Chapter 1: Into the Wilderness
Re: Chapter 1: Into the Wilderness
Skirfir
"We bring the wolf hide with us and tell the truth of how we found it. It appears they have accomplished their mission, even if they died doing so they deserve the honor of it."
"We bring the wolf hide with us and tell the truth of how we found it. It appears they have accomplished their mission, even if they died doing so they deserve the honor of it."
Re: Chapter 1: Into the Wilderness
Music and Ambiance: Blood on Wolf's Teeth
Skirfir steps forward in the dim light, her sharp eyes discerning the scene before the others yet approach. Stigandr and Doshea both guard warily. Stigandr thumps his axe-to-shield for reassurance in the ill-omened snow-blown scene; Doshea stares into the snow-shrouded darkness.
The sickly green ghostlight on Valdis' hand casts unnerving shadows across the corpses, the dancing shadows seeming to enliven their faces... in the flickering light you think for a moment that the corpse winked at you, or tweaked its lips in a smirk. Skirfir and Doshea recognize the corpse before them as the bearded young man that they spoke to about the feral ravens in-town. Valdis and Stigandr recognize the young warrior armored in wolf-hides, his axe bloodied on the snow next to him and his spear embedded in the wolf. These men were with the second group of hopefuls, who left town just before you. Large wolf-prints criss-cross the scene, trails leading off into the darkness. Both of them have been torn open and partially disembowelled, torn rents of claw and teeth, but the spilled entrails uneaten. Valdis' face is a grim mask as she sees green vapor collesce over the body, forming into whispy runes that dissipate quickly. "Their deaths may be by teeth and claw, but unnatural. This is the work of Hel."
Ralfwin notes the lack of pooled blood at the third figure and kneels besides dark-haired young man whose tunic is limned with Odin's runes. "This one yet lives," he calls out to the others, praying for Odin's grace on the man's behalf. The man is stable, but unconscious still.
Vakar shutters his lantern (5' radius) and sneaks quietly through the clearing. He spies two ominous mounds upon the snowy ground, approaching cautiously. In the dim light, he still recognizes them as the pair of saex-fighting women from the town who went with the second group as well. Their bows lie next to them on the ground, a half-dozen silver-tipped arrows spilled from a quiver, glinting in the lantern light.
Doshea notes the slain wolf, Valdis advises about the ire of the spirits for claiming false glory. Skirfir declares that this wolf's hide shall be returned to honor the deeds of those slain in the attempt. Though it was their first battle, such a death is still worthy of Valhalla.
Stigandr and Vakar, already on edge, startle as a flutter of wings and a raucous cawing are heard, dark wings startled aloft from the trees to your west.
Doshea turns to the northeast, hearing the snap of a twig. Skirfir's eyes spy a movement in the darkness in that direction. One... no... maybe three... low, crouched shapes at the edge of the forest, sneaking towards you. A smell of carrion worse than the bodies you stand beside washes over you and you each fight a feeling of vertigo...
Actions!
- I need a DC 13 Wisdom save from each of you
- I need you to roll initiative
- I need you to declare action/bonus/action/movement in combat time
Lights: Vakar's hooded lantern is shuttered (5' bright, 5' dim) (radius 30' bright, 30' more dim), lasting 3 more hours. Valdis holds her ghost-flame. (10', then 10' dim). Ralfwin's torch went out. Light radii modified on map.
