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Thread: The Cold World

  1. - Top - End - #91
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    Seeing the dots in the sky that were the vargouilles Njal hurried his pace, stamping and pushing through the snow and garden brush. As they flapped away he slowed and waved, "Oh... lass, come back 'ere. Dinnae let them draw ye away." he calls once more as she starts chasing them.

    Stomping up the hill he gestures at the distant house. "Away now, lets be having some time at the house."

    Spoiler: OOC
    Show


    Init [roll0]
    If time allows, cast Produce flame

    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

  2. - Top - End - #92
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas flutters back to above the others, pointing to the rope that she's dropped down to help their ascent. Reloading her crossbow, she returned to wait at the top of the hill, keeping a careful eye on the estate and it's Two Heads of Terror.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  3. - Top - End - #93
    Ogre in the Playground
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    Default Re: The Cold World

    Ramiro Sanda
    Are you alright?

  4. - Top - End - #94
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 4 of 6

    She was. And she helped them up the steep incline towards the plateau where the manor stood. The vargouilles, at least, did not return, and they made the last steps of their journey to the building they'd sought.

    The broken cobblestone path ended in a misshapen circle surrounding a crumbling, ice-choked fountain. Above loomed the dark halls of Kirillin Manor. Webs of long-dead vines covered the blackened stone walls, winding morbid paths between dozens of shattered panes and barred windows.

    Towering even higher, the aged belfry over the facility seemed to sway in the wind, threatening ruin. Directly ahead, a flight of stone stairs rose to a pair of solid-looking but obviously charred doors, remarkably still on their hinges after centuries of decay ... but partially open, as though they'd seen recent use.

    Spoiler: OOC
    Show
    This places you in Area C on the map, more or less in front of the Manor. There are, of course, other areas you haven't gone near yet. What do you do?

  5. - Top - End - #95
    Ogre in the Playground
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    Default Re: The Cold World

    Ramiro Sanda

    I will scout ahead.
    He approaches and enters the manner, keeping silent, and keeping an ear out.

    Spoiler: OOC
    Show

    Move Silently: (1d20+12)[25]
    Hide: (1d20+12)[20]
    Listen: (1d20+11)[29]

  6. - Top - End - #96
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 4 of 6

    The young swordsage was not opposed as he cautiously stalked up the great stone flight of stairs and to the double doors, and nothing tried to slam the doors or assault him as he slipped through the opening of them with no more noise than a shadow.

    Spoiler: Ramiro
    Show

    The smothering scents of dust and ash pervaded a fire-scarred stone hallway, thirty feet wide and thirty feet long. Long-dead cinders piled high at each corner, around scattered debris and against aged refuse. Although burnt and peeling, several doors still lined the walls: east, to Ramiro's right, a pair of simple sliding doors; west, to Ramiro's left, a large - obviously once quite elegant - double door, its frame carved with the charred faces of what seemed angelic figures. The burnt ruins of great picture frames hung crooked on the walls or lay dashed to the floor, their subjects consumed by flames.

    Ahead, the hall ended, and opened into, a spacious, rounded chamber.

    Spoiler: OOC
    Show
    What do you do?


    Spoiler: Njal, Verglas
    Show

    Tonlist watched the double doors for a moment after Ramiro disappeared within them, and then turned her gaze to the great building itself. Two wings, as Verglas had said, stretching away east and west. There wasn't a sign of the 'garden' or the 'gazebo' the gnome had mentioned - it must have been around to the rear of the building.

    She shivered. And realised the source of the shiver as she walked across to Njal and Verglas, but pushed it down, gesturing at the circle with the ancient, ruined fountain at its centre. "Maybe some kin' o' coach circle, this was," she said. "Tha' steep climb wasna' natural or here when th' place was built, I heard. Path's wide enou' for coaches or wains t' pull in an' stop at th' foot o' th' stairs. Like ye would f'r any fine slavelord's home. But..."

    She shivered again, and decided to address openly what the source was. The young bard nodded at the windows of the structure. "Barred across wi' steel, ev'ry one," she said. "Th' slavemasters were not ones any mortal could ken easy, bu' I've no' known anyone who had a pleasure palace wi' bars o'er th' windows. Seems th' stories 'bout th' place bein' some kind of prison aren't jus' speculation."

    Spoiler: OOC
    Show
    What do you do?

  7. - Top - End - #97
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    As the group reunites at the top of the steep hill, Verglas stows away the rope, gives Dog a treat and a drink of water, and nods a thank you to Tonlist for taking care of him.

