless, protection from evil
Signe: beacon of luck, bless, heroism, protection from evil
Þyrnir: beacon of luck, bless, ironskin, protection from evil

Conditions:

With a beat of their enormous, dark wings, the demons take flight. One circles around behind you, while another flies ahead of the cultists, shrieking violently. The clouds that have grown darker and heavier over the course of the battle reveal their true purpose, opening above you unleash a rain of heavy hailstones.

Everyone takes bludgeoning: 1d6 ⇒ 2 and cold: 1d6 ⇒ 4 damage, DC 14 Reflex save for half.

Just as the stones strike, the cultists surge forward, clubs raised. One swings around, catching Otryggr in the knee. 10 damage.

A great, basso roar emanates from within the temple, as something massive awakens to battle...

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Against the Children of Althunak Initiative (bold may act):
Demons
Cultists
PCs
The High Priest

Status:

Eldgrímr 42/42
Ótryggr 56/72
Ragnar 45/45
Ramundr 48/58
Signe 51/51
Þyrnir 44/44

gm:

Eldgrímr Initiative: 1d20 + 10 ⇒ (3) + 10 = 13
Ótryggr Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Ramundr Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Ragnar Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Signe Initiative, favored terrain: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Þyrnir Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
cultists init: 1d20 + 5 ⇒ (13) + 5 = 18
demons init: 1d20 + 4 ⇒ (20) + 4 = 24
priest init: 1d20 + 2 ⇒ (9) + 2 = 11
green @ Eldgrimr,charge, bless: 1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 111d10 + 3 ⇒ (8) + 3 = 11
pink @ Ramundr,charge, bless: 1d20 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 121d10 + 3 ⇒ (4) + 3 = 7
purple @ Otryggr,charge, bless: 1d20 + 6 + 2 + 1 ⇒ (11) + 6 + 2 + 1 = 201d10 + 3 ⇒ (7) + 3 = 10


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Botting Signe and Thyrnir

Signe shoots three more arrows at the cultists atop the hill, piercing the armor of one square in the chest! His death scream carries down from his perch, though it dies off into a wet gurgle.

MWcomposite longbow,rapid shot,heroism,bless, deadly aim,favored enemy: 1d20 + 12 - 2 + 2 + 1 - 2 + 2 ⇒ (17) + 12 - 2 + 2 + 1 - 2 + 2 = 30
damage: 1d8 + 3 + 4 + 2 ⇒ (7) + 3 + 4 + 2 = 16

MWcomposite longbow,rapid shot,heroism,bless, deadly aim,favored enemy: 1d20 + 7 - 2 + 2 + 1 - 2 + 2 ⇒ (18) + 7 - 2 + 2 + 1 - 2 + 2 = 26
damage: 1d8 + 3 + 4 + 2 ⇒ (4) + 3 + 4 + 2 = 13

MWcomposite longbow,rapid shot,heroism,bless, deadly aim,favored enemy: 1d20 + 12 - 2 + 2 + 1 - 2 + 2 ⇒ (3) + 12 - 2 + 2 + 1 - 2 + 2 = 16
damage: 1d8 + 3 + 4 + 2 ⇒ (5) + 3 + 4 + 2 = 14 One cultist down, another injured!

Thyrnir holds, allowing Frigg's favor to bolster the front line.


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Effects: Ragnar’s Raging Song
Eldgrímr: beacon of luck, bless, bull’s strength, mirror image (3), protection from evil
Ótryggr: beacon of luck, bless, bull’s strength, dazzling blade, heroism, protection from evil
Ramundr: beacon of luck, bless, heroism, protection from evil
Ragnar: beacon of luck, bless, protection from evil
Signe: beacon of luck, bless, heroism, protection from evil
Þyrnir: beacon of luck, bless, divine favor, ironskin, protection from evil

Conditions:

Otryggr sings as he lays about him with great ferocity! Sure, but that still only gets you within reach of two, both of which fall!

The blade rises, the blade falls, claiming the next soul. dog down!

They were too tightly packed for him to reach the dogs with his seax, so Þyrnir prepares instead for when they will gain the ridge and engage the children of Althunak in earnest.

Shaking off the biting hounds, Ramundr Æiþorn swing sword and shield at the hound on his right, attempting to send it flying down the mountain side. Mindful of his flanks, Ramundr disengages and thrusts his icicle deep into the gut of the hell hound before him, a feast for ravens. You only had one within reach so we’ll use the first attack roll, but it’s down!

Ragnar's spear darts forward into a hound's flesh, though whether or not it's already dead, is hard to see. The blood-icicle flashes back into his hands, as he takes a step to form a shield wall, hurling his weapon with all he's able into the next line of beasts. "Are you too wolf-hearted, so that beasts must do your war for you?", he roars, as his spear leaps back into his waiting hand, spilling the wound-dew on the way. ranged attack, dog down!

Signe continues to take aim at the cultists atop the ramp… One arrow lodges in a cultist’s throat, sending him or her tumbling down the side of the cliff. The body lands hard on the ice, now a mere broken shell. one down, one injured!

For ease of play, not counting this as difficult terrain, even with the bodies that must be littered about.

