GM Rednal's Northlands Saga Complete (Inactive)

Game Master Rednal

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Sibbe continued to withdraw, arcing up and around while barking something in an unknown tongue. Smoke literally poured out of her mouth as she spoke, and Runa spun around, moving towards the witch with a stiff movements entirely unlike the childish exuberance she'd shown before. The little girl hurled another bolt of fire - straight at Eydis this time, rather than the ground, and lacking the explosive force of her earlier blasts. But then, her sisters were there...

Ranged Touch Attack (Eydis): 1d20 + 1 ⇒ (11) + 1 = 12 for Fire Damage: 1d6 ⇒ 1


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 grunted as the bolt struck. The girl was in an obvious trance, and Eydis had moved to block her path to the girls, but it was good to see she was unwilling to fire on them. It was less enjoyable to receive such an attack herself. She still felt awful from the sacrifice, and the attack was not helping.

Moving towards the girl, she healed herself as she went. Hopefully she could constrain the child.
Cure: 3d8 + 2 ⇒ (3, 3, 1) + 2 = 9


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Cursing under his breath, Hakon sprints after Sibbe once more, ignoring the pain and his growing light headedness. Hefting a spear, he hurls it into the darkness after the retreating witch.

Spear: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


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:

And Eindrid, finally, has a clear path to the witch. Not pausing to speak this time—his focus on maintaining his breathing, he sprints forward, sword behind him, bringing it around and up at the last minute to jab at the witch's shoulder.

Charge Power Attack: 1d20 + 7 + 2 - 1 ⇒ (12) + 7 + 2 - 1 = 20
Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7


Hakon's spear hurtled through the air, catching the witch in the side and starting to spin her body around. Eindrid darted forward a moment later, his sword hitting the witch's shoulder and then ripping down into her body. For just a moment, the witch's eyes widened in surprise, as if she couldn't quite believe that had just happened... then her body hit the ground, the thread of her life cut down. A small, circular necklace dropped from her hands, even as Runa wobbled, then fell to the side as her sisters squirmed, still unable to get free of their bonds.

400 XP.


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 knelt next to the fallen girl, checking to make sure she wasn't harmed by whatever spell or curse had been affecting her.

Heal Check: 1d20 + 7 ⇒ (4) + 7 = 11


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:

Eindrid takes a small leather satchel and, carefully, uses it to pick up the necklace without actually touching it. "An ill omen, this thing," he remarks to Hakon, "But I would not see it destroyed until we have consulted a wise woman or jarl."


Runa was breathing, slowly and deeply. It didn't look like she was in any immediate danger, though the night had clearly taken its toll on the young girl. The other girls seemed more upset than injured.


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, knowing the young woman was fine, and moved to the others to cut there bonds. "Your young friend seems to be fine. My name is Eydis. Are you well? Did the hag or her minions do anything to you?"


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon releases his breath explosively, leaning over to plant both hands on his knees for a moment and grit his teeth against the pain, then straightens and moves up stiffly to Eindrid, nodding at the man's comment. He claps him on the shoulder, and then moves back up to the altar area where he cuts free both girls and hugs each in turn, speaking warm words of reassurance to each to calm them down.

Diplomacy to calm the girls: 1d20 + 7 ⇒ (11) + 7 = 18

Moving to crouch beside Runa, he studies her pale face before looking up at Eydis with a mixture of reservation and gratitude.

"Your aid was timely, stranger." He rises to his feet and extends his hand to take her forearm in a warrior's grip. "My name is Hakon Grunson, cousing to Jarl Olafson. These are her daughters, and that was Sibbe, the witch." His voice is hoarse, his face pale, but he delivers this standing tall and proud.

"I don't know why she took these girls, other than perhaps to take advantage of little Runa's... otherworldly connections. You've earned the jarl's thanks. Unless you have pressing business elsewhere, I invite you back to his hall for rest and healing and to tell us your story. Will you accompany us?"


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 |

"I shall," she replied with a nod. "My name is Eydis. I was another of the witch's victims, until something restored my vitality to me a few minutes ago." Eydis made a short face. "Not much of a tale, I am afraid."