    Making the most of her time in the winged form, Verglas leads Dog a bit closer to the estate.

    "The open air structure I mentioned is around on the other side of the estate, between the main building and the cliff face And I saw the two remaining Vargouilles disappear into that window Anything that they can get THEIR head through, I might be able to do the same."

    She keeps an eye on Ramiro, ahead of them, and keeps within about 60' of the young warrior.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  8. - Top - End - #98
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    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"


    Staying close to the winged-elf that was Verglas and Tontin Njal clutches his tiger skull club tightly. "Lassie, best we be sticking together aye? Plenty of nasties we be seeing here like those flying heads." he gestures at Ramiro, "Lets wait and see what the wee laddie reports and then we can clear the manor or prison if it be that." He shuffles slowly closer to the doors as there are no screams or shouts from within he excpects that it must be safe or Ramiro would have been screaming


    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

  9. - Top - End - #99
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    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas smiles at Njal. With her borrowed elven face, the effect is slightly waxwork-like.

    "I entirely agree That's why I'm following after Ramiro I suppose I should have made that explicit Heel Dog!"

    Once Dog and Tonlist have caught up, Verglas continues to, as Njal suggests 'be sticking together.'
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  10. - Top - End - #100
    Ogre in the Playground
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    Default Re: The Cold World

    Ramiro Sanda carefully scouts the rooms adjacent to the hallway, and then reports back to the others. (He starts with the room on the right.

  11. - Top - End - #101
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 5 of 6

    Spoiler: Ramiro
    Show
    Spoiler: The room to the right
    Show
    The two sliding doorways on the right, to the east, appeared to connect to the same room: a rectangular space about 40 feet long and 20 feet wide. Looking in from the doorway, which slid aside with a hiss of dust in its tracks, Ramiro could see the charred and mouldering skeletons of a variety of furniture lying in ashen heaps here. From the far wall, a chill breeze seemed to be whispering through a debris-choked fireplace. A dilapidated frame hung askew over the mantle, above a pair of porcelain figurines. The cloth in the portrait had been slashed in half and was hanging askew, hiding whatever or whoever had been the subject of the piece; it wasn't possible from this distance to see much more, at least not without going into the room and exceeding his mandate of scouting.

    "Help us," a voice whispered. As though it were right in his ear. "Please," came another voice, different from the first - female, perhaps, race indeterminate. Plaintive, as though in pain. In either case, there was nobody in sight who he could see might have said the words. The breeze rose, for a moment, and died again.

    Ramiro didn't respond, right then at least. He instead closed the sliding door and stalked north, towards the end of the corridor. The voices did not follow him.


    Spoiler: The room at the corridor's end
    Show
    This area, it seemed, had been some sort of main, grand reception area. The passage opened into a wide oval room. A thick, curved desk presided over the space. Behind it loomed some sort of massive timekeeping device, a clock as it was called in the expensive places of the Archipelago, easily ten feet tall -- a long-dead sentinel at an abandoned post.

    Three pairs of heavy double doors exited the chamber - to the north, east, and west. There were also a pair of ascents: a stairway with a thick, broken bannister and a steep ramp. Above each of these rising egresses hung massive frames. Their subjects - depicted in singed pigments - seemed to be gigantic, stern-faced elves, wearing leatherlike garments of chiurgeons ... or mages.

    The room was scattered with charred debris. However, among the fallen timbers and ash-stained floors, Ramiro could see a wide bloodstain had permanently marred the stone floor before the desk. Irregularly shaped, and maybe ten feet in diameter, the stain was immediately a disturbance to his eye ... because while it appeared dry, he had seen enough blood to guess it was still sticky ... as though the blood were spilled only days ago.


    Spoiler: The room on the left
    Show
    Moving back south down the corridor towards the entrance to the manor, Ramiro glided up to the set of double doors. They, too, opened to his touch.

    The past function of this room seemed more simple to determine than the others; it had been some sort of chapel or temple space. The only congregation now, though, were rows of burnt pews holding a silent vigil, facing a dais and raised altar made of white marble.

    Upon the walls, carved panels of sanctuary and comforting figures had been deformed by fire, holy men warped into half-formed monstrosities and the Higher Realm twisted into abyssal vistas. Presiding over the sad service was a shattered stained glass window, its symbols broken and scattered.

    There were enough signs for Ramiro's rough knowledge to suggest the place had been sacred to the Mother at some point, but if She had ever been here, her presence had seemingly long abandoned this place.


    Ramiro came back to the others, standing just outside the doorways, and reported what he had seen.

