Xssisha Posted May 7 Clone Share Posted May 7 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning Standing at the prow of the white vessel as it sails up, Hjarlof steps boldly onto the dock, securing the mooring rope to one of the dock posts. "Hail to you as well, my lord. It is good to see you and your men here. We had feared to find only dark tidings upon this shore." He waved towards the Shield Maiden for it to approach. "I am Hjarlof Hornblower of the Hvítabiôrning Clan and this is my Clansman Ulfgrim. These," Gesturing to Ranulf and Vilrun as they step onto the dock, "are Ranulf and Vilrun of the Hrafning Clan, under who's orders we sail. And this is Sven One-Eye of the Stormrjotunrung." He paused a moment. "Whom of the great Ormung clan do We have the honor to meet?" Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Edited May 10 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted May 7 Clone Share Posted May 7 ᛋᚢᛖᚾ One-Eye - Warpriest of the Æsir 5 HP: 38/38 | AC: 24/14/21With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +10Normal Vision Blind Fight | Fort: +8 | Ref: +5 | Will: +9 Blessings: 5/5Protection: At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level. Warfare: At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. | Fervor: 5/5Healing: A good warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd. Using this ability is a standard action on others or a swift action on self. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. | Sacred Weapon: 5/5This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. Axiomatic: +2 Brilliant Energy: +4 Defending: +1 Disruption: +2 Flaming: +1 Frost: +1 Ghost Touch: +1 Holy: +2 Keen: +1 Merciful: +1 Shock: +1 | Spells Slots: 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 5 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Cleromancy Duration: 1rnd/CL = 5 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in the group. +1 to each die with Fate's Favored. 2Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th. *** Unprepared *** Silence Range: 600' Duration: 1rnd/lvl = 5rnd Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects. 2Ironskin Range: Personal Duration: 1min/lvl = 5min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 5 = +4AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. Active EffectsBuffs: - Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions -Blind Fight benefits | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Blind Fight: re-roll concealment, not flat-footed, no acrobatics to move full speed when blinded Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Bluff: 0/+3 Climb: 1/+9 Diplomacy: 0/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 1/+7 Intimidate: 0/+0 Knowledge (Engineering): 1/+4 Knowledge (History): 1/+1 Knowledge (Religion): 2/+5 Perception: 5/+10 Perform (Wind): 2/+2 Profession (Soldier): 5/+11 Ride: 0/+2 Sense Motive: 1/+7 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+3 Swim: 1/+9 Use Magic Device: 0/0 Sven matches the warriors, stony look for stony look. He takes in the man speaking and weighs his responses as he listens. OOC/Actions Other: Roll Sense Motive Immediate: Swift: Move: Standard: Free: Full Round: Hands: Sword + Shield Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -GungnirdottirCold Iron Giant-Sticker +10, 2d6+8 P/S, 20x3, 10' Reach, Brace PA: +9, 2d6+11 -Silver SwordOne Hand: +9, 1d10+5 P/S, 19-20x2 -PA: +8, 1d10+7 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin Name xDiceName xDiceResult xDiceString xDiceRolls Sensing Motives 14 1d20+7 7 Link to comment Share on other sites More sharing options...
