[GM Arcadius Blue] On The Fourth Day, We Kill Them All (Inactive)

Game Master B S 207

Listen now to a song of the North Wind. Hearken to a story of mystery, of honor amidst deceptions, of feud and betrayal and nightmarish horrors, and of those long forgotten rising to walk beneath the icy stars.
Listen now to a Tale of the North.

“On the Fourth Day, We Kill Them All” is a Northlands adventure for four to six 3rd-level PCs.

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HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

The first one does it. We only needed one if a 30 was hit.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Gm said roll a second of the first succeeded


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Glowen looks at his feet, when Fana praises them, almost in shame. Finally he looks up to meet her gaze. "You are too kind. I vow that I will protect you."

Wow, ok. I thought a single 30 would do it too until I went back and read the GM's words more carefully. I don't know if we need it, but here are my cursed survival rolls

Survival, aid another: 1d20 ⇒ 8
Survival, aid another: 1d20 ⇒ 6
Survival, aid another: 1d20 ⇒ 2
Survival, aid another: 1d20 ⇒ 5
Survival, aid another: 1d20 ⇒ 14


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

OMG, the dice hate me. Gonna roll 20 times, just for grins, to see how many are above 10

TEST: 1d20 ⇒ 4
TEST: 1d20 ⇒ 14
TEST: 1d20 ⇒ 8
TEST: 1d20 ⇒ 10
TEST: 1d20 ⇒ 7
TEST: 1d20 ⇒ 10
TEST: 1d20 ⇒ 2
TEST: 1d20 ⇒ 11
TEST: 1d20 ⇒ 5
TEST: 1d20 ⇒ 16
TEST: 1d20 ⇒ 16
TEST: 1d20 ⇒ 5
TEST: 1d20 ⇒ 5
TEST: 1d20 ⇒ 9
TEST: 1d20 ⇒ 5
TEST: 1d20 ⇒ 7
TEST: 1d20 ⇒ 20
TEST: 1d20 ⇒ 1
TEST: 1d20 ⇒ 6
TEST: 1d20 ⇒ 18


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

6 out of 20... you're right - cursed :>


You got it, Tyv. The first roll was to determine how long your trip would take, and then one Survival check/15 minutes. No third roll was needed, but the second was still required to avoid any hazards. You also blew that one out of the water; good job. :-)

And Glówen, man; you have my sympathies.

Tyv brought the wayward group across the rugged glacier, and all did their part in keeping an eye out for any surprises, such as hidden crevasses, weakened overhangs, or sliding sheets of ice. Traveling eastward, it is only twenty minutes before a structure comes into view. Resembling an overturned ship on a snowy hill’s crest, Sigbjorn calls it out to the rest, "Hávardr Hall! Jarl Ásvaldr and his kin are gathered there before the Þing. Surely they would offer us warmth, food and beds!" The other oarsmen are in agreement that the group should make their way there.

800 XP for rescuing Fanna, + 300 XP for each other NPC saved (Ærinmund, Sigbjorn, Hosvir, Ragnfast, Nord, Sæmund) =
2600 XP total, or 867 XP each

..
.
..

Part III: Perils of the Ice-Breaking

Sitting a mile-and-a-half from the fishing village of Viezla, a long, peaked roof makes this timber-and-stone mead hall. Forests flank its west, north, and east sides beyond a 100-ft. open-ground slope. A solitary, gray-cloaked figure stands by the door centered on the hall’s south end, and when the travelers approach, he addresses them, "Tell to me your names and purpose, that I may announce your arrival to Jarl Ásvaldr."


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Strange... Who is this and why does he not know me.

"It is I Havark Torgrimson. Jarl Asvaldr assigned me to protect the girl from Drifa. Who are you? I serve the Jarl and have for a time now, but you I do not know."

A blade on energy manifest in his hand.

"So if I server the Jarl and you claim the same but I do not know you, then tell me why I should not cut you down and find out what you have done with the Jarl?"