    Spoiler: OOC
    Show
    Complication Pool rises by 1 because scouting these rooms was a time-consuming task.

    What do you do?

  12. - Top - End - #102
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Once Ramiro has briefed them on the contents of the three rooms, Verglas speaks softly in a rapid murmur.

    "While it's possible that the voices from the right-hand room are some sort of programmed magical effect it seems more likely that they are from creatures of some sort Those creatures could be the two heads that I told you about They could also be some other kind of spirit guardian or someone in genuine distress My suggestion is to check that room out first regardless Tonlist if I understand the nature of your gifts correctly you have a way to use your music to block out the music of other voices and sounds I would recommend being ready to use that in case it turns out to be the heads which have a scream capable of robbing you of the power to move or one of the other forms of undead which use shrieks, songs or 'boo's to powerful effect."

    "Acceptable?"


    She releases her spell of transformation, shrinking back down to her regular gnomish form. Verglas clambers awkwardly onto Dog, still clutching her crossbow nervously, and prepares to move forward.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  13. - Top - End - #103
    Ogre in the Playground
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    Default Re: The Cold World

    Ramiro Sanda
    Njal, would you be able to determine if the words belong to the spirits of the deceased?

  14. - Top - End - #104
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    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"


    Following Verglas and Ramiro he nods and listens to the souds, but not feeling hopeful as he wasn't the beast read of dwarves. "I'll dae me best, but me hopes ain't high". On the assumption he recognises nothing he'll move towards the room with the voices and enter cautiously, shield and club in hand to see if they are hostile spirits or not

    Spoiler: OOC
    Show



    Know nature (1d20+4)[18]

    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

  15. - Top - End - #105
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 5 of 6

    All four of them slowly crept below the arch of the manor's entrance, Tonlist nodding to Verglas's request to be ready with some of her abilities.

    Dog whined and was shivering under Verglas's thighs. But they all slowly filed into the room on the right with the sliding doors.

    Nothing had changed since Ramiro had seen it. The broken furniture, fireplace, dilapidated frame, and porcelain figurines were still in place. And again came the voices, plaintive, begging: "He's returned! Thank the Mother! Help us! Save us!" "Oh, by the gods, please, come, save us from this!"

    Spoiler: OOC
    Show
    What do you do? Draw off Ramiro's previous entry to the room for details of what you see.

  16. - Top - End - #106
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    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas carefully guides Dog out of the doorway.

    "Stay Dog!"

    When the voices return - and clearly recognize Ramiro - Verglas mentally discounts the possibility that this is some kind of pre-programmed bit of nonsense. To try to gauge the provenance of the voices, she calls out them in the ancient elven tongue, seldom spoken and not much liked in these parts:

    "If you want our help answer our questions Who are you and what is the 'this' that you need saving from?"
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  17. - Top - End - #107
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    Attempts to locate the origin of the voices as they respond.
    And where are you?

  18. - Top - End - #108
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 5 of 6

    There was a moment's pause at Verglas's words. Then the plaintive pleading began anew: "Please! Come closer! We're here, we're in the fireplace, we need your help!"

    Spoiler: OOC
    Show
    What do you do?

  19. - Top - End - #109
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    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"


    Njal stares at the fireplace unable to see anyone and spits on the stone floor to ward off evil. "Have a care lassie. I sense nowt but evil here. If you be going closer than have a care" Njal slows, and hangs back a little to be able to see what happens with the fireplace

    Spoiler: OOC
    Show



    Know nature [roll0]

    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

  20. - Top - End - #110
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    Stand back, I will open the fireplace.
    He performs a performs a flourish with his blade, and then opens the fireplace grate.
    Spoiler: OOC
    Show

    He uses adaptive style to ready Moment of Perfect Mind, and Action Before Thought

  21. - Top - End - #111
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 5 of 6

    There were delighted little sighs as Ramiro stalked toward the fireplace. The voices became shrill. "Yes! Yes! Come closer! We're here, please come, please help us--"

    As he closed in, Ramiro's attention was drawn by the two porcelain figures on the mantle. No bigger than half a foot tall each, the polished figurines depicted delicate, finely-detailed, calm elven women - no - they were two images of the same woman in two different poses, one as a dancer, one with a harp.

    And the figurines' angular faces swivelled to look at Ramiro. The porcelain twisted in expressions of hate. And the delicate carved lips of the harpist now moved to match the words of the shrill voices: "Yes! Come here to your doom, fool!"

    And both figurines exploded into shards of showering porcelain, the shrapnel whistling high as it flicked through the air.

