Difference between pages "Outdoor Wolf Fight" and "Vafrandir"

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[[File:Outdoor Wolf Fight.jpg|right|250px|thumb|before wolves move.]]
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Vafrandir Saevel is a male elf from Hammerhearth of Finnemar in Ulthua. His eyes are sky blue, his skin is pale nordic, and his hair is russet brown, with luxuriant curls and with a healthy growth.
  
Continued from '''[[June 29th, 1650|June 29, 1650]]'''.
+
== Personal Life ==
  
'''The DM:''' I roll a 6 against Pandred's 5. I'm just going to adjust the map.  The wolves will run at the party at half speed, accounting for their reaction time.
+
He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. However, they treat Vafrandir with hearty dislike, and while willing to speak, they will do nothing more than provide lodging for the space of a night no more often than once in six months. His father was a rat catcher ('''+1 saving throw vs. poison'''). His birthday is November 25, 1633 (making him 16 years old at the beginning of the campaign).
  
'''[[Lexent]]:''' How will the scrambling rules interact with stride rules for us?
+
== Stats ==
  
[[File:Outdoor Wolf Fight 1a.jpg|right|420px|thumb]]
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[https://wiki.alexissmolensk.com/index.php/Fighter_(class) Fighter] 3, swordsman
  
'''The DM:''' I’ve coloured an area grey on the map; moving into any hex on this “slope” costs 2 AP to enter.  Non-scrambling people cannot move faster than stride-1 on this slope.  Stride-able persons can move from stride/1-4.  The skeletons are moving at stride-3, with a maximum of 4 AP available to them.  You’ll remember they attack with one bite and one claw.
+
{| class="wikitable"
 +
| XP || style="text-align:right;" | 5232
 +
|}
  
=== Party's Round 1 ===
+
{| class="wikitable" style="text-align: center;"
Act as you will.  Lexent, 2 rounds have lapsed on the Prot. from Mal.
+
! STR !! INT !! WIS !! CON !! DEX !! CHA
 +
|-
 +
| 17 || 12 || 11 || 16 || 16 || 14
 +
|}
  
'''The DM:''' Oops, phone call. Out.
+
{| class="wikitable"
 +
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP] || style="text-align:right;" | 16
 +
|-
 +
| HP (max) || style="text-align:right;" | 25
 +
|}
  
'''[[Lexent]]:''' Thank you.
+
{| class="wikitable"
 +
| AC || style="text-align:right;" | 4 || ring mail + shield (small), fir + Wild Hunt pelt
 +
|}
  
'''[[Lexent]]:''' That should leave 10 rounds for you Marcule.
+
{| class="wikitable"
 +
| AP || style="text-align:right;" | 3
 +
|-
 +
| THAC0 || style="text-align:right;" | 18
 +
|}
  
'''[[Pandred]]''': No action from me until Alexis confirms per stride rules that Vaf and I should be able to throw our clubs during the wolves' turn, and if the wolf nearest to me allows me to do so at Point Blank.
+
{| class="wikitable"
 +
| weight || style="text-align:right;" | 122 lbs.
 +
|-
 +
| height || style="text-align:right;" | 5'3"
 +
|}
  
'''[[Lexent]]:''' Correct me if I get this wrong. I Run S-5 to 0824, Then move S-1 to 0823, and use my final 2 AP to attack ''To Hit:'' '''6'''. And so it begins again.
+
== Skills ==
  
'''[[Vafrandir]]:''' I also intend to throw my club, so I'll wait for an answer to Pandred. If I'm reading the thrown rules correctly, it's a straight +1 to hit on throw?
+
=== Sage Abilities ===
  