Environment | Initiative Order | Effects in Play |
---|---|---|
Time: 9:00pm Date: The First Day of Winter (Nov. 1st) Temperature is currently -1c; feels much colder with the high winds and snow. Clouds are 100%, with evening wind and snowstorm. |
(Out of Combat now) | Night at 5:35pm (darkness) Pre-dawn at 5:56am (dim light) Almost Dawn at 6:51am (normal light) Sunrise at 7:43am |
> Enoch as Valdís | Female | Kuning | Seiꝺr (1) | HD (1d8): 1 | HP: 11/11 | AC: 15 | Current Speed: 30' | Initiative: +2 | Darkvision: No | Spells - 1st: 1/2 |
> Unsungknot as Doshea Ulfgar | Female | Mithal | Alle [Paladin] (1) | HD (1d10): 1 | HP: 11, 5, 0, 9, 2, 6 11/11 | AC: 17 | Current Speed: 30' | Initiative: +3 | Darkvision: No | [Inspiration]
> sastaz as Vakar the Disowned | Male | Vestri | Rogue (1) | HD (1d8): 1 | HP: 11/11 | AC: 13 | Current Speed: 30' | Initiative: +2 | Darkvision: No | [Inspiration]
> Spearmint as 'Stig' Stigandr | Male | Mithal | Barbarian (1) | HD (1d12): 1 | HP: 15/15 | AC: 18 | Current Speed: 30' | Initiative: +3 | Darkvision: No | [Inspiration]
> Rex as Skirfir Uvaldi | Female | Dvergr (Stoneborn)| Gothi (Smidr) (1) | HD (1d8): 1 | HP: 10/10 | AC: 18 | Current Speed: 25' | Initiative: +1 | Darkvision: Yes | Spells - 1st: 2/2 | [Inspiration]
> Stirling as Ralfwin Edwinsen | Male | Mithal | Gothi | HD (1d8): 1 | HP: 11/11 | AC: 16 | Current Speed: 20 | Initiative: +2 | Darkvision: No | Spells - (C) 1st: 0/2 (B) 1st: 1/1 | Gjof: 1 | [Inspiration]
Re: Chapter 1: Into the Wilderness
Skirfir
"Incoming from the northeast, at least 3."
Wis save (DC 13) [1d20+5]=9+5=14
Initiative [1d20+1]=2+1=3
Once she is sure they are attacking she casts Sacred Flame on one.
Dex save vs DC 13.
Sacred Flame [1d8]=1
Mystery rolls [1d20]=5 [1d20]=2
"Incoming from the northeast, at least 3."
Wis save (DC 13) [1d20+5]=9+5=14
Initiative [1d20+1]=2+1=3
Once she is sure they are attacking she casts Sacred Flame on one.
Dex save vs DC 13.
Sacred Flame [1d8]=1
Mystery rolls [1d20]=5 [1d20]=2
Re: Chapter 1: Into the Wilderness
How far away are they? If they're within 30', Valdis will throw her flame at them. Otherwise she casts entangle as soon as they're within 90', with the intent of catching them with the far end of the effect (so that 15' of the 20' effect is still between us and them).
Wis save (DC 13) [1d20+6]=20+6=26 [1d20+6]=15+6=21
Initiative: [1d20+2]=15+2=17 [1d20+2]=5+2=7
Wis save (DC 13) [1d20+6]=20+6=26 [1d20+6]=15+6=21
Initiative: [1d20+2]=15+2=17 [1d20+2]=5+2=7
Shadrach, Demon-Hunter - Dust to Dust
Re: Chapter 1: Into the Wilderness
Clarifying:
There are about 30' away, which is when your Wisdom Saves are needed.
Only Skirfir can see them, because he has darksight to 60' (counting as dim light, hence not being clear at what they are)
The rest of you can't see them (including for targeting spells) until they are within 20' of Valdis on the map (who has bright light for 10' and then dim light another 10').
If you want to wait until they close so that you can see them (and you are first on the initiative order) You can declare a held Action and then spend your Reaction to activate it when the condition is met. If you are NOT first on the initiative, then you aren't surprised but they can get the jump on you normally by their acting first.
If you are acting on them while they are in darkness, you roll with disadvantage. If you act on them when they are in Dim Light, you have disadvantage on Perception but not on attacks.
...for Entangle: It is an area-of-effect spell and doesn't require seeing a creature. You can throw it out in the general area of darkness where you think they are. I'll let them roll their save with advantage (in lieu of any other 'did you hit the right place' mechanic).