namo Posted May 7 Clone Share Posted May 7 Vilrun Grímsdóttir Vilrun has seen her share of boat trips, including in choppy seas, so her footing is relatively self-assured when she embarks or disembarks. She hides behind her hand her smile at the antics of the foreigner; her reaction to the conjured boat is more reverent. She lets her hand slide on the smooth white wood, and finds herself whispering ancient prayers used to beseech the gods, out of rote. "You of the wood, grant us plentiful branches and acorns, You of the wind, fill our sail and carry warmth not snow, ..." When they reach their destination and get confronted by the youth, she steps in to support Hjarlof: "We were set upon by raiders, and suffered some damage to our ship and some casualties. We're hoping to take a break here, the closest island we've found." And in the way of priestess, who excel at keeping others off-balance, she abruptly changes the topic: "Do you have a Völva here? I would wish to have a talk with my sister, if so." Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2894029%5D%5BB%5D%5BSIZE%3D%2B1%5DVilrun%20Gr%C3%ADmsd%C3%B3ttir%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AF%20NG%20Human%20Shaman%2C%20%5BB%5DLevel%5B%2FB%5D%205%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2033%2F33%2C%20%5BB%5DSpeed%5B%2FB%5D%2020ft%0A%5BB%5DAC%5B%2FB%5D%2023%2C%20%5BB%5DTouch%5B%2FB%5D%2014%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2021%2C%20%5BB%5DCMD%5B%2Fb%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%204%2C%20%5BB%5DRef%5B%2FB%5D%206%2C%20%5BB%5DWill%5B%2FB%5D%2012%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B2%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%2C%20%20%20%5BB%5DAction%20Points%5B%2FB%5D%203%0A%5BB%5D%20%20MW%20Agile%20Breastplate%20%2B1%5B%2FB%5D%2C%20%5BB%5D%20%20Masterwork%20Buckler%5B%2FB%5D%20(%2B7%20Armor%2C%20%2B1%20Shield%2C%20%2B2%20Dex%2C%20%2B1%20Natural%2C%20%2B1%20Deflect%2C%20%2B1%20Misc)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%20null%2C%20Dex%2014%2C%20Con%2012%2C%20Int%2014%2C%20Wis%20null%2C%20Cha%2014%0A%5BB%5DCondition%5B%2FB%5D%20%0A%0ASpells%20prepared%20typically%3A%0A0%20Arcane%20Mark%2C%20Create%20Water%2C%20Detect%20Magic%2C%20Light%0A1%20%0A%5B%20%5D%20Entangle%0A%5B%20%5D%20Expeditious%20Retreat%0A%5B%20%5D%20Heightened%20Awareness%0A%5B%20%5D%20Monkey%20Fish%0A%5B%20%5D%20Shadow%20Trap%0A%5B%20%5D%20Identify%0A2%0A%5B%20%5D%20Burst%20of%20Radiance%0A%5B%20%5D%20Commune%20with%20Birds%0A%5B%20%5D%20Flame%20Blade%20(refluffed)%0A%5B%20%5D%20Winter's%20Grasp%0A%5B%20%5D%20Tongues%0A3%0A%5B%5D%20Haste%0A%5B%5D%20Stinking%20Cloud%0A%5B%20%5D%20Locate%20Object Vilrun Grímsdóttir F NG Human Shaman, Level 5, Init 4, HP 33/33, Speed 20ft AC 23, Touch 14, Flat-footed 21, CMD 16, Fort 4, Ref 6, Will 12, CMB +2, Base Attack Bonus 3, Action Points 3 MW Agile Breastplate +1, Masterwork Buckler (+7 Armor, +1 Shield, +2 Dex, +1 Natural, +1 Deflect, +1 Misc) Abilities Str null, Dex 14, Con 12, Int 14, Wis null, Cha 14 Condition Spells prepared typically: 0 Arcane Mark, Create Water, Detect Magic, Light 1 Entangle Expeditious Retreat Heightened Awareness Monkey Fish Shadow Trap Identify 2 Burst of Radiance Commune with Birds Flame Blade (refluffed) Winter's Grasp Tongues 3 Haste Stinking Cloud Locate Object Name xDiceName xDiceResult xDiceString xDiceRolls Perception 19 1d20+14 5 Sense Motive 18 1d20+6 12 Link to comment Share on other sites More sharing options...
