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Thread: The Cold World

  1. - Top - End - #181
    Ogre in the Playground
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    Default Re: The Cold World

    Ramiro Sanda complies moving swiftly, shadows trailing.

    Spoiler: OOC
    Show

    Double move out of the room. (Probably provoking from the thing he cant see)

  2. - Top - End - #182
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    Default Re: The Cold World

    Njal "Stormcaller"

    As the cold hits him he calls out in pain. ”Ahh, it’s a cursed thing. Let’s be gone and seal this dark wee place.” he bellows. As Ramiro leaps out the room Njal, still holding his side now covered in a massive area of pain he holds until Tonlist and Verglas leave the room before he jumps out to slam the door shut


    Spoiler: OOC
    Show

    I’ll check what a negative level does, I’ve forgotten!

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 30/41, 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 - #183
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    Default Re: The Cold World

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


    Complication Pool: 0 of 6

    Ramiro bolted from the room, though against his expectations his movement was not met by a sudden, chilling touch and the draining of his lifeforce (as seemed to be happening to Njal - the dwarf seemed to have aged even in the quick glance Ramiro had made.

    Njal was still snarling for them to get out of the room before his voice cut off - for a moment - again. Another great blood of blood and bruises appeared on his midsection, and again something awful drained from the dwarf's soul.

    Tonlist broke and ran, though she still was calling Njal's name as she fled the room after Ramiro, and Gromrir howled his misery and fear before the wolf, too, ran into the corridor.

    Njal straightened, backing toward the door --

    -- and again the touch of whatever it was in here lashed across him, leaving no wound but tearing at his heart and soul. He fought the feeling aside, and grabbed at the door to the chamber, which stood askew in the frame. It wasn't anywhere near as sturdy as it had been; Njal's fingers brushed across chop marks and his nose filled with the smelled of charred wood from where they'd blasted it down. It wasn't much of a barrier, but he could at least try to pull it shut in the ancient frame. He wrestled the door into place, clunking it into place. The door opened inward, so he'd have to pull on it to secure it--

    There was a wordless snarl from beyond the door, and a mighty tug on the wood from inside. Njal held it. He had to hold it.
    At least a little longer.

    Spoiler: OOC
    Show

    We're back around to Ramiro again.

    Whatever it is got two attacks on Njal: one on its initiative count, and one on an attack of opportunity. Both hit.

    Njal takes two more negative levels and takes 16 hitpoints in damage. No one else is hurt. You're all out in the corridor again.

    Njal's holding a half-broken door shut against something on the far side that seems to want to get out, and will likely try again on its turn this round. It is not assured that the door will remain shut; you did it some significant damage getting in there, and a broken lock isn't much for locking anything beyond being a big old plank of wood.

    What do you do?

  4. - Top - End - #184
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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal doesn't make it to the door, more bruises and damage appear on his torso and he starts to push the others towards the door even as he can feel the darkness encroaching on his vision from every angle. He stumbles backwards, his fingers brushing the door and the way out before another slash across his back lands home and the cold and darkness overcome him, the light around Ramiro in the doorway slowly vanishing to a pin prick before its fades to dark and there is a loud thump as his head hits the floor and the howl of anguish from Gromnir who freezes beside Njal's owned body.

    Spoiler: OOC
    Show


    With the 16 damage and the 15 from the 3 negative levels he hits -1 Hps
    Stabilisation 10% change on (01-10) (1d100)[70]

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP -1 / 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
    3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves


    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

  5. - Top - End - #185
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    Default Re: The Cold World

    Ramiro Sanda

    Seeing Njal slump, Ramiro charges back to the doorway lunging in the moment the door opens. Blade wreathed in shadow and flame.

    Spoiler: OOC
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    Move action, move to the door.
    Switch Action: Initiate Burning Blade
    Standard Action: Ready Clinging Shadow strike to attack when the door opens.

    Att: (1d20+10)[19]
    Dmg: (2d6+4)[14] + (1d6+4)[8] fire

    (Has concealment from the stance)

    If this hits, DC 14 fort save or get 20% mis chance (I suspect its immune to this)
    Last edited by Novabomb; 2022-10-29 at 12:34 PM.

  6. - Top - End - #186
    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
    Afternoon, 1537


    Complication Pool: 0 of 6

    Ignoring the howling of Gromrir and Tonlist shrieking Njal's name, Ramiro threw himself forward to the door, sinking into his instincts, sinking into the training he had been given. His blade flickered with flame, sending shadows licking along the walls.

    It was a terrible thing to see the door moved. It seemed to dislodge itself from the frame, hurling itself into the darkness of the room beyond. Something was there. He knew it. All his senses screamed it, even if he could not see it. It gurgled something, and he sensed it was the fire that moved it so; flame, and light, against cold, and darkness. With all the training the school of Shadow and Flame had taught him, he snapped the shi'hun out into its strike into the dark.

    But the shadow here was deep, and he knew even as he reached the end of his strike that he had not connected with whatever it was.

    And then came the shadow's counterstroke.

    Pain smashed through him, the impact powerful enough that he had a dim instinct a rib had been broken. His side ached dully with the agony. And he felt some of the flame at his heart lessen, his lifeforce draining from him as cold, uttermost cold like the frostbite he'd nearly died from weeks ago struck him hard...

    Something had galvanised Tonlist. The bard gave a wheezing sob, and grabbed Njal's form, half-pulling the cold dwarf off the ground and getting his arm around hers. She began to half-stagger, half-run, back towards the stairwell leading to the door. Gromrir snarled and barked his sorrow and fear. "Th' door, swordsage! Le's ge' from here 'fore it kills us all!"

    Spoiler: OOC
    Show
    Ramiro takes 11 hitpoints damage and 1 negative level.

