Helga Evadottir Alfchild |
Helga goes to her sister, and is relieved to see her still alive and recovering consciousness. Then she sees the mark ...
Knowledge (Arcana or Religion): 1d20 + 8 ⇒ (10) + 8 = 18
I'm good with whatever you decide, but an arcane caster is always good to have around, and Helga's only a half-caster really.
Stefnir Ogmundrsson |
Stefnir stays busy helping organize the villagers, and preparing to hunt. He looks at the tattoos with interest, but is not jealous...he is glad he doesn't have one. "You know those will be there forever...right".
Since several of us are in many games, perhaps we could carefully hand-pick a replacement from among those we trust and enjoy gaming with. I agree an arcane caster would be nice to have.
Ragnar Stolen-Voice |
Ragnar shrugs.
"Stuhm Guhd uh cuhssed shuhp, uh juzz huhp duhs uhsn' wuhz duhn th' wuhlf puht."
Translation:
Personally, I wouldn't want to step in and play someone else's character but maybe someone will be interested. I don't know how central Saorise was to the plot, but it might be easier to find a replacement if someone could make their own arcane caster.
Anya Fiend-Fury |
"Damn Gods and their Damn mysterious ways..." the barbarian grumbles as she makes her way to her feet. Strangely enough though, for her anyway, the warrior woman does not actually seem to be truly angry, for any observing her can see her looking at her two new tattoos with curiosity and interest. Moving to the Cleric she asks him bluntly "You, priest, what in the hells did your God give us these for? Do they have some purpose or are they just to make us look pretty?"
I agree would be good to keep another arcane caster in the party but otherwise I have no preference one way or the other
Kurn Thornsson |
Kurn kneels before the shrine one last time and offers his thanks to Krakis, before joining Ragnar for the crossing back to the village.
Upon finding Stefnir again "Lord Krakis has blessed us with these tatoos. The shrine is cleansed and fit for worship. I believe that the Storm Lord casts his blessing over Stuvoy again and will continue to do so, as long as the villagers offer their devotions at the shrine on a regular basis. What has been happening here while we have been gone?"
Once everybody is together again "what next everybody? Should we report to Lord Mercik?" says Kurn glancing at Stefnir for his leadership input "and what happened to the Witch?"
Kurn Thornsson |
"Damn Gods and their Damn mysterious ways..." the barbarian grumbles as she makes her way to her feet. Strangely enough though, for her anyway, the warrior woman does not actually seem to be truly angry, for any observing her can see her looking at her two new tattoos with curiosity and interest. Moving to the Cleric she asks him bluntly "You, priest, what in the hells did your God give us these for? Do they have some purpose or are they just to make us look pretty?"
I agree would be good to keep another arcane caster in the party but otherwise I have no preference one way or the other
"I'm not sure Anya, but they must be of significance, or Lord Krakis would not have blessed us with them. I will think on it and try and recall their use before in the scriptures"
Knowledge Religion
1d20 + 6 ⇒ (17) + 6 = 23
French Wolf |
Actually, if Ari's a 2nd level rogue he should have dodged all damage with Evasion right?
Classic, so Ari misses out on a rune.
The rune is complex and detailed, the predator fish symbol has many scales almost like chainmail. They make a pattern themselves like several bars or lines.
Ragnar Stolen-Voice |
Well, despite my griping at least something came of being knocked unconscious again.
"Kruhkuhz spuhk. Huh buhd uz tuh gruh struhng uhn kuhll duh "chuhlluhn chuhld" thuht duhsuhcruhtuhd huhz pruhsts' gruhv."
Translation:
Ragnar returns the borrowed axe to the Lord's armory.
FW:
French Wolf |
Right then I'll run Soarise in the short term. Can you guys (like me) have a word with anyone who you feel would be good? I'll need to have a chat offline about playing her with whoever because I have developed one or two ideas that I'd like to continue and so I'm looking for a flexible and, above all, team spirited player, not that the "witch" is that way inclined. Also Jorgen's background is tied to her for now.
French Wolf |
I have mentioned it to Wrath also but he is a busy boy. Wellard would be a good choice if he is interested.
Ragnar and everyone in fact finds that Lord Mercik announces that the weapons should not be returned to gather dust.