More dogs race down the ramp, snapping uselessly at your armor. More advance, but hold back, baying furiously. The wolf-hearted cultists remain at the top of the hill, allowing their beasts of burden to whittle away at the defenses and resources of the aggressors. They howl insults, but do not advance.

red dog @ Otryggr, charge: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 121d6 + 1 ⇒ (4) + 1 = 5
orange dog @ Eldgrimr, charge: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 71d6 + 1 ⇒ (5) + 1 = 6
blue dog @ Ramundr,charge: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 61d6 + 1 ⇒ (4) + 1 = 5
green dog @ Ramundr, charge: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 161d6 + 1 ⇒ (4) + 1 = 5 all miss

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Against the Children of Althunak Initiative (bold may act):
Cultists
PCs

Status:

Eldgrímr 42/42
Ótryggr 66/72
Ragnar 45/45
Ramundr 48/58
Signe 51/51
Þyrnir 44/44

gm:


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Botting Signe

Signe continues to take aim at the cultists atop the ramp...

MWcomposite longbow,rapid shot,heroism,bless, deadly aim,favored enemy: 1d20 + 12 - 2 + 2 + 1 - 2 + 2 ⇒ (6) + 12 - 2 + 2 + 1 - 2 + 2 = 19
damage: 1d8 + 3 + 2 + 4 ⇒ (3) + 3 + 2 + 4 = 12

MWcomposite longbow,rapid shot,heroism,bless, deadly aim,favored enemy: 1d20 + 7 - 2 + 2 + 1 - 2 + 2 ⇒ (17) + 7 - 2 + 2 + 1 - 2 + 2 = 25
damage: 1d8 + 3 + 2 + 4 ⇒ (7) + 3 + 2 + 4 = 16

MWcomposite longbow,rapid shot,heroism,bless, deadly aim,favored enemy: 1d20 + 12 - 2 + 2 + 1 - 2 + 2 ⇒ (7) + 12 - 2 + 2 + 1 - 2 + 2 = 20
damage: 1d8 + 3 + 2 + 4 ⇒ (5) + 3 + 2 + 4 = 14


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Effects: Ragnar’s Raging Song
Eldgrímr: beacon of luck, bless, bull’s strength, mirror image (3), protection from evil
Ótryggr: beacon of luck, bless, bull’s strength, dazzling blade, heroism, protection from evil
Ramundr: beacon of luck, bless, heroism, protection from evil
Ragnar: beacon of luck, bless, protection from evil
Signe: beacon of luck, bless, heroism, protection from evil
Þyrnir: beacon of luck, bless, ironskin, protection from evil

Conditions:

Fate was spun, the bones had been cast. Now all that is left to do is swing metal and flesh until one side lays to rest. He moves forward, deep base roar joining the others as his blade comes down and decapitates the savage animal. crit confirmed, dead!

With the ramp getting more crowded, Signe chooses a less obstructed path for her arrows. She turns slightly and aims up at the ridge before loosing her arrows. All hit, orange down, purple injured!

Otryggr hews! two dogs down!

His companions had formed a wall before him, and while foes cannot reach him, his blade and shield do not find their flesh either. He can, however, empower those standing beside him. With a whispered prayer, he clasps a hand on Eldgrímr's shoulder.

Ramundr hews! You’ll have to move and attack, so using first roll. 1 dog down!

orange dog @ Ramundr: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (6) + 1 = 7 hit
green dog @ Ramundr: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (2) + 1 = 3 hit
pink dog @ Ramundr: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (6) + 1 = 7
purple dog @ Ramundr: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 1 ⇒ (4) + 1 = 5

orange confirm?: 1d20 + 2 ⇒ (11) + 2 = 13
green confirm?: 1d20 + 2 ⇒ (16) + 2 = 18
orange trip DC 22: 1d20 + 2 ⇒ (13) + 2 = 15
orange trip DC 22: 1d20 + 2 ⇒ (15) + 2 = 17

More dogs rush forward, two of them clamping down on Ramundr’s leg! 10 damage

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Against the Children of Althunak Initiative (bold may act):
Cultists
PCs

Status:

Eldgrímr 42/42
Ótryggr 66/72
Ragnar 45/45
Ramundr 48/58
Signe 51/51
Þyrnir 44/44

gm:


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Effects: Ragnar’s Raging Song
Eldgrímr: beacon of luck, bless, mirror image (3), protection from evil
Ótryggr: beacon of luck, bless, bull’s strength, dazzling blade, heroism, protection from evil
Ramundr: beacon of luck, bless, heroism, protection from evil
Ragnar: beacon of luck, bless, protection from evil
Signe: beacon of luck, bless, heroism, protection from evil
Þyrnir: beacon of luck, bless, ironskin, protection from evil

Conditions:

Stepping from next to Signe, Ragnar's booming voice begins challenging the shouting of the men and the roaring of the dogs. His song echoes, channeling the bloodlust and mocking his foes.

Ramundr sets into the wolf with a flurry of blades and ending with a shield bash that threatened to send the beast flying down the mountainside. two dogs down!

Seeing what they face, Þyrnir is quite certain that today is the day he dies. But rather than fear, he finds calm acceptance in his heart. All life ends; so must his, as well. And what better end than to face the forces of evil alongside stalwart comrades? He takes a deep breath of the frigid air and flashes a white-toothed smile as he sends a burst of brilliant light at the onrushing cultists.

blue Ref DC 15: 1d20 + 5 ⇒ (9) + 5 = 14 fail
blue Ref DC 15: 1d20 + 5 ⇒ (20) + 5 = 25
purple Ref DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
purple Ref DC 15: 1d20 + 5 ⇒ (10) + 5 = 15
red Ref DC 15: 1d20 + 5 ⇒ (2) + 5 = 7 fail
orange Ref DC 15: 1d20 + 5 ⇒ (4) + 5 = 9 fail
yellow Ref DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
green Ref DC 15: 1d20 + 5 ⇒ (6) + 5 = 11 fail

The light of Frigg blinds some of the dogs and dazzles others, though their primal, animalistic nature transcends good and evil and they suffer no judgment.

