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Thread: The Cold World

  1. - Top - End - #1
    Ettin in the Playground
     
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    Default The Cold World

    The Cold World



    I call the Spirits Give warmth on my tongue
    And open my throat That I might give faith
    To all of the tale Forgetting nothing
    Of blood spilt and gold Silver in rivers
    Of magefire at dusk Pale moon on the peaks
    Of tooth, fist and claw And bright-forged true steel
    The shivering shield From the hammer’s fall
    My water is poured The people hearken
    My song now begins Grant that it not falter



    Welcome to Hylkeiden.



    Day 1, Alkukevaasta (Early Spring)
    Hardwalker Hall, 1537



    Tonlist stretched her legs, red braids flailing like a cat o’nine tails in the breeze. The wind off the Bay of Seals was strong this morning, and there was a smell of salt and fish on the air to go with the icy chill. She’d been waiting here a little while now, in front of the house that had been given to the group, looking at the collapsed portion of the roof – but, ah! There they were.

    These were the three she had convinced to join her. A dwarf like herself, a gnome, and the tall human with hair as red as her own. They made quite a quartet now. Not that she cared that much about their distinctiveness or the looks or sneers that occasionally came her way from the flat-browed peasants who passed by. Four was a Great Number, a Holy Number. Was it not the heart of all music, the heart of all skalds and people who shared her path?

    And why should she not have chosen these three? They were already the stuff of legend; into the Valley of the Spear where few dared to tread, on an errand of unlikely success, into the very teeth of a Gravewind … and returning not only with the lost, only daughter of Lord Rowan Hardwalker, but rooting out a cancerous patch of false, thin ice in Hardwalker Hall, the bastard mage Endrow O’Mists, gone into the Valley, surely to death.

    Legends gathered legends. All bards knew this. It was one of the great secrets of the Art. If a story, a great song, a great epic, alights on a group of folk, it summoned other stories. Aye; a group such as these three was like a great tree with snow suddenly fallen from it; raptors and songbirds and – oh, may it be so – dragons would come to roost there. Few and far between were those times when a bard like her would find a newly-made tree, one on which the stories had yet to land.

    Oh, for stories. To write them from what she saw, to record them forever on the wind. Tonlist couldn’t wait.


    Spoiler: OOC
    Show
    And so here we are. It’s morning, you’re outside your house, and the day is new-minted to decide what you want to do.

    I recommend you have another look at the player guide for inspiration about what to do and where to go, but some of the motivations you identified (and of course you might have others):

    Verglas: Knowledge, especially lost elven lore, magical power, and curiosity. Reasons for doing things: have fun, get paid, learn something, do a friend a favour.
    Ramiro: Master Hidden Flame style, learn other rare fighting techniques, test himself, preserve his legacy (helping the Hardwalkers, one day passing on his teachings and building his reputation to do so), be a decent fellow
    Njal: Investigate the elven ruins in the local area, be a warden of Hardwalker as he wanders around in case he hears rumours of troubles in the ‘wind’.

    And there is one immediate need I can identify:
    The roof of your house. It was damaged in the Gravewind. Part of it – the part in the hearth room – is fallen in and would need repairs if you want to use all of the building.

    So … at last … what do you do?

    The OOC thread is here.

  2. - Top - End - #2
    Titan in the Playground
     
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    Njal "Stormcaller"

    Njal shuffles out of the house stamping his boots in the slush of the street outside. He walks across to Stormrir in his thick winter blanket who has been tied to the hitching post by the door. As he looks back at the house he looks up at the hole in the roof and shakes his head. "Aye, would'nae happen tae a stout stone roof" he says out loud patting Gromrir's shaggy head as the wolf tail after him.

    He looks up again at the damaged roof and then looks back to Verglas and Ramiro. "The roof be letting the cold air in. Will ye be giving me a hand today? If we chop down a sturdy looking tree we can be patching the roof" He looks again at the roof and shakes his head. "If we be heading out the town we can ask the guard what be happening in the town. It has been quiet of late which has been canny good."

    As the bard approaches he pauses... his voice faltering as he ruffles Gromrir some more. Tonlist was a stout looking lass with a fine full beard, a rarity in Hardwalker Hall. He nods and mutters a "Good day lassie. Be good tae see you."


    Spoiler: OOC
    Show


    Initial thoughts to fix the roof would be to go and find a tree, drag it back to town and then fix the roof using Wood Shape spell

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 41/41, Speed
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 2, Will 7, Base Attack Bonus 3
    +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault) +7 (1d8+3 [+1d6 FIRE], x4)
    Quaterstaff +6 (1d6+3, x2)
    Darts / Sling (10 / 20 ) +4 (1d4+3 / 1d4+3 , x2)
    Dragonhide (White) Breastplate, Heavy Wooden Shield (+5 Armor, +2 Shield, +1 Dex)
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
    Condition +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



    Stormrir
    30 / 30 hp (4HD) Init +1 Speed 50 ft Fort +7, Ref +5, Will +2
    AC 17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
    BAB/Grapple +3/+11
    Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Special Qualities: Low-light vision, scent
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills/feats: Listen +5, Spot +4 / Endurance, Run
    Equipment: Military saddle, Saddle bags, Std'Leather Barding

    Gromnir (Wintery Huskie) - Level 3 companion
    29 / 29 hp (4HD) Init +3 Speed 40 ft Fort +7, Ref +7, Will +2
    AC 22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
    BAB/Grapple +3/+6
    Full Attack: Bite +6 melee (1d8+4 + Trip (+3))
    Special Qualities: Low-light vision, scent
    Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
    Feats: Alertness, Track, Improved Natural attack (bite) / Link, Share spells, Evasion
    Equipment: MW std Leather barding

    Thanks to Emperor Ing for the nice Avatar

  3. - Top - End - #3
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    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    It had taken Verglas weeks to feel warm again after their ordeal of that winter, and still she wrapped herself in blankets and cloaks and hats and scarves whenever she could. So it was a woolen mound by the fire, peering at a book, that responded to Njal. She too peered up at the hole.