He steps in front of Fanna


The man pulls his hood back, wild red locks pouring out as his face is revealed. It is a House Hávardr guard known to Havark, by the name of Gunnarr Scarfoot. "Always so quick to jump to conclusions, Havark! Even as I someday do battle on the fields of Valhalla, I'm sure I can never forget your face!" He lets out a hearty guffaw at this. "But the Jotun, the ratfolk, the old man, and this boy? While by her cloak I do identify this year's Vetrdís, Fanna, it is they I do not know."

As Gunnar continues to look upon your group, he notices Ragnfast's condition, as well as the wounds of the others, and a frown grows upon his face. "...you have wounded. Still, the jarl would not suffer the embarrassment of not knowing each of his guests." He swings open the oak door, ushering you inside. "Quickly then, lay your weapons by the door as you enter, and tell me their names."


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"Gunnarr..." The sword vanishes from his hand.

"Of course we wouldn't want the Jarl embarrassed. This is Azul, Tyv, Glowen, Ærinmund, Sigbjorn, Hosvir, Ragnfast, Nord, Sæmund. Nord is the Vetrdis grandfather. A few are merchants and the Jotun, Rat, and boy were hired on contract I suppose to help escort the Vetrdis here. The wounded are stable but will need a place to rest. We could use some mead and a rest while you have us announced."


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Ooh names, names are fun thinks Tyv. He steps in front of Havark with a flourish at the dour man's dismissive introduction of his companions. I am Tyv Havarksvakt, Keeper of Odd. He grasps Gunnar's forearm in a vigorous greeting. My job on this caravan is to protect the protector, mostly from himself I think. He leans in and whispers conspiratorially, Its not been an easy task, let me tell you.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Glowen does a half summersault and lands facing away from the figure. "who am I? No one special. You can call me Glowen, Silverbolt, Rat, or whatever comes to mind. I too was chosen as a protector."
He then summersaults back while casting prestidigitation. Two puffs of smoke appear. One floats over to Fana and becomes a red rose. The other floats over to Tyv before turning into another red rose. Except this one has legs and walks on the ground up to him and bows. For an instant, the rose man changes into the haunting guise that Tyv showed the frights and then vanishes.

Next, Glowen sits on the ground and picks in his ear with his tail. He looks up at the figure as if surprised, "Oh, hello there!" he says cheerily.

-Posted with Wayfinder


Gunnar returns Tyv's arm clasp, and he furrows his brow seriously before allowing a small wink at the boy's explanation. At the conclusion of Glówen's performance, he joins the other travelers in applause. "Ho ho! For as salty as you are Havark, your companions are thrice as amusing. Come, come." Azul's thoughts seem to have taken him somewhere else, meanwhile.

As she and Nord walk inside, Fanna takes a moment to lean into Glówen's ear. "That was amazing, Glówen! You must teach me how you do that before the Þing ends!"

Within, steps lead downwards four feet into the earth before ending and becoming the hall proper. The hall is meant to host hundreds - there are not nearly as many gathered here now. Elaborate wrought-iron grills cover windows, with interior shutters forming arrow slits, and long tables run the length of the room. Gunnar announces each traveller as they enter, while the most Jarl's family stand in attendance, including Jarl Ásvaldr himself at the head of the table's hall; a remaining few filter in the following moments. A somber setting at first, the sight of Fanna and her cloak causes an eruption of mirthful commotion. Forni Erlandrson, the stooped and sour-faced granduncle of Jarl Ásvaldr, calls to his family, "The Vetrdís has arrived safely! We will have a feast in celebration!" He then turns to their guests, "Be welcome by our hearths. Take freely of our meat and salt and mead. Warm our hall with words of your road."

At this point, whoever wants to take a crack at relaying the perils of their journey is welcome to. Tradition mandates guests make their traveling tale spellbinding and hosts expect exaggeration but not falsehoods. Along with the roleplay aspect, one of you should make a Diplomacy or Perform (oratory or singing) check here.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

This is not Havarks specialty, and being who he is he does not boast of his own achievements. He remains quiet and standoffish probably seeming even a bit rude but also probably know behavior from him to the Jarl. He sits quietly eating and drinking letting the others tell the tale.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Well.... Glowen has Performance, Act and Comedy. No Oratory which is storytelling. Doesn't matter anyway, though, because my performance would only have been 6, which is the same as my diplomacy.