As you speak, the sounds of pounding hooves and the jingle of harness and armor rise from the Barrow Lands below. Below where stood the ranks of the dead who allowed you to pass to the Tor now can be seen a large party of armed warriors riding hard toward the hillock. In the flashes of lightning, you can make out the forms of the dead moving aside to allow them to pass without a fight. As the riders make hard for the causeway, you can see that though their harness and armor are mud-spattered and travel stained, the weapons they bear in their hands are bright and their faces grim. These are men going to war, and riding at their head you can see the boar-headed helm of Jarl Olaf Henrikson himself leading three full hands of huscarls and warriors.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon moves forward, hand-ax hanging by his side, shield weighing down his other arm. Lightning flashes overhead, and Laralai lies cooling in the mud. He should be feeling a sense of exultation, of fierce joy in having succeeded in this combat, but instead he feels flat, spent, and weary.

The girls should never have been stolen away.

Laralai should not have died.

Jarl Olafson should not have needed to summon his huscarls to battle.

Sliding his shield over one shoulder and dropping his ax into its hip loop, he gathers Runa in his arms and leads the other two girls to stand at the top of the causeway that rises to the Tor to await his jarl, chin raised, face bleak, eyes hard.


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:

Eindrid grimaces, then walks towards the others. There's about to be some explaining to do, and he's not sure if he trusts the others to avoid the wrong things to say.


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 |

Looking confused, Eydis follows along. She wasn't sure who the newcomers were, but judging for the reactions of the group they were probably friends.


The entirety of the Tor seemed to shake as the horses galloped up, their weapons at the ready. For two of you, many of the faces were a familiar sight - the Jarl's most of all, his gaze hard and fierce. Runa stirred slightly at the noise, raising her head, and the horses had barely come to a halt before the Jarl was swinging off his steed and moving over to half-crush his daughters in a massive hug.

From the mud that grimes his armor and the blood that dries on his face, you can tell that Jarl Olaf has had a long night as well as he and his huscarls gather around you and the girls. Kraki Hallason is there, and Young Ljot, sour-spirited Berg Geirson, surly Hauk of Vastavikland, One-Eyed Sven, and even Old Ljot. Hallbjorn also looks on approvingly, his helm clutched under one arm, his eyes tired but bright.

The Jarl was no stranger to battle, and even as he embraced the girls he looked around the battlefield - it was clear that even without you speaking, he understood what had happened, and he listened patiently as matters were explained and Eydis was introduced.

"It seems you young-spears have had a night of it, too," your Jarl began once the tale was finished. "At first I had thought that you were young and foolish, unable to oversee my girls, then I thought you defeated or your mind’s-worth broken by what strange signs we found at the Meadows when you did not return. But when we began to follow the trail to find the girls, we realized it was your trail that we followed, and we saw the signs of your own battle-dew shed upon the path as you fought to fulfill your sword-oath to me. You have fought and bled for my household, and in my mind that makes you a part of it."

He glanced sadly towards Laralai's body, then tilted his head. Two of his huscarls darted over, unwrapping the linens used to transport bodies. "And there lies one who held true to her oath to the end. She died to save my kin, and so she shall be buried as one of them." he shook his head a bit, then looked back towards the three of you.

"Glad I am that you have saved my daughters from that evil witch, and happy I am to reward such warriors as you. When we return to Silvermeade, you eat, drink, and fill yourselves with good mead, for you have done well this day. And here in the sight of my own householders take from my hand these armbands that have graced my own arms since I slew the giant Hastral in furious spear-din. Truly you are warriors of Olaf Henrikson."

He unclasped a trio of golden arm-rings - among the richest he wore - and passed them out to you.

Each is worth 300 hs, and can be broken to pieces for trade - or held onto as a reminder of the events of this night. Most people would likely hang onto them. (Because, among other things, of the lack of great goods to buy. XD But it's up to you.)


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 |

Bowing to the Jarl as she accepted his and gratitude, Eydis replied, "Thank you, Jarl. I don't truly understand the events that have transpired here, or my part within them, but I will gladly accept your offer of hospitality. It was the arrival of your warriors that saved my life, of that much I am certain, and I would travel with them for some time to repay that debt to them and the memory of there fallen ally."

More than a memory...

Eydis glanced around for a moment at the voice. What had she just heard? Ever since she had awoken, she had felt...other. Different. Her connection to her God warmed her heart within her, but she could feel a second power as well. Her abilities during the fight had been stronger than before, she was certain. Perhaps it was simply having been so close to the Valkyrie's touch, but she was sure something was new about her.