    "No a good stone roof would collapse in a heap killing everyone below It will please my second year alchemy instructor to no end that I am making use of my education by boiling down spruce sap to make a resin to hold everything in place If you're going to set forth to kill a tree or two, try to capture some of the free sap as well, and keep some of the smaller branches we can use them as dowels to hold things in place while the resin hardens Does that make sense?"
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

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    Ogre in the Playground
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    Default Re: The Cold World

    Ramiro Sanda
    I will aid you in this task. Perching upon roofs is a skill that was taught to me early in life.....However, I may need some instruction in the specific art of repair.
    Last edited by Novabomb; 2022-03-19 at 12:25 AM.

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    Njal "Stormcaller"

    The dwarf grins at the student of the fire. “aye laddie, how hard can it be. Slap a few planks on it and dump some ‘o that sap on it like Verglas be saying.” Grinning as he throws a saddle on Stormrir he nods. “the help be welcome lad. But we need some supplies, I needs an axe, saw, some tools and rope to drag em’ back”.

    With that said and Ramiro accompanied him he’ll head to an appropriate store to pick up a lumber saw, 200ft of rope, a pulley block and some carpenters tools before heading towards the gates and heading out looking for some spruce trees and a good hardwood for the planking.


    Spoiler: OOC
    Show


    Survival to find the right trees (1d20+12)[18]
    Folding saw 2gp, carpentry tools (artisan tool kit) 5 gp, 200ft rope (20gp), pulley 5gp

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 41/41, Speed
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 2, Will 7, Base Attack Bonus 3
    +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault) +7 (1d8+3 [+1d6 FIRE], x4)
    Quaterstaff +6 (1d6+3, x2)
    Darts / Sling (10 / 20 ) +4 (1d4+3 / 1d4+3 , x2)
    Dragonhide (White) Breastplate, Heavy Wooden Shield (+5 Armor, +2 Shield, +1 Dex)
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
    Condition +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



    Stormrir
    30 / 30 hp (4HD) Init +1 Speed 50 ft Fort +7, Ref +5, Will +2
    AC 17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
    BAB/Grapple +3/+11
    Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Special Qualities: Low-light vision, scent
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills/feats: Listen +5, Spot +4 / Endurance, Run
    Equipment: Military saddle, Saddle bags, Std'Leather Barding

    Gromnir (Wintery Huskie) - Level 3 companion
    29 / 29 hp (4HD) Init +3 Speed 40 ft Fort +7, Ref +7, Will +2
    AC 22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
    BAB/Grapple +3/+6
    Full Attack: Bite +6 melee (1d8+4 + Trip (+3))
    Special Qualities: Low-light vision, scent
    Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
    Feats: Alertness, Track, Improved Natural attack (bite) / Link, Share spells, Evasion
    Equipment: MW std Leather barding

    Thanks to Emperor Ing for the nice Avatar

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    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas squeezes her eyes shut, imagining the 'if one log is good, then two logs is better' school of engineering that might be unleashed on their home if decisive action weren't taken. Glancing up at the existing struts and rafters, she tries to work out how best to integrate new wood - especially green wood that would inevitably warp and shift in the months ahead - into the existing structure.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

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    Ettin in the Playground
     
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    Day 1, Alkukevaasta (Early Spring)
    Traders' Hall
    Hardwalker Hall, 1537


    Complication Pool: 1 of 6

    On his wandering through the region, Njal observed that a fair proportion of the local trees had been cut fairly heavily for building and firewood. However, he had seen a good stand of spruce, pine, and a couple of other hardy-looking trees about a half day's journey due north of the Hall. There was a small stand at the westernmost end of a spar of hills jutting from the vast range of the Selkaranda Mountains, maybe halfway to Kynsi. That seemed the most likely place to find a couple of likely specimens, though it would most likely require at least an overnight journey outside the Hall.

    Finding tools and items was a somewhat easier enterprise. Tonlist mentioned that the Traders' Hall was the most obvious place to find tools of given professions, although the market square by the Merchant Council was also an option but less reliable for options. Another option for woodworking tools in particular was the Harbour; there were a couple of shipwrights' businesses in there who had a steady stream of needs along those lines. But the Traders' Hall seemed to be the nearest option, so it was the one the group headed down to, down the street and past the graffiti scrawled No Islander For A True Hardwalker on a thick stone wall.