That being said, I have a +6, but Tyv has a +9 diplomacy, so I should just be assisting him. Glowen will do this via the Silent Image and Ghost Sound spells. He will create a mini stage / holo-deck where the audience can watch the story play out.

I'll make my roll first and then adjust the story to match. Hope I don't roll a 1.

[diplomacy, aid other]1d20+6[/dice]


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

oops! forgot the dice= part.

diplomacy, aid other: 1d20 + 6 ⇒ (2) + 6 = 8


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

While normally excelling in situations like this, the long journey and mental strain of the frights has taken its toll on him. While the mini-performance on the illusionary stage is well done, it is too small for everyone to see. Plus, while worrying about making sure everyone can see, he spends time walking around and through the illusion. This has the opposite effect, blocking everyone's vision at the good parts. And perhaps his lack of oratory skills makes his story telling lackluster.

He casts ghost sound (2 round duration) and then silent image (duration=concentration) before telling the story.

He starts his story with everyone on the boat and it running aground. He shows people getting off, focusing on Fana's party. Then he cuts loose with the ghost sound at max volume (8 humans, only half the strength of a lion's roar). The sound is a roar as the sea monster appears and attacks the boat, hopefully startling everyone.

He shows people scrambling and the ice breaking. Because he is tired, he fails to use advanced camera tricks, like a closeup of the beast's head or ice breaking beneath someone and leaves the stage static and from a fixed perspective. (Closer to watching Luke play the holographic chess game with Chewy than a full up movie)

He shows the old man falling into the icy waters and Azul bravely diving in to save him. Meanwhile, he shows Havark grab Fana and carry her to safety with only two leaps. These leaps are gigantic and he almost appears to fly.

He shows the ice cracking and the frozen tower within. He shows them rushing to its safety while the sea monster gobbles up the tiny people who lagged behind.

He changes the picture to inside the tower, the soldiers trapped in the ice, and the strange blue lights. He shows them exploring downward and then sends the entire image black. Unfortunately, he forgets that he could have drawn the dark razor he carried and plunged everyone into darkness. The noises he made next would have been much more effective. Glowen attempts to duplicate the eerie scratching noises by scratching on the floors, walls, and tables with his claws and/or dagger.

He describes the irrational fear that turns a man's guts to jelly and then pops the darkened image into a huge man-sized head of one of the frights. He explains that while they were undead, they could speak, float above the ground, cast illusions, create darkness and obscuring mists, walk through walls, and most importantly, magically cause a brave man to wet his pants.

Never has he seen or even heard of such frightful creatures. Yet he shows the party attempting to stand. He shows Azul, Havark and the others pounding on the frights while huge vines attempted to lock the frights in place. He shows Tyv healing everyone and channeling energy to hurt them.

He shows a few of the party going down honorably to the vicious blades of the frights and explains that there were more of them coming up from the supernaturally evil basement. He states that while many wanted to stay and fight, their need to protect Fana won out, forcing them to flee up the stairs in search of safety.

He shows the scene at the ninth floor where there are frights clawing their way through the ice and the beautiful statue with glowing lights and covered in ice attached to the tower. He shows the two frights coming up from below, Havark leaping down and killing one. Azul rushes to face the ones clawing from the ice. One of the lower frights disappears and reappears next to Fana. Another impossible leap from Havark and the creature is slain. He and Azul finish the ones coming from the ice. Again, Tyv channels white light healing the wounded.

Then the party continues upward until they reach a place where they can see the outside. Havark powers through the ice with his mightly blade and we arrive here.


Very nice! We'll see where Tyv jumps in and wrestles the tale from you, letting Glówen focus on his illusions. Would you make a retroactive Perception check for me please, Glówen? I'm curious to see how true-to-life your depiction of the frights are. :-)


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

perception: 1d20 + 8 ⇒ (6) + 8 = 14


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Not good, but at least they aren't stick figures


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

you know, with all of those failed saves, you'd think they'd burnt their image pretty deeply in Glowen's mind. I think each failed save should count as a successful aid other on perception by the frights :P themselves.