'''[[Pandred]]''': Lex, I think 0823 costs 2 AP to enter per the slope mentioned above. That leaves you one AP shy for an attack.
+
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Animal Training
 +
|-
 +
| Camelback Riding || 3
 +
|-
 +
| Dog Training || 5
 +
|-
 +
| Falconry || 1
 +
|-
 +
| Flying Mounts || 2
 +
|-
 +
| Horseback Riding || 2
 +
|-
 +
| Mahout || 4
 +
|-
 +
| Underwater Mounts || 7
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Leadership
 +
|-
 +
| Judgment || 8
 +
|-
 +
| Logistics || 8
 +
|-
 +
| Morale Strengthening || 6
 +
|-
 +
| Motivation || 2
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" style="background-color:#ccf;" | Mastery at Arms
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Balance_(sage_study) Balance] || style="background-color:#fcc;" | 18
 +
|-
 +
| Martial Discipline || 6
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Puissance_(sage_study) '''Puissance'''] || style="background-color:#fcc;" | '''23'''
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Unarmed_Combat_(sage_study) Unarmed Combat] || style="background-color:#fcc;" | 15
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Training
 +
|-
 +
| Athletics || 7
 +
|-
 +
| style="padding-left: 1em;" | ''Sailing'' || 7
 +
|-
 +
| Empowerment || 2
 +
|-
 +
| Instruction || 7
 +
|}
  
'''[[Lexent]]:''' Dang it. I knew I forgot something. In that case I will wait to see the affect of potentially thrown clubs and then attempt to turn.
+
==== Amateur ====
  
'''The DM:''' In.
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* [https://wiki.alexissmolensk.com/index.php/Horse_Handling_I_(sage_ability) '''Horse Handling I''']: enables the character to direct the horse or ride at various gaits with minimal skill.
  
'''The DM:''' Confirmed Pandred, you’re free to throw your clubs on their move.
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* [https://wiki.alexissmolensk.com/index.php/Close_Drop_(sage_ability) '''Close Drop''']: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
 +
* [https://wiki.alexissmolensk.com/index.php/Gain_Proficiency_(sage_ability) '''Gain Proficiency''']: character begins with one more proficiency than is otherwise normal.
 +
* [https://wiki.alexissmolensk.com/index.php/Hereditary_Weapon_I_(sage_ability) '''Hereditary Weapon I''']: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
 +
* [https://wiki.alexissmolensk.com/index.php/Shield_as_a_Weapon_(sage_ability) '''Shield as a Weapon''']: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
 +
* [https://wiki.alexissmolensk.com/index.php/Strengthened_Arm_(sage_ability) '''Strengthened Arm''']: the character is able to hurl weapons a greater distance than normal.
  
'''[[Pandred]]''': Then on their move I throw at the one nearest to me. 9+1 for Point Blank hits '''AC 7''' for '''<span style="color:red">cau-5</span>''' damage, without factoring in my Strength either on the attack roll or the damage. Good?
+
* [https://wiki.alexissmolensk.com/index.php/Balance_Load_(sage_ability) '''Balance Load''']: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
 +
* [https://wiki.alexissmolensk.com/index.php/Firm_Footwork_(sage_ability) '''Firm Footwork''']: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
 +
* [https://wiki.alexissmolensk.com/index.php/Leap_to_Feet_(sage_ability) '''Leap to Feet''']: reduces the number of action points required when standing from a laying or seated position.
 +
* [https://wiki.alexissmolensk.com/index.php/Mariner_Combat_(sage_ability) '''Mariner Combat''']: gives the character improved attack while fighting in water environments.
  
'''The DM:''' The way the rule is written right now, Lexent, that’s a legal move, so I will eat it. But I’m going to make an adjustment that in moving, dropping TWO stride categories (run to wary, sprint to walk or wary) requires a dexterity check.  But the rule as written holds for this combat.
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* [https://wiki.alexissmolensk.com/index.php/Boxing_(sage_ability) '''Boxing''']: improves the effectiveness of pummelling when striking with a closed fist.
 +
* [https://wiki.alexissmolensk.com/index.php/Clinch_Fighting_(sage_ability) '''Clinch Fighting''']: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.
  
