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Post by Mr. Trommer on Feb 24, 2009 9:52:34 GMT -5
Since Jarl Birgir understands to southern langauage I think it might be worth it for Basil to use his bardic ability and tell the epic saga that Viggo told at Yngvar's feast. We have two days in the town and it might help our PR with him. There might be enough other speakers to translate our tale and spread it around.
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Post by Wolfgar on Feb 24, 2009 10:03:39 GMT -5
I am pretty sure Birgir was there when the Viggo told the tale. Yngvar requested all of the Jarls within a week's traveling distance to attend the feast.
I should have known that if I left early you guys would go and piss off a couple of Jarls.
So what's this about some adventurers in Beede? Anything interesting there? Any magic users whom Morvan could barter for some new spells?
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Post by Mr. Trommer on Feb 24, 2009 13:42:56 GMT -5
The four Jarls I had written down showing up to the feast were Ino, Hemming, Akka and Knute (spelling aside).
Morvan gave him his steely eyed elven stare and insisted he come to Kerava. Just because they both are bringing their hosts I'm sure is a sign of respect.
I don't think any of us thought to look for mages among them.
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Post by Wolfgar on Feb 24, 2009 14:35:56 GMT -5
OK. If you can get him to listen to the tale, it can't hurt. I wouldn't suggest trying to charm him. He is well familiar with the abilities of bards.
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Post by Dell on Feb 24, 2009 15:37:18 GMT -5
I wouldn't suggest trying to charm him. How about beating him? Can we do that?
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Post by Mr. Trommer on Feb 24, 2009 16:01:42 GMT -5
No I had no intention of charming him. Need a few more levels for that to be worth the risk.
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Post by Ginger on Feb 24, 2009 16:30:35 GMT -5
I wouldn't suggest trying to charm him. How about beating him? Can we do that? I'm going to go out on a limb and suggest that beating the local jarl is unlawful. HOWEVER, we are on a mission from the jarl of jarls, who is the authorized ruler of these lands. If these locals defy his will, then we will be upholding the law to enforce the rules. Zinc will need to do a bit more research on the feudal structure of the Land of Song to determine the proper lines of authority, and determine the level of fealty each jarl owes to the jarl of jarls.
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Post by Wolfgar on Feb 24, 2009 22:02:35 GMT -5
No one knows where the elves live in the Volkwood. The Alfar are reclusive and wish to be left undisturbed. Kristin Elf-friend is sung to have lived near the eastern edge of the Volkwood. Perhaps those who live in Beede might know more. Before we go beating the Jarl of the Wolf Clan, can we try to ask him about Kristin Elf-friend and his brother Kresten? They were from the same clan as Ufa, probably his uncles or great uncles.
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Post by Wolfgar on Feb 24, 2009 22:19:55 GMT -5
Kimball failed to get a strength bow in Beede because the master bowyer didn't value our gemstones and we couldn't find the scrap of paper with the 4000gp of party treasure to see if there was anything else we could trade him. The party share is in the manila folder with the stickies. It is mostly uncut gems. There is also a silver and pearl necklace but we wanted to keep that for the pearls. A good thing about going back to Kerava is that you can get some coins that we left with Yngvar. Any indication as to exactly how much he wanted.
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Post by Dead Greyhawk on Feb 24, 2009 22:33:46 GMT -5
Kimball failed to get a strength bow in Beede because the master bowyer didn't value our gemstones and we couldn't find the scrap of paper with the 4000gp of party treasure to see if there was anything else we could trade him. The party share is in the manila folder with the stickies. It is mostly uncut gems. There is also a silver and pearl necklace but we wanted to keep that for the pearls. A good thing about going back to Kerava is that you can get some coins that we left with Yngvar. Any indication as to exactly how much he wanted. Finn seemed underwhelmed by the gemstones, which were mainly volcanic glass. He sneezed heavily on them and handed them back, asking if Kimball had something more meaty to trade. Finn also explained that long stretches of fresh horn are needed for the more powerful bows, that he didn't have any, and that he could not make the most powerful bows without such horns.Several things are missing from the discussion above.
