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Thread: The Cold World

  1. - Top - End - #121
    Ogre in the Playground
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    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda

    Well that is creepy, lets check the other rooms.

  2. - Top - End - #122
    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: 0 of 6

    At Tonlist's suggestion that it was a good idea to maybe look into the room opposite before moving to the more open space, the group crossed the hallway and to what had once been some sort of chapel.

    Nothing seemed to have changed since Ramiro had been in here. Njal judged the room was the same size as the one across the hall - forty feet long by twenty feet wide. The intent of the place appeared to have been a chapel of some kind, and still had a congregation of dark wooden pews, but it had been heavily damaged by the fire that had ripped through the place centuries earlier. Most of the icons and frescoes had been burnt to gross parodies of their former glory. Even Njal could tell it had been devoted to soft goddess Mother that the humans and other races honoured; there didn't seem to be much evidence of the Father or the Firekeeper's presence here. At the far end of the chamber from the door stood a short dais, holding a simple altar of white marble inscribed with the Mother's sigil.

    Spoiler: Verglas
    Show
    Verglas also noticed something else missing among the burnt icons and frescoes: any sign of a representation of one, or more, of the Seven Enlightened.

    The slavemasters honoured the gods, too, or so she had studied and read. Their favourite was the Mother, of course. The account was that seven elves, early upon their creation, had been touched by the Mother's insight in order to teach her precepts to the elven race. The Seven Enlightened usually featured in any elven ruin that still retained indications of worship.

    Not so here. Despite the fact this place was clearly in the demesne of the Kith'in'sherillinar Circle, this chapel's icons and frescoes contained not a hint of any of the Seven Enlightened at all. Rather, what she was seeing were the chosen, or champions, of other races. And featuring most prominently were images of Illumian prophets - those rare few who had been blessed by the Mother with her knowledge. Yes: there was Parchak the Healer - and Stolzhan, the Weaver - both those images had survived the fire.


    There didn't seem to be anything moving here, or any obvious threat.

    Spoiler: OOC
    Show
    What do you do?

    Sorry about the delayed update, guys. It's been a busy couple of weeks. I'll get a running map up soon.

  3. - Top - End - #123
    Titan in the Playground
     
    BlueWizardGirl

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    Sep 2005
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    Edmonton, Canada

    Default Re: The Cold World

    Verglas

    Looking around at the devastated chapel, Verglas is unperturbed by the desecration, but there is a tickle at the back of her mind.

    "Intriguing Despite the bleeding portrait in the other room there is significant evidence that the major influences on this place even in its heyday were not elven but Illumian The unseen spirits of the last chamber spoke in the mannish tongue not an elven dialect Now this chapel has not a trace of any elf-specific divinities In an elven sanctuary of this type, you would expect to see the icon of the Mother surrounded by seven elven figures, usually arranged in groupings here, there and over there But here there is no sign, not even a dias yanked away by anti-elven zealots Instead, those figures are clearly meant to represent Parchak the Healer and Stolzhan the Weaver I certainly don't need to explain what THAT suggests."

    Nodding curtly, as if having completely and clearly explained her thought process, Verglas pauses and tilts her head.

    "Which opens up interesting questions about who was actually masters of this place and who set the fire."
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  4. - Top - End - #124
    Ogre in the Playground
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    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    That seems reasonable. (It is unclear if Ramiro had any comprehension)

    He investigates the alter, looking for hidden compartments, thats a classic place to hide the magical goodies. The latent aura of alter often masks the goodies (Or at least thats what his parents used to tell him).

  5. - Top - End - #125
    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: 1 of 6

    And as it turned out, Ramiro's parents had not been far off.

    Or at least, not far off that altars weren't always what they seemed. The sigil of the Mother on the front of the altar was matched by an identical one on the altar's rear side. Identical except for a depression in the icon, where, with his delicate fingers, Ramiro found a small keyhole.

