Northlands Saga 0: Spears in the Ice

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Mar 17, 2025 5:46 pm
Astrid, likewise, puts her heels into her mount.

And the other horses follow after.

Suddenly, Ulfarr's mount balks at something unseen within the shadows.

Ulfarr thinks it may be a viper--but at night? and so early in the spring?--and at first he is cautious, looking over his horse's neck and into the gloom that is sporadically lit by lightning flashes before him and to the west.

The first taste of rain has begun to plunk onto the rocks around Ulfarr. And he notices with sinking heart that the trail has brought them into an arm of the Barrow Lands, and before Ulfarr--if what he sees before him is fact--is a desecrated barrow, the earth of it flung far and wide so that it naught but a mild hump before him. And is that...?

The lightning flashes and, on a sudden gust of wind, specks of rain spatter Ulfarr's face like spittle. He thinks he sees pale gleams among the spoiled earth. They could be clean rocks, but Ulfarr is certain they are bones, bones of the dead.

Astrid and the other horses have gathered around Ulfarr and likewise motionless. It is as if the horses are caught in a terrifying spell. Their withers shake. They snort restively.

And all around them, just beyond the edge of night sight, are sudden sounds. Clatters. Clanks.

The pale materials Ulfarr sighted earlier begin to move, assemble together.

Something very thin but vaguely humanoid begins to rise to a standing position a few paces before Ulfarr.

Thunder crashes to the south, finally catching up to the earlier lightning flash. But now a second bolt streaks across the sky, and beneath its illuminating arc Ulfarr sees clearly before him the body of a skeleton, and it holds what appears to be an ancient, bronze-bladed spear.
OOC:
For comparison, box text:
Quote:
The land is drier here, and the ground higher than that
of the surrounding bog lands. Occasional mounds of earth,
elongated and low, dot the terrain. You suspect this the edge
of the Barrow Lands and dread what foul specters must lurk
beneath the thin veneer of earth that covers them. You only
hope that your passing has not disturbed any of them. Your
hope is short-lived, however, as in the dim moonlight ahead,
directly upon the path you follow, stand the remains of
what must have once been one of the mounds. Someone has
recently dug down into the very center of it, leaving a large
crater surrounded by piles of freshly turned earth. More than
one glint of bone can be seen in this churned furrow.
EDIT: The encounter distance is supposed to be in the TENS of yards, so twenty yards away, not two.

Rolls

Riding - (1d20)

(2) = 2

Encounter Distance (in yards) - (1d6)

(2) = 2

Mar 17, 2025 6:42 pm
OOC:
Did Astrid just get exhausted? Poor little thing. ;)

Love the scene, and the box text from this is pretty great, I have to say! Questions: are we riding *through* part of the barrows, with barrow mounds on both sides of us? Is there just the one mound that seems to have been excavated? And finally… just one skeleton has risen, correct? Easy enough to ride around it or retreat from it if so… but I think you’re telling me the horses won’t move at all, is that right?
Mar 18, 2025 2:34 pm
OOC:
Great questions. As usual, our imaginations work in symmetry.

I have had great fun trying to interpret Spencer's intentions with this scene. Here is what he says:
Quote:
A small spur of the Barrow Lands follows a ridge of dry ground from the
west here. The barrow mounds are old and less frequent than encountered
in the Barrow Lands proper but are present nonetheless. In anticipation that
someone might attempt to follow her trail, Sibbe previously unearthed one
of the barrow mounds here to leave a trap for those who might come along
behind. As the characters reach this area, 6 skeletons claw their way up
through the loose soil. Clad in tattered rags and carrying bronze-bladed spears
and swords, the dead of ancient Andøvan have come to deal with trespassers.
OOC:
Analysis

So, to answer your first question, think of this as an isolated barrow, separated from the others, though you can see other mounds within the lightning flashes a short distance to your west. On your east, a dark arm of the forest is visible and nearby.

Notice that the text says "in anticipation that someone might attempt to follow her trail," Sibbe set a trap. I'm sure that you and I can agree that a few skeletons clawing out of the ground as mounted pursuers gallop by does little to stop pursuit, as is Sibbe's intentions.

Therefore I determined, though the text says it not, that Sibbe performed a bit of magic, a ritual. Not only did she unearth the barrow, but she scattered the bones in a wide circle around the area so that
1. The horses will become paralyzed with fear, trapped in the magic circle.
2. While 1 Skeleton directly in front of the party and more Skeletons at the edge of the circle move in to slay the halted pursuers--or their horses!