At the funeral pyre for Breda's father, Tavnia enacts the farewell traditions for the lost warrior. Sawrik chants out all his accomplishments, which seems to break the heart of Breda all over again. Mercik stares up at the villagers, guards and party members. "We need your help with the harvest and the other problems that beset our homes. You have shown your worth. Take up the axes, spears and shields. Show us that strength and fill the storehouses. If you can do this then I promise that our new blacksmith will try to make weapons for each, this winter."
With that edict, the matter is closed. Although some of the villagers are still suspicious and cast the odd glance at the party, it is apparent that they all fall into line behind their leaders. Chief among the supporters and organisers of the groups is Sawrik One-Eye. He champions the party now that the shrine provides tangible evidence of their success.
Those that haven't should post what sort of work they intend to do in broad terms to help Stuvoy gather in the various harvests, such as fish, hunting, foraging guard duty and taking a trip to get cavemead. The latter is important enough for the entire party to be asked to do once the rest has been finished.
French Wolf |
Jorgen Spellcraft DC14
Kurn
French Wolf |
Here is an initial breakdown of what work people have volunteered their services for.
Stefnir will be part of the hunters, probably using Survival, to gather in meat and furs. A couple of the guards assist him in spreading makeshift traps and returning to check them repeatedly. Jorgen may help too.
The foragers and fisherfolk need some bodies.
Once the various teams are assigned, we will make some rolls for random events during the three weeks and such as a Survival check to see how well the hunting goes.
Ragnar Stolen-Voice |
Sounds good. So far it looks like duties are- Hunting: Stefnir, Helga and Jorgen/Ari? Fishing- Kurn? Guard/Forage- Ragnar/Anya? Saorise's resting up; I thought Ari would hunt with his knowledge of traps unless he would rather do something else. Not sure about Anya's preference either, but I know Kurn would prefer fishing. Ragnar would do okay fishing, but foraging seems unpopular so I'll help out with that and be sure no dwarves decide to attack Stuvoy's noncombatants.
Anya Fiend-Fury |
Anya will most defintely be on the hunting side of things. Most of the other tasks shewould fee to be beneath one of her talents. PS i don't have as regular comuter access at the moment as I normally do. I'm not going anywhere, but if I happen to have not posted to for than a day or two and it's holding up the game, please feel free to DMPC Anya as you see fit FW
French Wolf |
Anyone have any luck with replacing our b*$+$y noble sorceress?
The villagers are put into groups and introduced to the party members that will help in each venture.
Tavnia leads the group of fifteen to twenty foragers with three guardsmen and women. This party includes several of the older children who go with their mothers. Jorgen accompanies them as a protector alongside Breda - who is still in mourning.
Mercik and Kurn organise the fisherfolk, although truthfully the aged boatmen and women know the area well. Ragnar and Kurn are given the task of fishing in the more remote and dangerous areas. The fleet works hard and there are four or five people to each boat.
Sawrik ostensibly is in charge of the hunters but he lets Stefnir run things and comes along or not depending on whether or not he wants to brave the wilderness. The bard ensures that there is plenty of materiel to make traps and snares. The party provides Anya, Helga and Ari as well.
That leaves about forty or fifty people at the cove, they are mostly looking after the babies and younglings. Saorise manages to recover after a few days and although she tries to help with the foragers, she is out of sorts and not very helpful as a protector.
I am putting together a random event table for these three weeks, should be up this evening. Will need a couple of D20 rolls from each of you.
French Wolf |
Here is a tale of the good and bad events which may effect everyone. Can I have two rolls, the first I shall definitely use, the second I will try to use if it fits. Also can I have two rolls on a requisite skill for each PC, such as Profession or Survival.
I'll add on afterwards any necessary bonuses that may be rolled on Loki's table. Be aware that the names hide good and bad events so that a roll of 3 may be better than a 12, for instance.