Eldgrimr cloaks himself in the protection of illusion in preparation for battle, multiple forms of himself cascading over his true form.

Signe's fingers continue to work in a blur as she shoots arrow after arrow but she shifts her focus from the dogs to the humans behind them. 2 hits, red down!

Otryggr, raising his gleaming sword so that it shines like a dazzling brand against the sere light of day, lets out a bellowing roar and charges forward, boots pounding, eyes so wide that the whites can be seen all the way around his irises, lips peeled back from his teeth so that he appears more beast than man as he falls upon the hounds, blade descending like a falling star. blue down!

Several of the dogs whine and snap blindly while others move in, one nipping Otryggr through his armor (3 dmg). With a command, the cultists send another wave of dogs racing down the hill. They snap at each other in an effort to get close to you on the narrow ramp.

yellow @ Otryggr, dazzled: 1d20 + 2 - 1 ⇒ (4) + 2 - 1 = 51d6 + 1 ⇒ (6) + 1 = 7
blue @ Otryggr, dazzled: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 161d6 + 1 ⇒ (2) + 1 = 3
purple @ Otryggr, dazzled: 1d20 + 2 - 1 ⇒ (18) + 2 - 1 = 191d6 + 1 ⇒ (2) + 1 = 3 hit
trip DC 21: 1d20 + 2 ⇒ (7) + 2 = 9 no

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Against the Children of Althunak Initiative (bold may act):
Cultists
PCs

Status:

Eldgrímr 42/42
Ótryggr 66/72
Ragnar 45/45
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

gm:


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

Effects:
Eldgrímr: beacon of luck, bless, protection from evil
Ótryggr: beacon of luck, bless, bull’s strength, dazzling blade, heroism, protection from evil
Ramundr: beacon of luck, bless, heroism, protection from evil
Ragnar: beacon of luck, bless, protection from evil
Signe: beacon of luck, bless, heroism, protection from evil
Þyrnir: beacon of luck, bless, ironskin, protection from evil

Conditions:

"Kihlek di apzen...kihlek di apzen...kihlek di apzen!" Eldgrímr roars the last word, and another indescribable wave of energy pulses out from him. Their footing would be sure in this battle, the fates are in their favor. "Nautkynir cayosin." Eldgrímr passes a hand over Ótryggr's weapon, making it flash brightly in the sun. "When you will it, this weapon shall blind your opponent in battle."

Signe finds that approaching the temple in open landscape is quite daunting. If she had not given her oath to her jarl's widow, or felt the need to finish what Hallbjorn had started, or wanting to avenge her jarl then her steps would have faltered. Instead, she marched resolutely along with the others. Once they reach the base of the ramp leading up to the temple, Signe does what she can from afar to clear the way for the others. With bow in hand and a bolstered morale, she snipes arrows at the foes before them. (they’re flat-footed, 2 hits and 2 dogs down)

With cries of command, the first wave of dogs are unleashed down the hill, howling with delight at the prospect of fresh meat. No doubt the animals, like their crow-heart masters, have grown fond of the taste of human flesh.

red @ Ramundr, charging: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 91d6 + 1 ⇒ (1) + 1 = 2
green @ Otryggr, charging: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 91d6 + 1 ⇒ (2) + 1 = 3
purple @ Otryggr: 1d20 + 2 ⇒ (10) + 2 = 121d6 + 1 ⇒ (3) + 1 = 4
blue @ Otryggr: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 1 ⇒ (2) + 1 = 3 hit
trip DC 21: 1d20 + 2 ⇒ (13) + 2 = 15 no

Several of the cultists draw their javelins in one hand, their spears clenched in the other, as they await the coming of the Northlanders.

The light shifts in an unnatural way, and the smell of ozone fills the air, as though a storm were brewing...

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Against the Children of Althunak Initiative (bold may act):
Cultists
PCs (Otryggr you can keep your rolls from last round if you like, though you’re currently unable to charge)

Status:

Eldgrímr 42/42
Ótryggr 69/72
Ragnar 45/45
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

gm:


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

Eldgrimr:

Remind me again about the cast time for spell kenning. It's a full round cast, but yours is faster for divination spells? I'll just roll with it for this round.


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Sorry things have just been chaotic. I am still very much committed to my games and will post as soon as I have the time and energy to do so!

The listed buffs were declared by our casters as preparations for this battle, so yes, assume they are active.


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It was found in the tomb on Heroes Rock, a relic of Hvram's bride, the sorceress She of the Fair Eyes.


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The map is massive, and so I had to shrink the tokens. You’ll need to zoom in closely. Each square is 15’, with 9 medium creatures able to fit inside.

Also please do me a favor and update your taglines to account for buffs, including AC against evil. This is a huge help to me, and I really appreciate it.

Let me know if I missed anything.


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⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕
NS1: Vengeance of the Long Serpent
Chapter 3: Against the Children of Althunak
⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Following the incident with the Long Serpent and the subsequent Northlander raids on the coastal villages, the Children of Althunak have grown alert for incursions, retreating inland to and fortifying their fortress known as The Second Temple of the Lord of Ice and Stone. Confronting a growing cult to an elder and primordial demon god and laying siege to its temple is surely no easy task, but it is one that heroes are made for--or possibly from.

