Ice Road Trackers (Inactive)

Game Master Greycastle


1 to 50 of 1,038 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Game Map DCI# 4318637857

the following post will both set the scene and start the action as well. You have been traveling together now for over a ten day, so you have all had some time to get to know each other. Feel free to give us an opening post on how your character has handled the rough environs of the north and perhaps spotlight some of the personality that drives them. This is PBP however so in the thread of keeping things moving, I have also posted the first bit of action that will begin the adventure. Enjoy!

Darkness looms over the entire area. To the south, you can see the remanence of light as if the sun were setting, though the direction is all wrong. To the north, dark purple skies roil with storm clouds. Those of you from Ten Towns know this darkness to be called the Everlasting Rime. You have spent the last ten day, marching north through harsh conditions and now find yourself forging through a treacherous mountain pass.

Your travels north through the Spine of the World have been fraught with danger but something seems different now. The ominous northern skies promise darkness and isolation, almost ensuring that to continue forward is a perilous mistake. Thunder rolls down from the mountain tops accentuating that danger and you feel rumbling beneath your feet as an avalanche breaks free and begins it's decent toward you.

As snow and rocks crash down the mountainsides either side of you, you can’t help but wonder if this is how everything ends for you. What brought you here, navigating these dangerous mountain passages, heading north into the frozen lands of Icewind Dale? An opportunity for wealth and power? A dark secret you’re trying to escape? A fresh start? An old connection? Whatever brought you here, it seems the rumors might be true. Strange, weather-related phenomena are shutting down travel through the Spine of the World mountain range. Several passes have been blocked, and you thought this one might be clear. And it was, until now.

As certain death descends swiftly toward you, movement at the corner of your eye draws your attention. A snowy-white muskrat gestures frantically, its clawed paws beckoning you to follow. It slides into a fissure in the ground that was hidden under snow and ice.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Umikh, being from a more southerly climate, is dressed warmly but also is uncomplaining. The more you travel together, the less quiet he is, but he's still pretty reserved and careful with his words.

He definitely seems to be questioning his motives as he watches that massive pile of rock and ice fly towards you all. An animal motioning you to any place but standing in front of certain death? He hollers out in case anyone missed the small creature's beckon and dives for the crevice.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett asks himself, again, what he is doing here. His back is aching from the burden of his heavy pack, which the hard trail is making worse. He longs for a rest, perhaps an eternal one even...

But then he recalls his decision to join the group and answer the call. It was a worthwhile cause, and nothing tied him any longer to Caer-Dal, his home fishing village, nested in a nook along the group's path. There seems to be purpose in their quest, he thinks, something that had been missing in his life lately, something he craved.

Wiping the ice from his beard, he hears Umihk's warning and sees first the snow crashing, but then the strange figure: "Over there! There appears to be a safer spot where we can take shelter. Hurry up!" he shouts, hoping their guide would not take offence.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Although Baldrick's mountain home was chilly, it was insulated, protected from the elements. Before leaving home, Baldrick hadn't spent a lot of time on the surface - he wasn't sure he liked it very much.

Still, the very image of 'stiff upper lip,' he carries on stoically, though you can hear him shivering to the point of weeping at night, his teeth clattering together loudly.

Baldrick remains stiff and formal around the taller folk*, but is beginning to be more relaxed around the hill dwarves; even if he does frown slightly at their poor soldiering, at least he refers to them as "comrades-in-arms."

*with the possible exception of the goliath, depending on how Eerie plays that character - I find goliaths are like really tall dwarves ;)

FYI: If anyone else has the Soldier background, Baldrick will latch onto them immediately, likely treating them as a superior officer.

******

When the avalanche starts, Baldrick gazes up at it, dumb-founded. The expression on his face reads as "that shouldn't be happening." Luckily, Umikh's shout cuts through his daze in time for him to follow the fighter through the crevice.

I think we all have Darkvision except the Goliath, right? If it's too dark in the crevice, and assuming they complain about not being able to see, Baldrick will grab a "magic rock" from his pouch. By which mean he will cast Light on one of the stones he keeps in that pouch.


