Pathfinder-Reign of Winter-pbp (Inactive)

Game Master New England Frost Giant

An earthquake rocks Taldor and its border regions. Can to heroes unearth the secrets behind the breached walls and the Reign of Winter?


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Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

Kilain cast Endure Elements and for 24 hours is ok in temps -50 to 140. That will be his routine in cold weather to cast Endure Elements each day


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Fort Saves, 8 Hours, +1 Trait Bonus, +5 Cold Weather Ger, DR 2.

1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

Damage:

1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 3

7 Total after DR


male Human Bard (Archeologist) 1

1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (12) + 6 = 18

So that's 4 failed saves. Subtract - 2 from each damage die for northern ancestry.

1d6 - 2 ⇒ (5) - 2 = 3
1d6 - 2 ⇒ (3) - 2 = 1
1d6 - 2 ⇒ (6) - 2 = 4
1d6 - 2 ⇒ (5) - 2 = 3


Are you making camp or continuing on.


Outsider Synthesist Eidolon (Biped) 5, HP: (19)24/(40)24, AC 23 /t 13 /f 19, F 6, R 6, W 6/8, Init +2, Darkvision 60', Sp 3/5, 2/3

The good news is that my personal drama has managed to reduce itself to manageable levels...
There is a Feat in the Inner Sea World Guide, I don't immediately recall the name, but it allows you to treat Cold Weather as Moderate & Extreme Cold as merely Cold. I'm beginning to feel this AP was made for that Feat...
Or possibly the other way 'round.

Wall o' die rolls:
Fort: 1d20 + 6 ⇒ (12) + 6 = 18, vs DC 15; success
Fort: 1d20 + 7 ⇒ (4) + 7 = 11, vs DC 16; fail
Fort: 1d20 + 7 ⇒ (4) + 7 = 11, vs DC 17; fail
Fort: 1d20 + 7 ⇒ (18) + 7 = 25, vs DC 18; success
Fort: 1d20 + 7 ⇒ (15) + 7 = 22, vs DC 19; success
Fort: 1d20 + 7 ⇒ (14) + 7 = 21, vs DC 20; success
Fort: 1d20 + 7 ⇒ (11) + 7 = 18, vs DC 21; fail
Fort: 1d20 + 7 ⇒ (11) + 7 = 18, vs DC 22; fail
What effect does wearing Cold-Weather gear have on these saves NEFG? as we are all so equipped if I remember correctly.
edit: nevermind, I just re-read the original post...
Also, Soggy's saves.
Fort: 1d20 + 5 ⇒ (12) + 5 = 17, vs DC 15; success
Fort: 1d20 + 5 ⇒ (8) + 5 = 13, vs DC 16; fail
Fort: 1d20 + 5 ⇒ (4) + 5 = 9, vs DC 17; fail
Fort: 1d20 + 5 ⇒ (20) + 5 = 25, vs DC 18; success
Fort: 1d20 + 5 ⇒ (12) + 5 = 17, vs DC 19; fail
Fort: 1d20 + 5 ⇒ (13) + 5 = 18, vs DC 20; fail
Fort: 1d20 + 5 ⇒ (18) + 5 = 23, vs DC 21; success
Fort: 1d20 + 5 ⇒ (8) + 5 = 13, vs DC 22; fail
So now rolling damage for me & then for Soggy.
My 4
non-lethal cold: 1d6 - 5 ⇒ (2) - 5 = -3
non-lethal cold: 1d6 - 5 ⇒ (3) - 5 = -2
non-lethal cold: 1d6 - 5 ⇒ (3) - 5 = -2
non-lethal cold: 1d6 - 5 ⇒ (6) - 5 = 1, for a grand total of 1 non-lethal point of damage for me at the end of eight hours...
Soggy's 5
non-lethal cold: 1d6 ⇒ 1
non-lethal cold: 1d6 ⇒ 1
non-lethal cold: 1d6 ⇒ 5
non-lethal cold: 1d6 ⇒ 2
non-lethal cold: 1d6 ⇒ 6, which puts Soggy at collapsing of the cold at the end of eight hours with 3 points converting over to Lethal if I remember correctly.