Yet the party is not alone in this struggle. The residents of the village of Laquirv and almost all of the slaves held by the Children of Althunak, unconverted to the new faith, have thrown off their shackles and now march with these southron strangers who are bent on their own quest of vengeance. Yet all seek the same goal: to destroy the cult of Althunak, to survive the battle, and then to somehow provision themselves for the coming winter.

Deep in the tundra sits the site of the Second Temple, one that Elvanti ordered his lesser priests to build in order to further spread the power of their fell god. Roll20 updated. The temple is still under construction, but the main cella and altar have been finished. The temple itself sits on an exposed, enormous slab of bedrock that rises out of the surrounding tundra. An encampment of tents clusters around the slab in a haphazard style. Upon the slab sets the cella, a fifteen-by-20 foot stone structure made of crudely cut stones layered with ice and snow. The walls rise up fifteen feet into the cold air, but do not support a roof (the better to feel the breath and blessings of Althunak). Around the temple, unfinished stones sit amid tools and wooden sleds.

Due to the open landscape, visibility to and from the temple is clear for nearly twenty miles, and with the size of the approaching force, a secret approach is impossible. The forces of Althunak amass upon the field at the foot of the natural ramp leading up toward the temple, poised to confront your forces head on. They ready their dogs and blow their horns, and before long the vast expanse between you is reduced to mere meters. The two armies assess each other, the howling wind between them.

Ramundr gives the command. The lines rush forward, colliding on the field. The fighting is fierce, and in its midst you find yourselves at the base of the ramp, facing up toward a small army of savage dogs and their cultist handlers who protect the temple itself.

Effects:
Eldgrímr: bless, protection from evil
Ótryggr: bless, bull’s strength, heroism, protection from evil
Ramundr: bless, heroism, protection from evil
Ragnar: bless, protection from evil
Signe: bless, heroism, protection from evil
Þyrnir: bless, ironskin, protection from evil

Conditions:

Eldgrimr and Signe are up!

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Initiative (bold may act):
Eldgrimr
Signe

Cultists
Ragnar
Thyrnir
Ramundr
Otryggr

Status:

Eldgrímr 42/42
Ótryggr 72/72
Ragnar 45/45
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

gm:

Eldgrímr Initiative: 1d20 + 10 ⇒ (12) + 10 = 22
Ótryggr Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Ramundr Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Ragnar Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Signe Initiative, favored terrain: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Þyrnir Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
enemy init: 1d20 + 5 ⇒ (10) + 5 = 15


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I'd hoped to post today but setting up Roll20 has taken more time than I anticipated. Expect to see the Second Temple tomorrow!


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Apologies, I'm having an extremely busy work week and am having trouble finding a chance to sit down and post.


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Ótryggr Grímsson wrote:
This is butchery, but so be it; these animals will feed the warriors who shall fight for honor and justice, and thus their deaths are noble.

With strong and practiced swings the Northlanders easily slay their prey! Leaving several adults to tend to the babes, the carcasses are cleaned and skinned.

Skinning and cleaning the animals results in 22 additional rations, bringing you up to an impressive 57! Your combined forces consumer 5 rations/day. Considering the two-day hike each way to the Second Temple, you’re now in a good position to move your forces inland. We may assume that you return to your primary camp in Gualivik and prepare to assault the Second Temple. You may prepare as you wish. My next post will see us out across the Tundra.

Status:

Eldgrímr 42/42
Ótryggr 54/72
Ragnar 37/45

Ramundr 58/58
Signe 51/51
Þyrnir 44/44


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I know how you feel :). No worries.


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Effects: Ragnar’s raging song (lesser elemental rage 1d6, surprise accuracy +2)
Eldgrímr: mirror image x3
Ótryggr:
Ramundr:
Ragnar:
Signe: heroism
Þyrnir:

Conditions:

Ramundr quickly steps to the side of the running oxen, whirling his shield and sword of ice or fire to cut at the his of the horned beast (2 hits, blue still up).

Signa takes a few steps backwards as the adult musk oxen run at them. Trusting in the others to deal with them, Signe aims arrows over them at the herd behind (2 hits, blue down and orange injured).

Eldgrimr masks himself behind his own reflections (casting mirror image) and steps up to the animals, sword raised.

mirrors: 1d4 + 2 ⇒ (1) + 2 = 3

The oxen are now within reach of blades, their hooves raising clouds of glittering snow, their huffing breath warm. Þyrnir puts away his bow, whispers a brief prayer to Frigg and starts hacking at the closest one. (2 hits on purple)

As the massive beasts come barreling through the woods, Otryggr lets out a bark of joy, a primal, primitive sound that is welcoming and intimidating both. "The oxen come to the wolves!" So saying, he steps out wide and swings with both hands, hacking down again and again at the closest beast. You’ll have to move to attack, so only one swing, but it downs purple!

Botting Ragnar

Ragnar plunges his spear into the eye of the beast! (down!)

Ragnar spear: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 6 ⇒ (2) + 6 = 8
confirm?: 1d20 + 8 ⇒ (13) + 8 = 212d8 + 12 ⇒ (7, 5) + 12 = 24

More oxen run forward to try to gore the aggressors! double move for them. Any space with an oxen body is difficult terrain.

Everyone is up!