-Posted with Wayfinder


You'd think a lot about Glówen, but the Norns and RNGsus both have it out for him. :-P


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Yeah. Makes you wonder how the heck he ever got past 1st level!


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

So sorry, out for most of the weekend - even though this is right up Tyv's alley, I don't want to hold things up till Sunday night when I'll have time to post properly....I'll just roll for now and put up a full post when I can.

Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25


Success! Your Diplomacy here has granted you a +2 bonus to future Bluff & Diplomacy checks against any who were present for this tale. Later on during this adventure, you may choose retell the tale at other clan's halls to gain a similar bonus against their members.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

With Glowen's help Tyv weaves the tragic tale of the Falgir for the court of Jarl. His version is captivating and allegorical, full of refeneces to the great deep dreams of the sea and halls beyond where the Falgiir's captain and crew must surely sit drinking and laughing even now.

Not much I can do to improve on Glowen's excellent summary post above. Let's move forward.


It absolutely is that, Tyv. Thanks for those touches, though, they help a lot. GJ Glówen.

Those in attendance watch in captivated wonder as Tyv and Glówen relay the tale. Though at times the illusions get distracting, there's no doubt that the two have thoroughly impressed and entertained everyone here. When the commotion dies, Jarl Ásvaldr stands and addresses their guests. A tall man of obvious strength, the only hint of his forty-some years comes in his blonde hair turned white. "Havark, knowing what befell the Falgeirr in your journey, it brings me joy to see as many survived."

Interrupting, Sæmund stands up and gushes, "Thanks to Wotan! Not one life more could have been spared!"

The traveller collects himself, sitting sheepishly in his seat, and the Jarl nods gravely. "Indeed. Tyv, Glówen, Azul, and Havark: you have my thanks." He begins to pace the width of the hall as he speaks. "Of course, you know that the Þing is to begin the day after tomorrow, and I expect that you will enjoy yourselves!" Chuckles travel around the tables. "However, all is not well in our house. For our warm beds and hot meals, I ask for your aid."

"As it is plain to see, our hall stands empty. For centuries, House Hávardr has stood tallest among the clans of Three Glacier Fjord. Our reputation unassailable, our lands extensive, and a fleet of longships unmatched by any foe, we have rightfully earned our status, wealth, and fame. Last spring, I gathered all Hávardr longships and fighters for a massive southbound raid of unprecedented scale, and delivered a call for all regional clans to join. One of these declined, Clan Ránulfr, and so I mocked the níđingrs for their cowardice!" Men clap and holler in support of their jarl.

Ásvaldr slowly releases a heavy sigh. "No expedition ships returned, however. Few Hávardr warriors remain, and Ránulfr certainly schemes against us. In spite of this trouble, we must always exemplify our words-" with the whole hall joining in, "-'Come Storm or Shadow, We Stand!' We must use the Þing to remind the other clans of their allegiance and seek new support. Will you aid us?"


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"As my father before my. My blade is yours Jarl Ásvaldr. What can I do to serve you at this time?"

Havark stands as he states this. Hearing the murmurs of who is that weak looking man, soon silenced by those that have tried him in combat. He eyes narrow as he gazes around the table until they are silent.

He raises his mug of mead.

"Come Storm or Shadow, We Stand!"


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Where Havard goes, I go! yells Tyv enthusiastically. His mind wanders a bit amidst all the cheering and mead. Wait now, he thinks. What if its Storm AND Shadow? Do I at least get to sit?


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

"my skills are at your service!" Glowen follows the examples of others, raises his mug, and joins in the cheering. He does however scan the room for hints that others may not feel that way.

perception: 1d20 + 8 ⇒ (7) + 8 = 15
sense motive: 1d20 + 5 ⇒ (3) + 5 = 8
read lips: 1d20 + 8 ⇒ (18) + 8 = 26

-Posted with Wayfinder


I forgot to mention this, but in the Journals tab on Roll20, I have provided portraits, names, and name-meanings for most NPCs encountered in the hall here.