Noting the others growing discomfort, Great Mastif posits. ][Present conditions impair group functionality severely.][
][Strongly recommend stopping for rest/recuperation period. Continued hindrance may prove fatal to continued/continuing ends.][
NEFG:
If Soggy does collapse due to the cold, Grey's/Great Mastiff's response is not going to be this emotionless.


Soggy will start lethal damage.
No one posted if a camp was made.
Last thing that happened was you picked up the correct trail and it was getting dark. A campfire would increase your odds at surviving the cold.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Kjell addresses the others.

Let's make camp and get a fire started, eh?

Kjell begins to search for and clear a suitable area.

Survival: 1d20 + 4 ⇒ (18) + 4 = 22


Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

Kilain goes to work with the others. and he pulls Vitalis body in when he falls unconscious succombing to the cold. He remarks I can take pray for Torag to provide me with additional protection from the elements, but I could only protect one other such as I. That will lessen our healing though.


Outsider Synthesist Eidolon (Biped) 5, HP: (19)24/(40)24, AC 23 /t 13 /f 19, F 6, R 6, W 6/8, Init +2, Darkvision 60', Sp 3/5, 2/3

As both Soggy & Vitali collapse, shivering from the cold, Great Mastiff powers through the snow to their sides. ][Kilain! Assistance please!][
Quickly pulling out the Winter Blankets he had packed in Soggy's saddlebags, Great Mastiff bundles the two together as he then proceeds to crudely & forcibly clear snow from the ground about them. This done, he hovers nearby as Kilain examines the unconscious forms.


Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

We need to get them warming. They are merely unconscious from the cold. But Frostbite can set in and cause permanent damage if we dont get them warm. Me thinks we should not be travelling about when the sun begins to set any longer, and limit our travels only to when the sun shines brightest.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

I agree.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Well I had a post about camping but it must have gotten eaten.

Hedrick sets about making a shelter with is canvas. He will work on getting the fire going and finding some rocks to heat up in it. A warm rock slipped in between layers of wool makes for a good bed warmer.

"Yes these south landers aren't built for this weather, but we are closer to our quarry at least."


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

No problem, I actually posted to aid you with the campsite set-up, assuming that you would undertake that duty, but the roll ended up being likely high enough.

Yes, true enough, Hedrick, but we need to show them the comforts of the North that can be found with proper work.


I didn't see where you requested making camp, but knowing this isn't your first adventuring rodeo I am only using the first three saves vs the cold weather. From now make it a conversation. Everyone will have their jobs to do to prepare for nightfall.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

My post about it was a conversation about 7 posts up...were you talking about Hedrick?


You set up camp, make a small fire and eat. (-1 ration) the night goes on uneventful during your watches. Post any actions you may have done during the night.


Outsider Synthesist Eidolon (Biped) 5, HP: (19)24/(40)24, AC 23 /t 13 /f 19, F 6, R 6, W 6/8, Init +2, Darkvision 60', Sp 3/5, 2/3

Great Mastiff will have claimed the first Watch in the hopes of making best use of his continued time synthesized.

untrained Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Wow, I don't notice a damn thing...

Once his watch is done, Grey will curl up with Soggy in the hopes of his own body heat aiding the dog in recovering.


Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

Kilain takes the watch at Dawn

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Rickard:
You story starts in Zimar, Taldor's third largest city which rests on the border of Qadira and serves as a fortification against Qadiran invasions.