    Njal's out, really, so what does Ramiro do now?

  7. - Top - End - #187
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    Default Re: The Cold World

    Ramiro Sanda begins retreating with Tonlist, igniting a flame in his palm, and throwing it behind him blindly.

    Spoiler: OOC
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    Move action, flee away from door.
    Std Action, initiate Fan the Flames (Not expecting it to hit, but hoping it might make the thing think twice before chasing us further)
    Ranged Touch: (1d20+5)[12] Dmg (7d6+3)[23]

  8. - Top - End - #188
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    Default Re: The Cold World

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


    Complication Pool: 0 of 6

    The white-hot ball of flame leapt into the darkness from Ramiro's form, lighting the room with awful shadows for a brief second before disappearing again. And again nothing appeared to be struck by the fire that the young man brought from his soul.

    There was another echoing snarl from the door, and Ramiro was sure he could hear something moving. Whatever it was, it was no ghost, but it was, nonetheless, following. It wasn't rushing. There was no hurried noise of pursuit. Ramiro could feel in his heart that it was there, but ... taking its time.

    He knew there was no way they'd get out of the manor before it caught them again.

    So did Tonlist. As they reached the stairwells leading back down to the lobby, she turned. Turned back to the darkness, away from the seemingly-distant light of the far door. She had a strange look on her face, among the tears and sheer terror. She shoved Njal's form at Ramiro. "Go!" she all-but screamed at the young man.

    And walked back into the darkness, in the direction they'd come. Towards whatever was pursuing them.

    "Go!" she screamed, one more time, as the shadows swallowed her.

    And then the real screaming began. Not of exhortation, but of pain. Fear. Death, being purchased so Ramiro could leave with Njal, if he didn't want to die here.

    Spoiler: OOC
    Show
    What do you do?

  9. - Top - End - #189
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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal jerks awake, his body filled with pain and a sense of emptyness and loss from his sapped strength. Stumbling to his feet he see's the others looking terrified and grabs the wand from his belt tapping legs and chest where the horrific scars are. Reeling he stumbles down thestars with Ramiro but as Tonlist stops and runs into the darkness he can only bellow a faint "Nae Lass.... no.." before she is gone, too fast for his current weakened state.

    As the screams begin he grabs at Ramiro and pushes the young monk of the flame towards the stais, "Away lad. Dinnae let her die fer nothing. We must be fleeing his horiffic place."

    Spoiler: OOC
    Show


    Know (Nature) (1d20+2)[9]
    Cure light wounds wand x 2 (2d8+2)[6]

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 1 / 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
    3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves


    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

  10. - Top - End - #190
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    Default Re: The Cold World

    Ramiro Sanda is about to rush back when Njal tugs at him.
    He considers Njal's condition, and supports his escape.

    Alright.

  11. - Top - End - #191
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    Default Re: The Cold World

    Day 6, Alkukevaasta (Early Spring)
    Outside the grounds of Kirillin Manor, Valley of the Spear
    Afternoon, 1537


    Complication Pool: 1 of 6

    Tonlist's screams echoed after Ramiro and Njal as they staggered down the stairs to the reception area of the manor, and even out of the front door. Mercifully, they faded and disappeared a few moments later. And the two of them were not pursued further.

    The human and the dwarf staggered back down the long, winding path of the manor's grounds. A couple of times they glanced back, but the vargouilles that had harassed them earlier didn't seem to want a second go-round, and they were unmolested right down to, and over, the wall that ringed Kirillin Manor's grounds. Stormrir was still there waiting for them, head bowed, as if sensing that they were coming back with fewer than they'd begun with. It was only after they'd clambered over the wall once more and stopped that they finally took a moment to rest and consider their appalling situation.

    Spoiler: OOC
    Show

    Tonlist is dead. And so is removed from the game.

    The most immediate thing are the negative levels you've both taken. Njal has 3 negative levels, Ramiro 1. If they're still in place by this time tomorrow - Afternoon, Day 7 - then there's Fort rolls to see if they become permanent, i.e. if your level is reduced by one for each failed save. This will not wind up killing either of you but will of course knock your levels back down. If you are unlucky enough to draw a drained level this way, it'll take finding a cleric who can cast Restoration ... and note that there's actually a time limit on that, too: restoration can only remedy a drained level for X number of days after the event, X being the caster level of the person casting Restoration. Which means you have about 1 week to find a cleric who can cast fourth level spells, and the longer you go before getting Restoration cast on you, the higher level caster you'll have to find.

    The most obvious place to find a cleric of one of the Five Gods would be back at Hardwalker Hall. At slow pace, that's about four days away; at normal pace, about three days; at fast pace, two days. These different paces have different implications for perception and your ability to forage on the way, as the front page in the OOC thread describes.

    That said, you don't have to go back to the Hall if you don't want to, or not go back right now. You could recover, take another crack at the Manor, or go wandering in the wilderness. It's up to you.

    What do you do?

  12. - Top - End - #192
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    Default Re: The Cold World

    Njal "Stormcaller"

    Reaching the wall and slithering over Njal lands in a heap, only Ramiro's and Gromrir's support helping him stand upright. His beard streaked with grey and necrotic black patches scattered over his arms and hands. Breathing deeply he looks at Ramiro sadly, "Too high a cost laddie. A place o' nighmare. Here let me tend you." he adds as he pulls out the wand and taps himself and Ramiro a few times.

    As he heals for a minute he looks at the horse, "Ramiro, lets get back tae' the Hall. This place be too much fer the likes of us." If Ramiro agress he'll mount up and make best speed back to the hall. The food not being a concern with their numbers depleted.