A final question, as you ask, is just how many Skeletons there are here. When we recognize that most of these adventures are written with a belief that at least four characters will be involved, I think it's fair to halve the numbers that you will be facing in an encounter.

So Ulfarr's keen ears determine that there are three total Skeleton foes: one directly in front of him and the sounds of two more in the gloom at the edges of the magic circle of death.
Mar 19, 2025 11:25 pm
"Haugbui!" Ulfarr shouts hoarsely to Astrid, his breath visible as he tries to spur his mount off the trail and around the decrepit thing. The animal does not cooperate, and a quick glance around tells the warrior that it is not just his horse that seems paralyzed.

The newly forged huscarl thinks that this fright must be due to the barrow-wight that blocks their path, and he dismounts quickly, drawing his Skeggøx before his feet hit the ground. Stalking briskly towards his fearsome foe, he readies his shield as well, shouts once into the night, then attacks, wild-eyed, meaning to smash the old bones to pieces with his axe!
OOC:
Holding off on a roll in case you want to roll initiative, determine distance, yadda.
Mar 20, 2025 3:20 pm
OOC:
Distance is already determined: the shambling skeletons are 20 yards away. Skeletons (surprisingly!) move at 12, the same as you, so they easily can cover that distance and attack--moving 120 yards in a one-minute round outdoors. But--you're right!--we have not rolled Initiative yet. For expediency, I'll roll both. The first number is mine, the second yours.
OOC:
Simultaneous!
The skeletons marionette across the churned earth. The one directly in front of Garek goes for Ulfarr, stabbing upwards with its bronze-headed spear. The one coming out of the night to Ulfarr's flank tries to sink its bronze broadsword into the rump of Ulfarr's mount.

A third makes for Astrid, whether it is attacking the spear-maiden or the horse, Ulfarr cannot tell from his position.
OOC:
Now I, too, am going to hold off on any rolls, just in case you have some more tactical or flavorful decisions here other than rolling a d20 for attack.

Rolls

Initiative! - (2d6)

(44) = 8

Mar 20, 2025 7:09 pm
The things move faster than Ulfarr predicted, and it’s all the man can do to ready his weapons before the battle is joined and the sound of clashing steel and bronze rings out over the barrow lands. From the corner of the man’s eye, he sees another of the things emerge from the gloom to strike at his horse, and too is Astrid put upon!
OOC:
Oh dear.

Also, where and when can we talk about these combat rounds? I benefited from their absurdity once, and now I’m on the other side of that, paying the price. They were one of my least favorite parts of AD&D, and I loathe them in S&W Complete. I would argue in the modern sense of the OSR that they are *so* abstract that they completely undermine smart play on the part of the players, or tricky scenarios set up by the GM.

On a positive note, nice read of the init die! One of my *favorite* things in AD&D was the tied init roll, when the monsters got to hit back even if they were downed!

Last question, and I think I asked this before… no phases, is that right? Apologies for re-asking.
Last edited March 20, 2025 7:15 pm

Rolls

Axe Strike! - (1d20+1)

(1) + 1 = 2

Mar 22, 2025 2:54 pm
The skeleton, in jerky, unreal movements--clearly caused by some horrifying, invisible power or substance that holds its ancient bones together--moves past Ulfarr's unsteady swing to stab Ulfarr with its corroded spear-head.

While, behind him, Ulfarr hears his mount shriek in terror.

As well as Astrid's indrawn breath as, from horseback, she spears down at her own assailant.
OOC:
I wonder how "true to history" I want to be, as you are, having northerners dismount for combat. I'm going to keep Astrid on horseback for now.
Ulfarr finds that the uncanny nature of his foe makes his fingers nerveless. His swing is wide, and, suddenly, he is disarmed. Unbelievingly, he must have dropped his ax!
OOC:
Ulfarr can draw a different weapon and attack in the next round without penalty or take time to scoop up his dropped ax and attack with -1.
Ulfarr's horse's shriek of terror turns into a shriek of pain! At the same time that the bronze spear-head catches on Ulfarr's chain, bruising his shoulder.