    Traders Hall was a grand structure in dark blue and touched with white. Somebody kept it varnished and the paint maintained, which itself was a demonstration of the money here. It was a two storey stone-and-timber building with three separate wings, two flanking a central arcade they entered, where various desks and booths were set up. There were twenty or more banners hanging suspended from the ceiling above, in a rainbow of colours with each bearing a different sigil: a hammer and anvil, a needle, a stylised cattle's head, a golden loom, a cut diamond.
    "'Tis a guild hall," explained Tonlist above the heavy hum of noise. She glanced at a desk under the diamond banner, where an ageing human woman was sobbing as she laid out three gleaming gems before the gnome at the table. "Th' crafts make their homes here." The bard pointed to a long brown banner with the image of a saw. "Here - Builders' Guild. These'd be where ye'd find th' gear yer looking for."

    There was a young, clean-shaven man with black eyes and blacker hair sitting behind the desk below the banner, and the tables behind him had an assortment of well-made wooden boxes. He had powerful-looking arms and thick hands, but the hands were scribbling a note onto a piece of parchment with an elegant ustark's feather quill as they walked up. He sighed and sheathed the quill in an inkpot next to him. "Yes, can I help you with something?"
    Tonlist told him. The man nodded, glancing behind him while independently his hands grabbed another piece of parchment. "We've got all of that material here. The artisans' tools are a little used, but they're genuine Arkady work, they'll do theire task well. So...." He began writing notes down. "That's five gold for the saw, twenty gold for the artisan tools, fifty gold for the rope, ten gold for the pulley, and the guild's marker of fifteen hundred gold for a total of 1,585 gold."

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    Njal "Stormcaller"

    Njal had enjoyed the wander through the streets of the town, greeting folk he knew in passing and speaking with doughty and well groomed dwarf bard who he kept glancing sideways at. As the man in the marmet stacked up the saw, rope and pulleys and then asked for the price Njal staggered back in shock. "Aye lad, what jest ye be making. I do be wanting some rope and a few saws. Not he house house that plan on fixing." eyes narrowing slightly, hands clasped on the belt pouch "What ye be saying for a Guild marker. I only be buy basic tools?"


    Spoiler: OOC
    Show


    Survival to find the right trees [roll0]
    Folding saw 2gp, carpentry tools (artisan tool kit) 5 gp, 200ft rope (20gp), pulley 5gp

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 41/41, Speed
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 2, Will 7, Base Attack Bonus 3
    +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault) +7 (1d8+3 [+1d6 FIRE], x4)
    Quaterstaff +6 (1d6+3, x2)
    Darts / Sling (10 / 20 ) +4 (1d4+3 / 1d4+3 , x2)
    Dragonhide (White) Breastplate, Heavy Wooden Shield (+5 Armor, +2 Shield, +1 Dex)
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
    Condition +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



    Stormrir
    30 / 30 hp (4HD) Init +1 Speed 50 ft Fort +7, Ref +5, Will +2
    AC 17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
    BAB/Grapple +3/+11
    Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Special Qualities: Low-light vision, scent
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills/feats: Listen +5, Spot +4 / Endurance, Run
    Equipment: Military saddle, Saddle bags, Std'Leather Barding

    Gromnir (Wintery Huskie) - Level 3 companion
    29 / 29 hp (4HD) Init +3 Speed 40 ft Fort +7, Ref +7, Will +2
    AC 22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
    BAB/Grapple +3/+6
    Full Attack: Bite +6 melee (1d8+4 + Trip (+3))
    Special Qualities: Low-light vision, scent
    Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
    Feats: Alertness, Track, Improved Natural attack (bite) / Link, Share spells, Evasion
    Equipment: MW std Leather barding

    Thanks to Emperor Ing for the nice Avatar

  9. - Top - End - #9
    Ettin in the Playground
     
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    Day 1, Alkukevaasta (Early Spring)
    Traders' Hall
    Hardwalker Hall, 1537


    Complication Pool: 1 of 6

    The young man laid his quill down, sighing. "Sorry, I guess I should've noticed you weren't from around here, sir dwarf. Within the walls, brothers in the Guild are the only crafters we countenance to take on repair or new building work. The city's a confined space. Can't just go throwing up repairs or new houses anywhere people want, risks other buildings around them--"
    "--ah, Shattered Chains," growled Tonlist, slapping her forehead. "'Tis a trade guild, Njal, th' bastards have a stranglehold on woodwork and stonework inside the city walls. Ye want to get repairs or a new building put up, ye have to go through them."
    "Excuse me, you don't," said the young man, laying his forearms on the table and fixing them with a tired look. "If you want shoddy, half-forged tools, then by all means wander down Fishmarket or the Harbour if you really want. Someone'll have a rusty, blunt saw that might not snap on the first cut. And if you want a half-baked building or repair done, by all means try and do it yourself. Just don't be surprised by the consequences of trying. The Guild takes their profession and their trade seriously."
    "Not so seriously that ye won't take the Hearthkeeper's Joy to look the other way!" snapped Tonlist.
    "The Guild marker is so we can pay the brothers to inspect the work you put up and, if need be, tear it down if they think it's a shoddy job," said the young man, wearily. "We can't have rubbish rooftops facing Gravewinds. Or, if you want, the money can be put towards guild membership instead, although that carries other responsibilities too." The young guildsman sat back in his chair, opening his hands. "That's the way it works here. So. Are we going to continue here?"

    Spoiler: OOC
    Show
    What do you do?

    (Hearthkeeper's Joy is a dwarven expression for gold.)

  10. - Top - End - #10
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    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas watched the interaction with equanimity. Her years at the Mountain had perfectly prepared her for territorial men thinking that they were the only ones who knew the right way to do things.