Game Map DCI# 4318637857

In case anyone was wondering, here is an idea of what this creature looks like.

Hero Muskrat


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Through the entire trip, Turq is jovial and friendly, quick to share some of the spirits that he has learned to craft. He often sings Dwarvish songs taught to every Shield Dwarf beardling, especially to keep cadence of the march.

Despite his jovial nature, he has the crisp discipline of someone familiar to routine, or to those with a military background, a soldier's life. He is always among the first to rise, and always takes a share in setting up and breaking camp.

Though, obviously human, Turq has many mannerisms of the "Stout Folk" and bears a bracelet of braided silver, with the crest of the foaming mug, the mark of the Battlehammer clan.

--

As the avalanche threatens the caravan and the party, Turq is one of the cooler heads, making a quick scan for safety, and noticing the muskrat, barely has time to do a double-take before ushering everyone toward the fissure!


RODALAS

The portal opens from the Feywild as the eladrin steps through it. His mission in his mind and knowing that his kind are not always understood by mortals, he is snowy but covered in capes and a deep cowl.

As he walks from the portal to the inn, he walks through, keeping covered and he enters the inn, looking around.


RODALAS

Keep the first part and then he runs towards the rat :)


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Noticing this new arrival, Turq has no time to wonder where he came from waits for the elf to get to the fissure before squeezing in!


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

The gentle giant that is Mир (Meer) plods along behind the party quietly. When the avalanche begins he, like stares at it in wonder. At the yelling of the others Mир happily squeezes himself into the fissure to follow the muskrat.


AC -2 (1 without Shield) / HP: 35/35 / THAC0 17 (15 with Scimitar)

"We're followin' a muskrat then lads - is that how it is gonna to be? " - in spite of the howling wind and chilling weather, Aggrammar's voice and laugh are unmistakable.

"And why the heck not I guess - anythin' seems to be worth it to be gettin' out of this nasty weather, I´'m guessin' - he added, following after the others - "And I'm gonna venture many a grand adventures probably started with smaller things than a rat. Maybe" - the stout, battle ready dwarf chuckled as they plodded ahead.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Remember whose call we're heeding. A muskrat seems a likely agent. But, regardless, and as you say, anything to get out of the snow's path! Hurry I say, lest we tumble and crush our way back down, or worse!" replies Emmett, wincing from bone pain as he tries to hurry towards the sentient rodent.


AC -2 (1 without Shield) / HP: 35/35 / THAC0 17 (15 with Scimitar)

"True dat Emmett, true dat" - Aggrammar nods his agreement - "Still though, it is all a bit... Unusual. wouldn't you agree in the least?"


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

There was a rat?! Baldrick frowns to himself. But, with a mental shrug, he gamely follows the others into the crevice. "Strange, but better than being crushed by the snow," he adds, seemingly unaware that he's just repeated his companions words.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Aye, t'weren't nottin' normal about dat muskrat... Someting is afoot. But I doubt de muskrat caused de avalanche. Down ye go! I'l be right behind yeh! Turq had seen some crazy things in his life, but this was going to be a fun first!


RODALAS

[I] An intelligent rodent [/b] he thinks to himself as he follows the rat, his elven grace and dexterity helping him to spring through on on the falling now, in an almost preternatural way.


Game Map DCI# 4318637857

As you all slide into the crevice following the muskrat, you see a vertical shaft leading down. Not having much time to think about it, you each individually take the plunge. i imagine it as a cleaner version of the trash chute in Star Wars lol

The icy slide dumps you unceremoniously into a cold cavern. The muskrat stares you in the eye, then wiggles a bit, as if happy to see you survived the close call. A voice from deeper in the cavern echoes toward you, its Common marked by a slobbery rasp. “Muskie found you in time. Good fortune!”

The voice comes from a ten-foot-long walrus resting in the shadows. A walrus calf rests at her side. It starts to wriggle its way toward you, but she pulls it back with one of her long tusks.