'''[[Vafrandir]]:''' I'll throw at the other, short range (I have Strengthened Arm but in this case it makes no difference). '''10 raw, 11 to hit (no strength added); 2 raw, <span style="color:red">cau-2</span>  dmg (nothing added).'''
+
=== Weapon proficiencies ===
 +
* Shortsword, '''+1 (background) +1 (strength) to hit''', '''1d6+1 damage'''
 +
* Longsword, '''+1 (background) +1 (strength) to hit''', '''1d8+1 damage'''
 +
* Spear (not in possession)
 +
* Longbow (not in possession)
  
'''The DM:''' I was assuming Lexent had a movement of 5.  1 ap for the first run (to 0824), drop to stride 1 and expend 2 AP to enter 0823; 2 AP to attack 0822.  What am I missing?
+
== Equipment ==
  
'''[[Lexent]]:''' I only have 4 AP. Pandred caught that I wouldn't be able to because of the slope. But that clarification makes sense. Thank you.
+
[https://docs.google.com/spreadsheets/d/1pqnm3KukU58GqiqqiAHTFT81kL3_kHpMR9Nx6_MRTPw/edit?usp=sharing Full equipment list on Google Drive]
  
'''[[Lexent]]:''' I move to 1325 and attempt to turn the wolves, starting with the one in 1421 (I suspect I will only be able to turn the one, if any) ''To Turn:'' '''18'''
+
{| class="wikitable"
 +
|+ currently equipped
 +
|-
 +
| '''right hand''' || sword (long), iron
 +
|-
 +
| '''left hand''' || shield (small), fir
 +
|-
 +
|}
  
'''The DM:''' Hits, Pandred.  Doesn’t stun.  11 for Vafrandir also hits AC 7. It doesn’t stun either.
+
=== Other worn/carried ===
  
'''Pandred''': I advance to 0922, drawing the second club as I do so and swinging. 5+1 whiffs at AC 11. Even if I got a bonus from higher ground I miss.
+
* breeches, wool cloth
 +
* doublet, wool cloth
 +
* loin cloth, linen
 +
* shirt (men's), cotton
 +
* cloak, wool cloth
 +
* belt pouch (small), cowhide
 +
* belt, cowhide
 +
* scabbard (sword), sheepskin
 +
* helmet
 +
* leather armor
 +
* gloves, lambskin
 +
* boots (low hard), cowhide
  
'''Marcule:''' In.
+
=== Backpack ===
  
'''The DM:''' Lexent succeeds in turning the one.  Marcule, your action?
+
* backpack, cowhide
 +
* daily ration (rest)
 +
* daily ration (rest)
 +
* daily ration (travel)
 +
* gloves, lambskin
  
'''Marcule:''' Move to 1324 and cast chromatic orb.
+
== Wealth ==
: Cannot move more than one hex if you plan to cast this round.  1226?
 
  
'''Marcule:''' Sorry my mistake, yes 1226 and cast.
+
2 gp, 8 sp, 11 cp in belt pouch
  
'''The DM:''' Working.
+
== Other ==
  
== Round 2 ==
+
Elves are naturally effective when using long and short swords, so that they receive a '''+1 to hit with these weapons'''. Likewise, elves receive a '''+1 to hit bonus when using any kind of bow'''. Elves do not receive this bonus when using a two-handed, bastard or broad sword, nor when using a crossbow.
[[File:Outdoor Wolf Fight 2.jpg|right|420px|thumb|Shows player moves from round 1 and end of skeletons' round 2.]]
+
Elves are skilled assassins, clerics, fighters, mages, rangers and thieves. Their presence of mind permits a '''+1 saving throw against charm spells''' for every 3½ points of intelligence ('''+3 for Vafrandir'''). An elf with an intelligence of 15 would have a +4 saving throw.
 +
Elves also possess '''infravision''', being able to see in the dark with relative clarity. Because of their experience moving through the outdoors, non-player character elves possess the stealth ability. Contrary to popular belief, elves do not possess any special abilities to identify secret or concealed doors.
  
'''The DM:''' The free skeleton wolf in 0822 rushes into 0823 and attacks Pandred with bite and claw.  The bite would AC 4, but it is -1 attacking up hill and it misses.
+
Vafrandir has a natural ability to master and control riding horses, donkeys and mules, regardless of class or training ('''horse handling I''').
 
+
A touch of luck has marginally increased the character's coin.
The skeleton climbs up onto the flat, ending in 0824.
+
He starts with one less weapon proficiency than usual.
 