    "So how would we go about finding out how much it would cost to have a guild member fix our roof?"
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  11. - Top - End - #11
    Ettin in the Playground
     
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    Day 1, Alkukevaasta (Early Spring)
    Traders' Hall
    Hardwalker Hall, 1537


    Complication Pool: 1 of 6

    The young man seemed to brighten. "That's straightforward. Just need to know where the building is and we can have one of the brothers come around to quote the cost. The price for the repair'll include materials as well, unless you have some special request for the structure. But we can talk about that when we see what's involved. In fact," he said, "if you like I can come around now and take a look."
    "You want t' come round?" echoed Tonlist, surprised.
    "Of course." The young man smiled for the first time, touching his chest. "Journeyman mason Aimo Virtanen, at your service. I'd much rather be out looking at actual stone and wood than sitting here scratching papers."

    Spoiler: OOC
    Show
    What do you do?

  12. - Top - End - #12
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    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas arches an eyebrow.

    "Now would be quite convenient Mister Virtanen But to be absolutely clear sir This is is a request to find out the cost Not yet a confirmation to do the work."
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  13. - Top - End - #13
    Ogre in the Playground
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    Default Re: The Cold World

    Ramiro Sanda inquires of the guild representative
    Is this local law, or local custom?
    Spoiler: OOC
    Show

    Sense Motive on the response (1d20+11)[31]
    Last edited by Novabomb; 2022-03-22 at 12:32 AM.

  14. - Top - End - #14
    Ettin in the Playground
     
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    Default Re: The Cold World

    Day 1, Alkukevaasta (Early Spring)
    Traders' Hall
    Hardwalker Hall, 1537


    Complication Pool: 1 of 6

    "A little of both, really," said the mason, absently. Nothing about his reply suggested any bluffing. He was already deep in a flurry of movement, stowing his quill and parchment in a leather bag that had appeared seemingly from nowhere, pieces of charcoal being summoned from wooden draws under the tabletop. "Backed with a fair amount of physical persuasion in each case. And yes, of course I understand you're just looking for a price. After all, I haven't agreed to take the work on yet. And please, don't call me 'Mister' - that title's for master craftsmen in the brotherhood, they hear you addressing me by that word and I'll be clay-firing for the rest of Alkukevaasta."

    As he got up from the table (and he was much stockier on full inspection, with good, thick legs) the mason picked up a lead weight attached to a thin piece of string, let it swing freely once or twice, and then stowed it in the bag. He looked to the door, put two fingers to his lips, and let out an ear-piercing whistle that turned half the hall toward him. But it had its intended effect: a tall, thin, even younger man than Aimo came striding up to the desk. Aimo turned to the group. "This is Tallin. Tallin, this is a group of customers. Say hello."
    Tallin didn't. He essayed something of a nod.
    "Tallin, I have some quote work to do. Would you mind the desk until I'm back?"
    Nod.
    Aimo turned to the group again. "So. What's this roof you need fixed then?"

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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal had looked shock and his face continued to drop as the young mason tried to justify the shocking bribery and racketeering of building in the city. Before he could argue or shout at the demands from the guild Verglas had interrupted.

    Pulling at the greying threads of his beard he holds his tongue as the mason stands. Looking back at the tools and rope Njal does ask, “How do folk in this town buy owt? Surely they no all pay your fees? I still need a saw and some rope just fer making my way in the wilds. Ye better not claim guild tokens for outside the town.”


    Spoiler: OOC
    Show


    Is the rope and saw still available? Without the guild fees?

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 41/41, Speed
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 2, Will 7, Base Attack Bonus 3
    +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault) +7 (1d8+3 [+1d6 FIRE], x4)
    Quaterstaff +6 (1d6+3, x2)
    Darts / Sling (10 / 20 ) +4 (1d4+3 / 1d4+3 , x2)
    Dragonhide (White) Breastplate, Heavy Wooden Shield (+5 Armor, +2 Shield, +1 Dex)
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
    Condition +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



    Stormrir
    30 / 30 hp (4HD) Init +1 Speed 50 ft Fort +7, Ref +5, Will +2
    AC 17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
    BAB/Grapple +3/+11
    Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Special Qualities: Low-light vision, scent
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills/feats: Listen +5, Spot +4 / Endurance, Run
    Equipment: Military saddle, Saddle bags, Std'Leather Barding

    Gromnir (Wintery Huskie) - Level 3 companion
    29 / 29 hp (4HD) Init +3 Speed 40 ft Fort +7, Ref +7, Will +2
    AC 22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
    BAB/Grapple +3/+6
    Full Attack: Bite +6 melee (1d8+4 + Trip (+3))
    Special Qualities: Low-light vision, scent
    Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
    Feats: Alertness, Track, Improved Natural attack (bite) / Link, Share spells, Evasion
    Equipment: MW std Leather barding

    Thanks to Emperor Ing for the nice Avatar

  16. - Top - End - #16
    Ettin in the Playground
     
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    Default Re: The Cold World

    Day 1, Alkukevaasta (Early Spring)
    Traders' Hall
    Hardwalker Hall, 1537


    Complication Pool: 1 of 6

    Aimo shrugged. "What you do outside the city walls is a matter for you, but your friend's flat-out said you're looking to repair your roof, and the tools you're asking for are what one would need to attempt it. That makes it a guild concern. As for our fees, you might be surprised at how reasonable they are. You might be fine to get along in the wilderness, fight off every creature that wants a bite out of you, chop a good quality tree down and drag it back here, but most people aren't. The guild supplies materials, not just the craftsmen. And we're mindful of the costs. Sometimes we'll work for no fee, if the case warrants it. And we're not exactly the town guard. Replacing the odd tile or tying the odd bale of thatch to a roof might not be a case for a convocation and chamber of arbitration ... but the results of a Gravewind or even just a mother of a storm off the Bay of Seals are usually enough to convince people of the quality of guild work."