    Opening it, of course, would require considerable time, effort, and skill ... in the absence of said key anywhere nearby.

    Spoiler: OOC
    Show
    What do you do?

  6. - Top - End - #126
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    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    With the strange religious iconography and other trickery Njal had been quite quiet. Much of this being far more esoteric than his days of exploring the wastes or scaling mountains. He does grin though as Ramiro finds the hidden catch, "Aye laddie, well done. Wise words them frae yer parents." Looking at the mechanism he shakes hi head, "if ye have nimble fingers that may help otherwise we be breaking it open."

    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

  7. - Top - End - #127
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Cold World

    Verglas

    Verglas bends to glance at the keyhole, then draws back to remount Dog.

    "May I offer a third possibility We should continue our exploration in hope of finding a key If nothing has been found then I may be able to open the lock magically tomorrow without risking damage to whatever the contents are Remember that one of our reasons for being here is to secure any remaining artifacts It would be a shame to lose them to an enthusiastic hammer blow."
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  8. - Top - End - #128
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    Thats a neat trick and a good call.
    (Moves to the next room)

  9. - Top - End - #129
    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: 1 of 6

    The group moved out of the chapel and back to the main receiving hall of the manor.

    Here too nothing had changed since Ramiro's brief inspection. 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.

    Well, there was one thing that had changed. When Ramiro had come through here, three pairs of heavy double doors exited the chamber - to the north, east, and west. Now, however, the northern doors were wide open, as if something had flung them back. Beyond that doorway, a hallway continued north, into shadow - there was little light that way, and perhaps a little more shadow than seemed right in the space. But that hallways also had at least a couple of doors through there.

    Aside from the three exits at ground level, 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 drew the group's attention to 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.

    Tonlist cleared her throat, glancing around the room. "Somethin' wrong wi' all this," she murmured.

    Spoiler: Njal
    Show
    And Njal knew what she was talking about. That was the thing about dwarves and structures. Even having spent much of his adult life well outside buildings, and leaving aside the skin-crawling feeling he was getting from being in one of the Slavemasters' manses, any dwarf knew when lines weren't plumb, when walls didn't meet at right angles.

    The fact was, the walls and even the high ceiling didn't somehow look sound. Nowhere so far that they'd seen did it look sound. Several pieces of masonry even in this room, and sections of the crumbling ceiling and supports somehow looked as though they shouldn't still be standing at all.


    Spoiler: OOC
    Show
    As said, a bit of a map update:



    One square is 10 feet. You're currently in the main central space, with a ramp and stairwell leading up to the next level. You entered this building from the bottom, the 'south', entrance. The chapel you came out from is on the lower left of the map, and the other room with the bleeding portrait and the geists is on the lower right. I've omitted the great desk and timepiece in this room.

    Also, enough time's passed that Verglas's Alter Self spell has worn off.

    What do you do?

  10. - Top - End - #130
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal nods to Tonlist. "Aye lass, it be wrong. the walls be squint, be like they are moving. I dinnae like this." Looking around he stamps on the bottom of the stairs to check they are sound. Before gesturing up with the tiger skull club. "Shall we be looking up there? if there be something important it either be in the cellar or up in the heights."

    If they agree he'll carefully stomp up the stairs, testing each step carefully as he moves up the lefthand curling stairs


    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

  11. - Top - End - #131
    Titan in the Playground
     
    BlueWizardGirl

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    Edmonton, Canada

    Default Re: The Cold World

    Verglas

    Verglas nodded absently-mindedly at Njal's words, although it wasn't immediately clear which part of his sentiment she was agreeing with. Instead, she focused initially on the banners, and then guided Dog over to the tall time-telling mechanism. She glances over her shoulder at the stain on the floor.

    "Doesn't that seem like more than a person's volume of blood?"

    She pulls out a crossbow bolt to use as a don't-want-to-lose-a-finger tool. She pokes hesitantly at the clock, seeing what openings might present themselves.