    Spoiler: OOC
    Show


    Njal Cure light wands (3d8+3)[8]
    Ramiro cure light wands (3d8+3)[12]

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 8 / 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
    3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves


    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

  13. - Top - End - #193
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    Default Re: The Cold World

    Ramiro Sanda
    Agreed. Perhaps one day we will have the might and equipment to cleanse this place, but not in the near future.
    I will join you up there once I begin to flag.

    Spoiler: OOC
    Show

    Because Ramiro can ignore difficult terrain and has base move of 30, he probably is about on par with the mount until he gets tired. He does not want to slow the mount with the extra weight.
    He will also make use of the belt of healing, so as to minimize the use of the wand.
    Healing Njal first since hes lower (2d8)[6]
    Healing self (2d8)[14]

  14. - Top - End - #194
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    Default Re: The Cold World

    Day 7, Alkukevaasta (Early Spring)
    Valley of the Spear
    Afternoon, 1537


    Complication Pool: 1 of 6

    The two of them waded through snowdrifts, over minutes, then hours, and through to sunset. They camped with a wind howling out of the Valley in the lee of another massive hill covered in snow and dirt. For a mercy, nothing assailed them during the night, and by morning they were on their way once more. Again the weather was cold; again Njal was able to tough it out and Ramiro likewise with good clothing. They headed south to the foothills of the great mountains surrounding the Valley, and having reached the tall sentinels, turned west, the range pointing its way towards Hardwalker Hall, another day hence.

    Again, nothing assailed them. They saw a herd of caribou at one point plodding off eastward, but no creatures assaulted them. The real test was still coming.

    Njal knew it and had made such preparations as he could. The foulness of ... whatever had killed Tonlist ... was leaching into his soul, and by the time the sun began its descent into the afternoon, it would crest, threatening he and the lad's lifeforce, threatening to permanently burn their spirits with the sort of scar that only a cleric of the Five Gods could heal. He was steeling himself for the challenge the whole morning, and as they crested a hillock looking west by northwest, felt his heart skip a beat ...

    Spoiler: OOC
    Show

    This is it. The Fort rolls for loss of negative levels. What we'll do is this: I'll give the foundation d20 rolls below, and in your response/s you can tell what if any measures the character took to add to those numbers. It's a Fort DC 20 to beat.

    Njal:
    (1d20)[8]
    (1d20)[16]
    (1d20)[20]

    Ramiro:
    (1d20)[13]


  15. - Top - End - #195
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    Default Re: The Cold World

    Njal

    Njal breathed heavily and was sore for the day. A blessing of lesser vigour further knitting wounds together. The day fairly quiet, Njal having little to say as the echoes of Tonlist’s screams still echoes in his ears

    In the evening as he felt the cold cluthes of death around his heart he fortified his body to resist it before finally nodding to Ramiro. “I dinnae feel great laddie. But I do be needing to connect with the Earth to weather this storm in me body.”

    That said his form slowly stiffened and changed, his beard darkening and growing a white stripe. His body lengthens as he drops to all fours and his face contorts into that of a badger. Then he buries into the Earth.


    Spoiler: OoC
    Show


    Snowcast bears endurance
    Snowcast resistance
    Wildshape into a direbadger with Con19

    Gives me +7 —> +11 then -3 for Neg levels
    Final saves 16, 24 and 28

    Thanks to Emperor Ing for the nice Avatar

  16. - Top - End - #196
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    Default Re: The Cold World

    Day 8, Alkukevaasta (Early Spring)
    Valley of the Spear
    Sunset, 1537


    Complication Pool: 1 of 6

    They both had nightmares that night; and in the morning both came away with the sense that something vital had been lost from them both ... although nowhere near as much as might have otherwise been the case. Njal's connection to the earth and the Spirits had mitigated the worst of the damage done. The winds howled, but again they were unaccosted; and the next morning, packed and trudged on westward through the Valley of the Spear, finally spotting the distant flag of Hardwalker Hall's towers as the sun dropped ahead of them, sending pale yellow rays across the path. They came wading through the snow, less than they were, some hard lessons learned, and as the sun touched the horizon over the Bay of Seals, they reached the easternmost Gate of Sighs at Hardwalker Hall. The guard knew them, at least, and they finally left deep snow for the hard, cold cobbles and gravel of the streets within the fortress's walls.

    Spoiler: OOC
    Show

    What do you do now?

    First, deduct 2 days' worth of trail rations each and 1 iteration of supplies for both Gromrir and Stormrir.

    Njal's efforts cuts the monster's injuries down to one level lost - for both himself and Ramiro. As such, until you can find some way of restoring that lost level, you're both at level 4 in your classes.

    It's now sunset, meaning there might be a couple of stores open, or maybe a templar of the Five Gods somewhere to be found inside the city walls. Another alternative might be to check in at Hardwalker Hall and see how Lyssa and her father Rowan are doing. Alternatively you could just head to your house and take a long rest overnight. Comes down to what you want to do.

    Also - I will be setting up a recruitment thread in the next day or two. Figured now might be a good time since we may well end up in a slight drop in posting until DrK's back.

  17. - Top - End - #197
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    To Njal:
    Lets see if the gods can help us.
    Spoiler: OOC
    Show

    Ramiro is in favor of going to the temple of the 5 gods, to see what can be done.