Eborne1 Posted May 8 Clone Share Posted May 8 (edited) Grey-Feather 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: It had been sometime since Gray Feather had made that particular prayer and he had forgotten how much fun it was. The outlander came ashore so quickly, that he leapt straight out of the sea, smiling widely, and landed directly into a trot that took him out of the rocky shallows and into a small copse of saplings and tall grass. There, he took a moment to wring out his long hair and sopping furs, as well as possible and set himself straight. The water was cold but invigorating. He hopes he will be able to dry his moccasins by a fire before long. He gathers his bow and nocks and arrow and moves out of the shrubbery just in time to see the strange swan boat drawing near to the shore, in the distance. He had hoped the others would not have felt the need to move so hastily, so he could be in a better position by the time they arrived. But he would make the most of it. He cuts inland and uses the shadows around boulders, and dense shrubbery to make his way closer to the camp. He spies warriors tending to tasks here and there and is careful not to draw too near. He takes a good look at what he can see from the safety of hiding. Eventually he tucks into some shady reeds, within bow shot of the party and keeps an eye out for any signs of an ambush. Nixtli circles widely, overhead. OOC Take 10 on Stealth (+15 for distance)(150ft) = 38 Take 10 on Perception = 20 Nixtli Perception = 27 Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny animal Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +11, Stealth +15; Racial Mods +4 Perception, +4 Stealth Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT Smoke HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Edited May 8 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Nixtli Perception 27 d20+10 17 Link to comment Share on other sites More sharing options...
Terran Posted May 9 Clone Share Posted May 9 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ For a man of his immense size, Ulfgrim Ironhide gracefully exits the skiff in one simple fluid motion to take his place silently standing several paces behind Hjarlof Hornblower who is acting as the current spokesman for Clan Hvítabiôrning in the beginning of the parley. Not bothering to introduce himself for now, Ulfgrim keeps his focus on the present situation and veracity of the negotiator for the opponents as the tall and wide warrior stands guard, albeit with his weapons stowed but within easy reach should they be needed. However, for now Ulfgrim does not outwardly display any emotions and instead he merely keeps his eyes and ears focused on the surrounding environs watching and listening for the sight or sound of movement or anything unusual, especially paying attention to what is occurring behind those assembled on the pier. Mechanics Free Action: Move Action: Swift Action: Move: Standard Action: Readied Action to move, draw weapon as part of a move action and attack should hostilities break out Continuing Effects: None Edited May 9 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sense Motive 8 1d20+1 7 Perception 26 1d20+9 17 Link to comment Share on other sites More sharing options...
Ace Bronson Posted May 9 Author Clone Share Posted May 9 The young man takes them in one by one, pausing before he answers, "I am Sigurd, son of Leif. I am responsible for this camp in my father's absence. I wonder what your purpose is here in these waters. You are clearly not traders, nor are you pirates. Such a motely band, but poor you are not. I have heard some of your names and of your exploits. You say you sail under Folkvar the Wise and I wonder again, what interest he has here that requires such a well funded party. Knowing more of your purpose would do much to build trust between us." He pauses again and rubs his chin, peering out at the two longships poised just off shore. "Let it not be said that the Ormrung under Leif Grimson are heartless and cruel. You may moor your damaged ship for repairs. Here are my conditions. The other ship remains out of bow shot. No more than half your men may be on land at a time. Should the ship approach or more men come ashore it will be considered an act of war and we will respond in kind. I will provide rowboats to shuttle men and goods. No one is to leave the camp perimeter inland. You will be our guests in camp and share our food and tents, but when your repairs are finished I will bid you farewell from this shore. Do you agree to these terms?" He extends out a hand in a gesture of trust, though his eyes still show his suspicion. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted May 9 Clone Share Posted May 9 Hjarlof Hornblower Skald of Clan Hvítabiôrning "Hail Sigurd, Son of Leif." Hjarlof bows. "The Ormrung truly have stalwart and worthy leaders. Thank you for the use of your moorage. We accept your gracious offer." Hjarlof takes a step closer to Sigurd and lowers his voice slightly, incoming the gravity of their mission. "The dark tidings I spoke of fearing is that of a lost expedition. A Longship full of skilled navigators, huskarls and supplies, sixty men and women in all, was dispatched from the Raven lands by order of Folknar the Wise. It was sent here to recover items and objects of clan value from the abandoned settlements that had been made long ago. Also to conduct a long overdue investigation into the happenings here. Your Clansmen and Folknars deserve the truth to be known. For their tales to be told. For their songs to be sung." Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted May 9 Clone Share Posted May 9 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Ulfgrim finds the young man representing the Ormrung Clan in his father's absence slightly insulting and quite demanding, but he assumes the bravado is the product of the fact that their encampment is outnumbered and tactically vulnerable. Further, Ulfgrim considered it unwise, at best, for Sigard to have ignored the presence and request of Vilrun when the witch asked about the Ormrung Clan's Völva. However, the huge Barbarian knows full well the pressure of familial competition and how it can drive actions and conversations in unusual ways. Thus, for now the warrior instead chooses to look past the few slights and focus instead on the terms being offered, as well as the lad's extension of his hand as a gesture of trust which Ulfgrim notes and appreciates. But when Sigard requests our agreement that no one will be allowed to leave the camp, Ulfgrim Ironhide silently thinks to himself, That would mean that we cannot both keep our word and also complete our mission. Well that certainly won't work, the warrior mentally muses to himself. However, when Sigard demands that we leave as soon as our ship is repaired, which is clearly contrary to the orders of our Jarl, Ulfgrim shakes his head in the negative knowing that there was no way we could ever agree to such terms, especially since such would be tantamount to defying the instructions from the leaders of our Clan. Thus, when the Skald, Hjarlof Hornblower, takes it upon himself to unilaterally accept such outrageous terms, Ulfgrim nearly explodes as he scowls and slightly shifts in his stance getting ready to speak out against Sigard's demands, the primary terms of which are in direct opposition to the orders of his Jarl! However, the massive Barbarian suppresses his anger and does not speak, and that's only because Hjarlof immediately discloses the true nature of our mission to Sigurd in an obvious attempt to garner a novation in the terms of the parley, an act that temporarily stays Ulfgrim's hand and tongue. Nonetheless, now the fate of the mission, and the very lives of these Ormrung, will depend on whether Sigurd can see reason and grant Hjarlof a crucial exception to the flawed agreement which commits the Clan's contingent to leave the island as soon as the ship is repaired without being able to start their mission, or whether the Barbarian's Axe would instead resolve the negotiations in an entirely different way! Mechanics Free Action: Move Action: Swift Action: Move: Standard Action: Readied Action to move, draw weapon as part of a move action and attack should hostilities break out Continuing Effects: None Edited May 10 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ace Bronson Posted May 11 Author Clone Share Posted May 11 Sigurd's hard eyes soften slightly at Hjarlof's polite word and tone. He nods and the agreement is made. He shakes the hand of all those present and begins barking orders to the men around him to man some rowboats to transfer men and goods. The party is given a tent to themselves and free reign within the camp. The captain of the Shield Maiden makes arrangements to share supplies so that the Hrafning expedition is not a burden on the fodder of the Ormrung camp. The tone of the camp is generally reserved and suspicious but not entirely unfriendly. Some folk are eager for news from other lands and some have news of their own. OOC INFO A couple days of the repairs pass and you have come to know a handful of the camp members and a little about them. You learn that there is a group abroad on the island interior which includes Sigurd's father Leif who seems to be the leader of this camp. Please let me know what you'd like to do and what information you might like to try and glean. You're welcome to make IC posts if you'd like or you can go back and forth with me OOC to resolve rolls or work things out in a more abstract way. We'll play this out for as long as it seems fun and useful and then we can move on. So if you're feeling done with your part of this scene let me know so I can know who to wait for. Vilrun, you learn that the Volva is also out with the group in the interior Gunnhild, Camp Cook: A stout and jovial woman with a round face and a hearty laugh. She has been with the Ormrung expedition for many years, serving as the camp cook and caretaker. Gunnhild takes pride in her culinary skills, often preparing hearty meals to lift the spirits of her companions. Despite her warm demeanor, she is fiercely protective of those under her care. Ragnar, Camp Craftsman: A skilled artisan with rough hands and a weathered face. Ragnar is adept at working with wood and metal, crafting tools and weapons for the expedition