DM Papa.DRB - Jade Regent Campaign (Inactive)

Game Master Papa-DRB


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Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Reflex: 1d20 + 2 ⇒ (18) + 2 = 20

Úlf gives a bark of surprise and alarm when Ameiko suddenly passes out when they get close to Brinewall Village, though (hopefully) his reflexes are fast enough that he is able to catch her and keep her from hitting her head or otherwise injuring herself in the fall.

"Something is wrong with Ameiko!" he says loudly to the others, just in case they haven't yet noticed her condition. Lifting her from the ground, he moves to the nearest wagon, hoping to lay her down somewhere more comfortable and where she'll be protected from the elements.


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

When Sandru announces that Brinewell Village is a mile up the trail, Gundar’s mouth starts to water. The end of the trail means dinner and dinner means a happy Gundar! He is awakened from this state of reverie when he hears Ulf shout that something is wrong with Ameiko. I knew something was wrong with her! I should have followed me instincts! Gundar thinks as he runs over to Ameiko as fast as his dwarven legs can carry him.

When he reaches Ameiko he will try to determine what is wrong with her and how he can heal her.

Heal Check: 1d20 + 9 ⇒ (9) + 9 = 18

Easy Ameiko, let Gundar see what is wrong with ye!


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

Tyr looks concerned for Ameiko, but not being sure what to do casts Detect Magic on the off chance that some form of arcane attack is taking place. He then studies the bard and the surrounding area, excluding any magical auras he knows of.


Elk’lyn is taken aback by Ameiko suddenly fall.
What happened, was it an enemy? she however, don’t pack up inside the dwarf. She trust he’ll do all he can to protect and help her friend.
”Gundar, tell me if there’s anything I can do!” she says from a distance ”Anything!” she repeats desperate.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Koya heal: 1d20 + 11 ⇒ (19) + 11 = 30
Ulf quick reflexes just manage to stop Ameiko from hitting the ground hard, as he jumped to catch her. Lifting her gently he carries her to a wagon, and Sandru clears away a space to lay her down.

Tyr casts detect magic, and looks closely at Ameiko and then around. However he finds no magical aura's that he is not already familiar with.

Gundar quickly comes over to Ameiko, and checks her over. He knows that something is wrong but cannot quite figure it out.

Koya comes to help Gundar, "let me have a look" she says and checks over Ameiko. "She is in some kind of magically induced coma, but I know not why" Koya concludes.

Next?

Gundar:
dang, so close... needed a 20


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

I know something is wrong with Ameiko but I just can't put my finger on it. Everyone is looking to me for answers, especially Elk'Lyn. Gundar thinks as he examines the unconscious Ameiko. He shrugs with a sad look. I..uh..don't know what's wrong. he says simply. Luckily Koya comes over and deduces the problem that Gundar missed. Gundar hangs his head in shame. Some healer I am! Gundar muses.


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9
DM Papa.DRB wrote:

** spoiler omitted **Ulf quick reflexes just manage to stop Ameiko from hitting the ground hard, as he jumped to catch her. Lifting her gently he carries her to a wagon, and Sandru clears away a space to lay her down.

Tyr casts detect magic, and looks closely at Ameiko and then around. However he finds no magical aura's that he is not already familiar with.

Gundar quickly comes over to Ameiko, and checks her over. He knows that something is wrong but cannot quite figure it out.

Koya comes to help Gundar, "let me have a look" she says and checks over Ameiko. "She is in some kind of magically induced coma, but I know not why" Koya concludes.

Next?
** spoiler omitted **

Wait. Magically induced coma but no signs of magic? That seems unlikely. How about at least an info from a knowledge Arcana roll?

Knowledge Arcana: 1d20 + 11 ⇒ (17) + 11 = 28


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Úlf frowns at the revelation of the source of Ameiko's trouble, then turns and puts his hands on his hips, looking out in the direction of Brinewall Castle in the distance.

"Maybe we find answers there..." he says aloud, both to himself and to everyone else.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Knowing that it perhaps is magically induced, Tyr studies the readings he is getting on his detect magic, but other than her gear that he knows about being magical, he gets no other readings, nor can he fathom the reason behind the coma.

Sandru, Koya, and Shalelu talk somewhat and agree that whatever is causing Ameiko’s coma likely has something to do with the Kaijitsu legacy hidden somewhere in Brinewall and Shalelu suggests, "we three will stay with the wagons and Ameiko. It would be best if you four scout the town, and the castle to see what is going on."