  18. - Top - End - #198
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal had been quiet on the walk back. His face pale and drawn and haggard under the heavy furs and beard from the ordeal. As he saw the gates of the Hold he clapped Ramiro on the shoulder "Well at least we've made it back then lad. We lost much but we back now eh?
    As he slides off Stromrir's back and starts leading the massive horse thoughr the streets he nods at Ramiro's suggestion. "Aye, the Temple. I still feel a lack in me soul. A piece missing from whatever that beast be." Then in a harder tone, "When we are stronger, when we have learned more we'll go back there and avenge poor Tonlist"

    Spoiler: OOC
    Show


    Njal Cure light wands [roll0]
    Ramiro cure light wands [roll1]

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 8 / 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
    3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves


    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 - #199
    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 8, Alkukevaasta (Early Spring)
    Valley of the Spear
    Twilight, 1537


    Complication Pool: 2 of 6

    Here my song turns
    To four part harmony!
    For such is all life
    It sings as one
    And each part of the song
    As bright as the other
    Like gold, gems, blood, and ale
    On the great drake's hoard!



    Njal and Ramiro

    The journey west from the Gate of Sighs up the Hall's cobbled roads somehow did not seem as cold as the journey over the hills and out of the Valley. Perhaps it was the fortress's protective walls, or perhaps just the sight of living people again. The Hall was settling in for the night, certainly; lanterns trimmed with whale oil shone from doors and windows shuttered like narrowed eyelids; candles from guides on the roads; here and there, a glimpse of a fireplace, accompanied by the chlong of a hand across the strings of a lute.

    The Temple of the Father stood at the bottom of the great mountain that housed Hardwalker Hall itself, a long hall facing north-outh, high-arched in the roofline with two little towers protruding from it. Its great doors, thick and braced with iron, were still open, and choirs of candles still gleamed and flickered within, left by petitioners. On entry the normal tradition was apparent; though called the Temple of the Father, so named for the god seen as the patron of the settlement and the dominant god worshipped, the Temple contained small altars to the other four gods as well, at different parts of the great central hall: to the Father's right, the Mother; to his left, the Firekeeper; and closest to the entrance, the Wild Man to the left and the Exile to the right. The floor had been tiled in black and white, interlocking tiles creating a geometric pattern below.

    There weren't many people here, perhaps a few farmers lighting devotional candles and leaving a steel piece as donation. Insofar as the Father's Templars held services, they were usually during daylight, though it wouldn't be long before the doors to the temple were closed.

    But getting there, they ran into a problem: no sign of an actual Templar. No rough-spun white robe in sight. Instead, the only person vaguely like a cleric they saw was a tall, pale, rake-thin human barely out of his teens with rough-cut blonde hair. He was wearing a rough brown habit secured with a simple hemp belt. He had no weapon other than the simple hay broom which was being used to assault the dust in one corner. But he did have the pale grey scarf, which was the symbol of the Father's church - worn by novitiates, before they'd taken their final vows. He had the sort of smile that seemed to have difficulty coming out of its grave.

    It had particular difficulty rising when they asked (naturally) where a cleric could be found. Indeed it looked like the young man was gritting his teeth. "Not here," he said. "Unless it's matter of life and limb, if you're looking for Fallschelder, come back tomorrow. Late tomorrow morning, if not close on afternoon. What do you want?"

    Spoiler: OOC
    Show
    What do you do?



    Kaelen Frost-Eater

    Kaelen reached Hardwalker Hall by the North Gate at nightfall, and it was apparent enough to her that this was the rich quarter. She had come in as a tagalong on a late-running merchant convoy from Kynsi, of course; the dwarven porters had pushed their great deerbeasts hard, their long white fur waving in self-generated wind as the convoy hurried to reach the gates. But now they were inside, and she had a vantage point as the convoy trudged up the main street between stone buildings with slate rooftops, heedless of tired farmers, crafters and hunters as they moved back to their homes. The convoy halted in something of a great town square, and the dwarves respectfully bid her farewell as they alighted and began the process of beginning to unload by twilight. The city was awash with the smells of all cities: smoke, meat, dung, leather, steel, and a dozen besides, all pooling in their shelter behind the great walls.

    Eventually, while looking around, it began to occur to Kaelen that she'd likely have to look for food and shelter in here somewhere. Some wandering in the area might do just that with reasonable odds of success, given the size of Hardwalker Hall and its organisation had been proven true on what she'd learned so far. There might be a Temple here that could take travellers ... or, perhaps, a Mother-house, as they called the orphanages in this part of the world, run by the Mother, one of which she had been raised in herself. It would take queries, it was clear.

    Spoiler: OOC
    Show
    So ... what do you do? Food and shelter are a thing, as said.



    Etti Birchlegs

    Etti came through the Gate of Sighs actually about half an hour after Njal and Ramiro, though he could not have known it. That was his way; from what he had heard, the seaway to Hardwalker Hall was blocked, so, after a long, long journey along the southern shore of the Bay of Seals, living on unlucky fish and unluckier rare ice crabs in the rocks, sleeping half in the open with Flitterpip chittering his annoyance at the less than salubrious surrounds, they had finally reached Hardwalker Hall. Not often that sole halflings in the world came walking out of the wilds rather than being carried in, and rarer still that he came in looking more or less intact, but the guards didn't raise much more than an eyebrow at his look and demeanour, and Etti passed into the fortress with candlelight rising and the sun just a red glow over the Bay of Seals, westward. The city's lights and buildings were silhouetted against the darkness, and he could feel the change in his bones as he stepped across the threshold from wild lands to those under the full sway of Father, Mother, and Firekeeper ... but he also knew that cities could be as much a wilderness as the deepest, savage taiga forest.

    Eventually, it occurred to him he'd need to likely observe local customs and find food and shelter rather than hunt it down or lie down in a street somewhere. Some looking around might help him on that score.

    Spoiler: OOC
    Show
    So, as said, food and shelter are the likeliest needs you've got, what do you do?