    Spoiler: OOC
    Show
    Very cool!

    Knowledge History to try to determine whether the elves' clothing on the banners dates from just before the time of the disappearance, or an earlier period? (1d20+9)[20]

    Knowledge Architecture and Engineering to try to figure out whether the clock still works - that is, whether it simply wound down, or is broken. (1d20+6)[10]

    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  12. - Top - End - #132
    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: 1 of 6

    Spoiler: Njal
    Show

    Njal's informal inspection of the stairs did not reveal any structural flaws, although his eyes kept insisting that the stairs shouldn't be standing at all.


    Spoiler: Verglas
    Show

    The clothing in the massive portraits above seemed to be from a variety of periods, not simply the time period immediately before the Uprising. Also intriguing was the high degree of facial resemblance between one portrait and the next - and indeed with what she remembered of the bleeding portrait back in the other room.

    Elven variety in appearance was significantly less than that of the races they'd enslaved, and that combination of factors led Verglas's mind to surmise that she was indeed looking at a series of images of Kith'in'sherillinar masters of this place stretching back for many centuries, if not thousands of years, prior to the Uprising. Elves were also long-lived, and they had methods for ensuring their artistry survived. The manor, it seemed, had been here far longer than the stories perhaps suggested.

    Which led one to perhaps question what purpose the place served ... or whether it had served another, before being brought to the alleged role of 'hospital'.

    Her subconscious mind worked on this as she picked open the door of the timekeeping mechanism. The mechanisms within were a marvel; fine and delicate "engineering", as one of the masters at the Mountain had called it. All cogs and spirals and wheels of thin metal rivalling the workmanship of a jeweller. The mechanisms didn't appear to have any obvious damage to it - although the clock had been singed by some long-ago fire, there was no obvious fault with the interior that she could see. The clock's face appeared to be fixed, stopped, in an eternal stare over the desk it stood behind. However, attempting to get the clock started again would take some time to carry out, even for a plainly talented and fine-fingered gnome such as herself.


    Spoiler: OOC
    Show
    What do you do?

  13. - Top - End - #133
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    Perhaps there was another bleeding portrait in here? (Looks around (especially up) for something that might have leaked onto the floor.

  14. - Top - End - #134
    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: 1 of 6

    There didn't seem to be anything directly above the stain which could have generated the quantity of blood that seemed to be here. The portraits hung above the stairway and the ramp, well back from the pool's position before the huge, heavy desk.

    Spoiler: OOC
    Show
    What do you do?

  15. - Top - End - #135
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"


    Njal looks at verglas playing wit the clock and eyes the gears. "Aye, fine if fiddly wee work there. But it seems broke.." he spits on the stairs at his feet and then take s breath and begins stomping up them, stepping heavily on each to heck that they bear his weight before he ascends. "Wait till i be at the top in case they come down eh.." he suggests to Tonlist, "They be built for the fey folk nae for stout mountain folk" he adds nodding to Tonlist.

    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

  16. - Top - End - #136
    Titan in the Playground
     
    BlueWizardGirl

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    Edmonton, Canada

    Default Re: The Cold World

    Verglas

    Verglas carefully seats herself on Dog again and slips the crossbow bolt back into the quiver.

    "The device is a marvel, if one that would take some time to get working again I will think on the best way for us to restore it to use, and to the world It is an intriguing and worthy challenge.

    "Those banners suggest that there was a familial line in charge of this place for centuries perhaps millenia Clearly there is magic at play or at least there was or the oldest of the materials would have faded and come apart centuries ago However it also affirms that this place could not possibly have been primarily a place of healing No one situates a hospital on top of a cliff and no one would arrange the gods as we saw in the previous room if they were primarily devoted to healing I don't know what this place's purpose WAS yet but we'll get there."