    He leaned back against the table. "As for the tools? It's as I said: you can probably find a set of tools somewhere else in the citadel, but given what you're planning to do I can't sell these ones to you without the marker as well. I'd much rather look over the problem you've got and help you solve it if I can."

  17. - Top - End - #17
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    DrK's Avatar

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    Njal "Stormcaller"

    The dwarf turns his back upon the mason and stomps gruffly back to the horse and waits for Verglas. Looking at the gnome he gesture to the mountains. "What say ye Verglas, we let these guild crooks get sorted and then we can be away. The ruins not too far may have more clues tae the portal we found. I would like to ken more about the risk it may pose if anything be coming through. I dinnae ken enough of the arcane but you are wise in that, wise beyond my ken." As he speaks he glances to Ramiro as well, "I hope you'll come as well friend, your blade has kept us safe so far and I wouldn't want to lose that now.


    Spoiler: OOC
    Show



    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 41/41, Speed
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 2, Will 7, Base Attack Bonus 3
    +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault) +7 (1d8+3 [+1d6 FIRE], x4)
    Quaterstaff +6 (1d6+3, x2)
    Darts / Sling (10 / 20 ) +4 (1d4+3 / 1d4+3 , x2)
    Dragonhide (White) Breastplate, Heavy Wooden Shield (+5 Armor, +2 Shield, +1 Dex)
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
    Condition +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



    Stormrir
    30 / 30 hp (4HD) Init +1 Speed 50 ft Fort +7, Ref +5, Will +2
    AC 17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
    BAB/Grapple +3/+11
    Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Special Qualities: Low-light vision, scent
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills/feats: Listen +5, Spot +4 / Endurance, Run
    Equipment: Military saddle, Saddle bags, Std'Leather Barding

    Gromnir (Wintery Huskie) - Level 3 companion
    29 / 29 hp (4HD) Init +3 Speed 40 ft Fort +7, Ref +7, Will +2
    AC 22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
    BAB/Grapple +3/+6
    Full Attack: Bite +6 melee (1d8+4 + Trip (+3))
    Special Qualities: Low-light vision, scent
    Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
    Feats: Alertness, Track, Improved Natural attack (bite) / Link, Share spells, Evasion
    Equipment: MW std Leather barding

    Thanks to Emperor Ing for the nice Avatar

  18. - Top - End - #18
    Ogre in the Playground
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    Default Re: The Cold World

    Ramiro Sanda
    Of course I will, friends. I have been contemplating a new technique, and this sounds like the perfect opportunity to try it out.

  19. - Top - End - #19
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    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    A white rat with red eyes pokes its head out off Verglas' bag. It peers around at Aimo and Tallin. Verglas pulled a chunk of bread out of a pouch at her belt and offered it to the rat, who seemed satisfied. It returned to the bag with its prize.

    Verglas shrugs at Njal. She seems less concerned than Njal about finding a way to fix the hole entirely on their own.

    "People find all sorts of ways to defend their livelihoods I have never had to make my living by ensuring a scarcity of services but I suppose that the recent departure of the court mage here has inevitably led to a shortage of similar talents Perhaps this is something I should investigate.

    "We DO have a couple of advantages that most of your clients do not Aimo. First Njal and Ramiro have already provided raw materials for the patch Second Njal's unique gifts will allow him to shape the needed patch into exactly the needed shape for a patch, meaning that all you'll need to do is specify the shape lift it into place and then provide a water seal."
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  20. - Top - End - #20
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 1, Alkukevaasta (Early Spring)
    Traders' Hall
    Hardwalker Hall, 1537


    Complication Pool: 1 of 6

    Aimo winced at the mention of Njal's unique talents. "Ah, Mother's mercy. He's a Spirit-speaker? We've seen that before. The last time a druid came in here and tried to get into construction, just by warping wood and the rest, the guild didn't even have to intervene, his 'roofs' leaked so much his clients ran him out of town before the brothers even got involved. Not sure how you managed to get a big wad of timber into town without being noticed by the guilds, but we can have a look at the material and see if it's fit for purpose or not."

    The guildsman seemed to stand back for a moment, looking the group over. "Actually ... maybe there's something we can do on that score. How thin can he shape a piece of timber to? I have a -- well, you might say I have an idea I'd like to try, and I haven't had much chance to experiment since I was acknowledged as journeyman," he said, gesturing at the table and the paperwork.

    Spoiler: OOC
    Show
    I'm assuming Verglas is saying Njal and Ramiro have a source for the materials. Thus far you haven't had the chance to leave the city to chop down a tree.

  21. - Top - End - #21
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    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas nods slowly.

    "Ah yes the ritualized running down of all competition I see that you have been taught well Bravo sir Yes indeed it is as you say How could a solid piece of wood possibly have the water repellant qualities of a piece of your brilliant construction That is why the insides of trees are always soaking wet Suffice to say that the wood that Njal shapes can get quite thin What is your idea? and shall we walk as we talk?"