Rolls

Skeleton attack on Ulfarr - (1d20)

(14) = 14

Skeleton attack on Ulfarr's mount - (1d20)

(13) = 13

Attack on Astrid or horse - (1d6)

(1) = 1

Skeleton attack on Astrid or horse - (1d20)

(9) = 9

Damage to Ulfarr - (1d6-1)

(3) - 1 = 2

Astrid's attack - (1d20)

(5) = 5

Damage on Ulfarr's mount - (1d6-1)

(6) - 1 = 5

Horse Save against fear - (1d20)

(5) = 5

Hit location - (2d6)

(44) = 8

Ulfarr's horse's HD - (2d8)

(74) = 11

Mar 22, 2025 3:08 pm
OOC:
Next round. The Ulfarr has lost 2 HP. His horse is down to 6 HP. Still wondering where you're getting your +1 to your attack roll. 😉
The skeletons perform the same actions as before, as if they are clockwork, following very specific, very prescribed functions.
OOC:
Holding off on any rolls in case Ulfarr aims to do something clever. He has lost the initiative, however.

Rolls

Initiative, first value is the PCs' - (2d6)

(23) = 5

Mar 22, 2025 9:29 pm
OOC:
Gah, more attacks incoming. Presume I should wait to post.

Two things though.

First! One my +1 to hit, it's from my Strength -- he's a Fighter with 15 STR and
https://i.imgur.com/zQJDEm8.png

So should have a to-hit mod, just not a damage mod. And no BAB -- that's the part I had wrong before. (Completely bogus, should be changed for Fighters.)

Second! If you read my post above, when he dismounted, he also readied his shield. Making his AC 15! (It should be 16, shields are too weak in D&D.) Which I believe turns the skelly hit into a miss?
Mar 23, 2025 2:30 am
OOC:
You’re totally right on that modifier but wrong on the skeleton missing. He’s a 1 HD monster so gets +1 to his attack, hitting a 15. (I can start adding these to the formula, if you want, to be entirely above board.)
Mar 23, 2025 4:30 am
OOC:
Convention on GP (and virtually every other PbP site that has integrated rolling) is to add the mods so we see the final result. Also, you suck, and this just reaffirms why shields should be +2 to AC!
Mar 23, 2025 1:02 pm
OOC:
+25 in Rolemaster for shields, which equates to +5 on a 20! But RM has a 5% chance on exploding dice, so the comparison breaks a bit there.

Are you going to argue for +2 in our WB game?
Mar 23, 2025 7:13 pm
OOC:
I absolutely am. That and more! Much more!
Mar 23, 2025 7:14 pm
OOC:
JUST HAVING A WEAPON AT ALL should increase your AC. And hitting a schlub should be AAC 5 / DAC 15. And all armor should be rated higher, favoring those in armor more than 10 or 20%!
Mar 28, 2025 2:02 pm
Behind him, even in the midst of his own battle, Ulfarr hears the sounds of Astrid swiftly dismounting as the skeletons press their attack. Ulfarr knows Astrid's plan: she aims to push her skeleton attacker away from attacking her horse.

Rolls

Skeleton attack on Astrid or her horse - (1d20+1)

(7) + 1 = 8

Skeleton attack on Ulfarr's mount - (1d20+1)

(19) + 1 = 20

Skeleton attack on Ulfarr - (1d20+1)

(12) + 1 = 13

Damage on Ulfarr's mount - (1d6-1)

(4) - 1 = 3

Horse Save vs fear/paralysis - (1d20)

(18) = 18

Mar 28, 2025 2:12 pm
With a crunch Ulfarr's foe presses its pitted spear-blade past Ulfarr's glancing shield and into his mail. But this time Ulfarr's hauberk proves faithful and more: the skeleton's corroded weapon breaks apart on Ulfarr's mail, and now Ulfarr's foe is armed with nothing but a splintered wooden pike.

Behind him, Ulfarr's horse screams with a strangely human sound, as again his other foe sinks its bronze blade into its flesh. This time the mount is able to break whatever sorcery has kept it frozen in place.

As thunder rolls and the rain falls harder, Ulfarr's mount gallops into the night.

Another bolt of lightning flashes overhead.
Mar 29, 2025 2:12 am
"Go!" Ulfarr shouts along with a crashing thunderclap, urging his horse to flee. The badly wounded beast has shaken free of the sorcery that held it fast already, and hooves beat in the rain as it goes. The mailed warrior grimaces as he picks up his long-handled axe, shouting as he tries to smash the skeleton that attacked his mount to pieces.
OOC:
Attack! +1 from STR, -1 from having to grab his axe from the ground.