But there would be time to ponder that away from this ill-fated hill. Slipping the band of gold onto her own spear arm, she made sure it was secured. The gold looked good on her arm and she nodded appreciatively.


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:

"You and your men followed with remarkable speed," Eindrid comments, "As fitting of truly talented warriors. The witch and her giants came for us in the shadows, as cowards; we were able to follow through this place only by showing wit and honor among the dead. There are dark omens among this place, and I would not stay further; we can tell more of the witch's death and her terrible servants once we've returned to the mead hall."

Eh, one of these days I'll get a cool legendary sword or something, but no rush.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

The unexpected praise, his own wounds, and the exhaustion caused by a day of travail and hard chase start to catch up with Hakon as the thick gold armband is presented to him. He takes it with both hands, bowing low, and then turns to eye the huscarls, his jarl, and then the wicked storm brewing overhead and the fallen stones.

"You honor us with your largesse, Jarl Olafson! My heart sings, and ever will I be glad to spill the battle-dew of your enemies. I will be glad to be quit of this place, and to bring your daughters safely back to your longhouse. My ax as always is yours to command, and ever shall it fall in furious spear-din in defense of your family."

He watches as Laralai is taken away, and has to fight the urge to sigh dolorously. Instead, he breathes in deeply, claps Eindrid on the shoulder, and moves to mount behind one of the huscarls as he gives the man directions back to their horses.


The Jarl laughed at Hakon's words. "Well-spoken, lad, but don't waste too much of your energy on words. We aren't home yet - your duty is not done until my daughters are home again."

The coming dawn glows pink over the endless field of barrows that surrounds the Tor as the storm clouds start to drift apart and disappear. After a brief discussion, Jarl Henrikson has decided to make a break for the forest to the south to try to get out of the accursed Barrow Lands as quickly as possible and risk the forest eves rather than the unquiet dead. The troop gathers at the foot of the causeway preparing to make a fighting retreat as the forms of scores of skeletal remnants of the ancient Andøvan still shuffle about dimly visible in the half-light.

The hordes of shuffling undead part at the base of the causeway, however, and one dead warrior steps forth in front of the others. The rotting silks and fine cloth still covers his cuirass of bronze below his hollow-eyed skull, though now in the early light you can see that traces of ancient dye still show where his raiment was once of the finest fabric. And he still carries that massive bronze sword of magnificent make, now point down in the earth. It is the barrow king who first allowed you to pass to reach the Tor, and he seems to want to parley.


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 draugr acted with honor, and allowed us passage," Eindrid comments to the Jarl and the other men. "He is no monster of the darkness. I would hear his words."

Eindrid approaches the warrior, but slowly and cautiously. "This is my jarl," he calls out, "Here to see justice done, and now we seek to leave your lands in peace, undisturbed. The witch and her monsters are dead, their captives rescued, and their sacrilege at an end."


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon trails along beside Eindrid, hand on the head of his ax, lips pursed as the surreal nightmare that this night has been continues. Even as he walks down with Eindrid, he makes sure to remain aware of the jarl's location and that of his daughters.


The barrow king looked at Eindrid as the Lawspeaker spoke, then raised both of its hands to about chest level, forefingers stuck out and pressed together. Carefully, it drew them apart and down to form a circle, then held out a hand expectantly.


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:

Eindrid carefully removes the necklace from the pouch and, holding it away from himself, passes it slowly in the king's direction.

Sense Motive (to see if he messed this one up): 1d20 + 9 ⇒ (2) + 9 = 11


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 |

Tense, Eydis watched as Eindrid handed over the necklade Sibbe had been using. The undead had refused to approach the mound...had something been stopping them from claiming it once again on there own?


The Barrow King took the necklace from Eindrid, and a stir ran through the crowd of skeletons behind it. There were no expressions, no emotions, but... there seemed to be a sense of satisfaction as the item was claimed. It carefully stowed the necklace away, then held out its sword, clearly offering it to your small group. You can see its name etched on the side, but it's Andovan - you'll need someone who can read it to translate it. Those behind you are clearly somewhat in awe of the offering - this is a rare gift indeed, a weapon worthy to be borne by a hero.

Once the blade was taken, the Barrow King turned around, and the army of skeletons disappeared among the barrow mounds as the dawning sun cracked over the horizon. It seemed your group would have no trouble returning home.