    Verglas endeavours to lead Aimo back to their house.

    Spoiler: OOC
    Show
    Ah! I'd misunderstood, and thought that Njal and Ramiro had gone off to gather wood before the shopping expedition.
    Last edited by Toliudar; 2022-03-25 at 08:50 AM.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  22. - Top - End - #22
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 1, Alkukevaasta (Early Spring)
    Traders' Hall
    Hardwalker Hall, 1537


    Complication Pool: 1 of 6

    Aimo's proposition proved somewhat intriguing, even to a relative neophyte at construction as Verglas was. As he walked, the journeyman was talking about a thin piece of wood with enough structural flexibility to withstand a heavy load of snow but also enough integrity to support the weight of the roof above it. He talked about three layers of wood, thin enough to make the weight negligible, lapped across one another, each then sealed with an adhesive and waterproofed. "I call it bendwood, for short," he said.

    He went on to explain that the guild had dismissed his ideas and refused to make any structure or materials available for experimentation on structures the masters assigned to him, but that he was certain the technique would work, provided he had the right materials of sufficient thickness and a space to work with. The explanation indeed took him through both the journey back to their house and most of the way through his inspection of the collapsed roof of the house. He'd even continued explaining while scurrying up onto the intact part of the roof with the agility and surefootedness of one of the ice spiders they'd fought some weeks back, clinging to beams with his huge hands and pulling himself up with biceps straining his simple hose and smock.

    "Yes," Aimo said, taking a precarious-looking seat on the remains of one roofbeam and the stone wall below it, looking back down at Verglas who was still with feet firmly on the ground. "This space would serve very well as proof of the concept. So, like I said, a proposition for you. Your dwarven friend shapes three decent stretches of pine for me, I build this design, and no charge to you or your group. As for materials, you can either bring enough back here yourselves, or I can source some for 150 gold out of the guild's storehouse. You have a guildsman's guarantee on the structure. If the design doesn't work, no charge to you on the repair or any materials required to fix it."
    "How long this gonna take ye?" asked Tonlist, pointedly. The bard was leaning against the wall, arms folded.
    "If I get the money today I can get the wood here and start today," said Aimo. "Can't really finish until your dwarven friend shapes it, of course, so I'm guessing that'd be tomorrow, but if he shapes it for me tomorrow, say about seven days including adhesive, curing, and tiling. If you want to get your own wood, well, I won't be able to start until it's delivered here. So. What do you think?"

    Spoiler: OOC
    Show
    What do you say/do?

    To recap:
    - 150 gold and he gets started today, but can't finish until 3 castings of Wood Shape happen. Njal would not have memorised that this morning.
    - Wait until you haul your own wood back here. A good stand of pine is a half day north of Hardwalker Hall, i.e. out of your way if Kirillin Manor is your next stop.

  23. - Top - End - #23
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas closed her eyes briefly, envisioning the proposed process. Her eyes flutter open and she turns to her colleagues.

    "I believe his theory is fundamentally sound The integration of varying grains should be stronger than a similar thickness of a single piece of wood I recommend that we allow him to proceed.

    "If we go now to get some wood and then Njal transforms them into flat layers tomorrow. IS this acceptable to both of you?"


    Spoiler: OOC
    Show
    Wait...are we inventing plywood?
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  24. - Top - End - #24
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    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal looks at the craftsman and shakes his head. ”You would charge me so much then ask for me help. You be a cheeky one.” Them as Verglas continues he nods, “But fine what, I’ll need some time to talk to the ancestors but then I be ready in the morning.”

    Happy to leave and follow Ramiro on his shopping he looks to his fellows. “Guilds, they be daylight robbery.” But after grumbling for a bit he’ll combine Ramiro’s shopping with picking up meat for the dogs, rations for them and feedstock for Stormrir.

    Spoiler: OOC
    Show


    Buying 10 trail rations each, 10 days horse feed, 6 chunks of meat for the dogs


    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 41/41, Speed
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 2, Will 7, Base Attack Bonus 3
    +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault) +7 (1d8+3 [+1d6 FIRE], x4)
    Quaterstaff +6 (1d6+3, x2)
    Darts / Sling (10 / 20 ) +4 (1d4+3 / 1d4+3 , x2)
    Dragonhide (White) Breastplate, Heavy Wooden Shield (+5 Armor, +2 Shield, +1 Dex)
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
    Condition +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



    Stormrir
    30 / 30 hp (4HD) Init +1 Speed 50 ft Fort +7, Ref +5, Will +2
    AC 17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
    BAB/Grapple +3/+11
    Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Special Qualities: Low-light vision, scent
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills/feats: Listen +5, Spot +4 / Endurance, Run
    Equipment: Military saddle, Saddle bags, Std'Leather Barding

    Gromnir (Wintery Huskie) - Level 3 companion
    29 / 29 hp (4HD) Init +3 Speed 40 ft Fort +7, Ref +7, Will +2
    AC 22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
    BAB/Grapple +3/+6
    Full Attack: Bite +6 melee (1d8+4 + Trip (+3))
    Special Qualities: Low-light vision, scent
    Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
    Feats: Alertness, Track, Improved Natural attack (bite) / Link, Share spells, Evasion
    Equipment: MW std Leather barding

    Thanks to Emperor Ing for the nice Avatar

  25. - Top - End - #25
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 1, Alkukevaasta (Early Spring)
    Helka's Furs, Leathers, Cloth
    Afternoon
    Hardwalker Hall, 1537