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Initiative (bold may act):
Oxen
PCs

Status:

Eldgrímr 42/42
Ótryggr 54/72
Ragnar 37/45
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

gm:


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Effects: Ragnar’s raging song (lesser elemental rage 1d6, surprise accuracy +2)
Ótryggr:
Ramundr:
Ragnar:
Signe: heroism
Þyrnir:

Conditions:

"I see no need to charge in there. Signe, this is your time." Eldgrimr bestows the blessing of the previous day on her.

Ragnar's tolling blows start ringing on his shield, as he moves to Signe's side. Hrm. The wilds are a ruthless place, and we must be strong. , he ponders, as the sight of the strong defending the weak sends a familiar feeling in Ragnar.

”Signe, will these charge us if we use bows?” Ramunder whispers. ”I doubt the beasts could comprehend what would be happening to them.”

Otryggr prepares his blade. Should the beasts charge, he is prepared to run forward to engage them. Otryggr isn’t up in initiative just yet, he’ll act after the oxen.

"In my experience, herd animals can definitely spook causing them to stampede and arrows should spook them. But whether they charge with purpose or stampede from fright, that remains to be seen." She nocks an arrow and draws back the string on her bow. "What is certain is that we require more rations if we are to assault the temple." Signe waits for the others to prepare the weapon of their choice before releasing her arrow, which is quickly followed by two more. Two arrows strike an ox in the skull and chest, dropping it instantly (purple down, pink injured). Another strikes an ox in the flank. All hit, including a confirmed crit!

confirmed crit damage: 2d8 + 6 + 4 ⇒ (4, 6) + 6 + 4 = 20

Following Signe's example, Þyrnir nocks an arrow and lets it loose at her target; best to concentrate their shots - if the animals stampeded away, at least they would have a better chance to fell one before that happened. Unfortunately, his arrow flies over the oxen, disappearing into the tundra beyond (miss).

The oxen low in alarm, the calves mewling as the parents panic and move in closer around the babes. Three adults grunt and pound the earth as they advance upon you! They cannot charge through the trees, which create difficult terrain, but they do make a double move to “run” at you. Everyone is up!

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Initiative (bold may act):
Oxen
PCs

Status:

Eldgrímr 42/42
Ótryggr 54/72
Ragnar 37/45
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

gm:


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The animals are clearly riled up. As the only clear threat to them, it's likely that at least some of them would charge you if struck by an arrow.


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Status, after Thyrnir’s healing and night’s rest:

Eldgrímr 42/42
Ótryggr 54/72
Ragnar 37/45
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

Signe Survival: 1d20 + 12 ⇒ (14) + 12 = 26
Signe Survival: 1d20 + 12 ⇒ (7) + 12 = 19

The next morning the sabertooth is cleaned and skinned. Skirting the edges of the open tundra, Signe finds tracks of the musk oxen within the sparse pine forest. It takes less than an hour to follow the tracks to their source. A pack grazes atop a rise among the trees. At your approach, the shaggy beasts form a circle, their horns pointed out with ten young in the middle. Roll20 updated!

Effects:
Ótryggr:
Ramundr:
Ragnar:
Signe:
Þyrnir:

Conditions:

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Initiative (bold may act):
Signe
Thyrnir
Ragnar
Eldgrimr

oxen
Otryggr
Ramundr

Status:

Eldgrímr 42/42
Ótryggr 54/72
Ragnar 37/45
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

gm:

Eldgrímr Initiative: 1d20 + 10 ⇒ (1) + 10 = 11
Ótryggr Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Ramundr Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Ragnar Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Signe Initiative, favored terrain: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Þyrnir Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
oxen init: 1d20 ⇒ 10


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I'll be traveling today through the weekend. We'll return to our regularly scheduled programming next week!


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That rule is a house rule in place for Crimson Thone, but not for Northlands. The idea is for this game to be more of a lethal, "survival" game. At least in parts.


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Thyrnir, sound good. The "max out of combat healing" rule doesn't apply to this campaign, so we'll need to roll for those and other heals.


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Quoting an earlier Discussion post to help us decide what happens next:

GM Wicked wrote:

Depending on how you want to do this, the module is fairly flexible. Basically, equipping, feeding, and recruiting the Ulnat will consume your resources (necessitating a bit of hunting), but will increase your forces when you assault the Second Temple.

Mechanically, this will mean that I reduce the number of opponents on the field to account for the fact that you're bring more fighters who will be doing battle with those opponents.

One ration feeds approximately 50 people for one day. There are nearly 200 Ulnat, in various states of age and health, to recruit, so in total you're consuming 5/day.

The Second Temple is a two-day hike inland, over the flat and open tundra. You, and they, will be visible at a distance for many miles.


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Effects: Eldgrimr’s Raging Song (flank bonus to dmg, not hit)
Ótryggr:
Ramundr:
Ragnar:
Signe:
Þyrnir:

Conditions:

Eldgrímr hacks into the beast! hit but not confirmed!.

Ramundr tries to land a solid blow but the sabertooth recoils out of his reach (all miss).

The ferocity of the saber-tooth tiger is both terrifying and majestic in the way it deals with its prey. Knowing it is kill or be killed, Signe continues to shoot arrows at the large cat. (one hit)

Otyrggr roars as he's hurled about, but despite the pain and the grievous wounds he swings his blade at the cat's head, lopping off an ear! (I assume you included the penalty from grapple. Either way, hit!)

Roaring, Ragnar rises as Frigg's energies flow through him. "Die, pest!", he lashes out with almost child-like anger, as his spear lashes towards the sabertooth and impales it! "Stand strong, Otryggr! Rend!" hit!