The weapon is a +1 furyborn bronze greatsword. Weapons with innate magical power of this sort are rare in Automatic Bonus Progression - normally, enhancement effects come from your own heroic power, and aren't necessarily even magical in origin. Attunement overlaps (and does not stack with) innate enhancement bonuses on items. Since it has an innate bonus, you don't need to attune to it in order to take advantage of its power (and ability to overcome DR/Magic). If you're not familiar with the Furyborn power, you can read up on it here.

(And you have no idea how much Eindrid's earlier comment made me laugh. XD)


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:

Wait, what bit made you laugh? And hmm, if only any of us could use a greatsword, heh.

Eindrid returns to the Jarl's party, hoping for an uneventful ride home.


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 |

I think it was the 'not wanting to destroy it' part.

Eydis nodded at the impressive token Eindred had received. "A most worthy blade, with a fine tale," she murmured admiringly.


The bit about getting a legendary sword. XD And hey, you never know...

Uneventful was one way to describe the ride - it was certainly more peaceful than the journey there, and if there were any monsters skulking in the morning light, they clearly didn't want to mess with a full war party of Northmen.

When you finally got back, the three tired (but safe) girls were quickly passed into the arms of the womenfolk of Halfstead, and more than a few of the Jarl's friends soon appeared to help. Runa was unconscious by the time you actually returned, though still breathing.

Still, it wasn't long before warm food started to appear, and cries for your tale to be told soon rung through the town. Even those who'd not been involved at all were keen to hear the tale, and there were quite a few cheers (and one moment of quiet) as the events of the night were told. Once the tale was done, though, you were allowed to rest - it had been a long winter's night, after all.

Over the next few days, a few treasures arrived at your doors, along with some fine mead and good food - tokens of the Jarl's esteem.

Eindrid, you have received a [Masterwork Buckler].
Eydis, you have received a set of [Masterwork Survival Tools].
Hakon, you have received a [Masterwork Chain Shirt]. Also, you should clearly note WHICH items in your profile are getting attunement bonuses. ^^

Runa woke up after two days in bed, tired but apparently back to her normal self now that the witch's foul influence was gone.

In addition, your experiences during the adventure helped you to grow. For helping the old man with the stuck wagon, the party has earned 100 XP. For saving the girls, 200 XP for each of them. For stopping Sibbe's foul ritual, 200 XP. For acquiring the magical greatsword - whose power to grow could make it potent even in largely untrained hands - 100 XP. All together, you earned 1000 bonus XP throughout this adventure.

You are now entering one of the Downtime phases of this campaign. There are several ways to spend your time. First, those with crafting abilities can work on creating useful things - not something I think any of you are doing now, but which might be useful in the future. Second, you can practice a trade. Given the particular culture of the Northlands, this means you can use either Profession (Farmer) or a Perform skill. You can accept payment in hacksilver (which can be earned once per week, not once per day, because even Halfstead is limited in terms of how prosperous it is - and there's only so much to spend money on anyway), or in the form of Goods, Influence, and Labor from Ultimate Campaign's downtime system. (Magic is not available) This reflects the North's preference for bartering - you might, for example, help a farmer in a field for a time in return for a promise of future help constructing something. This would allow you to, for example, work your way towards getting your own home(s). Note that the main home in the north is the Longhouse, which is larger and more expensive than a standard House. Finally, if you'd like to do something else with your time, ask about it and I'll see if we can make it work. ^^

This Downtime phase will last for six months (24 weeks).

Hakon: This is, of course, longer than you originally planned to be in Halfstead. XD Two seasons, in fact. However, the Jarl was quite impressed, and has written to your father in the hopes that you will stay in his household for awhile yet.