Other creatures then move out of the shadows to examine you. This menagerie includes a variety of animals, everything from snow foxes to wolf pups to avian creatures to reptiles. A few seem to converse with each other as they eye you warily.

“Excuse my children,” says the walrus. “They’re suspicious by nature. Their lives often depend on it. My children call me Mother Tusk, and you may as well. I saved your lives for a reason.”


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

Mир smiles deeply and rumbles, "Hrmmm..." He then lowly lowers his over eight foot self onto one knee and extends a large hand to the ground with his palm facing up. His deep gray skin seems to somewhat blend in with the low light. The bony growths that appear like studded pebbles over all of his exposed skin give a scarred and fierce appearance, which is contrasted by his warm smile and gentle movements.

After another deep throated rumble and slight movements with the non-extended hand, Mир begins softly making various animal sounds appropriate to the gathered animals.

Cast Speak with Animals

Animal speak:
"My greetings friend folk. I am Mир. I understand your suspicion. I am a servant of the friend folk. I protect. How can I help?"

With that, Mир is fairly statue-esk in his hand extended position.


AC -2 (1 without Shield) / HP: 35/35 / THAC0 17 (15 with Scimitar)

"No harm, no foul. I am also suspicious more times than I should" - the dwarf nods - "I will be lettin' the lads introduce themselves, but I am Aggrammar Deepdelver. Well met to you Mother Tusk" - he offers a nod - "And thank you for sendin'.... Muskie is it? To pull us out of that spot"


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett wipes the dust off of his shoulders and does his best to straighten. Immediately, his back revolts and sends a warning spike up his spine. He shakes his left leg and the pain subsides.

The voice of Mother Tusk catches him by surprise and he startles. The Old Man of Caer-Dal had felt her calling before, but never thought for one moment that the voice in his heart was that of a mighty walrus.

"You are Mother Tusk?! Then you have my thanks and you have me to serve your noble cause! I am Emmett, Elder of Caer-Dal, a speck of a fishing village not too far south. I am sure my travel companions will join me in thanking you and offering help."


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Umikh has a doggo with him currently. Just a dog, not an animal companion or anything. My intention is to ditch the dog soon so as not to interfere with game play. Maybe he can hang out here?

After the others speak in turn, Well I'm Umikh and this here is Nick, gesturing towards the dog. Many thanks to you, Mother Tusk and to Muskie for saving us from that avalanche.

He looks around the room with a smile at all of the creatures gathered, but the smile fades as he realizes they are all gathered here for probably the same dire reasons that have brought themselves here.

As the others have said, if we can help, let us know how. He continues to check out the cave they are in, as introductions wrap up.


Game Map DCI# 4318637857

also of note. Even during the day, dim light was the best it would get top side. A torch or lantern was probably not far from being deployed. Down the slide and into this cavern, we are in complete darkness. So those without darkvision, Meer and Turq I believe, need a light source.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

At first Turq enjoys the slide, whooping with glee, but when he slides into the dark cave, bouncing and sliding to a stop, lying on his back, and he hears Mother Tusk's voice there is a sense of deja vu... I have been through this intro when I played the one preview section...

Fishing out his tinderbox and a torch, Turq lights it up, knowing full well what will meet him from the darkness.

With a nod of appreciation to Muskie and Mother Tusk, Turq is oddly silent as he fashions his crampons to his boots and stands to join his companions.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Baldrick stands formally, shoulders back and feet spread. Hesitating halfway through a salute as the goliath bows, Baldrick starts to bow as well, before straightening, looking confused: "Uh... Baldrick, Private, First Cla..." You aren't in the army any more, remember? "Um... Baldrick Longhall, ma'am. Thank you."


RODALAS

The eladrin will see all of the talking animals and thinks to himself if he is in the Feywild once again, and will reach out to pet one of the wolf pups.

He nods to Mother Tusk and addresses her in Sylvan
Thank you for your kindness Mother Tusk as he gives her a gracious bow.