+
He is overly cautious when it comes to combat, and must succeed at a '''wisdom check, which may be attempted each round, before entering melee'''.
=== Party’s Round 2 ===
+
He suffers from '''susceptibility to colds'''.  Exposure of any kind to rain or snow in the outdoors will cause Vafrandir to experience cold symptoms.
Everyone is free to act.  Marcule, your chromatic orb is in your hand.
+
He gains a '''+2 modifier to saves against frostbite'''.
 
+
He is '''not subject to attacks of opportunity''' when moving at a stride of 2.
'''[[Lexent]]:''' I move to 1225 and Turn the wolf again. ''To Turn:'' '''14'''
+
He is able to perform handwalking, round offs and side aerials.
 
+
Vafrandir's misfire cannot result in "friendly fire" if the accidental target is within 20 feet.
'''[[Pandred]]''': I swing! ...3 says no hit.
+
He has a deep, compelling voice, and his body is firm and toned.
 
+
Should Vafrandir seek employment, or come into the service of any person, he will receive '''30% more than usual compensation'''.
'''The DM:''' The same wolf, Lexent?
 
 
 
'''[[Vafrandir]]:''' I'll move to '''0924''' and attack the wolf in '''0824'''. 1 raw. Dayum, I thought I'd changed this die from the last fight. Close drop at my feet (3), no break (4).
 
 
 
'''Marcule:''' Step forward 1 and throw at 1419. 15 on the die.
 
 
 
'''[[Lexent]]:''' Yes.
 
 
 
'''The DM:''' Good thing, Marcule ... that's a long, long way to throw a chromatic orb; you'r -5 for the range.  If you weren't also an assassin, that would have missed.  Roll 1-4 damage.  Lexent turns the beast but you still get your damage and effect in.
 
:  It makes save but Lexent stuns it anyway.
 
 
 
 
 
'''The DM:''' I’m going to call this for today; I got too little sleep last night and I’ve got to take a nap.  Any last questions before I put up the next round.  I’m still in.
 
 
 
'''[[Vafrandir]]:''' No questions for now. We have got our teeth into this one and had a fairly productive day. Out.
 
 
 
'''The DM:''' Okay, I'll check later.  Out.
 
 
 
'''The DM:''' In. Working on the skeleton's attack.
 
 
 
'''[[Lexent]]:''' In.
 
 
 
== Round 3 ==
 
[[File:Outdoor Wolf Fight 3.jpg|right|420px|thumb|Shows player moves from round 2 and end of skeletons’ round 3]]
 
 
 
'''The DM:''' While Lexent keeps this at a fight of one at a time, the active skeleton in 0824 attacks Vafrandir with the bite and Pandred with the claw.  Pandred, if it hits and stuns you (I haven’t rolled yet), it will push you into 1023 and you’ll have to make a dex check or lose your balance on the edge of the slope.
 
 
 
: It misses Vafrandir with a 4 and Pandred with a 13.
 
 
 
=== Party Round 3 ===
 
'''The DM:''' I never did get a damage roll from Marcule for the orb; rolling a d4 myself, I get a '''<span style="color:red">cau-1</span>'''.
 
 
 
Everyone is free to act.
 
 
 
'''[[Lexent]]:''' I move to 1124 and again turn the same wolf. ''To Turn:'' '''11'''
 
 
 
'''The DM:''' That’s sufficient again. [ooc: today is a working day; I'll be in and out]
 
 
 
'''[[Pandred]]''': 6+1 hits AC 10, but I suspect that's a whiff. 5+4 damage if it isn't though!
 
: '''The DM:''' It's a miss.
 
 
 
'''[[Vafrandir]]:''' I'll attack '''0824''' again. '''17 raw, 18 to hit; 4 raw, <span style="color:red">cau-5</span> dmg'''.
 
 
 
'''Marcule:''' Move to 1022
 
 
 
'''The DM:''' Lexent, now that you’ve pushed the beast all the way to the bottom of the gulley, you no longer have line of sight on it, so you’ll have to move to the edge to see it and try again next round.
 
 
 
: Marcule, can you tell me which direction you’re facing?
 
 
 
: Vafrandir, that’s sufficient to stun the main attack; it will attack only with it’s claw during its next turn.
 