1. Before the abominable snowmen fight, Kimball found scattered tracks all of which were humanoid with whitish fur leading mainly from the fjord to the west. Kimball then spotted a family of giant badgers, which he led the party around, not disturbing. Kimball subsequently found many more humanoid tracks, some human tracks, and signs of a sleigh or perhaps skis (parallel grooves). Later that night, the snowmen attacked.
2. The following day, Kimball found a herd of goats roaming about. Morvan charmed the alpha goat and led them to Beede. Morvan gave the herd of goats to Uffe, who received them well and had them made into stew for a welcoming feast. Basil and Uffe's skald played dueling citterns. Basil lost.
3. The adventuring types, marked by their mixed armor and odder-than-average attire, claimed strange ruins north and west of the Volkwood were eerie and disquieting, but potentially had great treasure within. One suggested that perhaps it was not the east side of the Volkwood, but the west side of the Volkwood where you might find what you search for.
4. More snow fell, up to about 2 1/2 feet worth on the ground now. It appears that each foot of snow slows you and the horses about 3". Snowshoes reduce your movement by 25%. Both snow and snowshoes will remove initiative bonuses (as everyone is effectively encumbered) Zinc walks on top of the snow and is unaffected (and would retain initiative bonuses). Right now, movement is a 9" due to the loading of the horses, putting Zinc on summoned mounts, and the use of snow shoes.
5. The shield in Gudbrand's cairn is very thick, made of bronze, heavily corroded, and lacks any capacity for being held on an arm. It does appear to have a map on it, in relief. It appears to be more a shield you hang on your wall than one you fight with on your arm. No one knows where the elves live in the Volkwood. The Alfar are reclusive and wish to be left undisturbed. Kristin Elf-friend is sung to have lived near the eastern edge of the Volkwood. Perhaps those who live in Beede might know more. Before we go beating the Jarl of the Wolf Clan, can we try to ask him about Kristin Elf-friend and his brother Kresten? They were from the same clan as Ufa, probably his uncles or great uncles. Uffe did recommend that you talk with the Grey Ladies, witches on the coast of the fjord west of Beede. Uffe claimed they were ancient and knowledgeable, but fey. Uffe also said that the holt of Kristin Elf-Friend is lost to time, either lying within the Volkwood or disassembled by the Alfar. No one has seen Kristin Elf-Friend in Uffe's lifetime.
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Post by Ginger on Feb 25, 2009 11:43:10 GMT -5
Someone else should probably get the water walking ring. Everyone should make a pitch about why he should get it, since I see a good case for Kazan, Basil or Kimball.
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Post by Wolfgar on Feb 25, 2009 13:16:22 GMT -5
Does an archer, not in melee, lose his initiative bonus when wearing snow shoes? Basically he is just standing there and firing. (The question is moot of course given the "archer" I have in mind.)
We now have three 5th level fighters. Kimball benefits from an initiative bonus because his attacks always happen in the middle of the round. Kazan and Basil attack every other round at the beginning and end of the round and initiative bonus only helps against other 3/2 fighters. Basil benefits more than Kazan because he has the higher dexterity. If Kazan was 6th level and could move as a monk (19") then there would be a mobility argument. Kimball also can use the ring when scouting around with his elven cloak. He is not hampered by snow and leaves much less of his own tracks. The only argument for Kazan is that he is the heaviest hitter (he has at least +2 to hit and +2 to damage on Basil (from a combination of strength and magic)), so you want him to be able to move as freely as possible around the battle.
I think it makes sense for Basil to use Majstang. Basil would get his double proficiency with a +2 weapon. Then Kimball (when not using his bow) could use the +1 broadsword when he needs a magic weapon, otherwise he could rely on a normal longsword. The party expected damage per round would definitely go up.
How about Kimball gets the +1 broadsword and the ring of water walking and Basil gets Majstang?