    As Njal begins his ascent, Verglas quietly takes out her crossow and holds it at the ready. Just as a matter of principle.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  17. - Top - End - #137
    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: 1 of 6

    It seemed to take Njal quite a while to ascend the stairs. And despite the lines of the walls and ceiling seeming so wrong, the stairs appeared just as solid as everything else they'd encountered so far, and they held under his feet.

    The stairwell curved up to a landing. He took a couple of steps onto the landing...

    Spoiler: Njal
    Show

    Broken tiles and treacherous gaps to the floor marred the long hallway that was revealed.

    Northward, six doors lined the hall: a nondescript door of singed wood, four doors fixed with broken, circular windows, and one, at the hall's far end, groaning softly and pathetically as it swayed on rusted hinges.

    At the hall's other, southern end, bannisters replaced the walls, creating a bridge over a portion of the lobby below, leading to an intimidating pair of heavy metal doors.


    Spoiler: OOC
    Show


    Spoiler: For Njal only
    Show
    So you're on the second floor at the top of the stairs, and what you can see from there is as follows...



    Also, just restating the current first floor map for clarity...



    What do you do?

  18. - Top - End - #138
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    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"


    At the top Njal glances down to he others. "Aye lads and lassies. There be a big set o' doors over 'ere." he shouts pointing at the metal doors over the bridge over the lobby. "Shall we have a peek and see whats occuring." He moves to the centre of the balcony upstairs to peer better down the corridor and make sure there is no-one about. His arm hair stands on end with the unease and strange feeling from the house but he feels confident with Verglas, Tonliss and Ramiro joining him and the tiger skull club in his hand.

    If they join him he'll approach the doors carefully and move to open the heavy metal double doors.


    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

  19. - Top - End - #139
    Ogre in the Playground
    Join Date
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    Default Re: The Cold World

    Ramiro Sanda
    Steps lightly approaching the doors, blade in hand, but point down. He listens at the door before Njal opens it.
    Give me a moment to check for movement. he whispers.

    Spoiler: OOC
    Show

    Listen Check: (1d20+11)[26]

  20. - Top - End - #140
    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
    After Midday, 1537


    Complication Pool: 2 of 6

    The group cautiously ascended the stairs, joining Njal at the southern end of the hall. Ramiro crouched down by the cold, ageing steel, stretching his senses out for any sign of activity beyond.

    All was quiet, at least so far as Ramiro could tell. The only noise that could be heard was back down the other end of the hall, the soft thump, thump of a door shifting in some unfelt breeze.

    Having satisfied themselves as best as was possible that there was no noise on the other side, Njal tried the metal door's handle.

    It didn't move. And wasn't damaged or jammed.
    "Locked," grumbled Tonlist.

    Spoiler: OOC
    Show
    What do you do? (I know Toliudar's away travelling until 1 August, so...)

    Just keeping track of the current maps:

    You're all on the second floor, in a hallway with five doors in it; one of the doors on the north end seems to be moving in some sort of unfelt draft. You've have crossed a bridge to the door at the southern end of the hall. What you can see is as follows...



    Also, just restating the current first floor map you've explored, for clarity...



    1 square = 10 feet on all maps.


  21. - Top - End - #141
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    Default Re: The Cold World

    Njal "Stormcaller"


    Njal lets out a breath he didn't even realise he had been holding. "Aye well... be a pain then to kick them down. Stout looking beasties." Turning he looks to the other end of the corridor, "Aye, well that one be open.. lets a get going and head through there eh?" he suggests and instead moves towards the other end of the corridor and the open door, slowing to scan the area and let Ramiro scout as needed.


    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

  22. - Top - End - #142
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    Default Re: The Cold World

    Ramiro Sanda happily complies.
    He slinks along the edge of the hall toward the indicated door, putting his ear to each door he passes.