    Complication Pool: 2 of 6

    "You want a what?"
    Helka was a statuesque woman, towering even above Ramiro's sizeable frame. Her straight, blonde hair was braided and fell down to her hips like a gold waterfall. She was on the ungenerous side of fifty, but one didn't really notice: blue tattoos that had been scribed into her face's wrinkles, making her face turn into a roadwork of shadows and flaring lines. Those lines had shifted into a frown.
    "'Tis like we said to yer man," said Tonlist, patiently. "We're lookin' f'r a Scout's Headband. Tiedustelun Kangas 'tis called, in--"
    "I know what a Scout's Headband is," said Helka. "I just don't know why you'd think I'd have something like that lying around here. Really, Erid," she turned to the twentysomething man by the shelves, who cringed just a little. "You interrupted my work on Piskar's cloak for this?"
    "Ah, I thought they should talk to you," said Erid. "They're, um, the people who brought Lyssa Hardwalker ba--"

    Helka's intense gaze swung back on the group, this time looking them over like an unpurled stitch. She flicked a look over each of them. "I see. Well. Apologies. The Lady Hardwalker's a good woman. Or brave as all make out to risk the Valley of the Spear and exile for declining her Kindling. But I'm sorry - I just don't have something like that right here at the moment. You'd have to wait for a Chalician tradesman's cog to dock in a few weeks and try your luck with them, they bring all sorts of odds and ends along." She winced; her tattoos formed highways and broke apart again. "But even that might be delayed, if the captain I was talking to yesterday was right."
    "How so?" asked Tonlist.
    "It's Hain Hammas Keep," said Helka. She tapped her throat with her two forefingers; the party recognised it as a gesture warding off the evil eye. "Word has it tribe o' monsters're trying to take it over, rowing across to the island. It's making shipping here a lot more dangerous. But they take and hold the island, the word'll get around real fast and only the brave captains'll risk the passage here."
    Tonlist nodded, turning to the others. "Th' big island at this end of th' Bay of Seals -- Ryhavalas Island - blocks most of this end of the Bay of Seals. Ye can only come at Hardwalker Hall by channels on th' north or south ends of the island. Harbourmasters from th' Hall have t' guide new captains through the shoals. Anyway, Ryhavalas Island's got an old, ruined fort - Hain Hammas Keep - that dissuades most fr'm tryin' t' live on the island--"
    "Because it's haunted," said Helka. "I'll thank you not to talk too much of that cursed place under my roof."
    "Cry yer pardon," said Tonlist. "So, what, no ships from Chalice at all?"
    "Not none, just a pretty space of time before we see one again," said Helka. "If the north and south channels are closed, eventually they'll bring things overland from, oh, I don't know, Joen Suu, maybe Majakka. But it'll still be a while."
    "Ah -- what about Jarven Talo?" Erid had cleared his throat.

    Helka swung her gaze at him, and the man suddenly found something compelling to do on a nearby, loaded shelf.
    "What's in Jarven Talo?" asked Tonlist.
    Helka shrugged. It made her braids shift like the rigging of a ship. "There's a tailor over there - did some work with infusing dweomers into cloth. Good eye and hand. He could certainly make a Tiedustelun Kangas, that's for sure. I used to do business with him, a couple years back."
    Tonlist frowned. "Why not anymore?"
    Helka's eyes flicked, just for a moment, to Verglas before she continued. "Because he's an annoying bastard, that's why. Started whinging about trading terms and stock supplies and wanting to deal with the Darkstones. Fie on that, I'm not dealing with those over-east swines, he can go and deal with the Lower Realm as well as them for all I care."
    "What was his name?" asked Tonlist.
    "Really?"
    The female dwarf shrugged. "It's not like we're taking a sale away from ye if ye haven't the stock t' sell."
    Helka snorted. "Oh, fine, then. Suit yourself. If you're going to Jarven Talo, ask around for Kasfan Boldblock." The rationale for Helka's earlier look was now apparent; it was a gnomish name.

    Spoiler: OOC
    Show
    What do you do?

    (If you need clarification on where Hain Hammas Keep is, I can alter the map for the same. I actually have a couple of ideas to make this a bit more accessible.)

  26. - Top - End - #26
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas was not-at-all-secretly thrilled that Tonlist had come along to negotiate on their behalf. Although she was still getting to know the storyteller, it was clear that she had an eye for people.

    Most of the reason for the tattooed woman's irritation remained a mystery to Verglas, but that wasn't so very unusual. It was only when Boldblock's name was mentioned that she realized why Helga had been glancing at her. She explained to her colleagues.

    "Ah This all makes sense now Most of my people are very odd and often put others off with their bad manners Even I do not enjoy the company of most of my people You are very fortunate that I am an exception to this rule."

    Verglas pondered. Where there was a blockage in trade, there was sometimes money to be made in alleviating that blockage. If a guild member could charge a hundred gold to unblock a clogged pipe, how much might they be able to charge to unblock an entire sea passage. It bore considering.