Loki's Fates
1. Ragnarok or something worse
2. Going, going, gone
3. Accidents happen
4. A rotten apple
5. I had it this morning
6. Fear is the key
7. Lazy days
8. Rain, rain, go away
9. Is that snow again?
10. Sunshine and merry work
11. Open skies and the flocks fly south
12. The stone cracks
13. The shire
14. Is it love or animal magnetism?
15. Moor puppies
16. Lucky dells
17. Loose lips sink ships
18. Who left that there?
19. Silence is golden
20. Treasure berries
Helga Evadottir Alfchild |
Loki's Fate #1: 1d20 ⇒ 11
Loki's Fate #2: 1d20 ⇒ 16
As Helga is hunting, her Survival will be her check, however she'll be trying to use her Knowledge (nature) and Stealth to mitigate her lack thereof:
Knowledge (nature): 1d20 + 8 ⇒ (14) + 8 = 22
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Survival: 1d20 + 1 ⇒ (4) + 1 = 5
French Wolf |
Rather than wait for everyone's bit to be written, I shall pass these out in chunks, read, digest and any questions please spoiler to avoid the other groups being aware of stuff before their time. Hopefully these should be finished by the end of the weekend.
Jorgen
Knowledge (nature) 12
Survival 25
Loki’s Fate 17 – Loose lips sink ships
1 - Ragnarok
Jorgen’s Foraging
Tavnia leads the large party of foragers along the west bank of the river heading inland for a day to an old camp in a clearing. He intends to stay here for the entire three weeks. The camp guards will ferry pots, jars and barrels back to Stuvoy while everyone is out at work.
The river is a forty foot wide dark water which the druid says has been used in times past for travel to Lake Asil. There are lochs and locks that have to be negotiated for further on and he gives the impression that the journey would be a long one (not something to be attempted during winter).
However today and for the next twenty-one, the druid is heading for the Sangaa Firs, a wood of evergreens in the river valley. Their needles change colour in autumn turning red and the sap takes on a bloody hue. The “Bloodtrees” have been the scene of several fights and battles as a natural bottleneck, and so the people regard the valley with some trepidation and superstition. The presence of Tavnia and one of the newcomers helps to soften this. Hence the woods have many resources to be foraged over the coming weeks. Resources like herbs, roots, berries and even the bloody sap has value as a scent. The river edge also has dozens of rush patches, the plants being extremely useful in many ways including as bedding.
The rule is that no one may forage here after dark so Tavnia and his guards bring everyone back to the camp by nightfall, to avoid waking the ghosts of Sangaa.
Skill Checks
Jorgen quickly learns that the valley area has several plants and ferns that he has never seen before. The bloodtrees and their heady red sap require an efficient system of care and attention to ensure that the collection takes place in the right way, without the sap turning hard and troublesome before storage in clay jars. Quickly the inquisitor becomes useful, helping to keep the work on track. Meanwhile the guards manage to fend off some hungry wolves. Otherwise the work continues at pace and the stores collected begin to make Tavnia relax and smile a little behind his thick greybeard.
Loose lips sink ships
“I will tell him and make sure that our leader is right about all this. There is a terrible risk when the ships come.”
Kiss, kiss
“Bye.”
Kadlin comes out of the woods quickly returning to her position. Jorgen goes to the shore and sees a large coracle in the distance manned by a large red-haired strong warrior, his back churning the water as he escapes the scene.
[ooc]Although watched, Kadlin doesn’t give anything away.
Ragnorak
On the last day, one of the young children helping has not returned and the guards begin a sweep of the woods. Darkness is approaching and Jorgen travels along the farthest edge from the river. He stops briefly to get his bearings again and this is when his eyes deceive him. Flying through the clouds a winged beast flashes, its tail swings left and right as the wings flap causing the air to billow and curl. The creature disappears upriver. The stories were right, even at a distance, Jorgen felt his blood run cold, felt the dragonfear
French Wolf |
Kurn
Profession (sailor) 23, 22
Loki’s Fate 4 – A rotten apple
1 - Ragnarok
Kurn’s Fishing Trips
Mercik sails with Kurn or Ragnar to better get an understanding of their southern ways at sea and on land. He shows a fine respect for the sea. The old fisherman, Haklang Terrible-fish, points the way to a series of wrecks, reefs and coves which the fleet rarely goes to due to the inherent dangers of the tides and waves. The skills of the new pair of sailors and the blessings of Krakis go a long way to convince the fisherfolk to go for more dangerous bounty. Haklang also tells tall tales to while away the nights at sea, including the one about a lost ghost ship looking for newly slain crew and lonely fishermen. The ship he calls the The Mistheart Gull. Over the three weeks, the fleet makes several trips out and it seems that Krakis smiles on the venture, many nets and holds fill readily.