    Gerlin Kaisa

    For a moment we should pause to reflect that perhaps the only person crazier than a fisherman in a small boat willing to run a blockade of a port conducted by wild creatures occupying Ryhavalas Island which controls the approaches to Hardwalker Hall, would be someone crazy enough to travel with him. Which is how we meet Gerlin Kaisa.

    She bid farewell to Bruhl, the fiftysomething fisherman who had a superbly-maintained fishing boat that he'd sailed through shoals and shadows through from Majakka all the way to Hardwalker Hall by the southern channel by the Island, and started up to the citadel through the Fish Gate. It certainly smelled like its name, even though the fish market was finished up for the day and the merchants and fishers alike were trudging back to their homes. This part of the city felt like the dirtiest part of town, certainly; coming through the gates she could tell the guards here were as much on punishment as on duty, and there was the normal reek of tanners from further up the streets to her right. But there were signs of money here, too: women in fine but functional robes which indicated they earned it rather than were Kindled to it; the glint of gold on some hands with the sunset and candles. Her Illumian sigils got a frowning face from one of the guards, but the fortress was not at war and they allowed her through to get her first glimpse at what was the last finger of civilisation for several hundred leagues here.

    And eventually it occurred to her she'd have to find something to eat and somewhere to sleep. Looking around would likely allow her to do just that.

    Spoiler: OOC
    Show
    As said, food and shelter are key needs, what do you do?
    Last edited by Saintheart; 2022-12-02 at 11:05 AM.

  20. - Top - End - #200
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Jul 2020

    Default Re: The Cold World

    It could have been worse, of course. There could have been a gate toll. Or they could have stopped her. Gerlin doggedly refused to even notice the atrocious smell (although her stomach seemed to believe it was definitely there) and managed to do an adequate job of explaining the suspicious looks away: this was a difficult place of difficult people; the guards were, if anything, wise to finding the unusual… Well, unusual. Worthy a look. It was their job. And yet, this wasn't the most promising of all possible starts. But this was a safe place nonetheless; she could tell the guards were seeing to that and in safe places, she should expect the living to value the living. She'd be fine.

    Ambling northwards, gently pulling Mule along she tried to take stock of her current predicament. Hardwalker Hall was safely reached, and now she knows the sea route's not the same as it used to be. There's always a road, of course; Hylkeiden wasn't the whole world, or, for that matter, all of Highmark. She'd have to be smart about it, but that was hardly knew. If she could get to Joen Suu… How far away was that, again? She should have brought a map. I should have bought a map. she told Mule for added emphasis. And a map of Hardwalker Hall, perhaps. Maybe an atlas. She really didn't expect to end up here, but that was ultimately a blessing. It's not like she could resupply properly in Järven Talo or some homestead by the road.

    That thought gave her enough of a pause to make her stop for a second and instinctively reach onto the pouch on her belt. The coins inside didn't miraculously begin to multiply since she last checked. That's another thing to take care of sooner than later. And she would, she was sure. She wasn't her parents' deep pockets. That nor did she have those would only serve to prove that much. Assuming, of course, she figured out how to proceed here before the last of the doors would get shut and locked for the night. Tugging at her braid with her right, she looked around, for a landmark or friendly face.

    Spoiler: OOC
    Show

    Alright, let's see if Gerlin can recall anything useful about the place:
    Knowledge (local): (1d20+6)[17];
    Knowledge (religion): (1d20+10)[14];
    Bardic Knowledge: (1d20+10)[19]; and
    Clerical Lore: (1d20+8)[18] to recall places of worship, cheap abodes for pilgrims, people or organizations she could turn to and the like.

  21. - Top - End - #201
    Ogre in the Playground
     
    SamuraiGirl

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    Jan 2019

    Default Re: The Cold World

    "May the Mother protect your path and fill your purses..." Kaelan had said in thanks to the dwarven merchants who had generously let her come with them to Hardwalker Hall. She took a moment to acclimate herself to the area she found herself in, not wanting her senses overwhelmed by everything. Kaelan hoped that this more well-off quarter might mean that any inns or taverns would be open later as well.

    True, she could perhaps find refuge in a Mother-house. But, given the later hour, she felt it would look bad to intrude at this time. No, best to sup and sleep at an inn if at all possible and hear what tidings and news the winds of gossip would bring in in the meantime.

    With a smile and making sure her holy symbol was in view, Kaelan approached a few on the street to ask where the nearest inn might be...

    Spoiler: Actions
    Show

    Taking 20 on Diplomacy for 27
    (1d20+9)[22] Lore (if needed)
    (1d20+7)[11] Know: Local (if needed)

    Spoiler: Statblock
    Show

    Kaelan Frost-Eater
    F LG Human Cloistered Cleric, Level 5, Init 2, HP 31/31, Speed 30
    AC 16, Touch 12, Flat-footed 14, Fort 8, Ref 4, Will 9, Base Attack Bonus 2
    MW Sling (20) +5 (1d4-2, x2)
    MW Sickle +1 (1d6-2, x2)
    Least Crystal of Energy Assault: Acid MW Light Crossbow (40) +5 (1d8(+1 acid), 19-20x2)
    Least Crystal of Adaptation MW Studded Leather, Darkwood Buckler (+3 Armor, +1 Shield, +2 Dex)
    Abilities Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
    Condition Endure Elements (from Least Crystal of Adaptation)

    Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.

  22. - Top - End - #202
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal lays a hand on gromnir's collar as the husky bristles sensing the man's rudeness. Njal himself is weary, bone weary and looks at the man with anger. "Listen sonny. We have seen death itself, we come wrapped in the shroud of it and need the help from yer bloody priest. Where is the Mother's welcome here eh?" Trying to control himself he will shake his head and look at Ramiro, "If the priest no be here we can return in the 'morrow. We should still have our shack waiting fer us. But probably with that damned hole in the rood after the guild where so hostil to helping us."