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 |

Downtime Rolls:

Week 1 (Farmer): 1d20 + 7 ⇒ (2) + 7 = 9 Labour 0 (0)
Week 2 (Farmer): 1d20 + 7 ⇒ (2) + 7 = 9 Labour 0 (0)
Week 3 (Farmer): 1d20 + 7 ⇒ (14) + 7 = 21 Labour 2 (2)
Week 4 (Farmer): 1d20 + 7 ⇒ (2) + 7 = 9 Labour 0 (2)
Week 5 (Survival): 1d20 + 9 ⇒ (18) + 9 = 27 Goods 2 (2)
Week 6 (Survival): 1d20 + 9 ⇒ (3) + 9 = 12 Goods 1 (3)
Week 7 (Survival): 1d20 + 9 ⇒ (10) + 9 = 19 Goods 1 (4)
Week 8 (Survival): 1d20 + 9 ⇒ (11) + 9 = 20 Goods 2 (6)
Week 9 (Farmer): 1d20 + 7 ⇒ (17) + 7 = 24 Influence 2 (2)
Week 10 (Farmer): 1d20 + 7 ⇒ (12) + 7 = 19 Influence 1 (3)
Week 11 (Farmer): 1d20 + 7 ⇒ (4) + 7 = 11 Influence 1 (4)
Week 12 (Farmer): 1d20 + 7 ⇒ (8) + 7 = 15 Influence 1 (5)
Week 13 (Survival): 1d20 + 9 ⇒ (6) + 9 = 15 Labour 1 (3)
Week 14 (Survival): 1d20 + 9 ⇒ (16) + 9 = 25 Labour 2 (5)
Week 15 (Survival): 1d20 + 9 ⇒ (4) + 9 = 13 Labour 1 (6)
Week 16 (Survival): 1d20 + 9 ⇒ (19) + 9 = 28 Labour 2 (8)
Week 17 (Farmer): 1d20 + 7 ⇒ (12) + 7 = 19 Goods 1 (7)
Week 18 (Farmer): 1d20 + 7 ⇒ (12) + 7 = 19 Goods 1 (8)
Week 19 (Farmer): 1d20 + 7 ⇒ (15) + 7 = 22 Goods 2 (10)
Week 20 (Farmer): 1d20 + 7 ⇒ (10) + 7 = 17 Goods 1 (11)
Week 21 (Survival): 1d20 + 9 ⇒ (10) + 9 = 19 Influence 1 (6)
Week 22 (Survival): 1d20 + 9 ⇒ (5) + 9 = 14 Influence 1 (7)
Week 23 (Survival): 1d20 + 9 ⇒ (2) + 9 = 11 Influence 1 (8)
Week 24 (Survival): 1d20 + 9 ⇒ (12) + 9 = 21 Influence 2 (10)

Totals - Labour (8) - Goods (11) - Influence (10)

Spending her time working land for the Jarl and hunting in the nearby countryside, Eydis slowly got to know the area, it's people, and its ways. She enjoyed her time, and it was a chance to heal from the wounds of the fire and the toll on the hill. And for her efforts she earned some gifts - fine timbers and cloths, the first shear of a small flock, and perhaps more importantly respect and promises. Promises of help and aid later.

She had changed. And it was more than simply dying, of that she was sure. Her hair, once blonde, had turned a pure white which made several people stare at her. People who had known Laralai. Her hair wasn't as long, but it had grown longer than she'd worn it since she was a girl picking up her stick.

And once, she'd glanced into a pond, and seen another girl look back...

It wasn't a possession, she felt sure of that. Laralai had gone to the Halls beyond. But some part of her, some fragment had remained behind. Her powers had changed. She called Mist from puddles, healed greater wounds than before. A small voice occasionally instructed her on how to use these new gifts. And a new tattoo had formed, on her chest, in the form of a Thrush. It was the same place Laralai had been struck.

She wasn't sure what was happening. But prayers to Wotan, studying the signs and portents, had revealed nothing malicious. And she was content, for now.


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:

Eydis—I think you still need to pay half cost!


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 |

Yes, I figure that's what I'll be using most of the plunder for. I assume I don't have to pay until I cash those things in, not when I get them? Otherwise it's gonna take a long time to build a house...two bedrooms, a bath, an outhouse, a kitchen and a sitting room costs over a grand.


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:

Well, sure—but a house with just a bedroom and no fancy cooking/bathrooms is only 300 gp. Which still ain't cheap, hmm.


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:

Eindrid sees no reason to sell his armbands just yet; while he is one of the rare Northlanders to see no interest in flaunting material wealth, this particular piece of jewelry tells a story, and without a pressing need for capital he sees no reason to part with whatever recognition it might earn him.

