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Female Half-Elf Bard 2/Ranger 2

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.


Male Human Druid 2

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.


Male Human Barbarian (Sea Reaver) 2 HP 22/23, NLD 0; AC 16, FF 14, T 12; Fort +5, Ref +2, Will +1; Init +4, Perc +6

Ragnar shrugs.
"Stuhm Guhd uh cuhssed shuhp, uh juzz huhp duhs uhsn' wuhz duhn th' wuhlf puht."
Translation:

Spoiler:
"Storm God or cursed ship, I just hope this isn't worse then the wolf pit."

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.


Female Human Barbarian/2

"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


Male Half-Elf Cleric 2

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?"


Male Half-Elf Cleric 2
Anya Fiend-Fury wrote:

"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


Male Half-Elf Rogue 2

Ari checks his body and is amazed that there is no tattoo, why has he been singled out, has he done something to offend Krakis.

The Exchange

Ragnar Stolen-Voice wrote:
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.


Male Human Barbarian (Sea Reaver) 2 HP 22/23, NLD 0; AC 16, FF 14, T 12; Fort +5, Ref +2, Will +1; Init +4, Perc +6

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:

Spoiler:
"Krakis spoke. He bade us to grow strong and kill the "chilling child" that desecrated his priest's grave."

Ragnar returns the borrowed axe to the Lord's armory.

FW:

Spoiler:
Did the island in the vision resemble the shrine we landed on in the sea, with the crystal gargoyle and the frozen guy?

The Exchange

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.


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

I'll mention it to Wellard, he might be interested.

The Exchange

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.


Male Human (Kreig) Inquisitor 2

Jorgen volunteers to act as protector and hunter, while Saorise recovers.

The Exchange

Jorgen Spellcraft DC14

Spoiler:
When and if Jorgen gets a chance to examine one of the Krakis Gar runes, he'll pick up the following, the runes are related to speed and grace but the scales indicate there is some kind of strong geas on the four who possess them. Unlocking the power of the rune probably involves the faith of the Stormlord.

Kurn

Spoiler:
Touching and praying to Krakis will release the power of the rune into the person. The magical gift only lasts a short while and should be husbanded against real need.

The Exchange

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.


Male Human (Kreig) Inquisitor 2

Spellcraft 1d20 + 6 ⇒ (1) + 6 = 7


Male Human Barbarian (Sea Reaver) 2 HP 22/23, NLD 0; AC 16, FF 14, T 12; Fort +5, Ref +2, Will +1; Init +4, Perc +6

I can fish or guard the foragers- should we stick to one task all three weeks or can we alternate?

The Exchange

Three weeks isn't very long to get the hang of one of the tasks in this area and bring your best to bear. Stick to one task and by week three each of you should be providing the most help.


Female Half-Elf Bard 2/Ranger 2

Helga will assist as and where needed, but most likely the hunting (as I'm aiming at a level or two of ranger) will be where she helps out the most. She will also devote some time and energy to making sure that relations with the locals are good and morale is high!


Male Human Barbarian (Sea Reaver) 2 HP 22/23, NLD 0; AC 16, FF 14, T 12; Fort +5, Ref +2, Will +1; Init +4, Perc +6

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.


Male Half-Elf Rogue 2

Ari will help with hunting but when he has time will also make some fish traps and lobster/crab pots to help those fishing.


Male Half-Elf Cleric 2

Kurn will help the fishing fleet and ensure that the village medical needs are met. He will also lead the villagers in a weekly worship to Krakis etc.


Female Human Barbarian/2

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

The Exchange

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.

The Exchange

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


Male Human Druid 2


1d20 + 12 ⇒ (12) + 12 = 24 Survival (+1 for Artic)

1d20 + 12 ⇒ (14) + 12 = 26 Survival (+1 for Artic)

2d20 ⇒ (18, 15) = 33


Male Half-Elf Cleric 2

1d20 ⇒ 4

Hopefully somebody can roll higher than that!!

