GM Burglar's 5-10: Where Mammoths Dare Not Tread (Inactive)

Game Master mechaedd

will contain urls for characters as I finish their sheets


MAP

Party List:

  • five masterwork cold iron bastard swords
  • 750 gp worth of silver jewelry
  • 20 pounds of Taldan chocolate
  • a chest of alchemical remedies including six flasks each of antiplague and antitoxin
  • three potions of cure moderate wounds
  • three firefoot fennec pelts
  • six bottles of fine Chelish wine
  • a fur-lined cloak of resistance +2.

    PCPS
    [dice=Ashur]1d20+13[/dice]
    [dice=Erin]1d20+17[/dice]
    [dice=Shin]1d20+17[/dice]

    Inits:
    [dice=Ashur]1d20+2[/dice] Terrain is Plane (Abyss), desert.
    [dice=Erin]1d20+5[/dice]
    [dice=Marduk]1d20+1[/dice]
    [dice=Shin]1d20+3[/dice]

    [dice=Bad]1d20+4[/dice]

    Spoiler:
    Tolguth: Tolguth, like Icestair, is situated at the foot of the Crown of the World, but it is, surprisingly, a warmer place, with great tropical ferns, rhododendrons, and cycads growing in the deep valleys carved by the glacier. The land is warmed by the hot springs and volcanic vents that run through this part of the realm, and the valleys are filled with great saurians. The area is also overrun with predatory creatures. As a result, Tolguth is a walled settlement, although creatures frequently breach those walls. The greatest danger to Tolguth is not the native creatures, but the strange and twisted creations that spill out of the Worldwound. Just as the western reaches grow ever colder under the enchantment of the Witch Queen, the eastern border comes closer with each passing winter, and someday Tolguth itself might fall under its spell.