Azul gives a half-hearted grunt, and Glówen observes him avoiding eye contact with the Jarl. As Havark raises his mug to the silent room, calling again the words of House Hávardr, most raise their glasses and join him. The rest look upon him with a wary eye.

"Good, good. Myself and my family will be seen throughout the Þing, participating in many events to prove our bravery and strength." He gestures to the youngsters seated beside his former spot. "This includes my six children, and I fear they will require a watchful eye to protect them from any Ránulfr trickery. You will serve as this eye. I promised my two eldest, Dalla and Hákon, that they could take part in the fighting events this year, yet know that all events will hold some risk. What more, their successes will only bolster our standing."

He continues, "Additionally, I would ask you to meet with the other jarls and convince them to pledge their support to House Hávardr. Tradition mandates that I withhold discussing matters of land and leadership until the council, but no such restrictions apply to you. As elder, Forni has served as emissary in the past, but it happens that he has offended each in our recent memory, so it now falls to you. Jarl Runí Audunson of Clan Dómarr and Lady Gríma 'Twin Blades' of Clan Sigurđr have fought alongside us in the past, and we have completed many raids together. And in our territory extending west, both Jarl Glúmr “Red Beard” Hróaldurson of Clan Ásbojorn and Jarl Hrókr “One-Eye” Kolurson of Clan Hrafnkell have benefitted from our protection before. Remind them of their loyalty, and Ránulfr will have no ground on which to make their claims."

He then looks to the four expectantly. "If anything remains unclear, tell me now."


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"Let's not play games here Jarl Ásvaldr. What are you asking of us during the Þing? You want us to fight and protect Dalla and Hákon? If we were to interfere from the outside would it not bring dishonor upon them and your house? I have little to offer in gaining support from the other Jarl's. I don't think they would even speak to an outcast like myself."

Pretty clear what he wants us to do with the other Jarl's. I have no idea what he wants us to do as far as the Þing.


The room falls silent, and Ásvaldr glowers, almost seeming to grow in size. "Of course not, Havark! They will win by the virtue of their strength and their wit. Should they fail at events, then they do so with honor. What I will NOT tolerate is those Ránulfr wolves endangering members of my house, my family, to further their own bid for power." His tense stance relaxes, and he crosses his arms behind him, returning to his pacing, "Forgive me. I know you meant no insult. The other jarls will listen to reason when presented it, and your companions seem wordsmiths enough for the task." He pauses with a sigh, slowly shaking his head. "Perhaps someday, Havark, you'll understand that it's not stature or skin that marks you as outsider... but instead the lamp oil coating your tongue."

If it's still not clear, you're supposed to play bodyguard to his kids throughout the Þing. The bit about "their successes" earlier was merely confidence in their ability - he would not imply that you should help them cheat.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

"Woah! Woah!" exclaims the little rat-man as he hops in front of Havark with his hands outstretched. He whispers (normal I guess, since I didn't say anything about having message active) to his scaley buddy, "it's OK. Trust me. It's all good here." Waiving his hands a bit and laughing loudly, he asks no one in particular "What do we have here?". Performing a little prestidigitation, he pulls a lit oil lamp (Eastern/Aladdin style) out of Havark's mouth and waves it before the guests, "The Jarl is wise, indeed!" before making it disappear into his pocket.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

I guess I need a better understanding of what the Þing is. Will only the nobles be competing? Is the skill at arms open to all? Havark would definitely say something snarky like don't worry about them winning or drawing attention when he would be the one besting everyone. :)


INFO DUMP:
Posted a summary of Þings in the discussion thread. To answer your questions directly, anyone is allowed to compete. In the Northlands, governance is really a mix between anarchy and democracy. There's no concept of nobility - sure, jarls will raise their children to someday take their place such that their Clan continues to rule, but the family doesn't have a 'divine right' or anything like that. Jarls only hold their titles because they have proven themselves to be wise, honorable, and fair. This is why Ásvaldr's (and by extension, House Hávardr's) station is in jeopardy; because so many souls were sent on the expedition that never returned, it reflects extremely poorly on his judgement.