The Exchange

Kurn Thornsson wrote:

1d20

Hopefully somebody can roll higher than that!!

More rolls, please, Kurn. Ta


Male Human Barbarian (Sea Reaver) 2 HP 22/23, NLD 0; AC 16, FF 14, T 12; Fort +5, Ref +2, Will +1; Init +4, Perc +6

Profession (Sailor): 1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 7 ⇒ (1) + 7 = 8

Loki's Fates: 1d20 ⇒ 15
1d20 ⇒ 10


Female Half-Elf Bard 2/Ranger 2

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


Female Human Barbarian/2

LF#1:1d20 ⇒ 13
LF#2:1d20 ⇒ 19

Survival#1:1d20 + 8 ⇒ (5) + 8 = 13
Survival#2:1d20 + 8 ⇒ (9) + 8 = 17


Male Half-Elf Cleric 2

Profession Sailor

1d20 + 7 ⇒ (16) + 7 = 23

and

1d20 + 7 ⇒ (15) + 7 = 22


Male Half-Elf Rogue 2

Loki's Fate #1 1d20 ⇒ 5
Loki's Fate #2 1d20 ⇒ 18

Craft Trapmaking 1d20 + 6 ⇒ (3) + 6 = 9
Craft Trapmaking 1d20 + 6 ⇒ (10) + 6 = 16

The Exchange

Jorgen?


Male Human (Kreig) Inquisitor 2

Loki's fate 1 1d20 ⇒ 17
Loki's fate 2 1d20 ⇒ 1 #!@$%!

Knowledge nature 1d20 + 6 ⇒ (6) + 6 = 12
Survival 1d20 + 8 ⇒ (17) + 8 = 25

The Exchange

Kurn's secondary roll on Loki's Fate 1d20 ⇒ 1. Oh I have got to use that now....

The Exchange

We have s few issues at home involving a possible move and I want to do this bit justice so it may take a week to resolve. I'll post when I can.

The Exchange

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

Spoiler:

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

Spoiler:
After a week, Jorgen is near the river when he hears voices talking. There is one recognizable voice and that is a female guard called Kadlin. The other is much deeper and rumbles quietly. As the inquisitor carefully approaches, he hears the following, “tell him about the new people and the work and the shrine. That should get his ships moving. I think the festival of Samthain is in four weeks. Anyway tell him that I want good payment for this.”
“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

Spoiler:

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

The Exchange

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

Spoiler:
Kurn leads the fleet of small fishing boats to the Blackrocks and this fills many brine barrels for the storehouse. The fisherfolk come to rely on his natural skill at handling a boat and taking them through the more dangerous riptides and rocks to get at the choicest places to fish. One or two of them begin to offer prayers to Krakis and the priest Kurn can see he is leading them by example, bringing them back to the shrine.

A Rotten Apple

Spoiler:
Hidden in the hold on one of the first trips is a pack of yellow eels, their poisonous skin and foul blood infects the entire catch on the way home, causing everything to slowly begin rotting. Back at Stuvoy, there is no choice but to throw the fetid fish into the sea, the dead fish float in and around the cove for days since even the seagulls avoid them.

Ragnorak or worse

Spoiler:
Kurn leads one final trip and his fleet is able to fill their holds in a matter of a few short hours. But on the way home, mists and fogs surround the vessels and many become separated. Kurn catches a glimpse of a shadowy vessel with a spiked bird’s head before it passes deeper into the mists. Upon his return and waiting on the quay, Kurn and Mercik can count the fleet back. Of the seven that set out, only three returned, meaning that Stuvoy lost ten people. No one was washed ashore, no driftwood, no signs. Maybe Krakis has claimed his price. Mercik is very upset but he knows that Krakis is no friendly God but one of storms and anger, who’s favour never lasts for long. Just like the Glacial sea.