Next?


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)
DM Papa.DRB wrote wrote:
"Sandru, Koya, and Shalelu talk somewhat and agree that whatever is causing Ameiko’s coma likely has something to do with the Kaijitsu legacy hidden somewhere in Brinewall and Shalelu suggests, "we three will stay with the wagons and Ameiko. It would be best if you four scout the town, and the castle to see what is going on.""

You have to love the plot devices that keeps the NPC's out of the way so the PC's can gain XP! :)

Gundar shakes himself from his stupor and the failure of not being able to identify what was wrong with Ameiko causes a rage to rise within him. Yes, Let's go and find this thing that is responsible for Ameiko's condition and put a stop to it! Gundar says as he hoists his axe onto his shoulder all thoughts of dinner fleeing from his mind.


"Fast!" says the elf, going ahead, without really waiting for the party.
The only thing she can think off is to find this damn legacy and bring back Ameiko to somewhere safe!


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

Tyr nods his agreement as he gathers the things he will need for the journey.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Úlf also expresses his agreement with the journey to the town and the fortress, glad for an opportunity to go do more battle and bring further honor to both himself and his comrades and ancestors.

"We should not be too quick, though. I do not think Ameiko going into coma means we will be meeting friends in town and castle."


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Brinewall Village

Traveling north on the completely overgrown trail, you come out to an open area and you can see the village ahead(X on the Map). You see the Castle off to the left, a Lighthouse, a Cemetery, the Waterfront, a Lagoon, and many Ruined buildings surrounding the Lagoon.

Where to first?


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

"I do not think is wise to go past other places without checking them first. We should start from first building and work our way in. Distance is great enough that by the time we reach castle we will no longer have surprise on our side and it would do us no good to hurry and have to fight enemies in front of us and behind. Úlf casts his vote for lighthouse first. We could maybe take advantage of height to get better look at surrounding area."


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

Tyr nods to the fighter in agreement with his plan. I am with you.


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Aye! Sounds like a good plan to me, Ulf, as long as we are finding something to fight soon! Gundar says still stinging from his failure to find what was wrong with Ameiko and feeling powerless to cure her. If I can't heal her, I be sure to find what hurt her!


"Yes, yes! But hurry we must! Stop talking like little elf girls!" yells the elf, a bit far aheard of the party.


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Little elf girls? I think I've been insulted! I'll show you a little elf girl! With that Gundar will race after the elf as fast as his stubby legs can take him.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Well, the rugrat (2 year old granddaughter) is back with her mother and father last night, after being with us since Friday morning, including taking her to the Columbia County Fair yesterday. *Sigh* Slept almost 14 hours last night from exhaustion.

Perception:

Elk'lyn: 1d20 + 7 ⇒ (17) + 7 = 24
Gundar: 1d20 + 4 ⇒ (3) + 4 = 7
Tyr: 1d20 + 7 ⇒ (18) + 7 = 25
Úlfheðinn: 1d20 + 1 ⇒ (9) + 1 = 10
Stealth: 1d20 + 18 ⇒ (16) + 18 = 34

Following Elk'lyn lead, you head due north to the road, since that appears to be the quickest way to the lighthouse. You walk up the road past some ruined homes and shops, as well as past the cemetery gates. With everything else around here overgrown and in ruins, the cemetery looks to be well tended and weed free.

Next?


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Glancing at the well-cared for cemetery, Gundar says to the others, Perhaps we should check out the cemetery first, this don't look good and if anything is going to sneak up on us, it probably will be from there! Gundar peers through the gates and then looks at Tyr. Do you know if anyone of note is buried in there?


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Ulf pauses for a moment, considering Gundar's remark before he offers an affirmative to his suggestion, agreeing that it seems likely that they could receive an assault from the graveyard before anywhere else.


After hearing Gundar sugestion, the Elf signals for the party to keep quiet while she scouts ahead.

Stealth: 1d20 + 8 ⇒ (2) + 8 = 10
Percetion: 1d20 + 8 ⇒ (9) + 8 = 17

She is however to much concerned with Ameiko condition, and ending up doing more noise than a grumpy dwarf in heavy armor!


