GM Rednal's Northlands Saga Complete (Inactive)

Game Master Rednal

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Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

"If you'll just give me a moment of prayer," Eindrid muttered, singing to himself as he looked over what Aelfrid had grabbed.

Casting Detect Allegiance, which allows me a brief vision of the military insignias of the dead/war paint of their boat etc.


Looking over the wreckage recovered (with quite some aplomb) by Aelfred and Eydis, Eindrid was able to note that it had come from the Gatland region, most likely out of the 'town' of Javik. It wasn't terribly close to Halfstead, but the Gats did an extensive amount of trading, and their ships regularly stopped by your home port.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

"This is a Gatlish wreck," Eindrid announced. "These men likely sailed from Javik. I fear more bad news may be on the wind, but it would show the gods only weakness to let this slow our course."


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Hooking any useful bits to confirm Eindrid's magic, Eydis dragged herself aboard and began to dry off. It was too cold to stand around in so little.


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

The recovered pieces assembled, and Eindrid's conclusions drawn, Aelfred recovers his tunic and cloak, once again guarding himself against the cold. "It would seem we can give the loved ones of those lost a measure of closure now, may they find glory eternal in Valhalla."

Aelfred then returns to his role in assisting with the manning of the vessel as they travel further.


Luckily, drying off wasn't too hard aboard your vessel - the Northmen knew sailing, and how to stay comfortable on long trips. (Admittedly, their idea of comfort would have made the softer people of the south cringe, but hey.)

1d20 ⇒ 9

Around the ninth day into your trip, dark clouds could be seen on the horizon. A storm was coming - not one of the huge ones that were known to occasionally pass through, but big enough that you were going to have to deal with it somehow. One of the crew members noted that it was likely to last for at least a day and a half or so.

As a group, please make a Profession (Sailor) check. You can Aid Another on it, and your target is DC 20.


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

profession (sailor): 1d20 + 10 ⇒ (10) + 10 = 20

Still getting accustomed to the significantly larger longship, Aelfred sets about binding down goods, adjusting the ropes on the sail, and assisting Halbjorn in preparing to ride out the ocean torrent. "Brothers and sisters in arms, hold fast against this dark encroaching beast. Let it case rain upon our sails and slam Ran's hammer against our hull, we will stand with a mind's worth and laugh in it's eye! Hazaaa!"


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Just in case higher is better...

Profession Sailor: 1d20 + 9 ⇒ (20) + 9 = 29

Tasting the wind, Eydis nodded, and began to make preparations. "We are of the North, and the sea is our home and much as hearth and hall. Let us show all that we are worthy of the sea's bounty, and all the riches that it brings."


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

I would say I become an assist, so cumulative 31


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Aid another: 1d20 + 10 ⇒ (5) + 10 = 15

Eindrid, with little knowledge of sailing, instead offered up a few quick prayers to the Sea King that he might grant the men some additional wisdom.


Ah, I'd checked after the third post... XD So it only showed me the one.

Eydis quite possibly had the blessing of Wotan as she helped guide the ship through the storm - and by the end of it, most of the crew was looking at you with renewed respect, especially after you managed to find a school of fish that was hanging out despite the storm and collect a few new rations despite the rolling waves.

1d20 ⇒ 7

Another day or so after the end of the storm, one of the sailors cried out - sails could be seen on the horizon, a distant longship about some business or other. You could go greet them if you expertly worked the ship (3 consecutive DC 20 Sailor checks), or you could simply continue on your way. They might have been traders, pirates, or even explorers... from this distance, there was no way to be sure.


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

Aelfred is happy to have made it through the storm, and is truly impressed by Eydis' skill upon the sea. "Eydis, I take it you have spent a good many years upon a wave-cutter, for your mastery knows few limits! Hazaa!"

Looking out at the sails on the horizon, Aelfred turns to the others. "Could it be a vessel coming south with some clues to what lies beyond? Might be useful to learn what they know..."


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis shook her head. "A little training, as a child. Mostly I studied as we sailed on the previous journey. It is possible to learn a lot from the veteran sailors, old in bone and swollen hands, but sharp of mind and witty of the tongue. You can pick up much, treating to them."