    Spoiler: OOC
    Show


    Njal Cure light wands [roll0]
    Ramiro cure light wands [roll1]

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 8 / 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
    3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves


    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

  23. - Top - End - #203
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Cold World

    Ramiro Sanda
    Friend Njal, we should be more respectful to those we ask for aid, regardless of their rudeness.

    Turning to the acolyte:
    This IS a matter of limb. The forgotten ones have stolen our essence, and I understand there is a small period of time where it may be restored to us. We can return on the morrow, but I would appreciate if you alerted Fallschelder tonight, in case there are special preparations that are needed.

    Turning back to Njal
    Let us return home, so that we can rest and mourn.

  24. - Top - End - #204
    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 8, Alkukevaasta (Early Spring)
    Hardwalker Hall
    Twilight, 1537


    Complication Pool: 2 of 6


    Njal and Ramiro

    Temple of the Father

    The novitiate gritted his teeth again. "If you're headed anywhere in the general direction of the Drunken Snowflake, you'll likely alert Fallschelder faster than I could. He's likely into his third tankard already. Partaking of the 'Mother's Milk', or so he calls it. If it's really that urgent, I'd look for him there." The young man pushed a clod of dirt out of the way with perhaps more force than was strictly needed for a sweeping, sighed, but looked back at them again. "The forgotten ones ... you mean Forsaken? Something drank of your life force? Both of you?" He glanced around at the silent racks of lit candles, dancing their light in an unseen breeze. "What, ah ... what is it you're needing, some form of restoration of life force?"

    Spoiler: OOC
    Show
    What do you do?

    There's something odd about the young man asking what you need; normally novitiates don't seem to have a lot of power in offering clerical services and usually don't have a lot of strength with the five gods themselves.

    As for the Drunken Snowflake, it's by reputation the most popular if not the biggest inn/tavern in Hardwalker Hall. Not that far from here if you want to go looking for Fallschelder there.




    Kaelen Frost-Eater

    A Market Square

    Although the dwarves' merchant caravan had arrived on twilight, it quickly became a hub of activity as smaller traders and shop owners appeared as though by magic to begin exchanging coin for the various commodities the dwarves had come in with. Kaelen didn't have to go far to find someone to talk to.

    The someone she ran into was a human woman named Rhodil Stormsdottir. She was about half a foot shorter than even Kaelen's not-towering frame, stocky and powerful; Kaelen guessed her to be in her mid-twenties, and she had pale skin with almost-white, long hair kept in dozens of exquisite braids. She was wearing well-worn mail armour with a heavy hammer looped over one shoulder. A small, simple bronze ring hanging on a leather thong around her neck identified her as a member of the Blades Guild, a body that had small chapters across Hylkeiden, including here at Hardwalker Hall; it was some mix of mercenary band and family group, a sort of locationless clan with a little more status than the average domobezh adventurer had. She had a rigid, soldier's posture and didn't seem to be relaxing.

    Rhodil was initially startled when Kaelen approached her, but the bladeswoman sized her up as a cleric of the Mother and came off her guard - a little. Rhodil kept looking up and down the unloading caravan as they talked - as if she was waiting for something or looking for someone in the flickering torchlight of the porters and dealers - but she answered Kaelen's inquiries politely enough:
    "Well, it's like any town, isn't it? Four out of five inns are dives and the fifth's good but expensive enough to make you call 'shattered chains' when the bill comes. Here, that'd be the Drunken Snowflake - biggest inn within the walls. Good meals, not much lice in the beds. My guild's paid to supply its security, it's not like anyone'll go kicking down the walls some dark hour and take your money off you. Least not that way."

    "Still, if it's something a bit cheaper you're after, you could try Adriga's -- it's a bed and breakfast down Gatekeeper's Alley, ask your way around the south wall, they'll direct you right to it. I stay there myself. Not the most comfortable of beds, but the food's good and the rabble don't waylay people there - not sure who she pays to keep trouble out, but nobody's tried to rip her off for a long time now."

    "The Snowflake's just down the street there, and there's other flophouses, but none I'd recommend to a woman of the Mother."

    It also occurred to Kaelen that there was another option, something she'd heard back on the road from Majakka: that clerics of the Mother were traditionally offered a place to sleep in the fortress itself if they could establish their need and no other place was feasibly available. It was an old, old tradition at the Hall and required a direct discussion with a scion of the Hardwalker clan, but tradition was as old and telling as blood in this part of the world.

    Spoiler: OOC
    Show
    What do you do?




    Gerlin Kaisa

    A fish-smelling part of town

    Gerlin took a moment to try to recall what she knew about this place. It wasn't like people hadn't heard of Hardwalker Hall, after all; plenty of bards had found the idea of a great fortress standing both before the rebellion and after people returned from the Archipelago sweetly romantic. And it was something of a military hub in the whole region. To say nothing of the storied defence of the fortress ahead of the lifting of the siege by the Pilgrimage, about thirty years back.

    There were, however, more prosaic and perhaps practical features to the place that she had heard of.

    There was the Drunken Snowflake, most prosperous inn in the city walls, and if Gerlin remembered right, it also served as a hub of performance for those bards or entertainers who wanted to try their luck with the local population.

    If she remembered right, there was also the Littlebird Room, a small theatre gods preserve them all, over close to the fortress itself. She'd heard they sometimes allowed actors and players to bunk down there.

    There'd doubtless be other inns and flophouses around if she asked around.

