DM - Voice of the Voiceless |
At Kjell's call there is a crash and thump followed by curses in Varisian. A few moments later a weatherbeaten and tanned face pokes around the edge of the door frame, crab juice dripping down his chin "¿Quién es que a esta hora? Sonido divertido que tu voz."
Remember that my base assumption is that you all speak Skald unless stated otherwise ;)
Torgeir Strømsvik |
Torgeir casts a baleful eye over the scene;
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Profession (Sailor): 1d20 + 6 ⇒ (10) + 6 = 16
The dvergr grimly smiles while readying his ax;
"Heh. Sure some of you langr-shanks have sunnan blod and will tala their mewing tunga..."
langr = long
sunnan = southern
blod = blood
tala = speak
DM - Voice of the Voiceless |
Sense Motive: 1d20 ⇒ 5
The fisherman's demeanor does not change as he squints into the gloom, clearly only able to make out silhouettes in the dark... surely otherwise he would have more fear at the sight of seven heavily armed reavers.
"El pueblo se encuentra justo arriba de la ruta. ¿Te has perdido de un barco?
Gylfir Faegeancor |
To his companions, "He says there is a village up the path. I will see if I can learn its name so we know what's ahead."
Sheepishly Gylfir responds to the fisherman, "Un poco perdido. Ponemos tierra de suministros. Hemos encontrado un poco de agua, pero quiere para comprar algo de comida. ¿Cuál es el nombre del pueblo?"
Bluff -> 1d20 + 0 ⇒ (20) + 0 = 20
DM - Voice of the Voiceless |
For some reason trusting the strange ones that came in the night and talk in foreign tongues. The man chuckles "Se llama Orihuela. Si quieres para la comida, lo mejor será ver a Ramón. Él estará en la taberna por ahora. Di ... si tienes hambre yo podría prescindir de algunas de cangrejo? Acabo de hervir mi captura." smiling earnestly at the chance of perhaps earning some coin.
However you're wary of coming closer... you're fairly sure the fisherman wouldn't be so genial if he could see you for what you are...
Gylfir Faegeancor |
"Gracias padre, pero es mejor estar en nuestro camino. Disfrute de su cena."
Gylfir nods his head back up the beach the way they came. "Let's get back.
DM - Voice of the Voiceless |
Ok - lets get this rolling again :)
Gummi shrugs his shoulders at the talk "He seemed simple enough, probably little chance he'd let slip our närvaron till at least morgonen... but if you think it needed we can brain him."
närvaron - presence
morgonen - morning
Need a confirm on whether you seek to knock out the crab eating salt or not...
DM - Voice of the Voiceless |
The group makes up the path towards where the village was said to be lurking. The shack is distant and beyond your sight before the first signs of life loom up before you. You do not spy any real outbuildings before coming up on the edge of the town circle. The buildings are laid out in a lazy circle with entrances facing inwards towards the center where you spy the flicker of firelight. The buildings nearest are dark and look to be homes, while between the gaps you see some activity around a larger stone building across the circle.
You spy a couple of souls near to the fire in the village circle, and there are snatches of song on the air coming from the far tavern.
Judging by the size and number, you'd wager between 20 and 40 souls call this village their home.
DM - Voice of the Voiceless |
Barring opposition...
The group makes it's way away from the village and back to the karvi. By now it is in the depth of night, though you wager there is still time enough to make it back to the village before daybreak.
Njáll and the brothers that went for water are still away, but Sámr greets your return "Hail vikingr... what tidings have you? Anything worth our time?"
DM - Voice of the Voiceless |
Nodding the huscarl replies "Fair enough, we'll await the others and make sail."
It is early morning and almost to daybreak by the time the others return with the barrels of fresh water refilled. They are taken back aboard the Karvi and you push off again under oars until you are at sail again... heading East and towards the mainland.
Later that day, after all have had a chance to rest and sleep, the huscarl call to and broach the issue of the mainland. Sámr does the speaking "We sail east and towards the fastland... but we've a choice to make. We are but a single karvi and there are vessels asail and great cities of the soft Southerners that would swallow us whole in their size. But it we are too cautious we'll not be taking much in plunder back to make a name for ourselves."
"So, the choice as I see it:
North and East - and hunt the degenerate races that hide in the shadows and caves.
East and South - to prey on the native tribes and gypsies that wander the land.
Turn South - and seek another village on the isles that seems ripe enough for sacking."
Letting the words hang in the air for a few moments so you can savor them he finishes "We stand in the prow, but I would hear the words of the karvi's belly before we make our bed to lie in... what say you?"
