Showing posts with label Frost in Halskapa. Show all posts
Showing posts with label Frost in Halskapa. Show all posts

Sunday, June 10, 2012

[Birthright Campaign] Frost in Halskapa: 1st scene

[Here is the summary of the 1st scene of my solo Birthright Campaign. As part of the Birthright rule, I had to do some housekeeping before the domain rounds ( which is the month-by-month event).

Firstly, the holding's attitudes had to be adjusted. After some dice rolling, most of the realms were determined to be indifferent except of Skapa Hjarring (the capital of Halskapa) , Dvasik ( the druid groves in which Ruis was raised).

Domains collection and expenses netted me 13 RP and 3 GB.

For the first scene, the event meaning was "Malice at home". So I took it to mean that someone had been spreading rumors about Ruis and set the scene.]

"Did you notice any weird behavior in the court today? Ruis asked Jalkar when they retreated to his chambers.

Just as Jalkar was about to answer, the door of the chamber opened when a man dressed in breastplate burst in. His coat of arms identified him to be a member of the Iron Guard, the king's personal guards. Behind the burly man, a mousy man chained up followed behind him. With a swift kick from the armored man, the prisoner fell onto his knees in front of Ruis.

"What's the matter, Aran?" Ruis addressed the Iron Guard.

"This filthy traitor," Aran said with another swift kick to the prisoner"Was spreading untrue rumors about the King"

[The unknown NPC attempts an Espionage Action as per the Birthright rules. He rolls a domain action check against the Law Holding to simulate trying to unseat Ruis' words. He rolled a 10. With the friendly attitude of Skarla Hjarring to Ruis, the enemy is penalized and the espionage action failed"

"He was telling the courtiers that the King had committed bloodtheft on his father and intend on running Halskapa to the ground. " Aran said.

"Is it true?" Ruis paced around the prisoner. Suddenly, Ruis stopped in front of the prisoner and stared into the prisoner's eyes. The prisoner suddenly displayed a visage of fear before he blinked.

"So that is what the false King is capable of?" The prisoner stammered.

[Ruis attempts to cower the prisoner into confessing. He used his blood ability of Divine Aura. As it functions like a fear spell, the prisoner rolls a Will Save of 20 (against the DC of 14). The prisoner is not cowered by the fearsome presence of Ruis]

Ruis smiled at the insult. Ruis waved off Jalkar and Aran outside of his chamber. After sometime, Ruis came out of the chamber.

[ As magical means are usless, Ruis decides to interrogate the prisoner. Therefore, i chose to play it as a skill challenge. Setting the DC at  20 ( for a moderate skill), Ruis decides to use his bluff skill to trick the prisoner to reveal his secret. Ruis needs to roll 6 times and must get 3 success before 3 failure has occured. I rolled 21, 28, 32, 18. A success! This meant that Ruis was able to convince the prisoner to blurt out the information by surprise. Turns out the prisoner knows the person who hired him and it is someone Ruis recognises."]

" Arrest the Jinnis, the proxy for Sketa(the jarl of Aandvjor). The prisoner has confessed that he was the one responsible."

[ Now that Ruis has found the enemy, he is ready for his next domain action. I rolled a 13. As I consult the charts, I gave a curse. There is a Great Captain/ Heresy event that signifies a rebellion. Since the scene ended with the proxy, Sketa provokes a war against Ruis over the state of Aandjvor and declares herself an independent state. And so, the next scene would continue as Ruis starts his rule with a bang]


Thursday, June 7, 2012

[Birthright] Frost in Halskapa

Ruis

Returning from the newly formed Siren Realm, Bervinig brought home an infant and named him Ruis. As Ruis grew up, his steely eyes and hawk like feature leave no one in doubt of his father. Of the boy's mother, he has never uttered a word.

Blessed with a voice, Ruis grew to be a favorite among the court of Skapa Hjarring. However wonderful his performance, Bervinig never smiled once. As Bervining's sanity lapsed, the frown on Bervinig grew deeper and deeper. Eventually, when Ruis reached the age of twelve, Bervinig decided to send Ruis to the Oaken Grove. That move shocked and worried the closest allies of the king. The tradition was that no priests of Erik could rule and Bervinig had no heir. But Bervinig was stubborn in his decision.

So Ruis was sent to Oaken Grove. In there, Ruis blossomed and grew to understand more about the lands of Rjurik. The struggles of the provincial jarl was not his concern. Oaken Grove was his life now.

But the land of Halskapa was determined to name her own heir. When Bervinig died, his bloodline was given to Ruis. Ruis was now the king.

Stats is here

Wednesday, June 6, 2012

[Birthright campaign] Frost in Halskapa: Ruis, Unwilling King

For the Halskapa campaign, I would be going with a druidic build for my PC. Below is his build. Story and background would be posted tomorrow!