members. He keeps to himself mostly, preferring the company of his tools and materials. Despite his gruff exterior, Ragnar takes great pride in his work and will go to great lengths to ensure its quality. Ingrid, Companion Woman: A striking beauty with long golden hair and piercing blue eyes. Ingrid hails from a distant village, drawn to the Ormrung expedition by tales of adventure and glory. She serves as a companion to the camp members, offering comfort and solace in their darkest hours. Ingrid possesses a quiet strength and resilience, having endured hardships of her own in the past. Erik, Camp Warrior: A seasoned fighter with a scarred face and a steely gaze. Erik is fiercely loyal to Sigurd, serving as his right-hand man in matters of defense and security. He is skilled with both sword and shield, having honed his combat prowess through years of training and experience. Erik's presence instills confidence in the camp members, knowing they have a formidable protector in their midst. Bjorn, Expedition Navigator: A grizzled sailor with salt-stained clothes and a weather-beaten face. Bjorn is responsible for charting the course of the expedition's ships and navigating the treacherous waters surrounding the island. He possesses an intimate knowledge of the sea, gained through years of seafaring experience. Despite his rough exterior, Bjorn is a trusted advisor to Sigurd, offering invaluable guidance in matters of maritime travel. Freydis, Camp Healer: A gentle-hearted woman with a soothing voice and a calming presence. Freydis is skilled in the art of herbalism and natural remedies, tending to the wounds and ailments of the expedition members. She possesses a deep connection to the land and its healing properties, often gathering medicinal herbs and plants from the surrounding wilderness. Freydis is held in high regard by her companions, who rely on her expertise to keep them healthy and strong. Torstein, Camp Scout: A wiry and agile tracker with keen eyes and quick reflexes. Torstein is tasked with scouting the island's terrain and gathering intelligence on potential threats or opportunities. He moves with silent grace through the wilderness, blending seamlessly with his surroundings. Torstein's knowledge of the land is unparalleled, allowing the expedition to navigate safely through unknown territory and avoid potential dangers. Sif, Camp Messenger: A swift-footed runner with boundless energy and enthusiasm. Sif is responsible for delivering messages and relaying important information between the camp and the expedition members. She possesses an uncanny ability to traverse long distances in record time, her endurance and determination unmatched by any other. Sif's infectious optimism and unwavering dedication make her a valued member of the expedition, always ready to lend a helping hand or a word of encouragement. Hakon, Camp Huntsman: A rugged outdoorsman with a rugged appearance and a deep love for the wilderness. Hakon is skilled in the art of hunting and tracking, providing fresh meat and provisions for the expedition members. He roams the forests and plains of the island with his trusty bow and arrow, stalking prey with stealth and precision. Hakon's knowledge of the local wildlife is invaluable, ensuring that the camp always has an ample supply of food and resources. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted May 11 Clone Share Posted May 11 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning Hjarlof spent his time in the camp hard at work. He had been nominated to do the negotiation, and the terms had been less than ideal, but the ship could be repaired, and shore leave allowed, so it was not the worst it could have been. The first thing he did was to approach the Camp Craftsman and commission a wood Skalmajen (Hornpipe) for use, paying full in advance. •During the day, he would accompany the camp healer in her duties, aiding with his skill and bolstering with song as the opportunity presented. And during the evening he could be found around the different fires telling tales and playing songs on his horn the first night and his new Skalmajen the next. During meals he would ply those around him with questions about news from other places, the island and the expedition. He let his goodnatured demeanor bring out the best in those around him. And, if the opportunity presented itself, Hjarlof tries to make Sigurd more friendly and learn about his father as well. Each night Hjarlof would go to sleep exhausted from his work. Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Using Heal to assist other, and succeeding (DC10, skill+12), Songs of CLW/CMW as needed, using Diplomacy to Gather Information on the Island, news from afar, and this expedition. Using Perform Wind in place of Diplomacy to increase the attitude of the camp towards our group. Edited May 11 by Xssisha Spelling (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Gather Info 24; 16; 26 1d20+12;1d20+12;1d20+12 [12]; [12,4]; [12,4,14] Perform (Wind)=Diplomacy to Improve Camp Attitude 33; 30 1d20+14;1d20+12 [19]; [19,18] Diplomacy on Sigurd 31; 30 1d20+12;1d20+12 [19]; [19,18] Link to comment Share on other sites More sharing options...