The mighty sabertooth falls limp, collapsing onto the ground mere inches from Otryggr’s head. It’s unconscious and bleeding out.

Combat over!

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Status:

Eldgrímr 42/42
Ótryggr 31/72
Ragnar 14/45
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

gm:

Actions, healing before the morrow? The sabertooth does not yield rations, but does produce a prized pelt.


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It looks like Thyrnir healed you after the combat with the wolves. I just brought you back to full for my tracker.


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Thanks. Roll20 is up but I neglected to change the player view. It should be working now


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Effects: Eldgrimr’s Raging Song (flank bonus to dmg, not hit)
Ótryggr:
Ramundr:
Ragnar:
Signe:
Þyrnir:

Conditions:

Signe continues to fire arrows at the feline who refuses to release its grip on the skald. (Previously accounted for)

"Ragnar!" yells Þyrnir fruitlessly, for his companion seems to be unconscious. Calling upon Frigg's power, he releases a wave of healing energy, careful to not include the feline as well. A magnificent specimen, to be sure, but it seemed intent on feeding upon his friend, and that Þyrnir cannot allow.

Ragnar Break Grapple DC 34: 1d20 + 8 ⇒ (20) + 8 = 28 Fail (I couldn’t locate authority that a nat 20 to break grapple is an auto-success. Let me know if you find a rule.)

Ramundr was not in the mood for this. He hacked at the beast unartfully. It actually takes Ramundr a double move to reach the sabertooth, so no attack this round.

Eldgrímr moves after the large predator cat and hacks at its hind legs, blade falling in rhythm with his song. Same for Eldgrimr--double move this round, though I set you up to flank witih Otryggr.

Otryggr lets out a roar of fury and charges after their foe, coating his oiled bronze blade with the blood of the beast! hit!

The sabretooth snarls and releases Ragnar from its clutches free action, turning to fend off its assailant, Otryggr!

bite: 1d20 + 17 ⇒ (8) + 17 = 252d6 + 12 ⇒ (2, 2) + 12 = 16 hit (2d6+10/19–20 plus grab plus bleed),
claw 1: 1d20 + 15 ⇒ (11) + 15 = 261d6 + 12 ⇒ (1) + 12 = 13 hit ( plus grab)
claw 2: 1d20 + 15 ⇒ (6) + 15 = 211d6 + 12 ⇒ (6) + 12 = 18 hit ( plus grab)
bleed: 1d3 ⇒ 3
Grab: 1d20 + 23 ⇒ (4) + 23 = 27
Grab: 1d20 + 23 ⇒ (16) + 23 = 39
Grab: 1d20 + 23 ⇒ (18) + 23 = 41 Otryggr is grappled!

Everyone is up!

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Initiative (bold may act):
sabertooth
PCs

Status:

Eldgrímr 42/42
Ótryggr 22/72 (28/78), grappled, bleeding
Ragnar 5/45 (11/51)
Ramundr 58/58
Signe 51/51
Þyrnir 44/44

gm:


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That is so wyrd! Ha! I've had a lot of coffee...


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Otryggr and Eldgrimr are up!

Edit: disregard question about Ragnar's hp. Am dumb.


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Ha, awesome! I think you'll need to make a concentration check, per the grappled condition:

srd wrote:
A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell.

The DC is 34.

Edit: Additionally, Ragnar was still flat-footed until the start of his turn in Round 1, which doesn't come up until after the sabertooth's rake. You can't take immediate actions while flat-footed, so I don't think it will be needed, regardless.


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Yes I keep forgetting that effect despite your best efforts to remind me! But please keep it up! And so yes, with one AoO the end result should be the same.


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Effects: Eldgrimr’s Raging Song (flank bonus to dmg, not hit)
Ótryggr:
Ramundr:
Ragnar:
Signe:
Þyrnir:

Conditions:

Ever since Signe finds the new set of large tracks that had been stalking the wolves, she expects it to attack. So when the creature with big pointy teeth descends upon them, she isn't surprised. She hears something moving in the dark that gives her enough warning to nock an arrow and get a shot off as the large cat bursts out to maul Ragnar. Her arrow slams into the creatures neck, though does little to slow its unstoppable momentum. (confirmed crit!)

Otrygrr also stayed awake, blade resting across his knees, sensing the great predator out there in the night. Still, when it appears, it's attack is like a stroke of lightning; sudden, violent, and unpredictably savage. Otrygrr gives a roar of his own and hurls himself forward, swinging his bronze blade. During a surprise round you can take a move or a standard. I moved you closer to the sabertooth. Grappled, it doesn’t get an AoO at your approach.

Ramundr jolts awake as a deep growl fills the camp. Instinct takes hold grabbing his shield and sword he rolls up to a crouching position.

Eldgrímr does not sense the cat coming, but once it is there he reacts quickly. He stands and his deep base rumbles through the camp.

The vicious sabertooth snarls and uses the claws of its back paws to shred Ragnar’s clothing, and his flesh, to ribbons. As his lifeblood sprays across Otryggr’s face, the Wytchgod loses consciousness.

sabertooth maintain grapple v Ragnar: 1d20 + 23 + 5 ⇒ (12) + 23 + 5 = 40 success
rake @ Ragnar: 1d20 + 15 ⇒ (15) + 15 = 301d6 + 12 ⇒ (1) + 12 = 13 hit
rake @ Ragnar: 1d20 + 15 ⇒ (4) + 15 = 191d6 + 12 ⇒ (2) + 12 = 14 hit
Ragnar bleed: 1d3 ⇒ 2

The cat then climbs to its feet and drags Ragnar away to feed! But as it does, Otryggr takes advantage of its precarious movement to strike with his blade (using attack roll from above, hit!)