(For specific targeting needs - at the start of the round they are 30' from Skirfir and Doshea, 25' from Stig, 35' from Valdis, 45' from Ralfwin, and 70' from Vakar... but they are in pitch darkness so you can't determine that IC.)
There are about 30' away, which is when your Wisdom Saves are needed.
Only Skirfir can see them, because he has darksight to 60' (counting as dim light, hence not being clear at what they are)
The rest of you can't see them (including for targeting spells) until they are within 20' of Valdis on the map (who has bright light for 10' and then dim light another 10').
If you want to wait until they close so that you can see them (and you are first on the initiative order) You can declare a held Action and then spend your Reaction to activate it when the condition is met. If you are NOT first on the initiative, then you aren't surprised but they can get the jump on you normally by their acting first.
If you are acting on them while they are in darkness, you roll with disadvantage. If you act on them when they are in Dim Light, you have disadvantage on Perception but not on attacks.
...for Entangle: It is an area-of-effect spell and doesn't require seeing a creature. You can throw it out in the general area of darkness where you think they are. I'll let them roll their save with advantage (in lieu of any other 'did you hit the right place' mechanic).
(For specific targeting needs - at the start of the round they are 30' from Skirfir and Doshea, 25' from Stig, 35' from Valdis, 45' from Ralfwin, and 70' from Vakar... but they are in pitch darkness so you can't determine that IC.)
Re: Chapter 1: Into the Wilderness
Vakar's heart begins to race. He knew it! Sweat starts running down his forehead, blurring his vision, but sheer survival instinct sets in and gives him focus enough to act.
Wisdom check: [1d20+1]=16+1=17 vs DC 13
Initiative check: [1d20+2]=15+2=17
He quickly gathers the silver tipped arrows and lets them slide down his own quiver, putting his lantern on the ground in order to be able to do so GM please decide if this is Use An Object action or a free action, could not find guidelines for this. He starts circling back to get a better view of the battlefield, his Yew Longbow drawn and silver tipped arrow nocked. He will walk sideways toward that tree/rock to the north of Stig, watching his companions as he moves.
If something attacks one the others and he still has his action to use, he will shoot.
Could not find any suitable bonus action (both are for melee) or reaction.
Mystery roll: [1d20]=9, [1d20]=17
Wisdom check: [1d20+1]=16+1=17 vs DC 13
Initiative check: [1d20+2]=15+2=17
He quickly gathers the silver tipped arrows and lets them slide down his own quiver, putting his lantern on the ground in order to be able to do so GM please decide if this is Use An Object action or a free action, could not find guidelines for this. He starts circling back to get a better view of the battlefield, his Yew Longbow drawn and silver tipped arrow nocked. He will walk sideways toward that tree/rock to the north of Stig, watching his companions as he moves.
If something attacks one the others and he still has his action to use, he will shoot.
Could not find any suitable bonus action (both are for melee) or reaction.
Mystery roll: [1d20]=9, [1d20]=17
Re: Chapter 1: Into the Wilderness
Ralfwin Edwinsen
Ralfwin: Initiative [1d20+2]=16+2=18 Wisdom based saving throws, +6 (+4 wisdom, +2 cleric?) vs 13 [1d20+6]=2+6=8
Finding that the man yet lives, I would have cast the Spare the Dying cantrip upon him and now in an effort to rouse his weakened body, I would like to do a medicine check.
Ralfwin: Medicine skill check [1d20+2]=9+2=11 Mystery roll [1d20]=9
"Cover me, I need time to work on this one". I will shout to the comrades then work on any CPR needed. Can I read any of the runes in the garment of this man? "Rouse my brother from the edge of Valhalla, the Valkryries come not with swift wings to comfort your soul, only these black-winged harbingers of death."
My bonus reactions might just be my Shield triggering should I get attacked. Once this guy is breathing, if he needs carrying, I will heft him over my shoulder and stagger at minimal pace away from the danger.
Ralfwin: Initiative [1d20+2]=16+2=18 Wisdom based saving throws, +6 (+4 wisdom, +2 cleric?) vs 13 [1d20+6]=2+6=8
Finding that the man yet lives, I would have cast the Spare the Dying cantrip upon him and now in an effort to rouse his weakened body, I would like to do a medicine check.