Squinting at the ship on the horizon, Eydis considered. "If they are of the North, they might have goods or information. If they are pirates or others, then we could use the practice seizing the ship and fighting as one crew. Either way, I see no reason not to investigate."


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

Aelfred, being new to the company, had been waiting for Eindrid to offer his thoughts, but it seemed the man was distracted by something else, and thus responded. "Well, it would seem there is no objection, so I would say let's be under way to see what can be revealed."

profession (sailor): 1d20 + 10 ⇒ (13) + 10 = 23
profession (sailor): 1d20 + 10 ⇒ (15) + 10 = 25
profession (sailor): 1d20 + 10 ⇒ (4) + 10 = 14


Anyone got something to make that last roll a success?


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eindrid has a number of ways to boost them, but alas I can only do the old Aid Another

Sail the Boat (Aid Another): 1d20 + 9 ⇒ (10) + 9 = 19


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

If permitted, I submit the proposed action for Eindrid

Calling on the voice of ages long past, Eindrid begins singing an epic ballad recalling northmen hunting their prey atop the waves. Aelfred is bolstered as he works their longship into pursuit of the unknown vessel.

Casting Divine Future (Perform DC 19): 1d20 + 15 ⇒ (5) + 15 = 20

Divine Future (Aelfred): 1d4 + 1 ⇒ (3) + 1 = 4

Aelfred gains +4 to the skill check, with Eydis' +2 from Aid Another, = 20 (14+2+4)


Given their generally negative feelings about magic... best to be careful. On the other hand, you HAVE been on the boat for a little while now, and could talk them into allowing you to speed their sails with a DC 15 Diplomacy check. And yes, Eydis can AA that if she wants to. XD


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Aid Another (not sure what to add...): 1d20 ⇒ 5

Eydis called out, "The gods are on us! More sail!"

Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20


Curse you, Paizo, and your troublesome showing of updates! DX

At a certain point, more sails didn't do a lot - although you did have plenty of strong men aboard, and rowing was possible. As you got closer, though, the shape of the distant vessel became a little more clear... and you heard a few uneasy murmurings when someone with a spyglass noted that the other ship was pitch-black, from its sides to its sails. "There are stories of black ships on the water. They are never good news." the sailor said, frowning. "They don't appear to be interested in us, though. It may be best to leave them to their business while we get on with our own."


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Rowing among the others, Sigurd glances over towards the black ship. He was in agreement that black ships were not good news. But why had that been again?
Remembering the stories he heared, he attempts to gleam some information that could be applicable to their situation from them, speaking up if anything comes to mind.
Lore(Sagas) or applicable knowledge: 1d20 + 5 ⇒ (11) + 5 = 16


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis sighed as the vessel sailed away, and shrugged. "If the Fates demand, we'll meet them again. As friend or foe." The Warpriest shrugged her shoulders and turned away. "Back to our course?"


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

They had given their true effort, but still the enigmatic ship remained just beyond their reach. Was it some trickery that kept them away? Still, the man's words would spread question among the others. Best perhaps to turn away.

Turning toward Eydis, Aelfred nodded. "Likely better to get back to our task and head further north. We will learn more soon enough. Now, onward into the deep."


Little was known of the black ships, although Sigurd was able to remember something about a plateau. That was as far as memory took him, though, and the ship continued on its way.

1d20 ⇒ 19

By the twelfth day or so, a call ran out among the ship. "Bit of land!" Most of the crew stood up at that, curious to see. There wasn't much on the horizon yet, but there was definitely a decent-sized rock sticking out of the waves.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Brightening, Eydis looked to the bow at the speck of land. Even if it was only a small island, it would be good to see a little land. The ship was cramped with so many warriors.