A middle aged man dressed in a fine tailored nobles outfit asks if he may speak with you. Once you agree the man begins. I am Benford Malassene, the trade merchant grandmaster for Zimar. You do recognize the man and introduce yourself and that you are the son of Willock and Vyssa Zain. I know them well. Fine folk them two are he says and continues, I also know about you master Rickard and could really use your talents for a job of a personal matter. You see, my daughter Argentea was suppose to arrive three days ago, but I have not heard anything from her or her caravan. I am looking for someone trustworthy to follow the road to Heldren, which was her last stop and possibly to Ralstead which is the next settlement on the road that she always travels. I am willing to pay you one hundred gold to either bring her back or I hope to Aroden not, evidence of her demise. I will give you half now and half when you return. You think about the offer for a few moments and come to the conclusion this is just the opportunity you've been waiting for. An opportunity to use your talents and skills for a good cause. After you agree to Benford's proposition, he hands you a sealed envelope with his wax seal, a weighing scale with the letter "M" embossed on it. Go see the the stable master and give him this. A horse will be helpful to get you to Heldren much quicker.. He shakes your hand and bids you a safe journey then heads back toward the marketplace.
After procuring a horse and getting your gear together you leave Zimar behind. It will be a good days journey to Heldren and you push the horse near its limit to make better time.
A few hours into your journey you come upon a caravan traveling east toward Zimar. Thinking this was an easy quest, you find out it isn't Lady Argentea's caravan. Three human travelers, two men and one woman stop and greet you. You ask if they've seen any other caravans along the way and learned that the only other one was attacked, leaving one guard severely frost bitten, one woman captured, the rest of the travelers dead. The guard with frostbite is Yuln Oerstag, the captured womans name is Argentea Malassene. You find yourself not quite knowing what to do next, till the driver, Jarrek tells you that five good friends of his are searching for her. The female in the second wagon confirms his words and says yeah a strange cold blast has hit that area as well. They headed into the Border Wood where Yuln said the kidnappers headed. So if she's out there, they will find her. My name is Kylma by the way. I was part of the group that is looking for the good lady, but now am on a new mission with Dorvren over there in the other wagon The young man waves to you and says, You look like you are searching for something or someone. Can we help you?. You explain your mission minus the gold payment and they assure you that Heldren is where you should go to get more information about Lady Argentea's situation and to visit the Ulfen guard Yuln at the apothecary there. You all exchange a few more words and say your farewells then head off in opposite directions.
As you enter the outskirts of Heldren the air feels much colder than where you came from. Your first thought is to find some warmer clothing if you're going to be here for any long amount of time.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

This post assumes Vitali doesn't die in the night, but does remain unconscious due to the damage.

Waking much the same time as Kilain, Grey checks Vitali & Soggy's condition. Finding them not greatly improved, he declares. "I don't feel we should push forward with them as they are. We should get them back to Heldren. We'll not save the lady if we all die of frostbite ere we even find these bandits."


Male Human

GM:
The cold certainly takes Rickard by surprise, thinking it to be unseasonably cool, cold in fact. He will seek out a merchant that can sell him the proper cold weather garments.

Rickard will ask the merchant for the location of the apothecary and make his way there with some haste. He will then ask to speak with the guard Yuln and await an audience.

Assuming the guard will speak to me I will ask him about the missing woman and get as many details about the encounter as I can. I will then ask about the people that I was told are looking for the missing woman and if he knows them and/or their last known location.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Hedrick gets up and surveys his party like a bald eagle, his sharper than the average wood elf facial features impassive and grim. He looked at home in the ice and snow, the crispness of the air was stirring something in his blood.

Glancing towards the direction the directon they needed to travel in order to clash with the bandits his eyes began to take on a 1000 yard stare. Looking back at the miserable and suffering members of his party his mask of indifference melted away as he let out a sigh and let his shoulders droop a bit.

"This thing is done. Our prey lies over these hills snug in their camp while we freeze to death out here. Even if those of us who are still stout of body were to make it to the camp we are too few now. If we do not return several of us may die and those who are striken need us all to make it back alive and well enough to recover. I am loathe to give up the chase of my quarry, but we need not hang our heads in shame. We literally have gone to deaths door seeking to save the girl."

"Lets head back."


Rickard:
You find the general store and ask the owner, Vivialla Steranus if she has any winter gear available. I have a couple left in the corner over there[/n] she says pointing. You gather the heavy gear and head to the counter. [/b]Do you require anything else good sir?[/b]

Traveling group:
Feeling a bit defeated, you break camp and head back. You manage to make a rough looking stretcher with tree branches and rope. Kilain and Kjell manage Vitali and Hedrick carries Soggy over his shoulders. It takes you a little longer to get back to town, but manage it before total darkness. You take both Vitali and Soggy to the apothecary and are reassured they would both survive.


Male Human

GM:
I will hand her the proper amount of coin for the purchase. That'll be all I need, thank you. Umm, since when did it get to be so cold around here? It doesn't seem to be the right season for this type of wesather, does it?