Wheeeee.
Last edited March 29, 2025 2:12 am

Rolls

Skeggøx Attack - (1d20+1-1)

(9) = 9

Apr 7, 2025 7:47 pm
😂
OOC:
Okay, I sense it's time to start making this game our own. Otherwise it's going to be unsatisfying for both of us.

If I may, here are some talking points to begin with, sourced from your blog.
Quote:
Allow Fighters an additional +1 to AC if they are using a shield. So when Dave the Pie-Maker (Schmuck Level 0) hefts a shield, his AC is 1 better; when Matilda the Mercenary (Fighter L1) does the same, her AC is bettered by 2. More on shields in a bit, though, as they need some love just like Fighters do.
OOC:
I dig it. I wonder how well it intersects with...
Quote:
Lower the base AC of the average schmoe. Well, lower it if you’re using AAC. Change that AC 10 base to AC 5, or 6, or 8 — or whatever you think is best, smarty.8 If you’re using DAC, this is more complicated unless you and your players are using THAC0 instead of to-hit tables, which would need to be re-jiggered.

With the base AC easier to hit, you can now either increase the bonuses that various kinds of armor afford, or start to factor in more improvements to AC that might be based on the character’s class, their shield, even their weapon. Let’s look at an AAC example, where normally leather would be +2, chain +4, and plate +6. Double each of those values to +4, +8 and +12. You’re still within the usual ‘range’ if you started at say AC 5, but now the people who are armored up have a significant advantage when everyone decides its time to start hitting one another. Is that too much? Just bump each set of armor by +2. Start the base AC at 8 and I say, look here:

Unarmored: AC 8

Leather (+4): AC 12

Chain (+6): AC 14

Plate (+8): AC 16

So then, shields. It’s a travesty that a typical shield only offers a combatant a +1 or 5% bonus. The simple fix is to simply double it, or introduce the idea of a buckler being +1 and a heater or round shield being +2. If you’ve punched the base AC in the kidneys as I recommended above, you’ve now got room — room to make shields really matter without increasing the whiffery, adding an hour to every combat.
OOC:
I think it's fine to double armor values, and I also think it's fine to give fighters an additional +1 to a base +2 shield.
Quote:
Now, an idea I don’t recall seeing elsewhere… why is it, exactly, that wielding a weapon that you can defend your self with doesn’t improve your AC? Trying to fight someone who is bare-handed, vs. brandishing a knife, vs. armed with a spear — these are very different prospects. Again, if the base AC is substantially worse than AC 10 / 9, there’s more room to model who is armed with what. Again presuming AAC:

Bare-Handed: no change to AC

Armed with a short or unbalanced weapon: +1 AC

Armed with a long or well-balanced weapon: +2 AC
OOC:
Again I can live with it, particularly since S&W "monsters" get +1 per HD to hit.

Should we start playing this way? S&W is pretty sensible approximating monster ACs with whatever kind of "armor" they have, so I think this can be an easy adjustment on my end.
Apr 7, 2025 7:51 pm
OOC:
The other observation to make about this current scene.

Ulfarr is a fighter, and a fighter's gonna fight. And S&W, if it has anything, has fighting rules. So we're playing by those.

But I'm guessing that you don't have to be reminded that Ulfarr can try "anything." We just may have to negotiate how to resolve this "anything,"
Apr 8, 2025 5:14 am
OOC:
Well lookit you! So begins the negotiation / rules wrassling you always talk about!

We should look at whether we want to pile these all together, but I do think you can if you're careful with the new AC baseline.

You're suggesting Base AC 8, double armor values, +1 AC for Fighters using shields, and AC bonuses due to being armed? For the latter, I don't know that we need to pile that onto the shield bonus for those with sword and board.

What about, for a Fighter:

Unarmed: AC is 8 + DEX Bonus + Armor Bonus
Armed: AC is 8 + DEX Bonus + Armor Bonus + 1 (Weapon)
Using a Shield: AC is 8 + DEX Bonus + Armor Bonus + 2 (Shield)
On the current scene, am I missing something obvious? I have some ideas since these skeletons are moldering, but...
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