    Spoiler: OOC
    Show

    Listen: (1d20+11)[17]
    Move Silently: (1d20+12)[13]

  23. - Top - End - #143
    Ettin in the Playground
     
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    Default Re: The Cold World

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


    Complication Pool: 2 of 6

    Ramiro crept up the shadowed hallway, listening at each door as he moved. There was nothing but cold silence at each, and none of the doors opened to his hand.

    That led him to the last door, which still clunked and drifted open and shut, and finally came to rest half open as he approached the open doorway. It was as he stepped up to that door, with the rest of his group strung out behind him, and just asking himself why the door had fallen still, that the wood of that open door twisted beside him, the wood creeaaaking horribly as a face began to form in the wood itself - a face, as though something were trapped within it. A black gash appeared like a mouth in the door, and two knots in the wood suddenly slimmed and opened like eyes, burning orange with fury. A wave of fear blasted over him, Njal, and Gromrir - but they all braced against the force of the corrupt, malign gaze, and the ripping at their souls passed over them. The black gash opened, and a tortured shriek, endless as pain and agony, echoed down the cold hall, as the door flicked from its rest, the great wooden mass swinging at him ...
    "Mother's Milk!" screamed Tonlist, stumbling back a step.

    Spoiler: Tactical Map
    Show


    Spoiler: Tactical Notes
    Show

    As said above. Initiative Count came out as follows:

    - The Thing In The Door
    - Njal and Gromrir
    - Ramiro
    - Verglas and Dog
    - Tonlist

    Have at it. Let's hope nobody dies here.

    EDIT: By which I mean, the Thing already had its surprise round, so we're in normal initiative and the Thing has taken its turn for the round.

  24. - Top - End - #144
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    Default Re: The Cold World

    Njal "Stormcaller"


    Njal curses as the door seems to come to life and scream at them. "get back Ramiro, it be a door it ain't got wee legs to chase ye with." Even as he speaks he keeps his ground he beclons with his hands and a vast sphere of flame lands upon the door (but not ramiro) seeking to burn the evil out of the wood


    Spoiler: OOC
    Show


    Cast flaming sphere (3d6)[11] Fire damage DC15 negates (but hoping a door isn't the most agile)
    - Spell resistance (1d20+5)[11] if needed

    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 - #145
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    Default Re: The Cold World

    Ramiro Sanda
    I do not fear infrastructure.
    Despite his words he retreats before posing blade horizontal above his head, open palm facing the door, launching his own orb of fire at the door.

    Spoiler: OOC
    Show

    Move action: H8
    Swift Action: Change to Assassin's Stance
    Std Action: Initiate Fan the Flames
    Ranged Touch: (1d20+7)[15]
    Damage: (7d6)[27] fire


  26. - Top - End - #146
    Ettin in the Playground
     
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    Default Re: The Cold World

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


    Complication Pool: 2 of 6

    Fire exploded through the corridor, roaring flame echoing up and down the passage.

    Njal's ball of fire lit on the door, and the grotesque expression in the woodwork grimaced as though in pain. Smoke poured from its charred surface from where his orb had struck it. But it screamed and swung, on its hinges, trailing smoke, at Ramiro as he tried to back away ... and caught the young swordsage at his heel.

    A terrible torpor leached into the young man's form, the world going numb. But his training kept him moving, and a few feet away from the doorway he turned, calling on the discipline, and a dreadful blast of fire roared once more into the passage. Terrible shadows leapt up the walls and the door gave a final, awful keening, fading away into nothingness, the door's surface falling back into its normal, charred shape, wisps of smoke still curling from it. There was a crack from one of the iron hinges, and the door hung halfway from its frame, its pivot gliding to a halt as the door gently clunked against the wall behind it.

    Whatever fierce, twisted power had driven it, that power seemed to have fled - leaving nothing but the charred door behind, and the doorway now open.

    Spoiler: OOC
    Show

    That's 200 XP for each of the party.

    Ramiro takes 1 DEX drain but is otherwise unharmed (he took an AoO from retreating and it connected).