Ralfwin: Medicine skill check [1d20+2]=9+2=11 Mystery roll [1d20]=9
"Cover me, I need time to work on this one". I will shout to the comrades then work on any CPR needed. Can I read any of the runes in the garment of this man? "Rouse my brother from the edge of Valhalla, the Valkryries come not with swift wings to comfort your soul, only these black-winged harbingers of death."
My bonus reactions might just be my Shield triggering should I get attacked. Once this guy is breathing, if he needs carrying, I will heft him over my shoulder and stagger at minimal pace away from the danger.
Re: Chapter 1: Into the Wilderness
Valdis holds her action until the creatures come into view (20') and them casts entangle to catch them, with most of the difficilt terrain between us and them, cadting it farther back if the effect would affect companions.
Shadrach, Demon-Hunter - Dust to Dust
Re: Chapter 1: Into the Wilderness
Stigandr Yngvarsen
Seeing the death around him and beating his shield with increasing fervency; the grotesque smell just adds to his fragile temper which he struggles to keep under wraps. Howling as if moonstruck as a wolf himself, he will move quickly to charge and leap among the three crouched, sneaking, predatory (undead?), axe swinging to lope a few heads off and fill another sack.
So he rages as a bonus action, then leaps into melee. Getting an extra attack only if he zeroes a Draugr. (If not I will use those next rolls for my next melee action).
he is probably unaware of Valdis intentions to cast Entangle but might still be in melee and out of any spell AoE.
Seeing the death around him and beating his shield with increasing fervency; the grotesque smell just adds to his fragile temper which he struggles to keep under wraps. Howling as if moonstruck as a wolf himself, he will move quickly to charge and leap among the three crouched, sneaking, predatory (undead?), axe swinging to lope a few heads off and fill another sack.
he is probably unaware of Valdis intentions to cast Entangle but might still be in melee and out of any spell AoE.
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Re: Chapter 1: Into the Wilderness
Doshea Ulfgar
Doshea moves to cover Ralfwin, yelling at whatever lay in the shadows, letting loose a warcry. "Come to your death foul creatures!" She clangs her axe against her shield, ready to bash whatever enemy comes from the shadows with her shield.
Doshea moves to cover Ralfwin, yelling at whatever lay in the shadows, letting loose a warcry. "Come to your death foul creatures!" She clangs her axe against her shield, ready to bash whatever enemy comes from the shadows with her shield.
Re: Chapter 1: Into the Wilderness
Valdís shouts in alarm, crying out to her ancestors as she darts forward between Stigandr and Skirfr. At the edge of the witchlight a mob of ghostly Kunig seem to rise and sink back into the ground, grasping at the extremities of the creatures as they do.
Shadrach, Demon-Hunter - Dust to Dust
Re: Chapter 1: Into the Wilderness
Music and Ambiance: Blood on Wolf's Teeth
Adjudication:
Doshea turns to the northeast, hearing the snap of a twig. Skirfir's eyes spy a movement in the darkness in that direction. One... no... maybe three... low, crouched shapes at the edge of the forest, sneaking towards you. A smell of carrion worse than the bodies you stand beside washes over you and you each fight a feeling of vertigo...
"Cover me, I need time to work on this one," calls Ralfwin. "Rouse my brother from the edge of Valhalla, the Valkryries come not with swift wings to comfort your soul, only these black-winged harbingers of death."
Doshea moves to cover Ralfwin, yelling at whatever lay in the shadows, letting loose a warcry. "Come to your death foul creatures!" She clangs her axe against her shield, the passion of her war cry rising in the hearts of her companions as well.