Instead, he spends the summer doing what he always does; working as a chronicler, performer, and witness to agreements between men in Halfstead. He dares not use his ability to speak judgments against his fellow men; but, woven into his songs, he can issue short commands to wild or unbroken animals, urging horses to stop kicking until they can be bridled and wolves to cease running until they are brought down by arrows, explaining this as new soothing animal lullabies he picked up from the wise women he's begun to travel with. He earns more than he's used to, though not by much; and by the end of a few months, he's accrued a large enough wallet of hacksilver to buy a few extra weapons and quivers to hold him.

There's something on the air in Halfstead. Eindrid couldn't quite put it into words, but he recalls the hordes of shambling dead, the Andøvan barrows, and the deep fear he felt in their presence but never let on. Had the Draugr king not been a monstrosity of honor, he would be dead now; and he awakes at night, occasionally, in a sweat, picturing the crawling hands of skeletons all over him.

Knowing that he is alive only because of trust, and not skill—and seeing his first ally die—has had a sobering effect on Eindrid. He is no longer the first to stand to attention when the names and deeds of outlaws are called out; his hand no longer goes to his sword when calling on others to return to broken oaths.

And, more significantly, he quietly resolves to not travel on the open road until there are others by his side, or he has gained the skill at arms to properly defend himself alone.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Their return to the longhouse and subsequent reception is everything Hakon could have wished for. The mead doth flow, the women are flattering with their compliments, and for the first time he feels at ease with the jarl's huscarls. Laughter and song fill the nights, and almost Hakon can forget the walking undead, the flickering lightning and the witch's foul incantations.

Almost.

When the jarl asks him to stay on a season, Hakon readily agrees; playing the part of a hero suits him well, and there's no such reception awaiting him back home. He spends his months in the jarl's longhouse with the other huscarls, engaging in wagers and wrestling bouts, honing his skill with his ax and riding forth with the jarl's men whenever their presence is called for.

It's an easy rhythm, and one that he finds to his liking. He listens in when the jarl allows him to partake in his councils, and on occasion dares to offer advice of his own. He meets visiting officials, and several times goes along with the jarl on diplomatic envoys of his own.

The months pass.

Yet still those memories persist. On occasion, Hakon awakes at night, covered in sweat, hand going for his ax. The witch cackles in his ears, and the giants raise their mighty weapons to cut him in twain. Laralai falls, her words torn from her mouth, and the jarl's daughters are not saved.

They came so close to failure.

It's this knowledge that prevents him from relaxing. So even as he wears his golden armband with pride and distributes the remainder of his hacksilver wealth amongst the people and other huscarls, he remains focused. Knowing that evil lurks just beyond the borders of their civilization, and that some time soon it may once again steal into their lives to their utter ruin.

Not trade or profession checks. Instead Hakon lives the life of a jarl's son, and distributes all his wealth but his golden armband to the people.


And exactly how much wealth are you distributing (in GP), Hakon? This is very relevant. (See 'Ring-Giving' in the Campaign Info tab.)

Spring turns to summer, and summer to autumn as the time passes. Hakon's gifts of wealth were met with smiles of approval from the Jarl, as were Eydis' labors in the field. The hair got a few odd looks from people, but those were laid to rest by sweat and effort. Eindrid's tales were recognized as well, and from the jarl's occasional glance, it was clear he understood that the Lawspeaker had truly begun to mature as a result of his experiences in the frightful Barrow Lands.

As autumn begins, however, a change comes over the community. Jarl Olaf has decided to take the Long Serpent, his best longship, farther north than any Northlander has ever sailed, far up the coast of Nûkland and into the mythical land of the Far North. This is not a casual decision; the whale and seal hunting has been poor this year. Adding to this, the harvest is expected to be well below average for it has been a cool and wet summer. If provisions are not laid in for the winter, or at least something that could be traded for grain such as walrus tusk or sealskins, things are looking to be grim for Halfstead. True, the jarl is wise and keeps a well-stocked granary, but he is also loath to tap it unless absolutely necessary.

Thus, he has assembled a crew of huscarls, favored sailors, and other householders, a total of 60 men, not including the three of you. The Long Serpent is a fine ship, much used in whaling and raiding, and has many times carried the jarl into battle with both men and beasts. Common lore says that she is a lucky ship and those who sail on her return rich and draped in glory. The three of you, as minor householders of the jarl who recently gained some notoriety over the rescue of his daughters from the witch Sibbe the Unkempt, are invited along on this voyage - your first under the command of your jarl.