 
 
== Round 4 ==
 
[[File:Outdoor Wolf Fight 4.jpg|right|315px|thumb|shows all moves since last image]]
 
'''The DM:''' The creature attacks Vafrandir with its claw, hitting with a 15; Vafrandir '''<span style="color:red">takes 6</span>''' point of damage.  1 shy of what it takes to stun Vafrandir.
 
 
 
=== Party Round 4 ===
 
Everyone is free to act.  Pandred, this is your 4th round, so you get two attacks.
 
 
 
'''[[Pandred]]''': Oh good! Two rolls, 12+1 and 11+1 hitting '''AC 4''' and '''AC 5''' respectively. Damage is 2+3 and 3+3 for '''<span style="color:red">causes 5</span>''' and '''<span style="color:red">causes 6</span>''' respectively. HROAGH!
 
 
 
'''[[Vafrandir]]:''' I'll wait until that's adjudicated.
 
 
 
'''The DM:''' Both hit; Pandred succeeds in driving the skeleton back into 0724 with the second hit.
 
 
 
: the creature is completely off balance and won’t be able to attack next round.
 
 
 
'''Marcule:''' Move to 0823 and attack with club '20' Whoooo '6' So '12' Damage
 
 
 
'''The DM:''' you’re not reading, MarculeIt costs 2 action points for every grey-coloured hex.  That’s 4 ap to reach 0823; and at any rate, the creature has been kicked back, so that 0823 is no longer adjacent to it.  Other choice of action?
 
 
 
[[File:Outdoor Wolf Fight 4b.jpg|right|350px|thumb|The party gets their beat on; other skeleton not shown; the skeleton wolf shown should be marked 'stunned']]
 
'''[[Vafrandir]]:''' I'll move into '''0823''' and attack again. '''14 raw, 15 to hit; 1 raw, <span style="color:red">causes 2</span> dmg'''.
 
: Um, 0825??  I just told Marcule, 0823 is no longer adjacent.
 
::'''[[Vafrandir]]:''' Ah, yes. Misread the map.
 
 
 
'''The DM:''' the skeleton collapses, lifts itself and staggers back into 0625.
 
 
 
'''[[Lexent]]:''' I move to 725 (S-3, turn, S-1) and attack. ''To hit:'' '''4'''. Oh well.
 
 
 
'''Marcule''': Sorry my screen was not indicating the colour change 'fixed now'I will simply move to 0823.
 
 
 
== Round 5 ==
 
While the first skeleton staggers from being knocked around, the other rushes up the hill towards Pandred.  Lexent can’t see where it is.  I have no attacks this round.
 
 
 
=== Party Round 5 ===
 
[[File:Outdoor Wolf Fight 5.jpg|left|350px|thumb|position of the party prior to their move]]
 
All are free to act.  The skeleton on the slope is running and is subject to opportunity attack.
 
 
 
'''[[Lexent]]:''' I attack ''To Hit:'' '''2'''. I then move back to 0826.
 
: '''The DM:''' miss.
 
 
 
'''[[Pandred]]''': Moving into 0724 and bringing the heat. 20+1 hits for double, 2+3 doubles for '''10'''!
 
:'''Pandred''': No confirm on the triple, by the way.
 
 
 
'''The DM:''' it’s shattered.  you '''<span style="color:red">cause 4</span>''' for experience purposes.
 
 
 
'''[[Vafrandir]]:''' I'll move to 1024 to prepare for the arrival of the other up the slpoe.
 
 
 
'''[[Lexent]]:''' What amount of control do I have in regards to where a turned creature is pushed?
 
 
 
'''The DM:''' None.  you push it away from you.  That's all.
 
 
 
'''Marcule:''' Throw my club at 0625 '19'. ''''<span style="color:red">causes 6</span>'''' Damage.
 
 
 
'''The DM:''' Stuns it completely.  Oops.  Behind the times.  Marcule, I'm ruling you're throwing your club at the one that's coming on, as 0625 is dead.
 