...the shadows of the forest are happy to oblige. The waves of nausea intensify as the creatures charge towards you. As they come into the dim light of Valdis' flame, you see them as Wolves - but not just Wolves. Their eyes glow ice-blue, as do runes carved into their necrotic flanks. The first wolf leaps form the dark forest towards Ralfwin and is intercepted by Doshea. The screaming Alle smacks away its snarling maw, bashing it in the head with her shield (-4). A half-stride behind, the second wolf explodes from the snow-coated underbrush, it's fetid jaws locking on Skirfir's hammer arm, teeth puncturing as rotting gums puss, the wound beginning to fester immediately under Hel's influence. (5 piercing, 4 necrotic) The third erupts forth, snapping at Stig, but he turns out of the way, the Wolf's flank passing him by.
Kneeling over the rune-robed and unconscious man, Ralfwin seeks to provide aid. The approaching Hel-touched wolves overwhelms him, however. The Gothi recoils in horror as the wolves come into view, crying aloud at some vision the rest of you cannot see.
Ralfwin's Vision
Valdís shouts in alarm, crying out to her ancestors as she darts forward between Stigandr and Skirfr. At the edge of the witchlight a mob of ghostly Kunig seem to rise and sink back into the ground, grasping at the extremities of the creatures as they do. The underbrush twines and snarls, the two wolves fighting Skirfir and Stig leaping free. But in the forest by the dim light of her flame, Valdis sees the largest wolf bound fast, snarling as it's eyes glow ice-blue.
Howling as if moonstruck as a wolf himself, Stigandr spins around and brings down his axe in a mighty blow, just missing where the wolf was a moment before.
Skirfir, badly wounded by the hel-touched bite, summons divine radiance that erupts from her shield into the creature's eyes. It releases and takes a step back, but the power of the glowing, blue Hel-runes seems to negate any real harm.
Actions!
Lights: Vakar's hooded lantern is unshuttered, on the ground (15' bright, 15' dim) (radius 30' bright, 30' more dim), lasting 2 more hours. Valdis holds her ghost-flame. (10', then 10' dim).
Environment | Initiative Order | Effects in Play |
---|---|---|
Time: 9:01pm Date: The First Day of Winter (Nov. 1st) Temperature is currently -1c; feels much colder with the high winds and snow. Clouds are 100%, with evening wind and snowstorm. |
20 - Doshea 18 - Wolves 18 - Ralfwin 17 - Vakar 17 - Valdis 13 - Stigandr 3 - Skirfir |
Night at 5:35pm (darkness) Pre-dawn at 5:56am (dim light) Almost Dawn at 6:51am (normal light) Sunrise at 7:43am |
> Enoch as Valdís | Female | Kuning | Seiꝺr (1) | HD (1d8): 1 | HP: 11/11 | AC: 15 | Current Speed: 30' | Initiative: +2 | Darkvision: No | Spells - 1st: 0/2 |
> Unsungknot as Doshea Ulfgar | Female | Mithal | Alle [Paladin] (1) | HD (1d10): 1 | HP: 11, 5, 0, 9, 2, 6 11/11 | AC: 17 | Current Speed: 30' | Initiative: +3 | Darkvision: No | [Inspiration]
> sastaz as Vakar the Disowned | Male | Vestri | Rogue (1) | HD (1d8): 1 | HP: 11/11 | AC: 13 | Current Speed: 30' | Initiative: +2 | Darkvision: No | [Inspiration]
> Spearmint as 'Stig' Stigandr | Male | Mithal | Barbarian (1) | HD (1d12): 1 | HP: 15/15 | AC: 18 | Current Speed: 30' | Initiative: +3 | Darkvision: No | [Inspiration]
> Rex as Skirfir Uvaldi | Female | Dvergr (Stoneborn)| Gothi (Smidr) (1) | HD (1d8): 1 | HP: 10 1/10 | AC: 18 | Current Speed: 25' | Initiative: +1 | Darkvision: Yes | Spells - 1st: 2/2 | [Inspiration]
> Stirling as Ralfwin Edwinsen | Male | Mithal | Gothi | HD (1d8): 1 | HP: 11/11 | AC: 16 | Current Speed: 20 | Initiative: +2 | Darkvision: No | Spells - (C) 1st: 0/2 (B) 1st: 1/1 | Gjof: 1 | [Inspiration]
Last edited by Marullus on Sun Nov 27, 2022 4:49 pm, edited 1 time in total.
