She has 3 HP — 13 in CON according to get-to-know threadActually, under our MAX starting HP rule, she has to be still standing. So we'll give her and Batos a chance to do something![]()
She has 3 HP — 13 in CON according to get-to-know threadActually, under our MAX starting HP rule, she has to be still standing. So we'll give her and Batos a chance to do something![]()
Valar Lord@Severin, she had her back to Alin on the map… so is that 16 damage then?
GrandmasterOh, yeah… you're at her side now that she turned. Is there a flank bonus (+1) for that, or does that require the target to be surprised? Sorry, I was looking at the map thinking you had the back, but… nope.Natural unmodified 8, so if I hit it would be a massive 16 damage.
But it depends on which way she turned after my first attack and my move.(first attack was a 12 with a +4, this roll was a 12 without the +4, both damage rolls were natural 8's.)
She might not have taken it to heart the first time, but she might the second.
Mythic ScribeBatos is so mad right now I actually doubt that anyone will be able to go near Keit in her condition *cough* *cough Cadell has to sneak up and knock him out*
Grandmaster
Dark LordAfter what the wargs did to his hand, I don't think Cadell would want to go anywhere near Batos' head when the wolf's in that state, whether or not he's an animal companion. Especially not without a weapon. And since Rydh has his sword... yeah. >.>;
Valar Lord
Grandmaster
Valar Lord
Grandmaster
Valar Lord
Grandmaster
Beyond the comforts of home lie worlds of epic adventure.Druids have surmised that before the present Universe there was a Disharmonious Void that once existed. Torn by destructive chaos and strife, it was devoid of any creative powers and life completely. Nothing could exist in this Disharmonious Void. It was death for the dead in essence and completely uninspired. A spark of Inspiration or Awen, called the Great Spark, blazing red and shaped like a thunder-bolt, tore its way through the blackness with fury. The Fire of Creation split the shapeless Void into the (as yet empty) Three Circles (Trà Fáine) that were anchored around one magnificent, growing oak tree. This tree was the first in the Universe, and under its immense leafy crown hung golden acorns, swollen with potency.
A Celtic Cromlech
The druids dwelt in a world wholly apart from our own, a world that comes down to us in the stones of the cromlech, the wild burnings of the wicker man, the priests who called on ancient trees and fey to bless or defend them and a language of such haunting beauty that its echoes stir memories within us of a people we once were.
The Codex Celtarum delves into the myths of the Celtic peoples, the powers of the world around them, the monsters that hunted them, and the gods that watched over them. Its author, Brian Young, a scholar by trade, introduces the Celtic mythos like never before, exploring the depths of that world to recast it for the fantasy RPG Castles & Crusades. Within the Codex Celtarum lies a wealth of information; gaming material that blows new life into the world of the fey, the druid, the ranger and all characters whose travels carry them through the wooded hills, broken crags and dark forests of our primeval imagings.
More than Myths and Gods
The Codex Druidum contains a veritable host of gaming material. New spells for your druid, new powers for your characters, combat, and more, within the Codex Celtarum you'll find:
190 new druidic spells
90 gods and monsters from the Celtic mythos
150 powers for the fey monsters
Expand your character! With fey blood in your veins you too can possess the powers of the fey. Or even adopt new races for your game. The elder gods possessed powers of surpassing wonder and left a world with all manner of strange incarnations, those are yours to bring to life.
Codex Celtarum comes complete in seven glorious, fun filled, fact packed chapters. Chapter 1 covers a complete history of the Celtic world view. Chapter 2 delves into the world of fey. Chapter 3 presents races and monsters. Chapter 4 covers mountains of new spells and magical abilities. Chapter 5 tackles the lords of war. Chapter 6 looks at the gods themselves. Chapter 7 yields new material for the Castle Keeper.
Mythic Scribe