Game Map DCI# 4318637857

on second thought, I think I’m going to skip the npc
Looking around, you get a quick count of those who made it down the shaft and find you are missing your guide, a mouthy dwarf with a true grit attitude. Surely if anyone could survive the avalanche above, it would be him. Perhaps one day your paths will cross again.

Disadvantage Insight DC 15:
You catch the slightest pause in Mother Tusks demeanor as though might have recognized someone in your party.

Mир:
Some of the animals gasp in surprise and you hear some ask shockedly “is it him?!” but they seem to quiet respectfully as Mother Tusk speaks.

As the Goliath holds their hand out one of the animals does move up curiously but steps back cautiously. While the other keep their distance.

You all hear the caring warmth in her voice as she speaks. ”It seems that a few of you seem to have heard my plea to the ancients,” the walrus seems to nod toward Emmett, ”others, I believe are here by a mix of fate and necessity. Either way, I am happy to greet you all and hope the favors I am about to ask will be met with willing hearts.”

”The curse that hangs over this land has made life for my children and I quite harsh. If you would agree to help with any number of problems we are facing, you would have our gratitude. We would also of course show you the way to cross the mountain passes with relative safety.”


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Insight: 1d20 + 2 ⇒ (16) + 2 = 18
Insight disadvantage: 1d20 + 2 ⇒ (1) + 2 = 3

Umikh looks expectantly at Mother Tusk, waiting for her to tell them how they can help.


AC -2 (1 without Shield) / HP: 35/35 / THAC0 17 (15 with Scimitar)

Insight Disadvantage: 1d20 + 4 ⇒ (4) + 4 = 8
Insight Disadvantage: 1d20 + 4 ⇒ (7) + 4 = 11

"I'm thinkin' the fact we are all here means we be interested in helping ye" - Aggrammar pipes in - "I'm also hopin' this will be a good thing for me lads of the Battlehammer Clan, and I be owin' them a favor or three" - he adds - "So what ye be needin' done?"


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Insight Dis: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (9) + 4 = 13

Emmett smiles as the others accept in turn. He felt a great sense of destiny and purpose rising inside him.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Insight (Disadv): 1d20 - 1 ⇒ (15) - 1 = 141d20 - 1 ⇒ (15) - 1 = 14

Initially suspicious of the talking walrus, Baldrick warms to her the more she speaks. His face hardens as she mentions: "A Curse?! Who's responsible? How can we help?"


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Wisdom (Insight) w disadv: 2d20 + 3 ⇒ (7, 3) + 3 = 13 Nope... result: 6

Looking around and seeing that their guide did not make it, Turq pulls out his flask, and pours one out for the dwarf, then turns to Mother Tusk and asks, What would you ask of us?


RODALAS

The elf smiles thinking to himself how rude Mother Tusk is.

And what problems are you facing, Mother Tusk? he inquires.


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

Insight: 1d20 + 2 ⇒ (7) + 2 = 9
Insight: 1d20 + 2 ⇒ (4) + 2 = 6

The goliath simply raises his eyebrows as he looks to Mother Tusk. He maintains his kneel and hand extending.


Game Map DCI# 4318637857

To Baldrick she responds. The curse a is godly one and not for us to solve. For now we must learn to endure. That’s where you come in.

As you all agree to help Mother Tusk and her children, she beckons you all to follow her and begins leading you through a maze of crags, crevices and tunnels until you find yourselves on the other side of the mountain pass that almost took your lives. During that time she explains her families problems.

First of all, one of her children, an otter named Spritzel has not returned from a scouting mission and Mother is concerned what may have happened to them. Secondly, she tells you of their water source, a hot spring that has mysteriously frozen over. She also thought you might be able to speak with a nearby tribe of Reghed nomads and convince them not to hunt Mother Tusk and her children. Finally she says as almost an after thought ”Oh and I almost forgot, there is a cave nearby emitting terrifying sounds. If you could possibly explore this cave, maybe we could use the location as another place for safety from the cold.”