Ruis, Unwilling King


RUIS
Male human Bard 2/ Druid(Deadly Hunter)* 3
NG Medium humanoid
<<Init >> +1 ; <<Senses>> Perception +14
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DEFENSE
<<AC>> 17, touch 15, flat-footed 16 (+1 dex, +4 bonus, +2 armor bonus)
<<hp>> 28 (5d8)
<<Fort>> +3, <<Ref>> +5, <<Will>> +10
<<Defensive Abilities>> Well-Versed
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OFFENSE
<<Spd>> 40 ft/x4
<<Ranged>> Mwk Shortbow +5 1d6 20/x3
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STATISTICS
<<Str>> 10, <<Dex>> 12, <<Con>> 10, <<Int>> 12, <<Wis>> 18,  <<Cha>> 14.
<<Bloodline>> 30 ( 26 before bloodline inheritance), Reynir, Great
<<Blood Abilities>> Divine Aura (Great), Healing (Major), Bloodmark
<<Base Atk>> +3, <<Cmb>> +3<<Cmd>> +14
<<Feats>> Augment Summoning (PFCR 118), Spell Focus (Conjuration) (PFCR 134), Track
<<Skills>> Diplomacy +10, Knowledge (nature) +12, Linguistics +9, Perception +14, Perform (sing) +10, Sleight of Hand +8, Spellcraft +9, Survival +14
<<Languages>> Celestial, Common, Draconic, Druidic, Dwarven, Elven, Gnome
<<SQ>> Nature Bond, Trackless Step, Woodland Stride
<<Combat Gear>> Mwk Shortbow
<<Other Gear>> Bracers of Armor +2
<<Class Abilities>> • BARD CANTRIPS: The bard can cast known 0-level spells without limit. (PFCR 38).
• BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music). (PFCR 35).
• BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor. (PFCR 35).
• BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such checks untrained. (PFCR 35).
• BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 8 rounds. Standard action to start, a free action each round to maintain. Only one performance at a time.  The targets must be able to perceive the performance. A deaf bard fails audible performances 20% of the time, blindness causes visual performance failure 50% of the time.  Failed checks count against round limit.
     - Countersong (Su): Counters magical effects that depend on sound within 30 ft.  Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active. (PFCR 36).
     - Distraction (Su): Counters magical effects that depend on sight within 30 ft.  Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active. (PFCR 36-37).
     - Fascinate (Sp): Works on one creature (+1 per 3 levels after 1st) within 90 ft able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save (vs.10 + 1/2 Bard's Level + Bard's Cha mod). A creature that attempts a save is immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to maintain and takes -4 on skill checks like Perception. (PFCR 37).
     - Inspire Courage (Su): +1 (+2 at 5th, +3 at 11th, +4 at 17th) morale bonus on saves vs. charm and fear and competence bonus on attack and weapon damage rolls to allies who can hear.   Mind-affecting. (PFCR 37). (PFCR 35-38).
• DRUID BONUS LANGUAGES: A Druid automatically knows Druidic, and may choose Sylvan as a bonus language. (PFCR 50).
• DRUID ORISONS: Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. (PFCR 49).
• DRUID SPELLS: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. DC for a saving throw against a druid’s spell is 10 + the spell level + Wisdom modifier. (PFCR 49).
• DRUID SPONTANEOUS CASTING: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. (PFCR 49).
• DRUID WEAPONS AND ARMOR: Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild  shape. Armor: light and medium armor (but no metal armor); shields (except tower shields) but wooden only. (PFCR 49).
• FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden by your alignment. (PFCR 41, 49).
• NATURE BOND (Domain Powers - Animal (Feather)): You have chosen the Animal (Feather) domain.  [PFAPG 90]
 - Eyes of the Hawk (Ex): You gain a +2 racial bonus on Perception. In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check. [PFAPG 90]
 (PFCR 50).
• NATURE SENSE: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. (PFCR 50).
• TRACKLESS STEP: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. (PFCR 51).
• VERSATILE PERFORMANCE: You can substitute your bonus in a performance skill for related skills.  You are versatile in Sing.  This gives you the following skill bonus replacements: Bluff +10, Sense Motive +10. (PFCR 38).
• WELL-VERSED: The bard has a +4 save bonus vs. bardic performance, sonic, and language-dependent abilities. (PFCR 38).
• WOODLAND STRIDE: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. (PFCR 51).
• AC BONUS: Add +4 to AC and CMD when unarmored and unencumbered. Apply vs. touch attacks and when flat-footed. (PFCR 57).
• EVASION: Take no damage on a successful Reflex saving throw against attacks, and only half damage on a failed save. Must be in light armor or no armor and not helpless. (PFCR 68).
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* Deadly Hunter
Adapted from Unearthed Arcana
Gains: Bonus to Armor Class when unarmored, fast movement, Evasion
Lose: Armor and shield proficiency, Wild shape (all versions)


Tuesday, June 5, 2012

[Birthright campaign] Frost in Halskapa: Prologue

Ruis stared blankly at the cauldron as it bubbles with the mixture of ivy leaves and vinegar. Today was the celebration of Gort. Druids have gathered to Odenmark for the ceremonies. Even now, Ruis could hear them chanting prayers to Erik.

Ruis frowned at his red shirt. He could not wait for the day when he would be granted his own gray robes. Then he would be joining them in their prayers. Lost in his thoughts, he did not notice the colorfully dressed man standing behind.

"Ruis?" the man said, "Be careful it doesn't boil over".

Ruis gave a yelp at the voice. When he turned around, he gave the man a vigorous hug. "Uncle Jalkar, how have you been?"

Jalkar gave Ruis a stare. "He has been slipping in and out of his fugue these few years and it has been getting worse."

"Yeah yeah." Ruis said tersely, his eyes concentrating on the cauldron.

"He is your father after all and -"

"Look, uncle Jalkar-" Just as Ruis was about to interrupt, the sounds of a storm came thundering through. Before Ruis could say another word, a swirl of green energy enveloped him from the ground. As the energy ran all over Ruis' body and disappeared, his eyes had an eerie green shine. The land of Halskapa felt like an extension of his body. For that moment, he could not differentiate between his body and the land. As he forced himself to reality, he saw Jalkar's eyes streamed with tears. Jalkar kneeled in front of Louis.

"Long live the High Jarl of Halskapa!"
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I am starting to run a Birthright campaign with the Mythic GM emulator. Above is the prologue. More deets on the next post