Re: Chapter 1: Into the Wilderness
Stigandr Yngvarsen
Using his previous rolls, his next attack, with advantage would be as follows:
Stigandr: Raging trait: 'Blizzard' Battleaxe in melee [1d20+4]=7+4=11 battleaxe damage [1d8+6]=7+6=13
& Stigandr: Raging trait: 'Blizzard' Battleaxe in melee [1d20+4]=13+4=17 battleaxe damage [1d8+6]=7+6=13
If reducing for to zero hp, he can conduct a second reaction attack upon another undead fiend.
Stigandr: Raging trait: 'Blizzard' Battleaxe in melee [1d20+4]=10+4=14 battleaxe damage [1d8+6]=7+6=13 .
Leaping into the fray like he does, leaves him a little exposed. Not sure he would move anywhere, just stand and fight the wolves off. that basically means he leaves others to do the thinking.
Stigandr: Raging trait: 'Blizzard' Battleaxe in melee [1d20+4]=7+4=11 battleaxe damage [1d8+6]=7+6=13
& Stigandr: Raging trait: 'Blizzard' Battleaxe in melee [1d20+4]=13+4=17 battleaxe damage [1d8+6]=7+6=13
If reducing for to zero hp, he can conduct a second reaction attack upon another undead fiend.
Stigandr: Raging trait: 'Blizzard' Battleaxe in melee [1d20+4]=10+4=14 battleaxe damage [1d8+6]=7+6=13 .
Leaping into the fray like he does, leaves him a little exposed. Not sure he would move anywhere, just stand and fight the wolves off. that basically means he leaves others to do the thinking.
Re: Chapter 1: Into the Wilderness
Ralfwin Edwinsen
Ralfwin: casts Sacred Flame cantrip. [1d8]=3Ralfwin: mystery [1d20]=18
His mind and soul clouded by the dread vision. Leaning over the prone body of the injured adventurer, the Gothi suddenly gets the urge to feast and overcome by the metamorphic visions, instead of breathing some CPR routine into the injured, Ralfwin opens his mouth to latch his uneven teeth upon the man's neck to tear a bloody chunk from near his still beating jugular.
By grace he stops himself in shock and glances around hoping no one noticed him licking his lips.
He grabs his shield to defend himself and with an outstretched arm clutching his sacred symbols of Odin, calls forth damnation and wrath upon the beast attacking Skirfir, branding a holy rune upon its fur over the top of the glowing Hel mark. -3hp
He wonders at these beasts. Looking at the carcass of the wolf nearby, is that one also rune marked and a now dead zombiefied creature or a recently slain wolf?
I am trying to think too of a link between 'Robart Paulsen' and these critters. In my mind these hunters surprised him in wolf form and armed with silver tipped arrows they attacked him and drive him away.
But these Hel-touched hundrs are animated by 'the dark figure', allegedly a rogue Seidr. A third party to the hunters and the lycanthrope; unless RP was allied to the Seidr? Which makes me think these are not some random creature pack wandering the forests of Freya's Tears, but minions travelling with the druid who must be close by?
With that in mind, if I can shout as a bonus action, I will shout to Valdis.
"Call to Him Valdis. Speak up in whatever druid-cant your tongue can muster.
Tell him to rein in his hell-hounds and make himself known."
I could be completely wrong of course, but if he is nearby, he might feel we are at least worthy of talking to if we have shown enough competence to entangle his alpha hundr and might slay one or two more. We should also recognise any person who can animate several wolves back from the dead deserves respect as a powerful foe, not easily trifled with.
Ralfwin: casts Sacred Flame cantrip. [1d8]=3Ralfwin: mystery [1d20]=18
His mind and soul clouded by the dread vision. Leaning over the prone body of the injured adventurer, the Gothi suddenly gets the urge to feast and overcome by the metamorphic visions, instead of breathing some CPR routine into the injured, Ralfwin opens his mouth to latch his uneven teeth upon the man's neck to tear a bloody chunk from near his still beating jugular.
