Alright, I don't know how much of a chance that I have of selection considering CampinCarl's wyrd to join the campaign. However, life is competition.
I really enjoy my Óbjarni character, Norse culture, and mythology, and his original campaign was cut short.
So, after my first read of the Player's Guide, I'll make Óbjarni an Estenfirder and well-practiced viking and skald.
Óbjarni was becoming too popular. A rival who seeks to become the first jarl of Estenfird orchestrated the Althing of Estenfird to convict Óbjarni and outlaw him for witchcraft.
Óbjarni made his way to Halfstead and then to Silvermeade Hall to join a new crew. He has kept to himself for 40 days looking for omens of wyrd and chooses to step forward with the heroes to fill the role of their departed skald.
He will be an excellent sailor, orator and singer.
Skald 6 (Dragon Skald)
GM, Are you good with using Bluff (Perform Inconspicuous Action) to conceal the casting of spells?
I think I found the post of the collection of the crew for the current trip. So, my Dragon Skald should fit well as a sailor.
However, I cannot find Silvermeade Hall on a map. Can you tell us about the demographics of the settlement, so backstory can fit.
Then, his backstory would explain why he has kept his tongue for over forty days. Maybe mourning or exile, need to think about it.
cheers
PS This Gameplay is an awesome read!
I'll rebuild this character as a Skald 6
It's late. I need to read the player's guide to develop a backstory.
cheers
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
"Hjalvar, be quick about it. I want to escape to the sea," Óbjarni repeats ready to escape.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
My family and I are traveling out the country tomorrow until September 8. I will have infrequent access and opportunity to post. Bot me as necessary.
cheers
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
"Hjalvar, if you're going to check it out, be quick about it. I want to escape to the sea," Óbjarni calls up the stairs ready to escape.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
"Hjalvar, you see a door to the walls or anything interesting up there?" Óbjarni calls up the stairs ready to escape.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
eh. Either way, does anyone want to finish the tower while we're here?
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
"Where are those doors to the walls?" Óbjarni remarks as he ignores the books, too.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
"I really want to torch that thing," Óbjarni says about the tapestry. "Let's check out upstairs. There should be doors to the walls."
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Is everyone as healed as we can get?
"Sonja, try the keys of the Decanus on the tower door. If they don't work, Gromplejak might want to open it." Óbjarni suggests while watching the walls for archers with his own bow.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
With all his plunder secure, Óbjarni readies his longbow with an arrow nocked. He follows Will through his magic window.
Óbjarni left the Saxon servants with Sonja, because he believes that she can actually speak to them.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Óbjarni takes a longbow, a quiver of 20 arrows, two coils of 50 feet length of rope, and five torches. He looks for flint and steel.
"Gromplejak, there are other weapons in here that you may prefer. Can you take those kegs of oil and four coils of rope, too? The kegs make big fires for cooking Romans, and the ropes could be useful. Let's load up on as much food as we can carry without slowing us down."
He also tears up the Roman banner to prepare five bottles of rotgut to explode. He sacks 10 pounds of food for himself.
"Do we want to escape or kill everyone? If we want to kill everyone, why don't we attack that big tower in the back where the loot is? Most of the guards are defending the gatehouse, so the tower should be empty or not defended. Then, we can attack the gatehouse."
Are there doors from the tops of the walls into the tower 21 and gatehouse 3b & 3c? How do the guards patrol the tops of the walls? thanks. How crazy is the idea to swim across the moat?
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
"Like the cleaver, I prefer using everything available. Do with them as you wish."
He finds the keys of the Decanus and tries to unlock and explore the last two rooms (12 & 13).
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Reviewing the map with Will, Óbjarni replies, "The moat beyond might be challenging if we're loaded with gear. Let's see what material we can find in here."
==================
In the kitchen, Óbjarni casually collects the long meat cleaver and locks/bars the back door if possible. Then, he motions the couple of kitchen staff toward Sonja. He suspects she can speak to them and wield the cleaver in her off hand. As the last one out of the room, he grabs something portable to eat.
Diplomacy to get the couple to go with him: 1d20 + 7 ⇒ (19) + 7 = 26
When he gets to Sonja, he hands her the cleaver and says, "Think they work the kitchens and don't speak Norse. Might have useful information. We need to find some backpacks to carry food and gear."
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Cool. Can you put the location of the five archers that shot at Óbjarni, so we know where they were when we closed the door?
So, Óbjarni has a longsword now. Who is taking the chainmail?