At this point, you can purchase any supplies you feel you want to take on the trip. Food will be provided, so don't worry about that. You're definitely going to want cold weather gear. Once you're prepared, we'll get started. ^^


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:

Eindrid has little to buy—and he had his own cold-weather gear when he first arrived, and beyond a few good throwing spears there is not much he could actually afford.

He is a bit nervous about returning to the far north; while he is one of the few residents of Halfstead to have traveled through Ulnat lands, he only knows the land, not the sea, and never actually learned the language of his ancestors. He keeps all of to himself, of course; he is no more eager to be identified as half-Ulnat than he is to admit that his father was also one-quarter giant. So he simply accepts a place on the voyage, and silently hopes to do battle with whales instead of northerners.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

The days leading up to the launch are filled with feverish activity, yet Hakon strives to remain calm amongst it all. He acquires a set of cold weather clothing, but otherwise contents himself with his chain shirt, shield and hand-ax. As the son of a jarl he lives with the presumptious assumption that his needs will be cared for by others; he's a member of Olaf's household, and as such his focus is solely on his weapons and armor.

He smiles broadly when he sees that Eindrid and Eydis are to join the expedition, and spends some time catching up with them before setting out on the journey. He has one last feast, drinks deep, and then the next morn appears ready for the voyage.

Deducting 8HS for cold weather clothing.


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 |

Happy that she had been chosen to go on the expedition, even if she wasn't sure she was worthy, Eydis took time and chose what equipment and clothes she could find with care. She wanted to be prepared for as much as possible, so as to not let the Jarl down. This was a dire mission, and one that would see people fed well or go hungry. As soon as she was needed, she would head for the ship.


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:

Right... and Eindrid now bought a longbow with most of his skeleton trinkets, keeping the rest. He'll save gift-giving for when he knows the locals a bit better, or holds a position of power.


For being a Ring-Giver, Hakon has earned 30 XP for the party.

When five days out of the North Sea and into the embrace of the Great Ocean on your journey, Young Ljot yells out that he has spotted land. A small glint of reflected light can be seen on the horizon. Jarl Olaf orders that a course be set toward it. As the longship approaches, a huge iceberg comes into view, less a floating block of ice than an island — a full glacier perhaps — of ice drifting through the sea. Such a large iceberg has not been seen in generations.

As the Long Serpent sails around the iceberg, it soon becomes clear that there's a valley of sorts on the iceberg, and at the head of the valley can be seen a structure of ice with towering spires and a broken curtain wall. Jarl Olaf soon has the Long Serpent brought to within a short distance of the shore, nearest where the valley lies. Ordering the oarsmen to backwater to hold the ship steady, he addresses the crew.

"Hold her steady Old Ljot! This sight is strange to my eyes, and I desire to learn more about it. Is this unnatural thing a threat or a boon? In my father’s father’s time, a great fortune in gold and silver was found on a city of ice afloat in the sea, blown across the whale road by forces unknown. Does any here have the mind’s-worth to explore this palace of ice with me?"

"We will!" Most of the crew looked over as four of the Jarl’s huscarls, One-Eyed Sven, Berg Geirson, Young Ljot, and Hauk Arinbjornson - volunteered. The Jarl looked towards your group a moment later.

"And you three?" he asked.


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:

"Seems like a broken-off piece of a far away land," Eindrid muses. "Possibly an ill omen, or a work of Jotuns... but surely someone needs to tell the story of this place, so I'll follow for that."


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 strange sight for a moment. She'd never heard of such tales, a city afloat in the sea, and had no idea what to make of it. "It is odd tidings, to see a city upon Ran's Hammer, my Jarl. I can only imagine that such a thing would happen by a mighty hand - perhaps even that of the Gods. But is it ill cursed, or Gods-blessed? I would much like to know how this came to be in either case. I will gladly explore it's strange halls."


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon strives to hide his amazement at the sight, and then straightens before his jarl's gaze.

"Where you lead, there goes my ax, Jarl Olaf. This might be the strangest sight of my life, and I would plumb its depth and learn its mysteries - before carrying away all its gold!"

He grins rakishly and raises his ax, turning to the crew in the hopes of eliciting a cheer.

Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24


"Aye, then, let's see what Wyrd has been spun for us. Take us in!" the Jarl bellowed to the oarsmen, and they moved the Long Serpent even closer to the massive iceberg. However, 'close' was really more of a loosely-defined term, and the ship couldn't get nearer than seven feet. All was not lost, however, as the Jarl directed the oars in the ice side to be extended and held steady. With barely a pause, the other four jumped up on them and ran across without so much as removing their armor (to cheers from their crewmates), and the Jarl beckoned for the three of you to follow them to the ice.

To successfully run the oars, make a DC 10 Acrobatics check. Speed enough to maintain balance is a critical part of doing this, so you may not Take 10 on this particular check.


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:

Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10


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 |

Acrobatics: 1d20 - 2 ⇒ (19) - 2 = 17

Watching the other cross with a sense of trepidation, Eydis followed none the less. None would say she shirked. She just hoped she didn't flounder in Wotan's eyes...

Much to her shock, however, she crossed with little difficulty.


There were more cheers from the sailors still in the boat as the three of you nimbly crossed - cheers broken off a moment later as a sound like the Horns of Hel suddenly blasts through the still air. All eyes turn toward the great ice massif in the center of the berg as the braying blast sounds again, echoing off the surrounding waves. A great mist of ice crystals has arisen from the ice cliffs from the force of the horn blasts and drift in shimmering clouds around the cliff. Suddenly, the ice crystals begin to swirl and are picked up and swept along as if by a heavy wind that is suddenly issuing over the tops of the cliff and down toward the edges of the berg. The clouds of glittering ice descend toward you like a rapidly lowering veil, obscuring all in their path.

The gale hits you in just a few seconds-

Fortitude DC 15 (Eindrid): 1d20 + 7 ⇒ (13) + 7 = 20
Fortitude DC 15 (Eydis): 1d20 + 4 ⇒ (19) + 4 = 23
Fortitude DC 15 (Hakon): 1d20 + 5 ⇒ (17) + 5 = 22

-although all three of you are able to resist the force of the wind and avoid being knocked flat by its force, but only by crouching to resist the weather. Even the loudest shouts are drowned out as the wind howls, and visibility is inches at best as ice starts to coat your bodies. Over the course of the next fifteen minutes, the cold gets worse and worse, seeping through your clothes with a supernatural chill.

Fortitude DC 15 (Eindrid): 1d20 + 7 ⇒ (5) + 7 = 12 for Nonlethal: 1d6 ⇒ 4
Fortitude DC 15 (Eydis): 1d20 + 4 ⇒ (3) + 4 = 7 for Nonlethal: 1d6 ⇒ 6
Fortitude DC 15 (Hakon): 1d20 + 5 ⇒ (5) + 5 = 10 for Nonlethal: 1d6 ⇒ 6
All is not yet lost because this is what Skills are for!
Survival (Eydis): 1d20 + 9 ⇒ (1) + 9 = 10
Survival (Hakon): 1d20 + 6 ⇒ (11) + 6 = 17
...Hakon can't help himself, but he can give enough of a boost to Eindrid to let one of you avoid damage from exposure.

Despite the best efforts of your entire group, however, the chill hits you hard. (As Exposure to Cold.) Not an auspicious start.

Just as suddenly as it arrived, the wind disappears. The glittering blanket of ice and snow slowly settles to the ground, providing visibility once again, but the sight that it leaves is heart-wrenching. The gaunt ice cliff and its descending vale stands as it did before, and the strange ice spires still rise high atop it. Of the huscarls who came ashore with you, however, there is no sign. Looking seaward provides even more anguish. The ocean is a flat blue mirror, even the normal waves stilled in the wake of that hellish blast, and the Long Serpent is nowhere in sight. You are alone on the sea and trapped on this island of ice.


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 |

Shouldn't we all get a +5 for wearing Cold Weather Gear on the second fortitude save, or was this one a magical effect that negated it?

"Where did they...?" Eydis allowed the question to trail off. Freezing cold as she was, it was stupid to question. No natural gust had blown the ship, the Jarl and his men away. It was an ill omen, but nothing could be done for now.

"Perhaps the wind blew the Serpent out of sight, or the island turned under the onslaught. For now, we should see if any of them are on the island, and then we can try and find where they are if they are not. Shall we head for the city and try and get warm, so we can continue the search with all our fingers and toes?" Frostbite was a real and dangerous concern, after all.

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