Torgeir Strømsvik |
Torgeir thinks then spits before speaking in his typically blunt fashion;
"Hellir? Damn langshanks cannot auga in the myrkr, so Nord is nei good. The tribes und gypsy are villr, we may not hitta them... Find a feitr village I say..."
hellir = caves
myrkr = darkness, black
villr = wild, astray
hitta = find
feitr = fat
DM - Voice of the Voiceless |
With grumbled mutterings around the karvi supporting your plan the huscarl nod. "Aye, a fair choice - let's bring her around" and the sails are tacked to guide the ship more Southerly. Waves come and go as you cut a path South and near to the string of islands on your right that make the outer edge of the bay. Eyes watching and looking for a target...
Two options:
1. Give me a skill check that you think relevant (Perception, Knowledge Geography, etc) for discerning a likely target and the group's success / failure will impact on what is found.
2. Give me an IC post of what you look for - small fishing boats, mountains that might hold metals, sheltered bay, etc. And if you do a good descriptive post then that will impact on what target you pick out.
Torgeir Strømsvik |
Torgeir’s gaze scrutinizes the horizon and coastline. One clear eye, sharp and narrowed, whilst his ruined, milky orb gazes beyond and nowhere... Searching for signs of life, of settlement, of "civilisation"...
With his atypical disgruntled tone the dvegr growls aloud;
"Gæta for eimi fingr... Fjalldr eik... Vatn even.."
Torgeir looks for smoke/chimney trails, inlets and signs of felling timber.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Knowledge: Nature: 1d20 + 5 ⇒ (18) + 5 = 23
Profession: Háseti (Sailor): 1d20 + 6 ⇒ (10) + 6 = 16
gæta = watch
eimi = smoke
fjalldr = felled
eik = tree
vatn = river, waterway
Roluo Krage |
Roluo sets his gaze across the horizon between turns rowing. His gaze rests upon the water, looking for signs of dirt and other farm runoff. Moving to the trees, he looks for signs of cutting or roads, or the telltale dust of travelers and peddlers making their way between cities. The sun shines brightly, and he looks about for the smoke that would signal a large fire or many houses, weak Southerners doings their best to stay warm, unknowing of the deadly frost coming at them in the form of a raiding vessel from the unforgiving North.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
K. Nature: 1d20 + 5 ⇒ (6) + 5 = 11
P. Sailor: 1d20 + 3 ⇒ (2) + 3 = 5
Kjell Carlufsen |
Kjell scans the shorelines as he puts his back to the oars. He looks for signs of smoke rising from inland or heavily vegetated islands that would lead to prosperous logging or farming, not thickets mid you, but proper wood for building and trade.
Survival: 1d20 + 4 ⇒ (2) + 4 = 6
Pereception: 1d20 ⇒ 10
DM - Voice of the Voiceless |
After a few days sailing and passing by some possible targets that were either too large or not tangible enough, Torgeir and Roluo spy something that could be worthy of attention.
In a sheltered bay screened on one side by mountains and the other by a partially cleared forest you spy a small town. They do not appear to have any docks of significance, so are unlikely to have any vessels to challenge your own. Gylfir spies a sparkle sitting slightly higher than the general treeline that he thinks could be a church spire. By the size of it, you'd wager about as many men as the village you thought beneath you... but many of the buildings here are of stone and not of wood and in the burgeoning afternoon dark you spy trails of smoke. Torgeir wagers that there might be a hole at the foot of the mountains...
The huscarl listen to your and your shipmates tidings of the target and nod their heads "Aye, this will be a fine test." turning their heads to strategy...
Samr promotes a two-pronged attack - one force to set down in the forest at night to come upon the village from the land-side. The rest in the karvi that will sail in come daybreak to the bay. The boat will flush out the fighters and those from the forest will strike while the landsers heads are turned.
Njall disagrees with splitting your men and urges beaching the karvi around the edge of the bay now and swarming along the shore, taking the village this very day.
Casting the floor open to suggestions, the three brothers speak passionately for a true Ulfen raid. Sailing into the bay with colors flying and the dawn rising in the distance. Karvi beaching into the heart of the town to let the warriors fight and plunder as Gorum drives them.
The sentiment upon the karvi is even, and not one of the tactics holds a sway of all. Heads turn to the slayers of the draugr... so as to ken their counsel.
DM - Voice of the Voiceless |
There is some ill sentiment at the thought of a night assault, from the brothers "Only the dvergr can see in dark as well as day... what of the rest of us? It is better we wait for the day to break so we do not cripple ourselves"
For framing reference - you'd wager the settlement will have some degree of fire that you could use for guidance.
DM - Voice of the Voiceless |
Grimly "Very well, we'll trust the dvergr... but we'll need your eyes on the prow to guide us in."
The rest of the day passes with thick tension and the quiet only punctuated by sharpening of blades and girding of loins. Of all the others Gummi and Samr seem the most calm - the old hand resting with his pipa while the huscarl snoozes in the prow.
Nightfall comes with no overt sign from the settlement that your ship has been seen as a threat nor entreaties made from it. Beckoning Torgeir to the prow Samr takes your place at the oars and you begin to muscle the karvi landward...
Profession Sailor from Torgeir please, to reflect your guiding into the bay.