While Óbjarni investigates the dining room with the Roman banner is sees into the back room (11) with another door. He thinks he sees some people, "Hello?"
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Óbjarni first focuses on helping everyone don armor who has not yet. He inventories the longswords available wondering if everyone has a sword now. The use of magic does not surprise him. He knows it exists but decides now is not the time of existential questions about how they affect it.
Does everyone have a longsword now? Sonja Vengeance-is-mine, I assume you would claim the Decanus's sword by killing him, right? What about shields? Does everyone have one that wants one?
After up-armoring his companions, Óbjarni will join the search of the office of the Decanus. "Hey, here's a map of the prison with guard posts! What's the best way out? Let's examine the map before we open any more doors or use the magic window."
Perception take 10+4=14
When someone else finds the rotgut and banner, we can start making Molotov cocktails using the torches.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 11
When the door closes, Óbjarni stops chanting and looks for the lock or bar. "We've five archers targeting this way out. Gromblejak, do you know the layout of the prison? We may have a way to get through a wall with the magic window. Do those rooms have anything useful?" Óbjarni asks looking for ideas and options.
free to stop Rage Song. Lingering Performance continues effect 1 of 2 rounds. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC
move action to bar/lock door
standard action to ready total defense
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 10
Óbjarni continues chanting to reinvigorate himself and moves up to the door behind his shield taking cover from the doorway. "Does the Decanus have any keys?" He asks behind him. Maybe the wounded can search him.
free to maintain Rage Song 6 of 9 used. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC
Skald's vigor = Fast Healing 2. HP 7 +2 FH = 9 current
move to door
standard action to take total defense and cover of the door. AC 21 (25?) = 17 +4 total defense +4 cover?
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 9
Óbjarni steps over the dead dog to make more room in the bottleneck. He attempts to club the last dog but is distracted...
red dog: 1d20 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
5 ft step
free to maintain Rage Song 5 of 9 used. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC
Skald's vigor = Fast Healing 2. HP 5 +2 FH = 7 current
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
I delayed posting because I was embarrassed about causing this mess and have been PMing Hjalvar trying to get him to reconsider leaving. He accepted my apology but believes his rant prevents him from returning.
I'd prefer 5 players. I don't want Hjalvar to leave. If he does, I think we need to recruit but I don't know if I would recruit now or later.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 8
The dog bites Óbjarni's exposed leg and rips it open. He continues chanting a battle song recovering strength from his favorite part and attempts to club the fighting dog. However, he slips on his own blood but remains on his own feet.
red dog: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8
free to maintain Rage Song 4 of 9 used. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC
Skald's vigor = Fast Healing 2. HP 9 -6 dog +2 FH = 5 current
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Stunned.
My posts were not intended to be harping only suggestions.
Please let me apologize. There's no reason to punish yourself and the game by dropping out.
I will never make another suggestion to you again.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Jelani hasn't post the round summary. You could post a redo or modification. I've posted redo actions in his other games.
cheers
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
You can't get to Will until the dogs are dead. Gromplejak can't reach the dogs over you AND me.
Your position is bad now.
cheers
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Good for Kellen. Besides wool, I only needed a prism for Read Magic.
Hkalvar, can you not stand in front of the giant, so he can attack over the frontline?
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 7
"Hjalvar, get out of Gromplejak's way!" Óbjarni starts to inspire everyone again chanting a battle song while trying to keep his new shield between himself at the dog.
standard to start Rage Song 3 of 9 used. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
The original description of the veil did not have a separate purse as the quotes above show. Objarni pulled the only bag hoping for a spell component pouch but got a bag of gold.
It would be great if you would just give Kellen his spell component pouch now.
cheers
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 6
Óbjarni follows the charging Jotun and moves around Gromplejak beside Sonja. If Sonja hasn't already killed the Decanus, he swings his club at him.
If the Decanus is already dead, Óbjarni grabs a shield.
move
club: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 & if hit, damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 5
Óbjarni grits his teeth as Sonja steps up and removes their tactical advantage. He steps up to replace her trying to make room for the Jotun to reach over her.
He pinches a bit of wool with his left hand from his stolen guard's tunic and says, "Decanus, the gods are coming for you." The pinch of wool ignites and burns away.
5 ft step up
Daze on Decanus DC 13: 1d20 ⇒ 16 save
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
DM Jelani wrote: Large wooden shield, Gromplejak kinda already took it, but you can have it. Oops, missed that. No, no. Let the giant/wookie win.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 4
Óbjarni grabs and readies the shield of the dead blue guard back. "Gromplejak, take the guard's longsword."