By grace he stops himself in shock and glances around hoping no one noticed him licking his lips.
He grabs his shield to defend himself and with an outstretched arm clutching his sacred symbols of Odin, calls forth damnation and wrath upon the beast attacking Skirfir, branding a holy rune upon its fur over the top of the glowing Hel mark. -3hp
He wonders at these beasts. Looking at the carcass of the wolf nearby, is that one also rune marked and a now dead zombiefied creature or a recently slain wolf?
I am trying to think too of a link between 'Robart Paulsen' and these critters. In my mind these hunters surprised him in wolf form and armed with silver tipped arrows they attacked him and drive him away.
But these Hel-touched hundrs are animated by 'the dark figure', allegedly a rogue Seidr. A third party to the hunters and the lycanthrope; unless RP was allied to the Seidr? Which makes me think these are not some random creature pack wandering the forests of Freya's Tears, but minions travelling with the druid who must be close by?
With that in mind, if I can shout as a bonus action, I will shout to Valdis.
"Call to Him Valdis. Speak up in whatever druid-cant your tongue can muster.
Tell him to rein in his hell-hounds and make himself known."
I could be completely wrong of course, but if he is nearby, he might feel we are at least worthy of talking to if we have shown enough competence to entangle his alpha hundr and might slay one or two more. We should also recognise any person who can animate several wolves back from the dead deserves respect as a powerful foe, not easily trifled with.
Re: Chapter 1: Into the Wilderness
Skirfir
Skirfir casts Cure Wounds on herself.
If she is allowed to use her point of Inspiration of Cure Wounds she does.
Cure Wounds [1d8+3]=6+3=9 [1d8+3]=3+3=6
Edited to add mystery rolls.
Mystery rolls [1d20]=11 [1d20]=16
Skirfir casts Cure Wounds on herself.
If she is allowed to use her point of Inspiration of Cure Wounds she does.
Cure Wounds [1d8+3]=6+3=9 [1d8+3]=3+3=6
Edited to add mystery rolls.
Mystery rolls [1d20]=11 [1d20]=16
Last edited by Rex on Tue Nov 29, 2022 5:18 am, edited 1 time in total.
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Re: Chapter 1: Into the Wilderness
Doshea Ulfgar
Doshea swings her axe at the beast nearest her, attempting to lop off it's damned head. Afterwards she tries to bash its face in with her shield.
Battleaxe [1d20]=19+5=24
Damage: [1d8+3]=4+3=7
Shield: [1d20]=8+4=12
Damage: [1d4]=1
Mystery: [1d20]=7
Doshea swings her axe at the beast nearest her, attempting to lop off it's damned head. Afterwards she tries to bash its face in with her shield.
Damage: [1d8+3]=4+3=7
Shield: [1d20]=8+4=12
Damage: [1d4]=1
Mystery: [1d20]=7
Re: Chapter 1: Into the Wilderness
(Valdis and Vakar?)
Re: Chapter 1: Into the Wilderness
I edited my previous post to add mystery rolls.
Re: Chapter 1: Into the Wilderness
Valdis hurls her witch-light at the closest wolf, backpedaling desperately out of reach of its fangs.
Move 5' diagonally down and left.
Produce Flame: [1d20+6]=14+6=20 [1d20+6]=17+6=23 damage: [1d8]=3 fire
Mystery roll: [1d20]=18
Move 5' diagonally down and left.