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

Tyr, bow drawn and arrow nocked, stands ready to help.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Perception:

Elk'lyn: 1d20 + 7 ⇒ (9) + 7 = 16 ignore
Gundar: 1d20 + 4 ⇒ (17) + 4 = 21
Tyr: 1d20 + 7 ⇒ (6) + 7 = 13
Úlfheðinn: 1d20 + 1 ⇒ (9) + 1 = 10
DM rolls:

stealth: 1d20 + 18 ⇒ (13) + 18 = 31
This clearing consists of a low hill containing nearly two dozen graves. A stone crypt sits atop the hill to the east. The entire graveyard is unusually well tended—the grass appears to be weeded and the gravestones are quite clean. What appears to be a gravestone set apart from the rest of the graves near the northern edge of the cemetery is in fact a small, well-tended shrine to Desna that consists of a marble statue of the deity holding aloft a small copper bowl.

Next??


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Desna? What would a shrine to Desna be doing in a cemetery? Gundar will try to remember if anything he knows about Desna would be the reason why the graveyard is so well maintained.

K of Religion: 1d20 + 5 ⇒ (17) + 5 = 22

Let's make sure that stone crypt is still sealed and that all these dead are still a'resting in peace!


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

Tyr sees the cemetery and wonders aloud Someone cares for this place. When he sees shrine to Desna he moves to it, examines it briefly to make sure it is legitimate. Wait one moment. he says and then falls to his knees and begins to pray in elven asking his deity for guidance to help Ameiko.


Since it appears there’s not enemy in this graveyard, the mystery of why it’s well cared doesn’t register in the elf’s mind. She once again walks ahead of the party, preparing to look in their new destination. Any careful search, would have to wait until Ameiko condition is known and solved.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

"Elk'lyn, do not move ahead of us. We do Ameiko no favor of we are in such hurry we get ourselves killed." he calls to the elf when she moves on ahead, then moves into the graveyard to help Gundar with his search.

Perception: 1d20 + 1 ⇒ (2) + 1 = 3


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

Calling to Elk'lyn Try says Sister, perhaps you missed that this is a shrine to the blessed Desna. Come and honor her with me.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

stealth: 1d20 + 18 ⇒ (8) + 18 = 26
Perception:

Elk'lyn: 1d20 + 7 ⇒ (16) + 7 = 23
Gundar: 1d20 + 4 ⇒ (1) + 4 = 5 ignore
Tyr: 1d20 + 7 ⇒ (5) + 7 = 12
Úlfheðinn: 1d20 + 1 ⇒ (20) + 1 = 21 ignore
Tyr, seeing a shrine to his patron goddess, inspects it to ensure that it is true, and discovering that it is, asks Desna for guidance on what to do about Ameiko, however no response from her is forthcoming.

Gundar and Ulf go to the only crypt and there is a name, Admiral Mercatio Kiameleu.

K (history) or K (local) DC 15:
Admiral Mercatio Kiameleu is Brinewall’s founder

Nothing seems to be disturbed in the cemetery.

Elk'lyn meanwhile continues east and then north along the road and approaches the lighthouse.

Next?


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Gundar looks at the inscription on the crypt. Hey! We got an admiral here! Anyone know who he was besides an old sea dog? Satisfied that the crypt hasn't been disturbed and the dead are still resting in their well-kept cemetery, Gundar will take off after Elk'lyn. The mystery of why the cemetery is so neatly kept while the rest of the town is not fastly fading from his mind.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

"Ulf does not know the name..." the Northman remarks idlely, staring at the crypt. Seeing Gundar take off after Elk'lyn, Ulf will follow, though he spends a portion of the time walking backwards, facing the graveyard, to be sure that nothing is going to emerge and take them by surprise.


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

After his devotions Tyr rises and goes over the the crypt. Reading the name, he ponders if he might have heard it before.

Knowledge Local: 1d20 + 6 ⇒ (1) + 6 = 7

Knowledge Nobility: 1d20 + 6 ⇒ (2) + 6 = 8

Knowledge History: 1d20 + 10 ⇒ (16) + 10 = 26


From the map, I say we explore the ruins just ahead of the cemetery entrance.

The elf leaves the cemetery, but don't wander off on her own. She wants to find a solution to it all, but she knows that moving alone in unexplored regions is suicide.

When Gundar approaches, she says "I think its best we search those ruins just ahead. Then we continue north, to the lighthouse."