Ace Bronson Posted May 11 Author Clone Share Posted May 11 Hjarlof makes significant strides in ingratiating himself with the suspicious and taciturn Ormrung in the camp. Though some still keep him at arms length as well as the others in the Hrafning expedition, many greatly enjoy his music and stories. He manages to convince several to let their guards down enough to garner some pertinent information. Between his time with the scout, the messenger and the huntsman Hjarlof is able to learn a bit more about the island: There is a vast, uncharted interior Volcanic and geothermal activity is significant There are a variety of dangers and they have lost men already. They seem reluctant to talk about the exact nature of the dangers but reading between the lines seems to suggest that there are a combination of bestial, supernatural, environmental and human dangers. Surprisingly (or not surprisingly depending on how well you know the Ormrung) they are quite tight lipped about affairs from back in their territory. These seem like the most innocuous conversations to be had but it is hard to glean anything meaningful when talking about their home, politics or affairs. Somewhat hypocritically they are quite interested to hear tales from other lands and don't seem to balk at all at the disparity. Once again, they are hesitant to say much at all about Leif's expedition, but Hjarlof's charm wins through and he manages to loosen a few lips more than they should This is what he learns. The camp as a whole has been here only a couple weeks Leif and his party have made a couple forays since they've been here. They've been gone a few days on their most recent excursion. One member of Leif's party has already died. Nothing about diseases The landward defenses are in case of attack from the various threats encountered so far. It doesn't sound like there's been a significant attack on the camp yet. Those who have died have been out and about on the island. OOC INFO Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted May 12 Clone Share Posted May 12 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ While in the camp, Ulfgrim engages in his daily routine of waking early to engage in martial exercises and weapons training with the rising sun, followed by a wash and hearty breakfast. In fact, sine the Barbarian had arrived the big eater naturally migrated to the kitchen of the camp and the cook who ran it, Gunnhild, whom Ulfgrim takes the time to befriend. Being the youngest boy and nearly the youngest child of seven, Ulfgrim was no stranger to cooking and k.p. duty having helped his mother and sisters during his youth in the family kitchen. Thus, Ulfgrim knew full well how important the cook is to any family, clan and army, and as such he gave Gunnhild his full respect. At first, the huge warrior introduced himself and them immediately made himself helpful by sharpening all of Gunnhild's cook knives and cleavers each to an edge rivaling that when they were brand new. Having duly impressed the cook, Ulfgrim was rewarded with a handful of sweet breads which was enough to encourage the Barbarian to help Gunnhild more and more around the camp kitchen when the trained carpenter wasn't busy working to help to improve the camp's outer defenses. Thus, while hauling and burying the kitchen garbage, washing down the tables, cleaning pots, dishes and utensils, or even helping to peel potatoes or cut meat from time to time, the entire period that the lad worked he mostly listened while Gunnhild talked and talked. Furthermore, in addition to gathering information from the men working on the wall, Ulfgrim learned the most from Gunnhild without prompting the cook, after all she had been around longer and seen more than most in her many years of service and knew far more than many of the men in the camp. And so it was, Ulfgrim let Gunnhild talk about any subject, never steering the conversation into anything private about her extended clan family, but every now and then prompting, without pressing, the cook to speak of what they found upon their arrival, what beasts have attacked her people in connection with repair work on the defenses, and any hints as to their goals on this desolate island, which later topic he will exercise extreme delicacy. Mechanics Free Action: Move Action: Swift Action: Move: Standard Action: Continuing Effects: None Edited May 12 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Craft Carpenter work on Defenses 12 1d20+6 6 Perception to Gather Information 15 1d20+9 6 Survival in connection with Kitchen Help 11 1d20+9 2 Sense Motive 19 1d20+1 18 Link to comment Share on other sites More sharing options...
