[X] He will learn to wield the power of the storm. Storm Seidr.
[X] He seeks wisdom from the seer.
 
[X] He will learn to wield the power of the storm. Storm Seidr.
[X] He seeks wisdom from the seer.
 
Okay, now things have quieted down for me in RL, I'm going to try and get back into some kind of schedule or at least getting some stuff written and posted.
Adhoc vote count started by Oshha on Jan 6, 2024 at 1:44 PM, finished with 15 posts and 14 votes.
 
Could somebody roll me a couple of d20s for me please?
 
Seeking the Seer
[X] He will learn to wield the power of the storm. Storm Seidr.
[X] He seeks wisdom from the seer.

"I would like to learn how to wield the might of the storms," you tell your father, "Lightning Seidr has proven useful and I can only imagine how much versatility learning Storm Seidr would do."

"Ah, I see you are able to appreciating seidr for the options it provides instead of just raw power," says Father approvingly, "Too many just think with their muscles instead of their heads, like too many of those louts trying to woe your sister."

"Isn't that just not thinking at all if they aren't using their heads?" you inquire.

"Hmm, I suppose that you're right and they aren't actually thinking," agrees Father, "It would certainly explain their behaviour and why I or one of the others have to beat half of them into the ground before they get the rejection in their thick skulls."

"Do you kill them?" you ask.

"That depends on what mood we are in or how pushy they have been," replies Father, "I'm normally content with just letting them go with the shame of defeat, but sometimes they have gone too far or I'm not in the mood to hold back. But we are getting off topic. We were talking about Storm Seidr."

"That's right," you confirm, "How does it work?"

"Most people think of it as calling storms into existence or manipulating a storm," says Father as he looks you in the eye, "Some of the smarter ones realise that it can be used to get rid of a storm or at least drive it off. Only a few realise the benefit of being able to pass through a storm unhindered without actually impacting the storm. Torvald, my son, you have no idea how valuable it can be to sail a raiding party through a storm without being touched by its fury, both to the target and away from it."

***​

Has anyone passed through recently?: Nature, DC12 = 15, 1 DoS
Recognising the intruder?: Lightning Seidr Knowledge, DC17 = 13+3.9, 1 DoS

"Are you sure he went this way?" inquires Astrid, "I can't see any sign of anyone passing through here."

"Yeah, I agree with Triddy," says Sigrid as your little sister peers about the treeline, "I can't see any indication that someone has been here."

"Seriously?" you complain, "Just look over there."

As one, both girls turn to see what you are pointing at.

"Oh, I see it now," says Sigrid as she spots what you spotted.

"I still don't see it," complains Astrid with a slight scowl on her face.

"Disturbed undergrowth," you explain, "Something or someone has passed through there and whatever it was is large enough to be a human."

"It could be a deer or a wolf rather than a person, but it is a better lead than what we had before," says Sigrid.
"Aye, a possible lead is better than none," agrees Astrid as the scowl is replaced by fiery excitement in her eyes, "Let's go forth and find whoever made these tracks.

"I should lead," you say as Astrid is about to set off, "I am the only one who noticed the trail originally."

"He has a point," Sigrid pips up, "And you didn't notice anything at all."

"Fine," snaps Astrid as she glares at your little sister.

You ignore them. You know better now than to get between a pair of squabbling girls. Instead you begin to make your way through the wilderness, following the trail of disturbance that you can barely make out. Thankfully whoever or whatever made their way through didn't put much effort into concealing their presence otherwise it would be impossible for you to follow them.

The three of you stray from the well-worn path, swiftly making your way into the wilderness. It gets to the point that you are considering turning back just to ensure you are able to make it to some degree of civilisation before nightfall. You know for a fact that Father won't approve of you going so deep into the untamed wilds.

You are able to voice those thoughts to the others when Astrid suddenly stops you and Sigrid.

"What was that for?" complains Sigrid as she glowers at Astrid.

"Seidr," hisses Astrid, "Can't you sense it?"

At that, both you and Sigrid pause as you and your sister reach out with your magical senses. It doesn't take long for you to detect what Astrid has already picked up. There is a strong barrier of Seidr ahead of you, a ward of some kind.

"It was either carefully put together with great skill or hastily put together with great power," comments Sigrid, looking indecisive as your sister doesn't know if she wants to take a step back or a step forward.

"Do we continue onwards?" you ask.

"Maybe," says Astrid, "We could try braving the ward if we are willing to take the risk."

"Astrid or I could tyr taking it down," suggests Sigrid, "Both of us are pretty handy at Seidr."

"There's is no guarantee that we could do that," points out Astrid, "Not to mention that we might trigger a defensive effect or antagonise whoever put the ward up."