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 191d4 ⇒ 2
Tyr:
Other than remembering that he was the founder of Brinewall, you know nothing else about the Admiral.
Elk'lyn waits for Gundar and Ulf just outside the cemetery gates, and when they join up he suggests exploring the southern ruins before heading to the lighthouse. They wait a few moments for Tyr, and then they look around at the half standing buildings. You find some barracks, a few houses and shops, as well as an almost completely collapsed Temple to Desna, just opposite the cemetery gates. Searching the area carefully, you find nothing else.

Next?
Brinewall village map updated with Temple location


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Onto the lighthouse? Gundar asks. It seems like this place is deserted, but what attacked Ameiko? Gundar surveys the ruins and kicks a stone over with disgust.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Ulf grunts an agreement with Gundar, satisfied that they will not be ambushed from the cemetery.


"Yes, to the lighthouse." agrees Elk'lyn.

Was she really attacked? I didn't saw anything. No one saw anything! We need to check this place faster!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Perception:

Elk'lyn: 1d20 + 7 ⇒ (3) + 7 = 10
Gundar: 1d20 + 4 ⇒ (5) + 4 = 9
Tyr: 1d20 + 7 ⇒ (1) + 7 = 8
Úlfheðinn: 1d20 + 1 ⇒ (19) + 1 = 20
After inspecting the ruins where the Temple of Desna was, and finding nothing of importance, you move along the road to the east and come around to the lighthouse. This stone lighthouse is now little more than an empty shell after its roof caved in years ago. There are no stair left, and the floors have all caved in. While searching around, Ulf finds a partially crushed strongbox. Opening it up, he finds 93 gp, and a single rusty key.

Next??


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Gundar looks disappointedly at the lighthouse. Bah! More rocks! Methinks we should explore the ruins across the lagoon and then onto the castle.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Ulf gleefully announces his find to the rest of the group, turning the liquid assets over to Gundar for safekeeping while volunteering to keep the rusty key on his own person. "Maybe someone thought was good hiding place and we find locked door to match it later." he says to explain his thoughts.


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

Was the crypt locked?


"Let's search the ruins near the abandoned temple. From there, we could continue into the ruined port and past it into the other ruins, near the castle." suggest the elf.
I’m assuming we can’t see the broken bridge. That’s why I did not said about going the other way around.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Crypt was not locked, and am assuming that at least Gundar would have peeked inside, and saw nothing.

Moving back around to the ruins around the temple, and just north of them, there are ruined houses, some shops, and a barracks where soldiers were housed, but anything useful has been cleared out already. At the waterfront area, the two piers are mostly destroyed, but there is a ship tied up at the western one, that looks relatively new, but is damaged and half sunken.

DC 15 Knowledge (Geography):
This is a Linnorm longship from the Lands of the Linnorm Kings. It is far from home.

You also see the broken bridge that connected the main portion of the town to the road on the other side.

Next??
Sorry, rough day traveling, home game on Sunday, work, traveling on Monday.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Ulf gestures to the ship tied up to the western pier, looking back to the others. "Ship looks much newer than rest of Brinewall. I think we are not only ones here."


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Gundar looks hesitantly at the ship wondering if his fellow adventures will want to explore the unsunken parts. We can see if there is anything to be learned from the ship or head to the castle. Gundar says hoping that no one wants to explore the unseaworthy vessel.


Male Elven
Spells::
0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand- 1:M Missile, Mage Armor, Gravity Bow, Enlarge Person
Wizard (Transumter)3 (HP 21/21) AC:14/18 (Mage Armor) T:14 F:10/14 Saves F:+2 R:+5 W:+3; +2 vs. enchantments, CMB:+2 CMD: 16 Init:+6 Perc: +9

Knowledge History: 1d20 + 10 ⇒ (5) + 10 = 15

That my friends Try reports. is a Linnorm longship used for raiding. It is a long way from home. It has seen better days. Lets investigate it.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Ulf's eyes go wide at report of his companion. "Oh yes! Ulf recognizes now! Has it really been so long since I was in my homeland that I don't even recognize a longship any more? Is pitiful state! I will be like stranger if I go back to Jol now..." he answers, seeming to lament his loss of knowledge of his homeland.

"Ah well...is time for that later. Yes, we should investigate the ship."


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

When Gundar hears that Ulf and Tyr want to explore the vessel he gulps noticeably. Remembering the drenched feeling from the caves with the skeletons, Gundar has no desire to repeat the experience. Sounds like the ship it is. Gundar says without much conviction.

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