Ace Bronson Posted May 13 Author Clone Share Posted May 13 Ulfgrim devotes his time to aiding and accompanying the camp cook, Gunnhild. She is a warm-hearted person and is appreciative of Ulfgrim's help. She is talkative but seems to know little of the details of why they are here on this island. She's heard snippets of ghost stories that seem rather fanciful, she brushes them off as old wive's tales. The craftsmen were tight lipped. They tell him little to nothing about what is going on here, but some of the sharpened stakes that they are planting seem excessive in size for common defenses. If nothing else, Ulfgrim is well fed and treated kindly during his stay in the camp. OOC INFO Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted May 13 Clone Share Posted May 13 Grey-Feather 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: Grey Feather was happy to slip in back in amongst the others, which was made easier by the influx of crew that came ashore. He was even happier to hang up his furs by the fire and dry out his moccassins. He sat all that day by the fire, and well into the evening hours. He watched, with keen eyes, as people came and went from where they'd made camp, many of whom spoke briefly with Hjarlof and then went on their way, sparing only brief glances of curiosity for his appearance. It seemed to Grey Feather that the story-teller was doing a good job of sussing out information, bit by bit, that would serve their expedition well. The truth was, however, that these... Ormrung, were not their friends. He didn't know if they should be called enemy, exactly, but if they were aware of he and his companions' truer motives, they'd certainly not welcome then to rest and feast in their camp. It was a strange feeling and it kept Grey Feather on high alert. Several times throughout over the course of the few days, Grey Feather considers slipping into the shadows, sneaking about the camp, in search of more answers, but in the end he decides it is not worth the risk. The crew that is ashore is widely outnumbered and he wouldn't risk danger to his new comrades for a chance of uncovering some small bit information. They all know what needs to be done and in a few days time, when the ship is repaired, they would depart, likely for the for side of the island. If Grey Feather didn't know better, he'd hope they'd never have to see some of these good folk again. But the truth is that a clash of arms was quite possibly inevitable at some point in the near future. For now, however, Grey Feather will remain in the embrace of the warm firelight. OOC Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny animal Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +11, Stealth +15; Racial Mods +4 Perception, +4 Stealth Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT Smoke HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted Tuesday at 05:25 PM Clone Share Posted Tuesday at 05:25 PM (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Ulfgrim Ironhide had intentionally chosen to use his carpentry skills to help with the defenses of the camp so that the Barbarian would know these defenses inside and out should such knowledge ever be needed in the future. Thus, after a couple of days on the job, Ulfgrim waited until Hjarlof Hornblower sat alone, which was somewhat of a rarity since landing on this god forsaken island, and casually approaches and takes a seat beside of the Skald. Once the pair are alone and out of earshot of others, Ulfgrim whispers, "Our group should provide any information they undercover to you, and then you can pass it on to each of us in turn." Continuing in the same hushed voice, the warrior adds, "This should be done in a one-on-one conversation since two people talking will not likely draw any attention to the fact that we are holding secret meetings to accumulate and pass on information." "So far, I have not learned much from anyone in the camp, however it's clear that the defenses are being prepared to face outward and are intended repel creatures larger than a man based on the excessive size of some of the sharpened stakes they are planting," the huge warrior concludes. "That's all I have learned so far. Please pass it around and let me know if you have learned anything else of note and thereafter please keep me updated," the Barbarian concludes and then begins speaking in a more normal, yet subdued, voice regarding the fine food served by the camp cook, Gunnhild and how he has been helping her. Mechanics Free Action: Move Action: Swift Action: Move: Standard Action: Continuing Effects: None Edited Wednesday at 02:27 PM by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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