He readies to strike the guard if he steps into their kill box.
Move action to ready the shield. What kind of shield is it?
Ready club if guard steps into the kill box +weapon song: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
confirm threat: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
if hit, damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
if critical, more damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 3
Óbjarni contines to drag the body and shield of the dead blue guard back toward the giant.
"Gromplejak, I'll stand with you. I brought supplies." He says as he passes behind him.
Double move toward and behind the Jotun. Can't remember if he has to the take the stairs to get behind Gromplejak.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 2
"Damn horn. Leave? Where to? Which door? Listen to the Jotun. Let's regroup, and survive their initial response. We still have the magic window and chimney as bolt holes." Óbjarni responds to his companions.
He drags the (dead blue guard's) body and shield of the dead guard back toward the giant.
Stop Rage Song.
Double move toward giant.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Round 1
Óbjarni follows his fellow released prisoners into the room and closes on the living guard. He continues his song of war, of rage at their captivity and mistreatment that fills the hearts of his companions with burning fury.
Rage Song 2/9 used: +2 str and con for everyone, and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You may choose to not receive its effects.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
I'm back. Slow to catch up. Welcome Hjalvar, Bard of the North.
EDIT - I'm unclear on the original two chainmails and longswords. Objarni would take one of each if available. Please advise before I post in combat. thanks
EDIT 2 - Did the two outfits of the two original guards include anything made of wool? I just need a pinch for material components.
cheers
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Óbjarni is amazed at how quickly the guards dropped while working together. He kneels down next to the guard that he had grappled and starts removing his armor. "Someone should watch the front door while we strip their armor." He says ignoring Sonja's justified actions.
After a few moments, he notices that they are not alone and whispers "There looks like someone over there. Maybe they want to escape, too." At over 35 feet away, he certainly doesn't want to start a conversation with the other prisoner that would bring more guards.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
My family is taking a week vacation without Internet starting next Monday July 13 and returning the 20th. Please DMPC me.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Yes, I wanted Óbjarni to move the first guard. I haven't grappled very much and didn't realize that I had to pick either move or pin.
Bjorn, please let your roll aid Óbjarni's grapple in the Surprise Round. Then, please do something to the second guard with the signal horn! Grapple him. Disarm him, i.e. take the signal horn! Thanks
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
"Bjorn, don't let him blow that horn." Óbjarni suggests.
Is my guy pinned after two successful grapples?
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
@Bjorn
Óbjarni missed his grapple by one. If you aid another, the guard would be grappled in the surprise round. Then in Round 1, Óbjarni could move him out of the doorway, in order for us to get to the second guard.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Surprise Round
When Sonja starts to gut the guard, Óbjarni reaches out and attempts to grab him.
grapple: 1d20 + 3 ⇒ (9) + 3 = 12
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Óbjarni waits not trusting his own ability to hide any preparatory actions. He keeps his head down like a docile prisoner watching the guards with his peripheral vision.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
So it seemed the prisoners had consensus about waiting and jumping the guard. The lock-picker didn't appear or sound Norse or multi-syllabic. Óbjarni trusted him with the magic lock-picking tools, so he could trust him with the dagger. He walks over to Will and hands him the dagger hilt first with full eye contact and a nod.
Give Will the second dagger
Óbjarni tucks the veil into his outfit and starts hanging onto to his manacles, so it looks like he is still attached. "So, we wait for the guard to come inside our cage and then kill him."
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Óbjarni secured the coin purse into his prisoner's rags. He was a bit disappointed hoping for a pinch of wool to focus his Töfrar.
"Considering the guards heard Will's tinkering, I don't think all of us will be able to sneak out of the cell. We could hold our manacles above our heads looking locked up and jump the guard when he inspects us inside the cell. We just need to put down the guards before they can raise the alarm."
Maybe Kellen and Óbjarni can focus on the far guard with Sleep and Lullaby, while the others use the daggers on the guard in the cell.
HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4
Óbjarni thanks Will when he unlocks his manacles and then peels off the two daggers. He hands one to Sonja and keeps one himself. (Sorry guys, he doesn't trust you yet) Then he whispers, "Sonja, I like your plan with the window, but we must be certain the wall goes to the outside."
He then peels off the bag and looks inside. "We could pretend to be manacled when the next guard visits. Or Will could unlock our cell door and we could jump them when they enter the room."
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