And Signe continues to fire arrows at the feline who refuses to release its grip on the skald. 1 hit, 11 dmg!

Everyone except Signe is up! (Signe’s turn for round 1 was posted above). Ragnar, please make a stabilization check (you’re currently at -6)

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Initiative (bold may act):
sabertooth
PCs

Status:

Eldgrímr 42/42
Ótryggr 72/72
Ragnar -6/45, grappled, bleeding, unconscious
Ramundr 56/58
Signe 43/51
Þyrnir 44/44

gm:


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Blasted action economy. The struggle is real, as I'm experiencing with a warpriest in another game.


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No worries. You're absolutely right, I'm just giving us a quick explanation of the current initiative.


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*Bump* Ramundr gets a surprise round action, then Eldgrimr may take his full action at the top of the first full round before the sabertooth gets to act again. Following that, everyone is up again (Signe's already given her action).


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The wolves do not provide rations, unfortunately, though their pelts are valued.

Following the wolf attack, Signe follows their tracks some distance and makes an alarming discovery. In addition to the canine tracks of the wolves, she finds large, clawed tracks belonging to same massive feline. Likely this creature was tracking the wolves, but now that they have been slain, well...

Cleaning and skinning the rhino takes the better part of a day. You set up camp for the bright night, all too aware of the visibility that a smoking campfire may bring.

Late that night, as the fire turns to embers, the crackling of the wood mingles with that of something large and toothy as it leaps in for its attack!

Effects:
Ótryggr:
Ramundr:
Ragnar:
Signe:
Þyrnir:

Conditions:

Roll20 updated! In this surprise round only Otryggr, Signe, and Ramundr may act (move or standard). Following the surprise round, everyone is up for their first full turn.

A great cat emerges from the trees. It is a terrifying apparition of power and violence, muscles rippling beneath its short fur and vicious saber-like teeth extending downward from its upper jaw. In one fluid motion it is upon Ragnar, biting with its enormous fangs. Ragnar takes 19 damage and is grappled. He also takes an additional 1d3 ⇒ 3 bleed damage at the start of his turn (already included in Status spioler). A DC 15 Heal check or any magical healing stops the bleed. I’ll let you decide whether you were sleeping in armor and who was on watch at this moment, but we can assume that the sound of the attack has woken everyone.

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Initiative (bold may act):
Eldgrimr
sabertooth
Otryggr
Thyrnir
Signe
Ragnar
Ramundr

Status:

Eldgrímr 42/42
Ótryggr 72/72
Ragnar 23/45, grappled
Ramundr 56/58
Signe 43/51
Þyrnir 44/44

gm:

Eldgrímr Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Ótryggr Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Ramundr Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Ragnar Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Signe Perception, favored terrain: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Þyrnir Perception: 1d20 + 8 ⇒ (9) + 8 = 17
sabertooth stealth: 1d20 + 14 ⇒ (8) + 14 = 22

Eldgrímr Initiative: 1d20 + 10 ⇒ (19) + 10 = 29
Ótryggr Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Ramundr Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Ragnar Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Signe Initiative, favored terrain: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Þyrnir Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
sabertooth initiative: 1d20 + 5 ⇒ (11) + 5 = 16

bite @ Ragnar flat-footed: 1d20 + 17 ⇒ (6) + 17 = 232d6 + 12 ⇒ (1, 6) + 12 = 19 hit
grab: 1d20 + 23 ⇒ (11) + 23 = 34 success


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My goal is to resume GM posting within the week!


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Safe travels :)


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Welp…

Effects: Raging Song!
Ótryggr:
Ramundr:
Ragnar:
Signe:
Þyrnir:

Conditions:

Roaring as the wolves tear into Signe, Ramundr charges toward the feral scavengers. hit, red down!

Not the best meat, but it is meat nonetheless. Eldgrímr snarls and brings his greatsword down toward the wild canine. (hit due to charge AC penalty, purple down!)

Singe grunts in pain as the wolf's teeth tear into her flesh. Having failed in its attempt to drag her to the ground, the wolf releases her in order to try again to get a better grip. She takes this small window of opportunity to drill an arrow into its skull. (hit green!)

red aoo @ Signe: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 3 ⇒ (3) + 3 = 6 miss
green aoo @ Signe: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 3 ⇒ (1) + 3 = 4 miss

She then pivots on her foot and releases a second arrow at the wolf who managed to trip Otryggr. The arrow flies wide. (miss)

Otryggr goes down with a grunt, his blood splashing ruby red across grass, snow, and fangs. Without trying to rise, he slashes his bronze blade at the wolf. (hit, down!) The wolf dispatched, he rises to his feet, shoulders heaving as he searches for his next opponent.

The wolves did not seem deterred by the sharp point of arrows or the deadly edge of blades, and worse, they had dragged Ótryggr down! Dropping the bow, Þyrnir draws his seax and starts brandishing it in wide, menacing arcs. (Move and hit, green down!)

Combat Over!

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Status:

Eldgrímr 42/42
Ótryggr 46/72
Ragnar 45/45
Ramundr 56/58
Signe 43/51
Þyrnir 44/44

gm:

I presume we continue hunting? Next post will pick up with that.