Once she answers that question I will ask her about the apothecary's location and head that way, doning my newly purchased cold-weather gear.


Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

Standing outside the Apothecary, Kilain looks back down the trail he had come out of the woods on and rubs his arms, for even though he was protected against the elements what he had seen there touched him with deaths frozen touch. He would pray for another protection vs the harshness of the elements tomorrow and and protect not only himself but one of the others this time.

He sighed and began to trudge towards the Inn. A nights sleep for perspective and then back down the trail.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

I am in need of a stiff drink to warm my innards after that night!

Kjell bellies up to the bar to request a shot of something strong and an Ale to wash it down.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

NEFG; is it allowable for Grey to have gathered anything that appeared to be private, personal items from the corpses, to be returned to the Townsfolk?
Grey nods wearily at Kjell's comment. "You & Hedrick mentioned Snow shoes?..
How difficult might it be to fashion some while we're here? It seemed to me our greatest hindrance was moving through all that stuff..."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Yes, you are right. I am somewhat angry at myself going off half cocked into the woods. The level of preparedness that these bandits have showed tells me that this is a planned event. If we go back in we need to be better equipped. Lets go look at what building materials are a available. If the white witches are coming this weather may be the new normal. . . We had better prepare before panic sets in and the shelves are cleared."


Rickard:
The cold weather gear cost 8 gold and weighs 7 lbs.
you enter the apothecary and you are brought to Yuln's room. Once there you explain your mission, he tells you that a group has indeed set out to find Lady Argentea. They returned yesterday not gettin far afore serious trouble took place. One of them humans of the group was brought here with the same problem I suffered. Frostbite it be a nasty thing to get out there. The halfling's pup is here with similar issues. They're here in town as we speak! Try checking the Silver Stout, ask for Kjell, Hedrick Grey, or Kilain. They may need another able body to continue their search. Good men they are!

Grey:
You find a few trinkets, but nothing would belong to the people of Heldren. This caravan came from Zimar

Hedrick:
There is a carpenter and a sawmill in town.


Male Human

GM:
I will thank the injured man for his time. The Silver Stout, alright then. Perhaps I can join these people and help find this woman after all. I just hope I do not end up in the apothecary like these others did.

Once I have found the Silver Stout I will ask start to ask around for the people named by the guard.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

"I'll order us a round then." Making his way to the bar, Grey sets a gold coin down before the bartender. "I'd like a round for myself & my companions."
"Where might I find a member of your council or constabulary? My companions & I went to check the rumors of a bandit attack & I wanted to return what items I found."


The barkeep says Ionnia Teppen's house is across the street just take a left out the Stout's front door. Arissa will be along with yer drinks shortly.


As you enter the tavern, notice a halfling at the bar talking with the barkeep. You also notice a table in a corner with a human, dwarf, and elf all makes dressed in warmer than usual gear.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

Nodding his head in thanks, Grey leaves the gold on the bar as he walks past the table with his companions. "I'll be back in a bit."
"Kjell, no scaring Arissa with tales of Zombies or Snow-dragon-serpent things..."
His lopsided smile takes the sting from his words.

Once out the door, Grey follows the directions given to Councillor Teppen's house, knocking firmly but cautiously on the door.
I've updated Grey's sheet to indicate to gold spent.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Aye, thanks for the round Grey. You know where you can find me.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"There is a carpenter and a sawmill in this town. Between the two of them we should be able to come up with some willow strips, yew branches or some birch that we can soak to form some snowshoes. We will need catgut, rawhide, or good twine to form the webbing and straps. If you are keeping an eye out, we could use some more manpower. I'll see what I can rustle up then I will come back."


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Sounds good. See ya back here.

Kjell takes another drink of ale, belches loudly and looks at the strangers in the corner.

Perception: 1d20 ⇒ 14


Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

Kilain sits with his friends and says We need to be mor Careful That cold could easily take any of us. When I receive my blessings from Torag in the Morn, who do ye think should get the blessing of enduring the weather as I?


Kjell Carlufsen wrote:

Sounds good. See ya back here.

Kjell takes another drink of ale, belches loudly and looks at the strangers in the corner.