Looking towards Hallbjorn, she called, "What do the charts say of this place?" If it was charted.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"Seems more like a large rock than actual land." - the implications, of course, where that if that was just barren rock, there would be no water, few animals and plants, no humans...but there was a second one...
"If rocks stick out of the water, there's often more rocks under water close to the surface - too close even for a ship like this - we should advance careful, lest we rip open our underside by missing a stone formation."
Sigurd made his way to the front of the ship - they still were quite far away, there was no hurry - then gazed at the waters in front of them, trying to gauge how far ahead he could see dangerous obstacles hidden beneath the waves.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

Aelfred hurried up to the bow of the ship, throwing a foot up on the rail to get a better vantage. As he scanned the sea Aelfred listened carefully to the northman offering his wisdom, "Indeed, the dangers of the shore could pose a risk. As could those beasts that inhabit such rock lines. Let keen eyes guide us in, lest we be caught with our guard down."

perception: 1d20 + 10 ⇒ (9) + 10 = 19


"Charts don't say much of anything." Hallbjorn noted, staring intently at the rocks as you slowly approached. "And aye, Sigurd has the right of it. Many a good ship has scuttled herself by sailing too close to something she saw. I see a bit o' green, but it's likely as not to be disappointing. Anyone actually want to land and check it out, or shall we just sail wide and move on?"


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

"Green might mean a source of water," Eydis noted thoughtfully, "Maybe nests or warrens for small animals. Something to supplement our supplies will never hurt." The Warpriest shrugged a shoulder. "An hour to look can do us no harm, and to stretch our legs on solid ground might be pleasant. I vote we look at least."


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

Aelfred turns to Eydis agreeably, "I do not oppose a look, so long as we bring this wave-serpent in nice and slow. Keeping a keen eye to the water, and the stony teeth that could hide beneath. Last thing we need is to bash the hull upon the rocks to snag a handful of greens."


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"Not sure any water we find will be drinkable, I guess all we find will be a stale pool of rain trapped in the rocks. But if nothing else, we should take a look so we can add it to the charts, and tell others if it's work risking approach." Sigurd thoughtfully replied, "So I agree, let us take a closer look, but be thoughtful about it. Oars once we get a bit closer?"
I know we had to row when the black ship was around...not sure if we're still only rowing or some wind picked up again- if not, disregard the last statement-


Oars it was, to give better control of the ship and stop her if she drew too close to something dangerous. No less than four men were up near the prow, staring intently into the water ahead... but when you approached within half a mile of the rock, the water rippled and a figure burst out of the depths to float in the air before the vessel. Wrinkled sea-green skin covered the figure's horrifically emaciated body as she looked at your ship.

"Feh! Sailors, come to intrude on my domain? Begone, lest I pull you to your graves!"


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis watched the creature with narrowed eyes. She didn't like being threatened and was inclined to let it see how fast it would enjoy a taste of her spear. But this was not her ship.

She glanced at Hallbjorn, keeping her voice to a low murmur. "What say you? Shall we pass this petty piece of rock by, or enter the speardin to show that the folk of the North go and leave as we please, not others?"


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

When Hallbjorn did not speak up, Sigurd did: "You claim this place as your domain, yet we have no knowledge of you, nor this place on our maps. Let us come, as guests, so that we may fill in the charts and learn about you. When we return home, we can let others know, so that they may avoid disturbing you."
Diplomacy, minus Pride: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
They were warriors, not only sailors - and northern diplomacy often involved elements such as not showing weakness and not backing down...but there might be a reason this place was not on the charts...if nobody returned to add it to the maps.
Threading carefully, then, would be the smart thing to do.
If the creature was able to hide in the water and assail their ship, they could have significant trouble. And in case of trouble, being closer to land would be preferable...


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

Aelfred looked up at the horrid being who had burst from the waves and was now floating before them. Something in his mind stirred. The Volva had taught him of many creatures, especially those who practiced the arcane arts. Was this one he knew of?

Knowledge (nature): 1d20 + 5 ⇒ (6) + 5 = 11

Regardless, the threat the creature posed was clear, and he doubted the others would want to back down. His fingers traced the body of his bow, hanging on his back. He was ready to act, but this was not his ship. "Hallbjorn?"


Aelfred didn't recognize the ugly, floating woman - and Sigurd didn't look like he was doing a good job of persuading her. "You dare attempt to claim guest-right when you have already been told to leave!?" she snarled, focusing her gaze on him.

Will DC 14 (Sigurd): 1d20 + 4 ⇒ (13) + 4 = 17

Sigurd's knees bent slightly as an entirely unnatural sense of despair began to creep over him... but a moment later, he was able to push it away and stand firm against the wolf-heartedness.