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Effects: Raging Song!
Ótryggr:
Ramundr:
Ragnar:
Signe:
Þyrnir:

Conditions:

Signe didn't like the idea of having to fight starving wolves but she also knew that they wouldn't be scared off being as hungry as they were. The ranger grabs her bow that is never out of reach and shoots. She sends one arrow to her right and then to her left. both hit!

These lean wolves would not make for good eating, but they are threatening the party, so Þyrnir grabs his longbow to help fight them off. No need to kills them, just dissuade them. hit!

Ramundr charges north with a howl. The wolf bears up to meet him in a ferocious embrace, but he is no longer there. Ramundr, feinting at the last moment drives his spear into its mangy backside. hit, blue drops! Note with your reach weapon you need to attack from 10’ away

Ragnar's spear leaps into his hand once more, as he erupts into a fierce howl to rival the wolves' own hunting song. "Find your own prey, rot-pickers!", he roars.

Teeth bared, the wolves close in.

purple @ Eldgrimr, flat-footed, charge: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 141d6 + 3 ⇒ (2) + 3 = 5 miss
red @ Signe, charge: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 181d6 + 3 ⇒ (5) + 3 = 8 miss
green @ Signe, charge: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 221d6 + 3 ⇒ (5) + 3 = 8 hit
green @ Signe trip: 1d20 + 4 ⇒ (9) + 4 = 13 fail
orange @ Otryggr, flat-footed, charge: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 221d6 + 3 ⇒ (1) + 3 = 4 hit
orange @ Otryggr trip: 1d20 + 4 ⇒ (19) + 4 = 23 success

Two latch on to Signe and Otryggr, twisting with their entire bodies as they try to bring their larger opponents down onto the ground. Otryggr loses his balances on an uneven patch of dirt and falls heavily before the feral canine. It snarls in preparation to pounce. You fall prone!

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Round 2 Initiative (bold may act):
Players
Wolves

Status:

Eldgrímr 42/42
Ótryggr 46/72, prone
Ragnar 45/45
Ramundr 56/58
Signe 43/51
Þyrnir 44/44

gm:


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As you work to skin and clean the rhino’s carcass, the lone howl of a wolf carries across the open plain. The cry is picked up by its fellows who join in the eerie song.

It doesn’t take long for the smell of fresh blood to draw then near. A pack of five tundra wolves, bodies lean and yellow eyes bright with hunger, advance, closing in to contest your claim to this prey…

Effects:
Ótryggr:
Ramundr:
Ragnar:
Signe:
Þyrnir:

Conditions:

Roll20 updated. Signe, Ragnar, Ramundr, and Thyrnir are up for Round 1!

⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕⊕

Round 1 Initiative (bold may act):
Signe
Ragnar
Ramundr
Thyrnir

Wolves
Eldgrimr
Otryggr

Status:

Eldgrímr 42/42
Ótryggr 50/72
Ragnar 45/45
Ramundr 56/58
Signe 51/51
Þyrnir 44/44

gm:

wolves init: 1d20 + 4 ⇒ (11) + 4 = 15
Eldgrímr Initiative: 1d20 + 10 ⇒ (3) + 10 = 13
Ótryggr Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Ramundr Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Ragnar Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Signe Initiative, favored terrain: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Þyrnir Initiative: 1d20 + 3 ⇒ (14) + 3 = 17


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My work schedule is a bit cyclical, sometimes calm, sometimes demanding. The last four weeks have been calm, but I'm entering the "demanding" period for the next 4 weeks. I'll still post as often as I can, but expect a drop in my rate.


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Oh, and if this talk of the "second temple" has you wondering about the first, that is the subject of the next adventure, Beyond the Wailing Mountains :).


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Depending on how you want to do this, the module is fairly flexible. Basically, equipping, feeding, and recruiting the Ulnat will consume your resources (necessitating a bit of hunting), but will increase your forces when you assault the Second Temple.

Mechanically, this will mean that I reduce the number of opponents on the field to account for the fact that you're bring more fighters who will be doing battle with those opponents.

One ration feeds approximately 50 people for one day. There are nearly 200 Ulnat, in various states of age and health, to recruit, so in total you're consuming 5/day.

The Second Temple is a two-day hike inland, over the flat and open tundra. You, and they, will be visible at a distance for many miles.


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Effects: Eldgrímr: mirror image (6), moment of greatness
Ótryggr:
Ramundr: bull’s strength
Ragnar:
Signe:
Þyrnir:

Conditions:

"Ramundr!" Þyrnir rushes to the fallen huscarl, not minding the great rampaging beast in his haste to get to the side of his fallen comrade. Kneeling by his side in the snow, he pulls his gloves off with his teeth as he frantically seeks to stem the flow of blood.

Otryggr roars as Ramundr is lifted clear off the ground and hurled flying; battle-dew spraying through the chilled air. Hurling himself forward, he hacks and hews at the rhino, seeking to bring it low. The enormous creature loses its balance, crashing down onto one knee before collapsing onto the ground. A final breath, and the body lies still. The blood of man and beast sends plumes of steam rising into the chill air.

Combat Over!

The woolly rhinocerus provides 3 days’ rations, bringing you to 35.

Actions? Do we continue the hunt, or move toward the Second Temple of the Lord of Ice and Stone? Or do both simultaneously? If hunting, survival checks please!

Status:

Eldgrímr 42/42
Ótryggr 50/72
Ragnar 45/45
Ramundr 10/58
Signe 51/51
Þyrnir 44/44