The Exchange

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

Spoiler:
The good work and large catches of the first ten days make everyone happy, the sun shines and the brine barrels fill. But the wrecks prove more elusive towards the end, the catches suffer and one or two of the sailors would have lost heart without that healing sunshine.

Moor puppies

Spoiler:
By the end of the second week, the fisherfolk are talking about Ragnar as if he is a half-elf with a lucky charm. One of the women, Dagrisa, offers Ragnar a young dog, a moorhound called Beor Longnose, in thanks for the harvest. This would have the stats of a young dog on max hit points. At fourth level, then it becomes a full dog. If the dog lasts longer than that and you want to make something of it then we can look at ways to improve the creature. It also needs a name, Dagrisa has merely called it "the black one" until now.

Sunshine and Merry Work

Spoiler:
This is already included in the Sailor checks to give bonuses to the harvest for Ragnar and his fleet. The singing and general happiness of the fisherfolk is testament to the good weather and hard work that Ragnar puts in. The people of Stuvoy warm to him a lot.

The Exchange

Missed this spoiler, Ragnar.

Ragnar

Spoiler:
The vision of Krakis does not look like the iceberg and crystal gargoyle. Although its entrance did bear the symbol of the Stormlord.

The Exchange

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

Spoiler:
A Qin bodyguard comes to ask Ari over for tea where the merchant praises his party’s successes with the village and its leaders. He does not mention the trading links with the dwarves but then it has only been a few days since you received the gifts from him anyway.
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

Spoiler:
Trapping animals proves difficult. The hunting may go on a pace but the snares and cages, wires and lures do not seem to work very well. Many of them suffer damage or are torn out so that they cannot work. This probably isn’t down just to poor workmanship or the animals and weather.

I had It This Morning

Spoiler:
Ari wakes to find his old leather backpack missing in camp. No one knows what happened to it and there are no visible tracks. It may have had a few potions or other equipment in it but now is gone too.

Who Left That There?

Spoiler:
Coming back into camp at the end of the day from a successful day’s hunting, Ari notices that his missing backpack has returned. It has been gone about two weeks and now is very heavy. The weight proves to be his belongings and also thirty loaves of elven bread, Lembas. Food wrapped in sheer muslim cloth that Ari has rarely tasted since his childhood and is extremely filling.

The Exchange

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

Spoiler:
Stefnir feels at home now, not like travelling across the rolling seas, but more natural to him. The weather is indifferent, sometimes it is cold and clear, and sometimes the autumn rains splatter down through the trees making everything damp and difficult. It doesn’t matter the druid finds many snares empty but many more are filled with plump rabbits and hares. He can send some of the others to search for herds of goats, boar or deer. There is little sign of predators, maybe the odd wolfpack.

Who Left That There?

Spoiler:
After about a week, Stefnir goes out with Kanud, the eldest brother, to check the traps. They travel north deeper finding the traps gradually more and more empty. However the last three all have large old red-deer in them. Large animals killed by what looks like an arrow shot through the heart, and left with one foot tied into a snare. Strange, but no tracks or sign of how that happens. It takes a few hours for the pair to pull the three kills back to Stuvoy. Both are sweating with the weight of meat they recover.

Lucky Dells

Spoiler:
Stefnir and Helga find many of the traps damaged or empty towards the end of the second week. However they catch sign of a man’s trail, even poorish trackers like them manage to follow it back to a truly breath-taking open clearing. A real home for a druid and centre of Samthain’s worship. The waterpool, the saplings and trees, the sunshine and gentle fall of rain, all combine to make time stand still. For a druid of the storms, his eyes are drawn to the waterspirit. She never speaks but asks him to pass on a message to the non-alfar, to protect the lives of the animals and only take what is necessary, not so much the young as the old and sick. She asks for the story of the alfarbloods that have been seen (Helga, Ari and Stefnir) and offers gifts in return for that protection. No other questions are answered, just the story from Stefnir and then the Nereid flows back into the water. Gone.