You now find yourselves in the southern reaches of Ice Wind Dale. The spine of the world behind you. Mother Tusk has lead you to cave that her and her wards call base camp. An icy river can be seen flowing into a large lake in the near distance.

For those of you who are from Ice Wind Dale or who have studied its geography.

Survival DC 12:
She then leads you to a cave, where the Redrun river meets the Redwaters lake.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Wisdom (Survival): 1d20 + 1 ⇒ (14) + 1 = 15

Turq stands at the river bank and looks off toward the lake, This is good. When we are done helping Mother Tusk, Dougan's Hole would be the closest settlement. They ain't the most welcoming o' folk, but just beyond them is Good Mead.

Looking to the others, Turq muses, If'n ye ask me, I'm tinking we should find the otter Spritzel. That may be de most urgent.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Baldrick nods slowly, happy to help as best he can, despite the strangeness of the creatures around him.

As the party prepares to take their leave, he taps the large druid on the knee: "Um, Mир? Do walruses usually have otters and..." he gestures vaguely at the menagerie around them, "for children?"


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett simply nods his approval to Turq and starts preparing his pack.

He then looks up and asks: "Do we need to climb back up? Is it safe now? Safer at least?"


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

Mир looks to Turq and nods, "Mmm.."

He then looks to Baldrick and shakes his head with a warm smile.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

No, there is likely nothing left for us, up there. Avalanches are notoriously final... We can get to the towns from here, though it will be a trek to get there. But we have time, Mother Tusk has saved us, and as such, we should return the favor, eh?


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

"Mmm.." Mир grunts again with a nod.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Agreed, but our scout is gone. Hopefully the sour Dwarf survived, but who will guide us then? I'm not so good at this. A lake, I know, but mountains..."


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Where's the cave at? Maybe we can take a gander on the way to find this Spritzel fellow. Otter. Yeah. He likes animals enough, but it's weird to be talking to them!


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Shaking his head at the loss of the guide, Have no worry about that. The Dale's been me home for me entire life. I'll get us there, don't you worry 'bout that.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

That is good fortune for us then, Turq. So then, check the cave an then find the little guy?


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"I'm ready to head out then! I hope the lad is fine, but yes, this is urgent... So let's move, yes?!"


RODALAS

Let's be away from here and onto more exciting things


AC -2 (1 without Shield) / HP: 35/35 / THAC0 17 (15 with Scimitar)

"I be knowin' a wee bit about wilderness survival and trackin', but that is it" - Aggrammar ventures forth - "It seems we have the path set out afore us though. So yeah, we should be movin' out" - he adds, turning back to Mother Tusk - "Nice ta be meetin' ya... Ma'am. Hopefully we will be seein' each other again soon"


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

So, Mother, where did Spritzel head off scouting?


Game Map DCI# 4318637857

appologies for the late post.

Pleased that you found the safety of her children most important, Mother Tusk explains what she needs you to do, “I sent Spritzel, on a scouting mission to watch the happenings in one of the Ten-Towns where the two-leggers dwell. He isn’t back yet. He often gets himself into trouble and I need you to go look for him and make sure he isn’t in danger. We’ve spotted wolves in the area, that could be dangerous for Spritzel.”

“He’s white-furred with a brown patch above his right eye, and he wears apearl earring. He was watching the happenings in the town of Easthaven.” Sensing that you may be questioning why her scout would be spying on a human settlement, Mother Tusks slightly further. “A contact in one of the other towns asked me for a favor. But that isn’t important right now. From here, Easthaven is more than ten miles. But I expect Spritzel’s closer than that. Look for tracks as you travel northeast along the shore of Redwaters.

Is there anything else you’d like to ask Mother Tusk before heading out?


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq nods, I know the way. Hopefully, the snows ain't covered his tracks... We'll see if we can find him, and we'll keep our eyes peeled for wolves.

The dwarf-like human looks to you all, Ready to go?

1 to 50 of 1,038 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ice Road Truckers All Messageboards

Want to post a reply? Sign in.