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Post by Ginger on Feb 25, 2009 14:53:43 GMT -5
I think it makes sense for Basil to use Majstang. Basil would get his double proficiency with a +2 weapon. Then Kimball (when not using his bow) could use the +1 broadsword when he needs a magic weapon, otherwise he could rely on a normal longsword. The party expected damage per round would definitely go up. How about Kimball gets the +1 broadsword and the ring of water walking and Basil gets Majstang? It doesn't work that way. While a bastard sword specialist can wield four weapons (long, 1h bastard, 2h bastard, two-hand), the bastard sword specialist is specialized in only two of them (1h and 2h bastard). A longsword specialist can wield two weapons (long and 1h bastard) and is specialized in them both. A two-handed sword specialist can wield two weapons (two-hand and 2h bastard) and is specialized in them both. BTW, I'm convinced that an "archer" would be the best choice for the ring of water walking. If only we had an archer in the party...
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Post by Mr. Trommer on Feb 26, 2009 13:02:57 GMT -5
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Post by Dead Greyhawk on Feb 26, 2009 19:51:52 GMT -5
Does an archer, not in melee, lose his initiative bonus when wearing snow shoes? Basically he is just standing there and firing. The archer still loses his initiative bonus.
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Post by Wolfgar on Feb 26, 2009 23:18:44 GMT -5
6. Yngvar and Viggo relate that the flaming insectoid stated that the Clans are all to die, first of hunger and cold until they eat their own young, and then at the hands of the undying host of Her Dark Majesty. Yngvar believes that the winter snows will keep Her Dark Majesty's hosts bottled in the North until the first thaw, but then the Clans will face a dire foe. According to Basil's tale, it will have been at least 30 days by the time we get back to Kerava. Approximately how long do we have until the first thaw? Do we have a plan for where to go next? I won't be there this week. I don't think we are any better prepared to take on an adult dragon so I would vote for heading back to the Grey Ladies and the Volkwood. Before we visit the Grey Ladies, I would like to ask Siri (and Vigo if he is around) about them. Not that I don't trust Uffe, I just want to have as much information as possible.
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Post by venger on Feb 27, 2009 13:53:48 GMT -5
BTW, I'm convinced that an "archer" would be the best choice for the ring of water walking. If only we had an archer in the party... Hey, my character is an archer... Remember Zinc moves at a 3" in snow, in armor. According to Basil's tale, it will have been at least 30 days by the time we get back to Kerava. Approximately how long do we have until the first thaw? Do we have a plan for where to go next? I won't be there this week. I don't think we are any better prepared to take on an adult dragon so I would vote for heading back to the Grey Ladies and the Volkwood. We went off to the Headlands and found a Horn, it took a month. No real treasure, but mission accomplished! If we go to the Volkwood we're going to have to talk to the Grey Ladies, then talk to the Elves, then talk to whoever they send us to who has the Horn... diplomacy is not our strong suit. Let's go take out the dragon. A) We do well against a single, large opponent. We can deal massive damage in one round. B) We're right here, it's the closest of our leads to follow up on. C) There is bound to be decent treasure and probably one of the Horns we're looking for. D) White dragon hide armor! E) It won't be expecting attack because it has the Clans so whipped. We can probably catch it sleeping in its lair. F) Kazan alone, against a large cold-using creature, is 1d8+12 per hit. G) GLORY! If we bring back the head of the White Wyrm they'll make us Jarls! A prayer, a bless, a couple endure colds. Basil, Kazan and Gregers charge, Kimball shoots point blank. Morvan uses whatever potent magics he can muster. Zinc keeps us from dying. After which we can circle around to the Valley and then up to wherever the dread beast Farfegnugen lives.
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Post by Wolfgar on Feb 27, 2009 15:25:57 GMT -5
Have you read week 104B? Otto is incensed at the idea that the Company is going to just start hunting down dragons! Not only are they huge and deadly, but it is totally outside of the point of why they are in the mountains: the giants! “Easy does it,” comments Raven. “We’ve killed dragons before. I can’t help it that this will be your first. They go down pretty easy.” Otto goggles at him, but Raven seems entirely serious. “This will be what, the third one? Swamp one and green one and now a blue one?” muses Raven. Al holds up another finger. “Oh, right, the red one down under Beoll-Dur was the third one. See, no problems.” ... And this was against our 8th and 9th level characters.