Produce Flame: [1d20+6]=14+6=20 [1d20+6]=17+6=23 damage: [1d8]=3 fire
Mystery roll: [1d20]=18
Shadrach, Demon-Hunter - Dust to Dust
Re: Chapter 1: Into the Wilderness
Music and Ambiance: Blood on Wolf's Teeth
Adjudication:
The second fiendish canine, having already tasted Skirfir's blood and left the dwarf off her footing, bowls her over and savages her with teeth (-1 piercing, -2 necrotic) and claw (-3 slashing) as well. The wolf throws back its head and howls in triumph, the dwarf's blood dripping from its jowels. Ralfwin extends an outstretched arm clutching his sacred symbols of Odin and calls forth damnation and wrath upon the beast standing atop Skirfir, branding a holy rune upon its fur over the top of the glowing Hel mark. (-3hp) A moment later, Vakar's yew shaft skewers the beast through its chest, turning its howl into a yelp. (-9) Faced with the creature as it stands upon Skirfir's body and close enough to see the maggots in its ruined left eye, Valdis hurls her witch-light in the monster's face, backpedaling desperately out of reach of its fangs. (-3). The wolf recoils and collapses, laying in the snow next to the dwarf, as the battlefield is plunged into darkness by the absence of the witchlight.
The third wolf's glowing ice-blue gaze is fixed on Stigandr, the pair still illuminated in the dim light of Vakar's lantern. It lunges and catches just the edge of his arm with its fangs - only a scratch to the warrior - but the Hellish rot immediately festers around the wound. (-1 piercing, -3 necrotic) Raging past the pain, Stigandr yanks his arm from the creature's teeth, coming around to cleave the beast from its shoulder into its chest with one mighty blow (-13), then smacking the canine across the maw with his shield just for good measure. (-1)
In the darkness and blowing snow, you hear the snarling rage of the fourth vargr fighting the constricting vines, but to no avail.
Actions!
Lights: Vakar's hooded lantern is unshuttered, on the ground (15' bright, 15' dim) (radius 30' bright, 30' more dim), lasting 2 more hours. Valdis holds her ghost-flame. (10', then 10' dim).
Environment | Initiative Order | Effects in Play |
---|---|---|
Time: 9:02pm Date: The First Day of Winter (Nov. 1st) Temperature is currently -1c; feels much colder with the high winds and snow. Clouds are 100%, with evening wind and snowstorm. |
20 - Doshea 18 - Wolves 18 - Ralfwin 17 - Vakar 17 - Valdis 13 - Stigandr 3 - Skirfir |
Night at 5:35pm (darkness) Pre-dawn at 5:56am (dim light) Almost Dawn at 6:51am (normal light) Sunrise at 7:43am |
> Enoch as Valdís | Female | Kuning | Seiꝺr (1) | HD (1d8): 1 | HP: 11/11 | AC: 15 | Current Speed: 30' | Initiative: +2 | Darkvision: No | Spells - 1st: 0/2 |
> Unsungknot as Doshea Ulfgar | Female | Mithal | Alle [Paladin] (1) | HD (1d10): 1 | HP: 11, 5, 0, 9, 2, 6,11 1/11 | AC: 17 | Current Speed: 30' | Initiative: +3 | Darkvision: No | [Inspiration]
> sastaz as Vakar the Disowned | Male | Vestri | Rogue (1) | HD (1d8): 1 | HP: 11/11 | AC: 13 | Current Speed: 30' | Initiative: +2 | Darkvision: No | [Inspiration]
> Spearmint as 'Stig' Stigandr | Male | Mithal | Barbarian (1) | HD (1d12): 1 | HP: 15 11/15 | AC: 18 | Current Speed: 30' | Initiative: +3 | Darkvision: No | [Inspiration]
> Rex as Skirfir Uvaldi | Female | Dvergr (Stoneborn)| Gothi (Smidr) (1) | HD (1d8): 1 | HP: 10, 1 0/10 Death- S:1 F:0| AC: 18 | Current Speed: 25' | Initiative: +1 | Darkvision: Yes | Spells - 1st: 2/2 | [Inspiration]
> Stirling as Ralfwin Edwinsen | Male | Mithal | Gothi | HD (1d8): 1 | HP: 11/11 | AC: 16 | Current Speed: 20 | Initiative: +2 | Darkvision: No | Spells - (C) 1st: 0/2 (B) 1st: 1/1 | Gjof: 1 | [Inspiration]