 
 
'''Marcule:'' Out till 1 (sorry about the tech issues I am clearly not getting at the right time I will switch machines when I come back on, that should fix it. )
 
 
 
=== Party Round 6 ===
 
[[File:Outdoor Wolf Fight 6.jpg|right|420px|thumb|showing party's last moves]]
 
'''The DM:''' Once again, I have no moves; the remaining skeleton wolf is stunned.  Lexent and Pandred do not have line of sight unless the line is drawn through only two white hexes before the edge, including the one you're in.
 
 
 
'''[[Lexent]]:''' I walk (S-2) to 1224, then S-1 to 1223.
 
 
 
'''[[Vafrandir]]:''' I move to 1223.
 
 
 
'''[[Lexent]]:''' I feel so close to you.
 
 
 
'''The DM:''' Yeah, in the same hex.  Vafrandir, choose another move.
 
 
 
'''[[Vafrandir]]:''' Dumb dumb I am. 1122.
 
 
 
'''Marcule:''' In.Move to 0921. "I hate these things i need to get close but they get close to me way to fast"
 
 
 
'''[[Lexent]]:''' "You have our gods' blessings. They should protect you well when these beasts attack you. And with any luck that Staff will be easier to hit them with."
 
 
 
'''The DM:''' Brave, brave souls.  Pandred?
 
: Give him ten more minutes.
 
 
 
'''The DM:''' Working on the next round.
 
: (ooc: hm, occurs to me I haven't done any incidental damage; well, I guess these two are smaller, 490 lbs., than the first one)
 
 
 
== Round 7 ==
 
[[File:Outdoor Wolf Fight 7.jpg|right|420px|thumb|showing the party's last moves; fails to account for Lexent's being stunned.]]
 
'''The DM:''' the skeleton turns and lunges against Vafrandir, striking him with it’s jaws while attacking Lexent with a claw.  The bite misses with a 6, but the claw rolls a 9 and hits AC 9.  Lexent takes '''<span style="color:red">takes 6</span>''' points of damage.  This bounces the cleric back to 1224.
 
 
 
=== Party Round 7 ===
 
All except Lexent can act.  Pandred has line of sight.
 
 
 
'''[[Vafrandir]]:''' I attack. '''11 raw, 12 to hit; 1 raw, <span style="color:red">causes 2</span> dmg'''.
 
 
 
'''The DM:''' Hits, doesn't stun.
 
 
 
'''Marcule:''' Move to 1021.
 
 
 
'''The DM:''' Out.
 
 
 
'''[[Lexent]]:''' Excellent session today. Thanks Alexis, everyone.
 
 
 
'''[[Lexent]]:''' In.
 
 
 
'''[[Pandred]]''': Stride 2 to 0923, then on to 0922.
 
 
 
'''The DM:''' In.  Apparently I'm getting another chance for blood; it all falls on Vafrandir.  Working.
 
 
 
'''[[Vafrandir]]:''' In. Such is the price we pay.
 
 
 
== Round 8 ==
 
'''The DM:''' the skeleton wolf bites and slashes at Vafrandir, the bite hitting with an 18; the claw misses with an 11.  Vafrandir '''<span style="color:red">takes 6</span>'''  damage, which stuns this time.  The creature will turn and engage Lexent.
 
 
 
=== Party Round 8 ===
 
[[File:Outdoor Wolf Fight 8.jpg|left|420px|thumb]]
 
Everyone except Vafrandir can act.
 
 
 
'''[[Lexent]]:''' I Attack. ''To Hit:'' '''16'''. ''Damage:'' '''<span style="color:red">cau-4</span>'''. I then move to 1124.
 
 
 
'''The DM:''' that’s sufficient to stun it completely; it staggers back and into hexes 1322 (front) and 1222 (back).
 
 
 
'''[[Lexent]]:''' That being the case, can I instead pursue it?
 
 
 
'''The DM:''' Yes.
 
:'''[[Lexent]]:''' I do so (1323).
 
 
 
'''[[Pandred]]''': Move to 1122.
 
 
 
=== Party Round 9 ===
 
[[File:Outdoor Wolf Fight 9.jpg|right|420px|thumb]]
 
 
 
'''The DM:''' Everyone can act.
 