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Post by Dell on Feb 27, 2009 16:55:46 GMT -5
Let's go take out the dragon. A) We do well against a single, large opponent. We can deal massive damage in one round. B) We're right here, it's the closest of our leads to follow up on. C) There is bound to be decent treasure and probably one of the Horns we're looking for. D) White dragon hide armor! E) It won't be expecting attack because it has the Clans so whipped. We can probably catch it sleeping in its lair. F) Kazan alone, against a large cold-using creature, is 1d8+12 per hit. G) GLORY! If we bring back the head of the White Wyrm they'll make us Jarls! H) White dragons have average intelligence. Just like orcs. I) Item saving throws are easy against cold attacks, so all our stuff won't get destroyed. Could they give us our own clan? Is Dragon Clan taken? If we became a clan, Kazan would have to be the Jarl, as the only human fighter in the group. Of course, either the dragon will have his own little army of followers out there... or it's not a dragon at all, but a Remorhaz or Frost Worm or something else ridiculous.
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Post by venger on Feb 27, 2009 22:57:49 GMT -5
And Kimball won't miss with the first shot!
What level was the Company of the Blue Sun when they killed the red dragon in Beoll-Dur? Or the green dragon? Or that swamp dragon?
The party has already killed one dragon. We can kill another.
We have three double-specialized fighter and a bow specialist.
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Post by Ginger on Mar 1, 2009 20:07:24 GMT -5
Josh, don't worry, we didn't go after the dragon. A full report to come.
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Post by Wolfgar on Mar 1, 2009 21:19:26 GMT -5
Thanks!
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Post by Dead Greyhawk on Mar 2, 2009 7:49:28 GMT -5
XP gain and some levels. Character | XP | Class | Level | Morvan | 21098/21098 | Cleric/Magic-user | 5/4 | Zinc | 42692 | Cleric | 6 | Basil | 7999 | Fighter/Thief/Bard | 5/6/3 | Kazan | 20468 | Monk*/Fighter | 5*/5 | Kimball | 42707 | Ranger | 6 |
Kimball gains 6th level. Basil gains 3rd level. Snurre and Bjorn gain 2nd level. Olle regains 1st level. Gregers regains 4th level. Gregers regained his lost HP. I didn't roll for the other Northmen.
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Post by Ginger on Mar 2, 2009 11:57:39 GMT -5
Moral of the story for this week: Don't fight a flying, level-draining, magic-resistant monster which is immune to silvered weapons. I'll leave the narrative to our bard on the wiki, so here are the bullet points: - The wolf clan jarl didn't want to part with the horn, so Yngvar gave their jarl the magical horn which he'd promised to us as a reward for returning the horn.
- We visited the "Handsome Folk" who were camping south of Kerava. When we want to fight the wyrm, they will loan us magical cloaks which will allow us to turn into sea creatures when donned.
- Kimball defeated Yngvar's champion archer in a contest and got a helm which we traded to the archer in Beede for a +2 bow.
- Siri advised us to see the witch who lives on the fjord to the west. The Grey Sisters aren't trustworthy and give false prophesies to those whose gifts they deem too small, but the witch is more honest.
- We took a ship back to Beede, which took 3 days instead of the 3 weeks it would have taken by land.
- We planned to march north to see the witch, then further north to see the Grey Ladies, then further north to the ruined city all of the adventurers were traveling to, which corresponded to the mark on our shield-map.
- The witch was very friendly. We bought 2 antidote potions from her for 500 GP. She suggested we visit the Grey Ladies and give them a gift that would bring them joy. She thought a song would be a great gift. She said the city was very dangerous and we would die if we go there. After we left, we detected poison on the antidotes, and found they were poison. We were then slightly suspicious of her.
- The Grey Ladies emerged from the river and attacked us on sight. They charmed Kazan and Varg. They both ran to the river and tried to drown themselves. Morvan held Varg, but Kazan made his save. Kimball pulled Kazan's unconscious body from the water, and the ladies retreated underwater.
- We advanced into the city, which was weird and had crazy architecture. We found a magic fountain and started clearing the rubble from it, and planned to create water inside it when done, hoping that would do something. We were almost done when it got dark.