"It might be worth it," says Sigrid thoughtfully as she stares beyond the ward, "You don't put up a ward of this strength unless there is something worth the effort."

"Aye, that's true," agrees Astrid, "Torvald, this was your idea. What do you think?"

What do you do?
[ ] Head back to reach civilisation before nightfall, effectively giving up on this hunt for the rumoured seer.
[ ] Press on, risking the effects of the ward and hoping you find shelter before nightfall.
[ ] Attempt to bring down the ward, risking backlash from such an act on top of needing to find shelter before nightfall.
[ ] Write-in.

Torvald Sigurdrsson (Age 14)

Unspent Prestige = 16
Unspent Piety = 4

Hit Points = 7
Hamingja (Fate) = 2

Bloodline = Descendent of Thor (Unlocks access to Lightning, Thunder and Storm magic. Provides a boost to all Lightning, Thunder and Storm magic. +2 to Strength. +1 Prestige per month & +1 Piety per month. You have red hair.)
Kenning (Epithet) = None.

Hamr (Body) = 4 (150 Prestige to upgrade)
-Strength = 3 (5) (100 Prestige to upgrade)
-Constitution = 2 (60 Prestige to upgrade)
-Agility = 1 (30 Prestige to upgrade)

Hugr (Mind) = 3 (100 Piety to upgrade)
-Will = 1 (30 Piety to upgrade)
-Intellect = 3 (100 Piety to upgrade)
-Presence = 1 (30 Piety to upgrade)

Fylgia (Familiar) = Lynx. (Your spells and other magic are more potent and powerful)

Traits
Stubborn. You have a raw determination that refuses to be beaten without a fight, no matter how long the odds. Gain Advantage on Will.
-Tier 1. 500 Piety to upgrade.
Clever. You are quick witted, just able to grasp and see things that elude most others, no matter how intelligent they are. Gain Advantage on Intellect.
-Tier 1. 500 Piety to upgrade.
Lightning Blood. Lightning travels through your veins. Pass or win on a single Agility roll per Encounter or Fight.
-Tier 1. 500 Prestige to upgrade.
Boon of Loki. The Jotunn Loki Laufeyjarson has granted you a boon, giving you an innate advantage to decisive others. Gain Advantage on Deception Checks.
-Tier 1. 500 Piety to upgrade.

Items of Note
Adamantine Sword of Swiftness (Excellent) = +3 to Attack rolls, Deals 7 Damage. Anti-Magic effect allows it to bypass weak magic and reduce moderate or stronger magic. Enchanted to grant a free additional attack for every attack made with targets having Disadvantage to defend against the additional attack.
Iron Helmet (Decent) = +1 to Defence Rolls, Blocks 1 Critical Hit
Gambeson (Decent) = +3 to Defence Rolls
Golden Armband of Fire Resistance (Excellent) = Reduces fire damage taken by 5.

Skills
Athletics (Strength) = 9 (+2.9)
Deception (Presence) = 10 (+1.8)
History/Norse (Intellect) = 14 (+2.8)
Lightning Seidr Knowledge (Intellect) = 25 (+3.9)
Lightning Seidr Casting (Presence) = 25 (+3.5)
Perception (Will) = 5 (+1.5)
Persuasion (Presence) = 10 (+2)
Spoken Language/Norse (Intellect) = 24 (+3.8)
Swordsmanship (Strength) = 32 (+5.2)
Writing/Runes (Intellect) = 23 (+3.7)

Seidr (Magic)
Daily Number of Spell Points = 14

Lightning Seidr
Anti-Lightning Ward
-Level 1 = Reduce the next lightning damage taken within the hour by 3. Costs 1 Spell Point to cast.
-Level 2 = Reduce the next lightning damage taken within the next day by 3. Costs 2 Spell Points to cast.
Lightning Bolt
-Level 1 = Deal 3 points of ranged lightning damage. Requires one free hand and 1 Spell Point to cast.
-Level 2 = Deal 5 points of ranged lightning damage. Requires one free hand and 2 Spell Points to cast.
-Level 3 = Deal 7 points of ranged lightning damage. Requires one free hand and 3 Spell Points to cast.
Lightning Flash
-Level 1 = Blind a single target within line of sight for several seconds. Alternatively, use it to make a momentary burst of light. Costs 1 Spell Point to cast.
Lightning Travel
-Level 1 = Travel to anywhere within your line of sight as a lightning bolt up to three chained teleportations. Costs 1 Spell Point to cast.
Lightning Pull
-Level 1 = Use lightning to summon up to three holdable metal items within line of sight to you. Costs 1 Spell Point to cast.