    Spoiler: OOC
    Show
    I had thought that the deal had been that he would charge 150gp to fix the roof the traditional way, but wouldn't charge anything if we provided the wood and let him experiment. What does he need the 150gp for?
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  27. - Top - End - #27
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    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    The dwarf claps Ramiro on his back, “Unlucky laddie if it ain’t here. You’d have been a feisty one with something of that ilk.” . As he hears of the raiders and monsters he stares hard at the tailor. “What manner of beast be they? And what haunts…”

    He glances the Verglas, “Aye lass, I be thinking tye haunts may be old with pointed ears like those we found across the spear. But the ruins first eh? The maybe we can get a boat out tae this island to clear up the trade”.

    Spoiler: OOC
    Show


    Buying 10 trail rations each, 10 days horse feed, 6 chunks of meat for the dogs


    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 41/41, Speed
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 2, Will 7, Base Attack Bonus 3
    +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault) +7 (1d8+3 [+1d6 FIRE], x4)
    Quaterstaff +6 (1d6+3, x2)
    Darts / Sling (10 / 20 ) +4 (1d4+3 / 1d4+3 , x2)
    Dragonhide (White) Breastplate, Heavy Wooden Shield (+5 Armor, +2 Shield, +1 Dex)
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
    Condition +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



    Stormrir
    30 / 30 hp (4HD) Init +1 Speed 50 ft Fort +7, Ref +5, Will +2
    AC 17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
    BAB/Grapple +3/+11
    Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Special Qualities: Low-light vision, scent
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills/feats: Listen +5, Spot +4 / Endurance, Run
    Equipment: Military saddle, Saddle bags, Std'Leather Barding

    Gromnir (Wintery Huskie) - Level 3 companion
    29 / 29 hp (4HD) Init +3 Speed 40 ft Fort +7, Ref +7, Will +2
    AC 22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
    BAB/Grapple +3/+6
    Full Attack: Bite +6 melee (1d8+4 + Trip (+3))
    Special Qualities: Low-light vision, scent
    Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
    Feats: Alertness, Track, Improved Natural attack (bite) / Link, Share spells, Evasion
    Equipment: MW std Leather barding

    Thanks to Emperor Ing for the nice Avatar

  28. - Top - End - #28
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 1, Alkukevaasta (Early Spring)
    Helka's Furs, Leathers, Cloth
    Afternoon
    Hardwalker Hall, 1537


    Complication Pool: 2 of 6

    Helka shrugged at Njal's question. "Same savages as always have rampaged through these lands. Uruks, menninkainen, I've heard tell there could be ogres amongst them as well. Or maybe some combination of all three. Strong enough, and numerous enough, to mount expeditions across to Ryhavalas. As for the Forsaken in the keep, I've said before, I'll thank you to not speak more of them."
    "'Tis a story decades old," said Tonlist, guiding the group away from Helka and back outside. "'Twas during the Pilgrimage."

    The Pilgrimage, at least, was known to all of them. It was the last major war involving the larger kingdoms of Horizon against the westernmost kingdom of Sealight. Supported by creatures called from the Lower Realm, forces from Sealight had assaulted the coastal holds of the Highmark in a mad war of conquest. They had besieged Hardwalker Hall itself for a full two years, the Hall's stubborn, stalwart holdout against hunger, thirst, cold, and hellspawned forces one of the great sagas of the past century.

    The Pilgrimage was the response to Sealight's campaign. It was a mass callup of every fighting man, available mage, and cleric of five faiths in Highmark, Chalice, Thandar, and even the Archipelago, to repulse Sealight's forces and combat the horrors that kingdom had deployed in battle. The cost had been high. Significant fractions of every templar, mage, gentryman, and knight from these lands lost their lives fighting their way to Sealight itself and exterminating every trace of Lower Realm presence there. Sealight's lands - irreparably tainted by the tread of the creatures from the Lower Realm who had been summoned there - were left destitute, depopulated utterly. Lithui caravans and tribesmen ranged the old borders, allowing none to enter or exit.

    "When th' storm from Sealight first rolled into the Bay of Seals, Hain Hammas Keep was in its path - 'twas th' guardian of Hardwalker Hall." said Tonlist. "Th' Keep held out for a month - enough time t' get vital supplies into the Hall. Some of th' stories say they betrayed their oath to hold, and so rose as Forsaken after they died. Kolden's Song tells it that one man got out on the last skiff, that he was told by the head templar in the Keep that Hain Hammas would hold until the sounding of the Horn of Doom on the Last Day. Whatever the case ... resistance ended at Hain Hammas, but th' Forsaken who appeared only held the Keep's walls from then on, and Sealight bypassed the Keep to besiege Hardwalker Hall. Since then, Forsaken have been in the place, undying watchers over the sea passage to the Hall. None go to Ryhavalas Island as a result."

  29. - Top - End - #29
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    The gnome listens to Tonlist's story intently, nodding absently from time to time.

    Well, as Njal alluded there may be significant profit to going to exactly the places where no one else goes Even if such places are associated with shadowy periods in our history."

    She glances around, satisfied with Njal's shopping for supplies.

    "May I suggest that we retire for one last meal at our kitchen table, and then retire early so as to depart early in the morning? Tonlist I hope that you'll be able to join us for the meal."
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  30. - Top - End - #30
    Ogre in the Playground
    Join Date
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    Default Re: The Cold World

    Ramiro Sanda

    To Njal
    Its alright, we found out something interesting instead.

    To Verglas
    Sounds like a plan

    He entertains himself envisioning in battle to cleanse the island, when he flashes back to Roland. That sours him for the rest of the walk back.
    Last edited by Novabomb; 2022-04-03 at 12:34 AM.

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