Perception: 1d20

kjell, you are the strangers in the corner. Lol


Male Human

Upon discovering the group of people that resemble those he seeks, Rickard approaches the group of adventurers and introduces himself, telling his story as how he became on this quest for finding the missing woman My first spoiler.

So as you can see, I'm hopeful that we can help each other since we have the same goal in mind, well, at least in general. Would you have room in your company for me? I really doubt that I could get far on my own.

I'm assuming at this point that I do not know anything about bandits being involved unless the others inform me, correct?


Yuln would have filled you on that so yes you know about them.


Male Human

OK, thanks for that info.

As far as these bandits go, did you know who it was? Not that it matters so much but I have my reasons for asking. Could it have been Tait? He'd be responsible for something like this if he thought it was profitable in some way. Even if its not he could be involved in some other way and I'd be that much closer to finding him. If I can group up with these folks my chances for revenge would be that much better if we do encounter him.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Kjell throws back another ale, and with the froth of brew speckling his unshaven face, he smiles at the newcomer.

What's yer name, son? I'm Kjell. Come, have a seat and a drink.


Hedrick of Whitehaven wrote:
"There is a carpenter and a sawmill in this town. Between the two of them we should be able to come up with some willow strips, yew branches or some birch that we can soak to form some snowshoes. We will need catgut, rawhide, or good twine to form the webbing and straps. If you are keeping an eye out, we could use some more manpower. I'll see what I can rustle up then I will come back."

You come up with yew wood, rawhide and the twine you need to fashion snow shoes, but you do not have the skill needed to do so.


Grey, the Lady's dog wrote:

Nodding his head in thanks, Grey leaves the gold on the bar as he walks past the table with his companions. "I'll be back in a bit."

"Kjell, no scaring Arissa with tales of Zombies or Snow-dragon-serpent things..." His lopsided smile takes the sting from his words.

Once out the door, Grey follows the directions given to Councillor Teppen's house, knocking firmly but cautiously on the door.
I've updated Grey's sheet to indicate to gold spent.

When Ionnia Teppen opens the door she looks down and smiles, well master Grey what brings you back so soon? I hope everything is ok.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

"Truth be told, I've never been called 'Master' Grey before in my life...
Not,
quite certain how to answer."
"Unfortunately, no. Everything is definitely not alright."
Looking around to see if there are eavesdroppers about. "Might we speak inside? What I've to tell you, you can better judge who should hear."

IF they step inside:
"The reports you've likely received of unseasonable snows are true & likely understatements. In spite of our preparations & with almost half our number being Northmen those were not few, The weather itself has felled two of our number."
"Fortunately, not fatally, though I suspect Vitali will not recover in time to be of much aid in finding the missing lady. The snows make even a clear field a morass that slows us to a crawl & there are...
creatures,
about in the woods. Creatures that seem all but born to this new environment."
"Those Northmen among us suspect there is witchery afoot & from what I have seen I cannot bring arguments against that surmise."
"I fear you & yours would be well served to make this town as secure against sorcery as you may be able."


Male Human
Kjell Carlufsen wrote:

Kjell throws back another ale, and with the froth of brew speckling his unshaven face, he smiles at the newcomer.

What's yer name, son? I'm Kjell. Come, have a seat and a drink.

Zain, good sir. Rickard Zain. Thank you for the drink. Rickard takes the seatthat he was offered. So you are the ones seeking the lady. I'd like to help.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

What do ya know of her?


Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

Kilain eyes the lithe young man and sees the equipment he carries and nods.

Hrrrrmmmm. Aye Rickard Do ya be good at finding snares and getting into places that be hard to get into? If ua do, we could use someone like you since Vitalli almost froze to death, and is no shape to be helpin us any longer.


Male Human

Well, I suppose I know no more than you do. I come from Zimar, and Benford Malassene, a trade merchant grandmaster for Zimar, asked me to find his daughter Argentea, who was suppose to arrive in town but didn't. I was asked to either find her or, umm, bring proof she is dead.

Zain continues. A caravan told me of another caravan that was attacked, which led me to the guard here in the apothacary, who then told me about you. Rickard then addresses Kilain's question. Well, yes, ummm, I've been known to be nimble and such, or you can put it that way. Sure. I can help you with that.

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