So boast away! Be careful to not insult anyone's honor, not even with sarcasm or innuendo. While a sincere and public apology can often diffuse the situation, the slighted party may call for a duel if their pride is wounded enough. This duel, called a holmganga, is fought until one side either cannot continue or flees (and cowardice, recall, could make you an outlaw).

There will be more than just the fighting events, as well. When the Þing is underway, I'll provide day-by-day summaries of events and their times, and you guys can figure out then what you want to be doing during each 'block'.


The hall erupts into laughter at the rat's illusion. "Ho ho, Havark's taken on a thyle!" Ásvaldr announces with a broad grin. "A better ally he'll never find; I'm sure of it!"

What is a thyle?:
No feast is worthy of the name without a thyle—a bard skilled in defusing potential fights with a witty remark or entertaining performance.Thyles are also charged with monitoring the boasts and claims of guests, ensuring that no one claims an honor that does not belong to them and pricking the ego of those too big for their boots. A good thyle brings great honor to his jarl or king and to himself. A poor one starts more trouble than they stop and invites scorn upon their lord.
Are you familiar with this concept, Glówen? I have to ask because you're fulfilling the role perfectly.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"Fine, Fine. Then I will do my service to your house. I will challenge these cowards from Ránulfr. Your sons will fight with honor and ferocity of house Hávardr. They will be without fear of trickery from house Ránulfr as I will put each of them to ground or have them run to show all that they truly are cowards."

He raises his glass again before taking a seat.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Thanks, but nope, never heard of that. Heard of court jesters and such, but never thought of them as smoothers, just entertainment. But Glowen is definitely a smoother, for fear of conflict. Honestly though. I hadn't expected Glowen to be as silly/funny add this. On the other hand, I'll bet a little bit of Thom Merrilin is bleeding into this character. :)

-Posted with Wayfinder


Ásvaldr's grandmother Fastvi steps forward to speak as Havark sits down. "Concerning this tower you found; it sounds like an old Vanguard tower." A few look to her in confusion, so she elaborates, "Now the Vanguard Kingdom formed centuries ago to stand against Boreas, who has long plotted to cover the world in eternal winter. Trollheim warriors and Hyperborean wizards joined with Nordheim and the dwarves of Aurvang to erect the great Wall that contains the god's armies in his arctic domain. This fits with the reanimated guardsmen in your tale, which remind me of Boreas curse victims from the old legends."

Making her way to the rat, she beckons the jarl with a crooked finger. "Glówen, would you conjure the image of those restless dead again? I fear there is unwelcome news to be found there."


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Unconsciously shivering, Glowen nods grimly. "As you wish." He closes his eyes and takes a deep breath. Then he draws from his arcane bond and casts Silent Image again. His nose twitches in concentration as he attempts to recall the features of the first one that spoke. Slowly, a full sized image of the fright appears between them. "Havark, Tyv, Azul, does that look right?" He opens his eyes and corrects what he sees before him based on feedback from the others (a-la police sketch artist). He even has it move back and forth, floating over the ground as the real ones did. He tries to replay how they moved, swinging their arms while attacking and moving their mouth(?) while speaking. If they are any specific request (angles, gestures, lighting, etc (or even other features of the tower, etc)), he does his best to accommodate them. By the time they are satisfied, Glowen is exhausted and breathing heavy. His fur is matted with sweat. He releases concentration on the illusion and sits down heavily on the floor. Taking 20 on perception rolls or whatever


Despite my half-serious comment earlier, I've come down on the side that all those failed saves means yeah, you've got a fairly accurate image barring need for a Perception check.

"Hold it still right here," Fastvi commands after Glówen swings its arms back in the faux-motion. She gestures to the emblem worn on the front of its garments. "It is as I suspected. This heraldry is an ancient Hávardr design." A chorus of gasps travel around the tables. She nods to Glówen, letting him release the image, and he feels the jarl grasp his shoulder reassuringly.

"Kollr, fetch for me paper and charcoal." When the servant returns, Fastvi continues, addressing the hall at large. "I bid you all, do not speak of this tower. We cannot afford the news of undead wearing the sigil of our house turning the other houses against us." She turns back to Havark and his new allies, producing a miniature of a small bird. "Use care, but see what information you could tease out during the Þing concerning both the freezing curses of Boreas, and buried towers. I shall send my silver raven to Castle Hávardr's librarian with these questions and any others you think to ask."