    There was the Temple of the Father, which likely also served as the temple of the other four gods as well. She had heard of Fallschelder, the local head of the faith and who was most likely the source of information for where to find leads on ... knowledge, of all kinds. The Father's clerics were rather like that. Likely there was at least a shrine to the Wild Man within those walls, too, though people of her faith didn't ordinarily run actual shelters or guesthouses inside city walls; the closest thing to that might have been a Mother-house, whose emphasis was more on orphans and the terminally ill. One possibility there might have been to look into whether Dawngleam Forge, the well-renowned blacksmith of the city, was actually a cleric or priest of the Firekeeper - sometimes they had berths for visiting smiths.

    It occurred to Gerlin that she did actually know someone in this town after all. Or she was fairly sure of it. Oiva "Stonefist" Shoreborn, the mountain who had taught her the art of the Red Hand, had a brother - Talvo, who (according to Oiva, anyway) was as thin and not-impressive-looking as Oiva had been wide and high. Talvo, so her mentor had said, had been nicknamed 'Icedeep' when they were young ... mainly because he was thin like Alkukevaasta ice, you never knew what his depth actually was, and he was exceedingly dangerous, preferring thin, delicate weapons to Oiva's rather more ... direct style.

    Talvo, so Oiva had said, had gotten so bored with the Chalician life that he'd forsworn the family and gone not domobezh but sworn to the Blades Guild, that loose affiliation of warriors and sellswords who could be found through many Hylkeiden lands (and beyond) and whose job was mainly to get paid for fighting and see to guildmembers' families in some small ways when they didn't come home. Talvo had relocated to Hardwalker Hall, where the Guild was established long enough (and wealthy enough) to have its own guildhouse, standing quite apart from the great guild hall that covered most of the other cartels, er, trade brotherhoods that regulated industry inside the city walls.

    Spoiler: OOC
    Show
    Would you like to know more?

  25. - Top - End - #205
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: The Cold World

    Gerlin's right remained lingering half-raised as she went through her options, or, at any rate the options she was aware of. The Snowflake didn't sound like a place sized for her currently somewhat depleted funds and for all of old Greybeard's efforts, she always leaned more into the aspect of the lorekeeper than that of the performer so far as her bardic training was concerned. The temple she would have to visit, if only to honour the shrines; but this wasn't the right our for that.

    Her face only lit up truly when Master Oiva's rumbling voice seeped from memory into her train of thought. Talvo. Of course. Talvo of the Blades, as much an outsider as herself, or almost as much, born of Chalice, vassal to no lord. Oiva spoke with a respect, of sorts, about him; his brother, she was confident, was going to lend a keen ear to news from back home. Abruptly, she turned around to begin tracking her footsteps back towards the gate, and fast enough to make Mule grumpy. Oh, come on! she grinned at the half-horse, patiently pulling them forward with both hands. We are going to a warm place. You'll like it. she added. Assuming, of course, that she could find the guildhouse. Although that shouldn't be an issue, she figured. She would take the road that runs along the southern wall, and jut north. And should the need arise, the Hall's defenses were well-manned. There must be guards to point her towards the right direction, even if the townsfolk was to hole up for some sleep within their homes.

  26. - Top - End - #206
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: The Cold World

    Njal "Stormcaller"

    Njal pauses and looks at the young initiate. "Sorry wee fella'. Its has been a trying few days. We've lost our friends and part of 'me soul." Taking a seat on a pew for a few intakes of breath. "But aye, ye be right. Some beast, some creature o' power we couldnae' see sucked out our life force and clawed us badly." He lifted his vest slightly to show the recently healed scars. "Aye, we need something to restore our life's vitaility. Can ye' be doing something to help or shall we be heading down tae the pub?"

    Spoiler: OOC
    Show


    Njal Cure light wands [roll0]
    Ramiro cure light wands [roll1]

    Njal "Stormcaller"
    M NG Dwarf (Glacier Dwarf) Druid, Level 5, Init -5, HP 8 / 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
    3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves


    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

  27. - Top - End - #207
    Ogre in the Playground
     
    SamuraiGirl

    Join Date
    Jan 2019

    Default Re: The Cold World

    The need was there -- but until Kaelan verified that that was no room at the Snowflake, it would not be feasible to ask for refuge at the fortress itself. Indeed, she would try her luck at the Mother-house first if it came to that.

    But she thanked the Blades guildswoman with a smile for her information, then confirmed the directions to the Drunken Snowflake before heading off.

    Spoiler: Statblock
    Show

    Kaelan Frost-Eater
    F LG Human Cloistered Cleric, Level 5, Init 2, HP 31/31, Speed 30
    AC 16, Touch 12, Flat-footed 14, Fort 8, Ref 4, Will 9, Base Attack Bonus 2
    MW Sling (20) +5 (1d4-2, x2)
    MW Sickle +1 (1d6-2, x2)
    Least Crystal of Energy Assault: Acid MW Light Crossbow (40) +5 (1d8(+1 acid), 19-20x2)
    Least Crystal of Adaptation MW Studded Leather, Darkwood Buckler (+3 Armor, +1 Shield, +2 Dex)
    Abilities Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
    Condition Endure Elements (from Least Crystal of Adaptation)

    Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.

  28. - Top - End - #208
    Ettin in the Playground
     
    Planetar

    Join Date
    May 2009
    Location
    Perth, West Australia
    Gender
    Male

    Default Re: The Cold World

    Day 8, Alkukevaasta (Early Spring)
    Hardwalker Hall
    Twilight, 1537


    Complication Pool: 2 of 6


    Njal and Ramiro

    The Temple of the Father

    The novitiate looked around one more time; the temple was quiet except for a couple of farmers over in the front rows, heads bowed quietly in prayer. He looked back at the dwarf and the swordsage, seeming to weigh them up again. Coming to some sort of decision, he set his broom to one side and leaned in close with them. "I might be able to. Fallschelder'll charge you hard for the sort of magic you're talking about. He has to stay in his cups and he has to contribute to the taxes like everyone else. But I can ... get access to ... a staff he's got here, in the back of the temple. It's an old, battered thing, been here for years. I don't know how to perform the ritual to use it, but I've read enough about how the things work - and if you can find another cleric of some kind, they can likely bring forth its power. It doesn't have much left to it - I think it has three, maybe four drops of its former strength - but 750 gold, and it's yours. And I know that's cheaper than you'd get for that many scrolls or what Fallschelder would charge you."