Skill Checks
A Rotten Apple
Ragnorak or worse
French Wolf |
Ragnar
Profession (sailor) 27, 8
Loki’s Fate 15 – Moor puppies
10 – Sunshine and merry work
Ragnar’s Fishing Trips
There is much in common of what Kurn and Ragnar see over the three weeks. However the weather and luck returns true for the Stolen-Voice, especially at the beginning. His fleet is diligent and sings long and hard to compensate for Ragnar’s lost voice.
Skill Checks
Moor puppies
Sunshine and Merry Work
French Wolf |
Ari
Trapmaking 9, 16
Loki Fate 5 - I had it this morning
18 – Who left that there?
Ari stays back at Stuvoy when the fishing fleet, hunters and foragers leave. He uses the time to make several varieties of traps and snares and improve on the small ones that the village already uses. Sawrik pops in occasionally to have a chat. Then the adventurer heads out with his toys to help the others hunt for the coming winter.
Ari
Make sure to update your profile with the new equipment (like the rapier) or it will be forgotten over time.
Sawrik hints that anyone who is a friend of the Qin may be able to convince the merchant to release his ship lying moored in the cove for other work such as fighting Votagor. After all the only available crew is the party.
Skill checks
I had It This Morning
Who Left That There?
French Wolf |
Stefnir
Survival 24, 26
Loki’s Fate 18 – Who left that there?
15 – Lucky Dells
Stefnir's Hunt
Sawrik hands over a rough map to Stefnir showing the large woods to the north and west. It is known by several names, such as The Alfins or Shadow Winter Oaks. Mostly dark firs and a thick floor coverings of pine needles or more open woods with dozens of different ferns and prickly gorse. For the next week, the party members and their help work hard to set traps and snares along various trails.
Skill Checks
Who Left That There?
Lucky Dells
French Wolf |
Helga
Knowledge (nature) 22
Stealth 18
Survival 5
Loki’s Fate 11 – Open skies and the flocks fly south
16 – Lucky dells
Helga’s Hunt
Skill Checks
Open Skies and the Flocks Fly south
Lucky Dells
French Wolf |
Anya
Survival 13, 17
Loki’s Fate 13 – The shire
19 – Silence is golden
Anya’s Hunt
Skill Check
wild boar. Those should feed a fair few people in the deep midwinter.
The Shire
Silence is Golden
French Wolf |
At the end of the three weeks, the foragers return and both fishing fleets do the same, needing time to repair nets and pay homage to the missing.
That evening Anya also comes back several hours after Stefnir brings back another successful haul of meat.
Sawrik and Tavnia are happy with the bulging stores and notable successes at sea and in the woods. They thank everyone concerned and promise that now Stuvoy is saved, the Harvest festival in six days time will be memorable. Although time needs to set aside in the shrine and festival to remember the ten lost lives.
Loki generally did not smile so much on you guys, except for a one or two notable exceptions. 14 rolls, 2 1's and no 20. But the skill checks were very good, certainly good enough to save the village.
Ragnar Stolen-Voice |
Ragnar walks through Stuvoy with a smile on his face and a small black moor hound on his heels. He stops regularly to pet his new friend or exchange a few (garbled) words with his new friends from his fleet.
Moor Pups:
Stefnir Ogmundrsson |
Stefnir
Survival 24, 26
Loki’s Fate 18 – Who left that there?
15 – Lucky DellsStefnir's Hunt
Sawrik hands over a rough map to Stefnir showing the large woods to the north and west. It is known by several names, such as The Alfins or Shadow Winter Oaks. Mostly dark firs and a thick floor coverings of pine needles or more open woods with dozens of different ferns and prickly gorse. For the next week, the party members and their help work hard to set traps and snares along various trails.
Skill Checks
** spoiler omitted **Who Left That There?
** spoiler omitted **Lucky Dells
** spoiler omitted **...
FW
I believe Stefnir rolled (15) Moorpups instead of Lucky Dells, but i'm good with whatever you decide.
French Wolf |
Stefnir - please stick with the one I gave you by mistake. I owe you something for that and depending on how you handle the future hunting will depend what that is.
The festival marks the end of the harvesting season, however the Stuvoyfolk still want to hunt and fish until winter sets in. That may only a few weeks but Sawrik and Tavnia are happy to leave the details to the party where hunting and fishing is concerned. Tavnia will probably stop the foraging now that the Sangaa Woods are clear.