 
 
'''[[Lexent]]:''' I Attack. ''To Hit:'' '''1'''. ''Fumble:'' '''1'''. ''Breakage:'' '''1'''. Shoot. I move back to 1124
 
:'''[[Lexent]]:''' Those were amazing(ly bad) rolls.
 
 
 
'''[[Pandred]]''': Swing! 13+1 hits '''AC 3'''. 4+3 is '''7''' damage.
 
 
 
'''The DM:''' Scratch one godentag.  Lexent, I’m going to need a dexterity check following your broken sword, because of your location on the edge of the gulley.
 
 
 
: Pandred '''<span style="color:red">causes 5</span>''' damage; the rest is once again wasted.  The skeleton crumbles over the slope, pieces bouncing on the rocks.
 
 
 
'''[[Lexent]]:''' And of course, now I roll high. '''18'''
 
 
 
'''[[Lexent]]:''' Do we have the requisite materials and expertise required to attach the spike (assuming it is not the part that broke) to one of the other clubs?
 
 
 
'''[[Pandred]]''': Either way, take my spare club, wherever it ended up when I threw it. Give Vaf here a shot at some XP with a free throw.
 
 
 
'''The DM:''' Ooo, that’s a problem. Lexent falls on the rocks and takes 4 points of [[https://wiki.alexissmolensk.com/index.php/Injuries INJURY]], which will require 40 healing to regain; Lexent can’t heal hit points ordinarily until those 40 points are restored.  Injuries don’t reward experience.  Worse, you’ve cracked a hip and you can’t walk.
 
 
 
: More bad news.  I now need Lexent to roll a d20.  You probably don’t want to roll a 1.
 
 
 
'''[[Lexent]]:''' '''15'''
 
 
 
'''The DM:''' Good.  You don’t crack your head and die.
 
 
 
'''[[Lexent]]:''' Yay!! Would the helmet have helped with that?
 
 
 
'''[[Lexent]]:''' I request the staff back from Marcule.
 
 
 
'''[[Pandred]]''': Well. This is unfortunate, because waiting for 40hp puts a big flippin' dent in our schedule, even with our increased healing capacity. But if Lex can't walk, he can't walk. I think the rest of us should consider how we're going to spend his recovery time.
 
 
 
'''[[Lexent]]:''' And how to get somewhere safe to recover. Even the cart is 2 hours away.
 
 
 
== Experience ==
 
'''The DM:''' While Lexent explains to his friends that he’s done something serious to himself, here is the experience gained by the party:
 
[[File:X.P._outdoor_skeleton_wolf_fight.jpg|center|700px|thumb]]
 
 
 
: Regarding the question about the helmet, I’m afraid not.  That applies to critical hits by the enemy.  The tiny chance of dying from a fumble has to do with extremely bad luck, which you got some of but not the most.  I had a character about ten years ago make a swing on a platform, drop their dagger (it was a mage), blow the dexterity check, fall, and then make the d20 natural 1 and die.  Seventh level.  They raised her, of course.
 
 
 
: Additionally, it is one hour before the sun sets; however, [[https://i.pinimg.com/originals/1e/d1/11/1ed1116a95819ab46f20274ddd8dc718.jpg nautical twilight]] doesn’t occur for another 3 ½ hours; and [[https://live.staticflickr.com/8218/8378865950_7f24d7ddb3_b.jpg astronomical twilight]] doesn’t fold into night this far north.
 
 
 
'''[[Lexent]]:''' So how much extra time will it take to return to the cart with me unable to walk? And are there any penalties for traveling during twilight?
 
 
 
'''The DM:''' Carrying Lexent down the rocks will take 4 hours and a few dexterity rolls; and he will be in quite a lot of pain the whole time, meaning that he will occasionally be forced to yell.
 

Revision as of 14:30, 12 March 2021

Vafrandir Saevel is a male elf from Hammerhearth of Finnemar in Ulthua. His eyes are sky blue, his skin is pale nordic, and his hair is russet brown, with luxuriant curls and with a healthy growth.

Personal Life

He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. However, they treat Vafrandir with hearty dislike, and while willing to speak, they will do nothing more than provide lodging for the space of a night no more often than once in six months. His father was a rat catcher (+1 saving throw vs. poison). His birthday is November 25, 1633 (making him 16 years old at the beginning of the campaign).