"Pfah. So you are not entirely worthless. But my answer is simple - no. Twice I warn you - you are unwelcome here." At that, Hallbjorn turned to the three of you and raised an eyebrow.

"It seems to me the lady of Rán’s hammer has made her position clear." he observed... and you definitely got the sense he was trying to get a feel for your reactions to things like this.


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

The creature posed a considerable threat, and yet - Aelfred had a thought. The enemy of my enemy is my friend.

Aelfred let's his hands fall to his side. "We'll be gone alright, but answer me one thing first. You judge our worth, as though you'd have need for an ally for some task. If you like your solitude, I cannot imagine you like the followers of Althunak claiming dominion over these seas. Do you perhaps seek an ally to rid yourself of them?"

Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"I kindly asked, not tried to claim. If a northman means to claim something, he doesn't ask, he takes it.", Sigurd stands proud, glad that he managed to stand against the creatures gaze.
Hallbjorn was right, the monster had made it's position abundantly clear. There was glory to be had in defeating such beasts...but they had set sail for a different mission, a different goal. Risking ship and crew in an attempt to gain some renown by fighting an unknown foe seemed foolish.
Turning to Hallbjorn, he nods:"The answer is simple, and clear. The lady laid claim to this area, and we intruded on it. There is little to gain and much to lose by not heeding her warning, so the wise thing would be to turn the ship around."
After all, battle for battles sake alone would not bring them any closer to avenging Jarl Olaf.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Reluctantly, Eydis nodded. "It is worth neither the blood we shed nor the time we waste to join the speardin here. I say we leave her to her rock and her patch of the sea and be on with our quest." The creature was not worth delaying there quest, as sorely as she wished to respond to such commands.


"Ice that flows too far into the sea melts away, as surely as the sun rises each morning." the hag said. Hallbjorn gave a hand signal a moment later, though, and the boat turned to move away. The woman watched you for a time, then dropped beneath the waves and was gone.

When you were several miles distant, the older viking nodded thoughtfully. "She was in a good mood." he mused. "They say that the look of an ugly woman of the waves can lay a hardy man upon his deathbed. I do not think she could have taken us, but you were correct, Eydis, in that there was no reason to bother. The seas are wide and free, not a home to defend, and it is well to be polite to others you may meet. Unless you're raiding them, of course!" he laughed, and with it, the wind picked up to speed your vessel upon its way.

The next morning, however, you woke to a red sky - much more vivid than any morning you'd seen yet, and the others who were awake were busy bustling around and beginning to tie things down.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Perhaps they should have shed the sea witch's blood as an offering to the Gods and good fortunes. Well, it was too late now to think of such things. Eydis assisted in preparing the ship for the oncoming storm.

Profession (Sailor): 1d20 + 9 ⇒ (15) + 9 = 24


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Seeing the red sky, wordlessly, Sigurd helped prepare the ship(...and himself) for what was to come.
Take 10 Profession(Sailor): 10 + 5 = 15
Take 10 Survival(vs severe Weather): 10 + 5 = 15


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

The red morning sky was an ill omen, especially upon the sea. Aelfred offered up a brief prayer before moving quickly about the ship, helping to ready it for the coming storm. "Best be ready for this ill wind, will be a battle upon the waves soon enough."

Profession (sailor): 1d20 + 10 ⇒ (7) + 10 = 17


It was said a red sky at dawn meant a storm was coming - and Aelfred was entirely right that a battle on the waves was coming. The fires were doused, free items were tied down, and Hallbjorn strapped himself to the rudder with a look of glee. A few hours past sunrise, the sky darkened with fierce clouds and the rain turned choppy.

"We’re in the teeth of it now", Hallbjorn yelled from the stern as rain began to fall, "and there’s naught for us to do but face Donar’s wrath and ride her out! Get to the oars - we need momentum so I can control the ship!"