The Exchange

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

Spoiler:
Helga spends a few days learning the areas and watching the way the forest works. She does pick out the likely places for a herd to be found, then like most hunting its about patience and stealth. Something which Helga has in abundance. Her traps and snarework however is abysmal, most are empty or misplaced so that she cannot add to the coney pile. Surely it cannot be that difficult?

Open Skies and the Flocks Fly south

Spoiler:
Helga finds a good spot beside a small open lake, with plenty of cover in the rushes at the edges. Here she can bring the others to bring down dozens of geese. The oily flesh is already cooked and dripping in her mind as she returns with the great hunt. Sometimes knowledge is as important as ability.

Lucky Dells

Spoiler:
Stefnir and Helga find many of the traps damaged or empty towards the end of the second week. However they catch sign of a man’s trail, even poorish trackers like them manage to follow it back to a truly breath-taking open clearing. A real home for a druid and centre of Samthain’s worship. The waterpool, the saplings and trees, the sunshine and gentle fall of rain, all combine to make time stand still. For a druid of the storms, his eyes are drawn to the waterspirit. She never speaks but asks him to pass on a message to the non-alfar, to protect the lives of the animals and only take what is necessary, not so much the young as the old and sick. She asks for the story of the alfarbloods that have been seen (Helga, Ari and Stefnir) and offers gifts in return for that protection of the cycle of life. No other questions are answered, just the story from Helga and Stefnir and then the Nereid flows back into the water. Gone.

The Exchange

Anya
Survival 13, 17
Loki’s Fate 13 – The shire
19 – Silence is golden

Anya’s Hunt

Skill Check

Spoiler:
Unlike her time at sea, Anya finds the hunting mostly frustrating for the first couple of weeks. Her sister has more success bringing down ducks and geese. However the woods do give up a couple of
wild boar. Those should feed a fair few people in the deep midwinter.

The Shire

Spoiler:
The shire is probably my favourite of all. Good luck and it fits with your character. While out hunting alone, Anya comes across a group of large shire horses, with shaggy brown coats and soft grey eyes. The hunter manages to rope, and calm one horse, a full blooded fight ensues but eventually she manages to break its anger and feed it an apple. The rest of the herd leaves the mare and flees behind the stallion. The barbarian can set her free at any stage or take it home to train and ride…Your choice, Anya. At the very least it would make a fine gift for the Lord Mercik.

Silence is Golden

Spoiler:
Still trying to get the best kill, now that her sister has brought in three fine red-deer, Anya stays behind into evening. She is chilled and determined, fairly deep in the woods when she hears the tramp, tramp of marching steps. Despite the poor light, she makes out an orderly group of stocky small humanoids, their armour and weapons glinting as they pass. Choosing the better part of valour over killing all eight of them, Anya lets them go and they head further away. Never having met one before, she isn’t sure but perhaps they were dverge, dwarves. Afterwards all thought of hunting gone, Anya heads back in the opposite direction to Stuvoy.

The Exchange

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.


Female Half-Elf Bard 2/Ranger 2

"Hey sister, you were gone a while, how went your last hunt?" Helga is in good spirits.


Male Human Barbarian (Sea Reaver) 2 HP 22/23, NLD 0; AC 16, FF 14, T 12; Fort +5, Ref +2, Will +1; Init +4, Perc +6

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:

Spoiler:
Ragnar gratefully accepts the pup from Dagrisa, deciding to name it "Thunder"- lacking a voice of his own, the moor hound will sound for him.


Male Human Druid 2
French Wolf wrote:

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
** spoiler omitted **

Who Left That There?
** spoiler omitted **

Lucky Dells
** spoiler omitted **...

FW

Spoiler:

I believe Stefnir rolled (15) Moorpups instead of Lucky Dells, but i'm good with whatever you decide.

The Exchange

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.

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