Putting charcoal to paper, she scribbles down a few lines before looking to the others expectantly.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Wait so now they want us to ask these questions around as well? Is Boreas another house?

"You want us to talk of these frozen corrupt things but yet not draw attention to them? If they bear the crest of house Hávardr it would best be left alone to not bring dishonor. What do you wish to gain from further information?"


Sorry, I don't think I've specified anything about Boreas since the recruitment thread. Boreas is the cruel, evil god of the north wind. His main shtick is trying to cover the world in eternal winter and killing people with cold. His domains are Air, Evil, Madness, Travel, and Weather. As for the why, I'll explain OOC if this doesn't clear it up.

Ásvaldr raises an eyebrow. "We would be wise to learn what we can about this menace. Unless they follow behind you from the tower, I cannot fathom how this secret is difficult to keep. And if they do, well... then the secret wasn't ours from the start. Such is the way of fate." The jarl's voice takes on a chill of irritation. "What's more, the way Tyv tells it, our clansmen live on while frozen in ice. The true dishonor would be to stand idly by while they continue their internment. In a week's time, Viezla's inhabitants will number perhaps a hundred, mostly simple fishermen. Yet over two thousand souls gather for the Þing! There will not be another opportunity to learn so much until next spring. If it be within my grasp, I will not allow them to wait a single day more, much less one year. They've waited centuries or, Wotan deny this, millennia enough."


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"I couldn't say if they live or not. The ones that did cut through the ice have been put down like abominations should be. I will do my part in the Þing. Trust there is nothing living of what remains there. I have not ability at what you ask. All I can promise is that the cowards of house Ránulfr will be dealt with."


Quick reminder for context: To say that Northerners believe in fate would be underselling the idea: Northerners understand fate in the way that Newtonian physicists understand inertia - it is one of the basest and most immutable truths of existence. Even their gods are helpless in the face destiny.

The jarl sighs, and a tired half-smile grows on his lips. "Of that, I am sure. You may well be right about those trapped in the ice, Havark, but the Norns have something planned. It is no coincidence that the glacier spit forth a tower filled with our clansmen during our house's hour of greatest need." He turns, making way for what one would assume are his chambers. "But do what you must," he finishes, and (barring any parting words from yourselves, of course) leaves a hushed room in his stead.

Fastvi finally breaks the silence, tapping the charcoal impatiently against the table. "Perhaps, before I die, I'll understand why my grandson allows you to speak to him so. Until then, are there any other questions to be brought to our librarian?"


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

"They fates may have something to reveal, but I will do my part as I have pledged to make sure no dishonor is brought to your house Jarl Ásvaldr. I only ask you don't put me in situations that would bring dishonor to myself."

Havark watches as he leaves the room. Then looks to the old woman.

"I made a pledge to him and he knows that I would die for him. I am not blessed with a silver tongue, but the Jarl knows my words mean no disrespect or dishonor. I have no questions for your librarian."

I'm honestly a bit lost in what the Jarl wants or expects of us. If it is information gathering then Havark doesn't care. As little is or would be shared with him.


Okay, once this scene wraps up, I'll give you guys a straight-forward list of what the Jarl desires. If I haven't conveyed it through roleplay, I'll likely continue to be confusing, and so I won't make you all wade through that anymore. ;-)


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Glowen tries to recall the words the frights said, in case there is anything there. He also asks about the war razors of light and darkness. He is very interested in the statue in the ice that was glowing.

-Posted with Wayfinder


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

I like all the RP, but Havark is not the character for it and I don't want to start playing him all savvy and elegant. That is not who he is. Need others to be more active. This is one of the downsides to PBP and why I tend to play CHA based characters as I tend to be the most active at the tables.


Right. RP is fun, but we don't need to go around in circles. I messaged to Tyv to see where he's at. Unfortunately, after he sent me a friend request from his wife's FB, he never followed up with one from his account, and he hasn't posted on the forums since Friday. I'm sure he'll turn up, though.

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