    Ramiro's abilities, though, were more than adequate to the task. The school he had practiced for years meant a distant part of his mind was already noting the paths of the shrapnel through the air, and he moved with the air, shifting his body ...

    ... and not one shard of gleaming porcelain touched his form.

    The porcelain pieces rained on the floor of the room. Ramiro immediately recovered to guard position, awaiting the next assault -- but there was none.

    Only mad laughter from high, shrill voices, fading rapidly, as though two young women were running away down an unseen corridor. In moments, there was only silence and the slight draft from the fireplace.

    Spoiler: OOC
    Show
    Action Before Thought is deemed expended. The party earns 150 XP each.

    What do you do?

  22. - Top - End - #112
    Titan in the Playground
     
    BlueWizardGirl

    Join Date
    Sep 2005
    Location
    Edmonton, Canada

    Default Re: The Cold World

    Verglas

    Verglas flinches from the exploding porcelain, admiring the way in which Ramiro dances around the flying fragments without beginning to fathom how a person might actually accomplish such a task. Truly a remarkable boy.

    She watches the two figures intently as they dart away. She is interested not so much in their insipid taunts, but in their accent and tone. Are the voices reminiscent of the Masters? Is their turn of speech suggestive of a millenium ago, or more recent? What are these creatures, and will the foursome have to face them again?

    Spoiler: OOC
    Show
    What are the creatures? Knowledge Religion: (1d20+9)[27]
    How arachaic are their accents? (1d20+9)[14]

    Did they respond in the human language, or in Elven?
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  23. - Top - End - #113
    Ettin in the Playground
     
    Planetar

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    May 2009
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    Perth, West Australia
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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 5 of 6

    Spoiler: Verglas
    Show
    The cool, calculating part of her at last managed to identify the phenomenon they'd just experienced. And if there was any question that some form of elven power was still at play here, those ... beings ... put it beyond doubt.

    They weren't spirits as such. Not the kind that Njal honoured and placated with his magic, and not minions of any of the five deities either. No, these had been a species of creature of the type Roland had called Forsaken and Benydict had called the un-dead.

    Most Forsaken tended to be tied, as though enslaved, to their decaying, disintegrating physical forms. Others, rarer, typically more dangerous, were incorporeal, but tied to physical places. Some of the scholars and lorekeepers of the Father reasoned most Forsaken existed ... or, perhaps, persisted ... because, for whatever reason, they could not accept the fact of their deaths - and so could not hear the call of Father, Mother, or Firekeeper drawing them on. Others, it was reasoned, remained because they refused or fled the denizens of the Lower Realm, with whom they had made bargains.

    And rarer still were those incorporeal Forsaken which were still tethered to places, but had developed the ability to manipulate, inhabit, possess physical objects in their haunts, cast minor cantrips, and make sounds. Such creatures usually were more balls of cunning than intelligence as such, not great forward planners - as though they had traded reason for the sheer will to manipulate material objects. One of the arid texts Verglas had read had given them the classification of bell spectre, though the tome had used the Chalician word poltergeist. Either way, having destroyed their physical inhabitations, the Forsaken had become incorporeal and clearly had fled - possibly elsewhere in the structure, which presumably had to be the source of their tethering.

    Verglas had her doubts that they'd been destroyed or would be gone forever. That sort of feat normally required the righting of a great wrong ... or the intervention of a templar from the faiths of the Father, the Mother, or the Firekeeper to turn them. Even clerics of the Exile and the Wild Man had trouble with Forsaken; it took one of the Great Three most of the time.

    And indeed the relative rarity of this type of Forsaken was what convinced Verglas that there was some admixture of elven power involved in the site. One poltergeist would have been rare enough, two of them in such proximity was on the order of the odds of finding the proverbial hobnail in the greenstack. There was something in the air here. It carried a trace of the feeling she'd had back at the Portal, but where the pulse and power of magic there was like a chorus heard through a thin wall, here ... here the chorus was fainter, dissonant, broken music, singing with some other melody counterpointed in it. It was a puzzle - but a puzzle capable of generating such effects as the Forsaken they had just encountered.

    The tone and accent of the voices was certainly not modern. It wasn't in the elven tongue, but there were enough lilts and softened occlusives in the speech for Verglas to recognise they had adopted some elements of the elven language. Illumians in particular still had a touch of that, even now, fifteen hundred years after the Uprising.

  24. - Top - End - #114
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    Well, that was a clearly malicious trap. I am surprised that the evil ones would have used cries for help to attract thieves.