Stats

Fighter 3, swordsman

XP 5232
STR INT WIS CON DEX CHA
17 12 11 16 16 14
HP 16
HP (max) 25
AC 4 ring mail + shield (small), fir + Wild Hunt pelt
AP 3
THAC0 18
weight 122 lbs.
height 5'3"

Skills

Sage Abilities

Animal Training
Camelback Riding 3
Dog Training 5
Falconry 1
Flying Mounts 2
Horseback Riding 2
Mahout 4
Underwater Mounts 7
Leadership
Judgment 8
Logistics 8
Morale Strengthening 6
Motivation 2
Mastery at Arms
Balance 18
Martial Discipline 6
Puissance 23
Unarmed Combat 15
Training
Athletics 7
Sailing 7
Empowerment 2
Instruction 7

Amateur

  • Horse Handling I: enables the character to direct the horse or ride at various gaits with minimal skill.
  • Close Drop: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
  • Gain Proficiency: character begins with one more proficiency than is otherwise normal.
  • Hereditary Weapon I: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
  • Shield as a Weapon: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
  • Strengthened Arm: the character is able to hurl weapons a greater distance than normal.
  • Balance Load: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
  • Firm Footwork: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
  • Leap to Feet: reduces the number of action points required when standing from a laying or seated position.
  • Mariner Combat: gives the character improved attack while fighting in water environments.
  • Boxing: improves the effectiveness of pummelling when striking with a closed fist.
  • Clinch Fighting: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.

Weapon proficiencies

  • Shortsword, +1 (background) +1 (strength) to hit, 1d6+1 damage
  • Longsword, +1 (background) +1 (strength) to hit, 1d8+1 damage
  • Spear (not in possession)
  • Longbow (not in possession)

Equipment

Full equipment list on Google Drive

currently equipped
right hand sword (long), iron
left hand shield (small), fir

Other worn/carried

  • breeches, wool cloth
  • doublet, wool cloth
  • loin cloth, linen
  • shirt (men's), cotton
  • cloak, wool cloth
  • belt pouch (small), cowhide
  • belt, cowhide
  • scabbard (sword), sheepskin
  • helmet
  • leather armor
  • gloves, lambskin
  • boots (low hard), cowhide

Backpack

  • backpack, cowhide
  • daily ration (rest)
  • daily ration (rest)
  • daily ration (travel)
  • gloves, lambskin

Wealth

2 gp, 8 sp, 11 cp in belt pouch

Other

Elves are naturally effective when using long and short swords, so that they receive a +1 to hit with these weapons. Likewise, elves receive a +1 to hit bonus when using any kind of bow. Elves do not receive this bonus when using a two-handed, bastard or broad sword, nor when using a crossbow. Elves are skilled assassins, clerics, fighters, mages, rangers and thieves. Their presence of mind permits a +1 saving throw against charm spells for every 3½ points of intelligence (+3 for Vafrandir). An elf with an intelligence of 15 would have a +4 saving throw. Elves also possess infravision, being able to see in the dark with relative clarity. Because of their experience moving through the outdoors, non-player character elves possess the stealth ability. Contrary to popular belief, elves do not possess any special abilities to identify secret or concealed doors.

Vafrandir has a natural ability to master and control riding horses, donkeys and mules, regardless of class or training (horse handling I). A touch of luck has marginally increased the character's coin. He starts with one less weapon proficiency than usual. He is overly cautious when it comes to combat, and must succeed at a wisdom check, which may be attempted each round, before entering melee. He suffers from susceptibility to colds. Exposure of any kind to rain or snow in the outdoors will cause Vafrandir to experience cold symptoms. He gains a +2 modifier to saves against frostbite. He is not subject to attacks of opportunity when moving at a stride of 2. He is able to perform handwalking, round offs and side aerials. Vafrandir's misfire cannot result in "friendly fire" if the accidental target is within 20 feet. He has a deep, compelling voice, and his body is firm and toned. Should Vafrandir seek employment, or come into the service of any person, he will receive 30% more than usual compensation.