    Ability drain, of course, doesn't heal, and takes the intervention of a cleric to do much about. There are clerics of the five faiths perhaps to be found back at Hardwalker Hall.

    What now?

  27. - Top - End - #147
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    Default Re: The Cold World

    Njal "Stormcaller"


    Njal grabs Ramiro and helps pull him further back. “Ye be good lad, it be cooking now, evil be burning.” To emphasise his words he leaves the flaming sphere in the door for a couple more rounds before rolling it into the next room ahead of Njal as clutching his shield and tiger skull he follows the sphere into the room scanning for trouble


    Spoiler: OOC
    Show


    Cast flaming sphere [roll0] Fire damage DC15 negates (but hoping a door isn't the most agile)
    - Spell resistance [roll1] if needed

    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 - #148
    Ettin in the Playground
     
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    Default Re: The Cold World

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


    Complication Pool: 2 of 6

    The flames of the door burned out quickly enough, leaving nothing but the repulsive smell of burnt dust in the air. Fortunately, at least for a few moments, Njal's flaming sphere lit the way ahead into the room, the flickering yellow and red sending shadows dancing, pushing back the room's darkness for a few moments.

    The room past the remains of the door was about twenty feet by twenty feet. And it appeared that fire had already had some touch on this room.

    Although even that didn't seem to match.

    Although discoloured by smoke and charred to a degree, this ... chamber... was strangely untouched by fire. Its possible past functions sent a chill down Njal's spine, and unholy things crawling up Tonlist's. A pair of cabinets faced a metal-and-wood table in the centre of the room.

    The table was lashed with worn leather restraints.

    Upon the harness buckles, a thick, red crust was plainly visible, even in the flickering of the flaming sphere's torchlight.

    And then there was more than a red crust visible.

    Two ghostly figures appeared near the room's centre, one lying face down, restrained to the metal table, while another in black chiurgeon's garb was studying a tiny, delicate, gleaming blade held before him. The apparition on the table wore a simple white robe, though the back had been torn open, revealing innumerable interlaced scars. Some were well healed. Some were quite new.

    The figure in chiurgeon's clothing leaned towards the one on the table. The features creased into a smile. The chiurgeon's features were ... wrong. Hideously wrong. Not misshapen, but grotesque. An alien face--

    Spoiler: Verglas
    Show
    It was Verglas's curiosity that (barely) overrode her immediate, reflex disgust. The curiosity itself was overset by bewilderment. Perhaps the others could not have described it, but the chiurgeon's facial features, bone structure, and cold blue eye colour seemed to have both elven features and human features. As though someone had merged the two species into one. An abomination.


    The chiurgeon's voice cooed, a beautiful, melodious tenor. "Now, do tell me truly how this feels."
    And with that, the chiurgeon stabbed the tablebound figure with the blade and dragged it along his back. The figure on the table screamed, lifting his head off the table as he arched his tortured back ... revealing a face identical to the chiurgeon's.

    Then both figures faded away as quickly as the echoes of the scream did.

    And Njal's flaming sphere flickered out, leaving the room in darkness.

    Spoiler: Anyone with Darkvision
    Show
    Darkvision swiftly revealed nothing had changed in the room, but there was no sign of the figures. Everything was silent once more.


    Spoiler: OOC
    Show
    What do you do? Remember, the room is in full darkness.

  29. - Top - End - #149
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    Default Re: The Cold World

    Njal "Stormcaller"


    Njal mutters an oath, “Ye beast, stop yer torture” and rushes forwards to where the mad doctor stands, he skids to a halt as they vanish whirling around scanning for a door or other exit, his dark vision highlighting the room in greys and greens.
    ”They did vanish. Like smoke, can you see ‘em Tonlist” he asks the other dwarf before he continues to search the room


    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

  30. - Top - End - #150
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    Default Re: The Cold World

    Ramiro Sanda

    Do either of you have a torch? I can bring forth fire, but sustaining it would be tiring

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