Relationships
Your Subordinates
Stormber (3/10) = Your pet Wyvern. She is currently two years old.

Your Kin
High Chief Sigurdr Princess-Taker (6/10) = Your father and ruler of Torstensby.
Ingrid Goodwife (5/0) = Your mother.
Torsten Sigurdrsson (1/10) = Your older brother by three years and heir apparent to Torstensby.
Brunhildr Sigurdrsdottir (7/10) = Your older half-sister by two years.
Brandr Sigurdrsson (0/10) = Your older half-brother by six months.
Sigrid Sigurdrsdottir (6/10) = Your younger half-sister by one year.
Gunnar Sigurdrsson (-5/10) = Your younger half-brother by three years.

Torstensby
Wulfwynn Rosegarden (-2/10) = Your thrall.
Astrid Bjornsdottir (7/10) = Your childhood friend.
Thane Bjorn Knightslayer (2/10) = Your father's best friend and father of Astrid.

***​

This was written and supposed to be posted yesterday, but I forgot to actually post it. Anyway, here it is. Do you press on despite the ward, attempt to bring it down or do you take the safe option of giving up?

By the way, the dice rolls in the thread were for the Lightning Seidr Knowledge check, which you have advantage on from Clever trait. I did the Nature one before remembering I could let the thread do some of the rolls.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
 
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Yeah, is there some magical way to 'knock' on a ward requesting entry? That has to be easier than breaking it. Something like:

[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.

That's my inclination, anyway.


Also, huh. Would this not have gone up when Hamr did? I'd assume it's some interaction between Hamr and Con, right?
 
[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
 
Could we knock? We don't want to anger the seer we are seeking wisdom from
Yeah, is there some magical way to 'knock' on a ward requesting entry? That has to be easier than breaking it. Something like:

[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
You can attempt to knock, but there is no guarantee you will succeed or get a response if you do. If you are going to attempt knocking, I would request that you have a back plan on what do to if nothing happens otherwise it will default to a dice roll on what Torvald and the others do in the event of failure.
Also, huh. Would this not have gone up when Hamr did? I'd assume it's some interaction between Hamr and Con, right?
Hit Points is out of date, but increases via certain birthdays and Constitution not Hamr. It should be up to date now.
 
You can attempt to knock, but there is no guarantee you will succeed or get a response if you do. If you are going to attempt knocking, I would request that you have a back plan on what do to if nothing happens otherwise it will default to a dice roll on what Torvald and the others do in the event of failure.

Fair enough.

[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
-[X] If that doesn't work, press on, risking the effects of the ward and hoping you find shelter before nightfall.

This seems right. We knock and then proceed anyway if that doesn't work.

Hit Points is out of date, but increases via certain birthdays and Constitution not Hamr. It should be up to date now.

Is there anything else that base Hamr and Hugr don't effect, that is governed exclusively by the sub-stats? Because they seemed like they effected everything the sub-stats did prior to this information.
 
[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
-[X] If that doesn't work, press on, risking the effects of the ward and hoping you find shelter before nightfall.
 
[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
-[X] If that doesn't work, press on, risking the effects of the ward and hoping you find shelter before nightfall.
 
Is there anything else that base Hamr and Hugr don't effect, that is governed exclusively by the sub-stats? Because they seemed like they effected everything the sub-stats did prior to this information.
Some spells or enchantments might only effect a specific sub-stat, but Hit Points is the exception because I wanted more hit points to be the benefit of going for a Constitution-focused defence over an Agility-focused defence. Hamr was originally going to boost hit points, but in the end, I want to make Agility builds glass cannons while Constitution builds are tough tanks.
 
Some spells or enchantments might only effect a specific sub-stat, but Hit Points is the exception because I wanted more hit points to be the benefit of going for a Constitution-focused defence over an Agility-focused defence. Hamr was originally going to boost hit points, but in the end, I want to make Agility builds glass cannons while Constitution builds are tough tanks.

Fair enough, just checking.
 
[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
-[X] If that doesn't work, press on, risking the effects of the ward and hoping you find shelter before nightfall.
 
[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
-[X] If that doesn't work, press on, risking the effects of the ward and hoping you find shelter before nightfall.
 
[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
-[X] If that doesn't work, press on, risking the effects of the ward and hoping you find shelter before nightfall.
 
[X] Use seidr to 'knock' on the ward, politely requesting entry as we seek the seer's wisdom.
-[X] If that doesn't work, press on, risking the effects of the ward and hoping you find shelter before nightfall.
 
The vote is now closed.
Adhoc vote count started by Oshha on Jan 11, 2024 at 4:44 AM, finished with 14 posts and 8 votes.
 
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