    Spoiler: OOC
    Show
    What do you do?



    Kaelen Frost-Easter

    Heading to the Drunken Snowflake

    She was on her way down the Street of Stone, with the Drunken Snowflake off in the distance, when she saw them.

    Their smocks were as grey as the stone and buildings around them. It seemed somewhat strange that people were walking past them without looking at them, but that could have just as easily been the shadows of twilight and the fact the nearest lanterns weren't penetrating to that corner of the alley. From this distance, they looked to be maybe ten years old - the boy - and eight years old - the girl. They had grimy faces, dark hair, and blue eyes that looked out of the alleyway with that look of bravery mixed with fear that all children seemed to have. There didn't seem to be any adults with them, or at least not tending right to them.

    But at the same time, perhaps they had an adult around. Perhaps there was someone from a Mother-house nearby. Not every child in the middle of nowhere was Kaelen's concern, especially now that she had needs and concerns of her own...

    Spoiler: OOC
    Show
    What do you do?



    Gerlin Kaisa

    Blades Guildhouse

    The experience of walking from the Fish Gate up to the east side of Hardwalker Hall was a distinct shift in smell, at least. And a shift in money and business, too. There were more crafters' shopfronts and minor smithies as she wandered up the streets, directed by a succession of pointed fingers (and hesitant responses, when some of them spotted the sigils circling her head.)

    Ahead, though, lay what she had been told was the Blades' Guildhouse. It was a large, two-storey structure, in red brick with no-nonsense white stone cornicework. It had a fairly-solid-looking centre and two wings which had more the look of residential premises. It didn't have much of the look of a fighting pit, at least from the outside, nor like an armoury. And neither were there guards set outside ... but then if the Blade Guild's reputation was deserved, it usually wasn't getting into one of their guildhouses unannounced that was hard, it was getting out with all four limbs. Or head.

    There was something of an oddity, though, since a goodish proportion of the ground nearby the hall was occupied by nothing but a wide, rough-cut pyramid of some sort of obsidian. It seemed to be part of the town; there didn't seem to be any concern about this odd monolith's presence right there, but it didn't fit with the surroundings either.

    "Copper for your fortunes," came a voice from her right. A hunchbacked old human woman with a beautiful blue scarf was sitting on a stool by a storefront; a leatherworker was closing up his doors, sending annoyed glances in the old woman's direction, but he didn't seem to be chasing her away. The woman was addressing Gerlin, a hand out, the other gnarled hand clutching what seemed a palm-sized pouch made of sackcloth. "Last copper of the day, kind one," she amplified. "Twilight fortunes are best, most worthy. 'Tis the Exile's moment. A copper for your future?"

    Spoiler: OOC
    Show
    What do you do?

  29. - Top - End - #209
    Ogre in the Playground
     
    SamuraiGirl

    Join Date
    Jan 2019

    Default Re: The Cold World

    Kaelan bit down on the instinct to immediately approach the children. Before she left Majakka, her superior insisted on warning her about Things To Watch Out For when she came to the larger settlements.

    One of those warnings was about thieves. Not just the obvious thugs and cutthroats, but how some of the more canny ones liked to tug on the heartstrings of their prospective victims. Like faking injuries...

    ...or exploiting children to do their dirty work.

    Kaelan took a few heartbeats to observe the children then. Either way, if they were being exploited or not, she was honor-bound to get them away safely whether they liked it or not. No child deserved to be out in the elements on a night like this. But Kaelan had to make sure she wasn't walking into a trap...

    Spoiler: Action
    Show

    Taking 20 on Sense Motive (Hunch) and Spot to determine if there's anything off about this situation...

    Spoiler: Statblock
    Show

    Kaelan Frost-Eater
    F LG Human Cloistered Cleric, Level 5, Init 2, HP 31/31, Speed 30
    AC 16, Touch 12, Flat-footed 14, Fort 8, Ref 4, Will 9, Base Attack Bonus 2
    MW Sling (20) +5 (1d4-2, x2)
    MW Sickle +1 (1d6-2, x2)
    Least Crystal of Energy Assault: Acid MW Light Crossbow (40) +5 (1d8(+1 acid), 19-20x2)
    Least Crystal of Adaptation MW Studded Leather, Darkwood Buckler (+3 Armor, +1 Shield, +2 Dex)
    Abilities Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
    Condition Endure Elements (from Least Crystal of Adaptation)

    Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.

  30. - Top - End - #210
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: The Cold World

    Gerlin took her time staring at the pyramid and the guildhouse alike. The latter, at least, seemed inviting enough – perhaps not so much for Mule, but she would take care of that when the need arises. She was in no hurry. A visit seemed already borderline inappropriate; it would be no less so a little while later, but nor would it be much more impolite. With a brief shake of her head, she spinned around to crouch down opposite the old woman, offering her a cordial smile. There should be no bad blood between brothers. she said simply, depositing a little Island-minted disk of metal in the fortune teller's waiting palm. You carry the Exile's blessing? she asked, leaning slightly forward, sneaking a side peek at the scarf (wherever could that be from, she wondered; the colour would go well with her own mail).

    Spoiler: OOC
    Show

    Deducting a copper piece from Gerlin's meager funds!

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