To navigate the storm, the crew must act together - including attempting a DC 25 Profession (Sailor) check once per-minute. As crew, you can aid these efforts, including by making Profession (Sailor) checks.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Sigurd took his place among the rowers, using some rope to affix himself to the bench.
"If the Gods mean to test if we're worthy of their attention, let us impress them."
Profession(Sailor): 1d20 + 5 ⇒ (19) + 5 = 24
Thats a good roll, but just asking, is it highest counts+auto-assist? Or do we have to pick one roller and go for assists? Does the remainder of the crew make a roll? Or provide bonus? DC25 once-per-minute with a storm possibly lasting hours seems like a timer for failure...(unless we had someone able to make it with Taking 10 despite the Storm - which we have not AFAIK))


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Ignoring the hammering rain with the disdain of one bred to the North - it wasn't hail the size of eggs, and wouldn't harm no matter soggy it made you - Eydis aided in the ropes and sails, using her knowledge of the sea where she could and main strength when she had to.

Profession (Sailor) - Aid Another: 1d20 + 9 ⇒ (14) + 9 = 23


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

The storm came on hard and fierce, but the men were ready for it. Aelfred lent his strongest gift at the moment, his eyes, and moved toward the bow of the ship. He held on fast to the guide lashings while keeping a wary eye to the sea for any threats to them, or the hull.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Profession (Sailor-aid): 1d20 + 10 ⇒ (12) + 10 = 22


The crew is treated as a distinct entity and rolls separately. As individual members of the crew, you can aid, but not make the primary roll.

Crew Check: 1d20 + 10 ⇒ (8) + 10 = 18

The ship rolled wildly as the first wave hit - and the Long Serpent seemed just a little too stiff to properly navigate it, resulting in a blast of freezing water hitting everyone aboard. As a bolt of lighting split the sky above you, a call came from the back of the ship.

"Aelfred! Come back here and join me at the rudder!" Hallbjorn called as he fought to keep you on course. "The rest of you, give it all you've got!"

Give me four more rounds worth of checks. Aelfred, you need to make a DC 10 Acrobatics check as a move action to get back to the rudder. If you fail, you can do nothing else that round. Once there, however, a successful Aid Another will give a +5 bonus to the crew roll thanks to the added value of the rudder for controlling your ship.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Sigurd was more skilled in actually building the ships, rather than crewing them - but he did good enough as a rower. One time, a rather large wave crashing on them, the oar almost slipped from his grasp, but the northman next to him retained a tight grip on it, and Sigurd was back in a steady rhythm of rowing in no time.
Not like one can concentrate in this kind of maelstroem, but I'll have to consider improvement on ship designs after the storm is over...assuming the gods will us to survive-
Profession Sailor R2: 1d20 + 5 ⇒ (5) + 5 = 10 Aid!
Profession Sailor R3: 1d20 + 5 ⇒ (19) + 5 = 24 Aid!
Profession Sailor R4: 1d20 + 5 ⇒ (1) + 5 = 6 ---
Profession Sailor R5: 1d20 + 5 ⇒ (6) + 5 = 11 Aid!


M Human Ranger 2 / Shaman 4 HP: 48/48 | AC: 22 / T: 14 / FF: 19 / DR: -, SR: -, Resist: -, Immune: - | Fort: +7, Ref: +8, Will: +8 | M. Atk: +9, R. Atk: +7, M. Touch: +7, R. Touch: +7 | CMB: +7, CMD: 20 | Init: +3, Perception: +10

Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21

The sea tossing their wave-serpent to and fro, it would perhaps have been wisest to stay put, but when Hallbjorn called for Aelfred's aid, he knew where he had to be. Grabbing a running line from the mast and used it to guide him easily from the bow of the ship to the stern.

Once there, he grabbed onto the rudder with Hallbjorn, lending his formidable strength and skill to helping keep their ship on course.

Profession (Sailor)- Aid Another check, #1: 1d20 + 10 ⇒ (5) + 10 = 15 +5 granted
Profession (Sailor)- Aid Another check, #2: 1d20 + 10 ⇒ (15) + 10 = 25 +5 granted
Profession (Sailor)- Aid Another check, #3: 1d20 + 10 ⇒ (7) + 10 = 17 +5 granted
Profession (Sailor)- Aid Another check, #4: 1d20 + 10 ⇒ (17) + 10 = 27 +5 granted

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