- An evil moth devil, with a human head attacked us. It fluttered 60 feet in the air, at the edge of our light. It cast a shadow down on one person per round, and drained a level. We rolled randomly, and it kept attacking our red-shirts. Varg was drained to 0, then -1, and then killed. Gregers was brought down a level as well. Snurre's morale broke and he fled into the night. Olle became a man-at-arms. Silver arrows and spears didn't hurt it. A magic missile didn't penetrate its MR. Kazan tried his grappling hook, but he kept missing. Kimball finally remembered the holy water, and we hit it with several flasks. At that point it dove onto Basil. We hit it a few rounds, and it crumpled a bit. Then it slithered off into the night. Very weird.
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Post by Wolfgar on Mar 2, 2009 12:38:34 GMT -5
Thanks for the recap.
Kazan has a grappling hook?! Hooray for red-shirts!
Did we get any reward from Yngvar for locating one of the horns? Any news of Viggo? What was the rationale for going to the city? It doesn't sound like we followed up on any of the rumors regarding the other horns.
Holy water? You should have tried throwing the poison.
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Post by Ginger on Mar 2, 2009 13:13:36 GMT -5
Thanks for the recap. Kazan has a grappling hook?! Hooray for red-shirts! Dana thought you did. I thought you'd used it in the past? We kept rolling a d12, and poor Varg kept coming up. The wolf clan jarl got our reward. That sucked. Yngvar had no news of Viigo. When we visited the Handsome Folk, they said that Viigo had visited them and then gone north to the Coldwood, which is consistent with what Yngvar originally told him. Everyone else wanted to follow Viigo, but I said that Viigo planned to come back, so we should follow other leads while he's gone. The rationale for going to the city was that it was right next to the witch and the grey ladies. And that it wasn't a dragon. We also got more intel on the dragon. The Handsome Folk said that it was a 6 legged beast which drags whales from the water. We talked with an adventurer in Beede who said the dragon has 2 legs. He also said that the dragon's primary weapon is a great poison stinger on its tail. It apparently poisons its prey and carries the bodies to be devoured in its lair. The poison is in a gross, gooey bag. Throwing it would probably splash poisonous goop on everyone. Zinc is also convinced that the druids are wrong, and it's actually antidote. The witch was very nice. She was very interested in learning about Jascar.
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Post by venger on Mar 4, 2009 9:11:15 GMT -5
We advanced into the city, which was weird and had crazy architecture. We found a magic fountain and started clearing the rubble from it, and planned to create water inside it when done, hoping that would do something. We were almost done when it got dark. An evil moth devil, with a human head attacked us. It fluttered 60 feet in the air, at the edge of our light. It cast a shadow down on one person per round, and drained a level. We rolled randomly, and it kept attacking our red-shirts. Varg was drained to 0, then -1, and then killed. Gregers was brought down a level as well. Snurre's morale broke and he fled into the night. Olle became a man-at-arms. Silver arrows and spears didn't hurt it. A magic missile didn't penetrate its MR. Kazan tried his grappling hook, but he kept missing. Kimball finally remembered the holy water, and we hit it with several flasks. At that point it dove onto Basil. We hit it a few rounds, and it crumpled a bit. Then it slithered off into the night. Very weird. So we should leave this place immediately.
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Post by Ginger on Mar 4, 2009 11:30:23 GMT -5
We should revisit the witch. If she is evil, and she likely is, she knows our plans and knows that we have one of the Horns. She can't be allowed to report back to Her Dark Majesty, so we might want to take her out.
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Post by Wolfgar on Mar 5, 2009 15:12:04 GMT -5
Is it worth exploring the city more in the daylight? Any sign of the other adventures? How big is the city? It would be a shame if there was a horn here and we didn't at least spend some time looking for it.
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Post by Dead Greyhawk on Mar 8, 2009 19:31:51 GMT -5
Character | XP | Class | Level | Morvan | 21923/21923 | Cleric/Magic-user | 5/4 | Zinc | 44167 | Cleric | 6 | Basil | 13997 | Fighter/Thief/Bard | 5/6/4 | Kazan | 27066 | Monk*/Fighter | 5*/5 | Kimball | 49305 | Ranger | 6 |
Basil gains 4th level. Snurre and Bjorn gain 3rd level. Olle gains 2nd level.
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