  25. - Top - End - #115
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 5 of 6

    "No' so hard t' ken when ye remember cries f'r help mean th' crier's likely no' able t' defend themselves, and so an easier mark f'r a thief," said Tonlist grimly. "Though I've yet t' see any pickpocket wi' hands faster than ye, Ramiro. A great shower o' shards an' not a mark on ye. 'Tis somethin' I'd no' ha' believed a sage o' swords could do ha' I no' just seen it wi' my own eyes."

    She sighed, taking a couple of steps into the room. "So now what? Mebbe we coul' take a look through th' whole room, see if there's anythin' here. No' that I can make me skin stay smooth when rummaging in geists' cupboards, ye ken."

    Spoiler: OOC
    Show
    What do you do?

  26. - Top - End - #116
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    Good point, and good idea. He will assist in searching the room

  27. - Top - End - #117
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal jumps a the figurines explode and then shakes his head with a smile. "Well done laddie, ye be moving faster than my stone bones." At the sounds of laughter and song receeding he scowls, "shades and spirits that ain't friendly eh... well naer mind. Come lets push through and see if there be anything of value in here." He searches the rest of the room carefully before nodding back to the corridor, "So, shall we be clearing the ground floor before we head upstairs?"


    Spoiler: OOC
    Show



    Know nature [roll0]

    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 - #118
    Ettin in the Playground
     
    Planetar

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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Kirillin Manor Grounds, Valley of the Spear
    Midday, 1537


    Complication Pool: 6 of 6

    They turned over the room fairly well. The fireplace, despite the chill in the air issuing from it, revealed nothing but old, charred fragments of wood. And there remained little more than debris; whatever had been the furniture in this chamber, the amenities had been burnt away or destroyed by time, reduced to worthless trash.

    Now that the figurines had shattered, the only decoration that remained even partially intact was the sizeable portrait hanging over the fireplace. Its cloth canvas had been slashed in half and was hanging askew.

    Tonlist used one black arm of her bagpipes to lift up the torn picture, revealing its subject: a stark, strangely beautiful watercolour which didn't seem to have been painted by brush strokes but seemed to have bled onto the material in a hundred subtle shades. It was an image of a prideful-looking male elf, wearing a pristine white robe with silver trim that had some resemblance to the aprons doctors wore even now.

    Below the picture, the frame had been carved with flowing elven script.

    Spoiler: Verglas
    Show
    This at least was still legible. It read Kith'in'sherillinar'vas'finshaillis, sennhaya'or. Which essentially translated to Finshaillis Kith'in'sherrilinar, Master Chiurgeon. Or ... taxidermist. Finshaillis was presumably the name of the subject of the portrait, Kith'in'sherrilinar the name of the elven circle or clan. And presumably Master Chiurgeon was his title.


    Tonlist shivered, letting the ragged portrait drop. "Elven bastard.
    May his studs rust off him, wherever he is."

    That was when Ramiro and Njal noticed the blood.

    At least, it looked like blood. It was the coppery red of blood, and made a soft plint noise as it struck the stone floor. It was dripping from the hanging edge of the portrait that Tonlist had just released. Not much; not a torrent; like the first water dripping from a roofline with the first warm day in Alkukevaasta. But dripping, nonetheless, drop by drop, onto the stone floor.

    Spoiler: OOC
    Show
    What do you do?

  29. - Top - End - #119
    Titan in the Playground
     
    BlueWizardGirl

    Join Date
    Sep 2005
    Location
    Edmonton, Canada

    Default Re: The Cold World

    Verglas

    The gnome had been tense as they investigated the room, not even getting off of dog, perhaps to maintain a more top-down perspective on objects. The interaction with the pair of spirits had clearly shaken her. She didn't like to acknowledge that there was any aspect of life that priests were better suited to dealing with.

    When the portrait began bleeding, Verglas flinched away, and instinctively steered Dog toward the doorway again.

    "Looks like more spirits playing silly bu**ers to me I think we've established that there's no one in here wanting our help I'm with Captain Brogue over here I think we should leave this place and examine the rest of this floor Maybe we'll discover something that might give us some kind of clue as to what unfinished business there might be that holds spirits to this place Besides a juvenile and malicious sense of humour."
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  30. - Top - End - #120
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal looks at picture and scowls before hawking a gobbet of spittle at it in a disgusted manner. “Elven bastard” he snarls at the painting

    Then he joins the others in leaving the room agreeing with Verglas, “Aye gnome, nowt we can do till they reveal themselves.” Still with his tiger skull in hand he moves into the next room ignoring the painting and blood dropping from it.

    Spoiler: OOC
    Show



    Know nature [roll0]

    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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