Jhavhul

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"Elmina, I think, will make rather a fine knight, given the proper tutelage. She has a good base...but more than that, she has good instincts.

For myself, I find my eye drawn to Gareth. We are knights, and have a code...but at our heart, we are warriors, and many is the warrior that gives himself to the fight. In Gareth, I see a kindness, a care for his fellows. That mercy is a quality that I fear we sometimes value less than other knightly attributes, and I would see it fostered in a lad of his skill and courage. What a knight that one might make!"


Quick update gang, been sick as a dog the past couple of days. Extending recruitment to Friday; that way I can get back to anyone who needs it and give them a chance to change anything I mention.


Have we lost Luccia?


I will get to questions tomorrow; busy tonight, people!


You are correct in your assumption, Jian. Withing the blanket is the skeleton of what looks to be a human child.

If you two wish to leave, you may do so. It will take some doing, but you could probably set the place alight as well. Do you wish to do so?


Ayluin continues his fell work, Orcs falling before the mighty ranger! Caunlaigdir's bow fells the last Orc harassing Aeddan, and the enemies have been routed...the gate to the Palisade is safe.

LM Rolls:
Magic: 1d6 ⇒ 4

A breeze stirs from the West, and the sky turns a shade lighter. The men are holding the gate, and have beaten back the Orcs with the help of their elven allies.

Then you hear it.

Fell voices, cutting through the cheers and good spirits of Men and Elves, chanting in a dark, forbidden tongue that makes the very air seem heavy with malice.
"Gu kibum kelkum-ishi, burzum-ishi! Akha-gum-ishi ashi gurum!"

You can see them, now; perhaps two dozen Orcs, all that remains of the mighty host, yet they are not cowed. They stand out of the range of arrows, ringed by flame, banging weapons on shield and chanting to that rhythm. It rises, reaching a crescendo;

And from beyond, a large shape rushes forward through the flames.

As clear as day, you can make out a Troll, heavily armored and brandishing a club as large as a man. It bellows, and the men standing at the gate wail in fear and anguish, their resolve crumbling. The troll begins to charge. As it comes into range, the elves loose a volley, but it raises it's armored arms over it's face and hunkers down, and most of the arrows clatter harmlessly off it it. A few stick in, but do very little damage. It resumes it's charge, the men near to panic.

What do you do?


Hey Johannes! Sorry to hear that you are having those issues. I'm happy keeping you on, but probably will recruit another person as well so that the party is not lacking during the times you cannot post.


LM Rolls:
Orc Protection Test: 3d6 + 1d12 ⇒ (3, 1, 5) + (10) = 19

The keen-eyed Wood Elf swiftly fells two of the Orcs in the time it takes you all to reach your foes! Urfael flashes as you have come to expect, claiming the lives of two more Orcs! Galadhon, your roll as in fact an Exceptional Success; the Bulwark of Ecthelion seems to reflect gathered starlight, blinding the Orc in front of you, and you impale the monster, transfixing him with one mighty blow!

Aeddan, you join the battle, your woodland axe biting into the shoulder of one of your foes!

Ayluin, you are Unengaged.
Galadhon, you are Engaged by one foe.
Aeddan, you are Engaged by two foes.

LM Rolls:
Galadhon Attack: 2d6 + 1d12 ⇒ (1, 5) + (6) = 12Aeddan Attack: 2d6 + 1d12 ⇒ (1, 2) + (9) = 12Aeddan Attack: 2d6 + 1d12 ⇒ (1, 5) + (3) = 9Magic: 1d6 ⇒ 3

These craven servants of the Shadow were clearly not expecting so mighty an alliance of Man and Elf to assault their flank! They offer only feeble blows, none of them enough to threaten so doughty a force as yourselves.

A sound grows in the distance, swelling until it drowns out even the din of the battle. It is a choir of maidens, voices coming together, pure and true, and you are all bolstered; all of you gain one point of Hope.

Player turns and remember to list your stances and damage for me please :)


@All-

Joran and Kon, your rolls this go around were not successful. Everyone else was. Irina, roll when you can.

Temil and Thel, between the two of you, you are able to power up the system, and pull up some of the information. After a bit of digging, you notice that there should be a section of the archive called the 'Restricted Section'. However, you cannot see it on the blueprints for the Jedi Temple.

Draylin, you know that the complex goes deeper from the wall that you stand in front of. You can feel it.

Ean, your study of the flow of the battle leads you to the same place that Draylin stands. There was definitely a scorched earth policy in effect here, though the signs of battle in the Archive are not the same; it seems as though some of the fighting in the Archives took place at a much later date than the battle of the Jedi Temple. That later fighting leads to the same alcove that Draylin stands in.

What do you all do?


Fifteen, it is a Zoog. Feel free to know all of the information in it’s Bestiary entry.


Jian, both hits connect, and in a puff of mist, the apparition is simply gone.

Ilysaria, your vision ends, and you snap back to reality. You see Jian, pausing himself in mid-attack.

Your voice is still gone.

What do you do?

Spellcraft DC 14:
The creature used a magical ability to steal Ilysaria's voice, but it will return within an hour.


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Ilysaria, you say "What abo-" and,suddenly, your voice is simply gone. Your mouth works, you try to make a sound, and-

Ilysaria:
You never found Calistria. You remained a good girl, listening to your noble family, but your mother made mistakes. You fell into disfavor, and were cast out. Your mother did what she need to, sold what she needed to, for you to survive. But then there came the pox.

She was sick. She needed help. In Sandpoint, there was a healer that could help. You went with her. The first night you arrived, using some of your last coin for a room at an inn, you slept, exhausted...and then felt something tight around your neck.

Darkness.

Darkness, and then you wake up, chained to the wall, your mother on a table, arms and legs restrained. Some device is in her mouth, forcing it open. A bit of spittle runs down her cheek. A kind looking old man stands before you, watching you wake up. He smiles warmly, gives you a wave...then grabs his tools.

Forceps and scissors.

Before your eyes, he grabs your mother's tongue, bringing it out of her mouth, and neatly cuts it out.

She screams, blood mixing wit saliva and tears and the sound rends your heart.

Then he turns to you, kindly smile still on his face.

"Now...what to do with you?"

Jian, you see Ilysaria lose her voice, and then her eyes roll upward into her skull and she collapses, writing on the ground. What do you do?


The non-tendril rodents are definitely Dire Rats, Renlo.


Dustfingers, both attacks are successful, as is Renlo's blast. Devram, your attack does miss, though it comes quite close and breaks the tile on the ground as the powerful hammer impacts the ground. Fifteen and Luccia?


Jian, your mind is assailed by...something, but you manage to shrug it off. You are all right, and the shadows around the creature, and indeed most of it's countenance changes, revealing a frightened, sad looking boy.

Ilysaria, you still see the same monster, and now it is time for you to roll a Will save...


@Aipaca- backstory looks fine, though I'd love to know what has brought the character to Sandpoint. Some of your formatting is a bit off with your spoiler tags and I may have just missed it but I didn't see an arcane school selected for your Wizard side. Otherwise everything appears to be in order.


By the by, you all may make Knowledge Nature and Knowledge Planes checks to identify the creatures if you are trained in those skills (or may make them untrained for some reason).


It's difficult, Draylin; once you open yourself up to the Force, you can feel the lingering echoes of the violence that was wrought here. More tellingly, however...you can sense the power of the Dark Side. Here, deep in the recesses of the Jedi Temple, that strikes you as profoundly wrong.

You feel a pull in a certain direction, and make your way to the back of the room. You are in a small alcove, but it seems to your eyes to be just a bare wall.


You are not distracted, threatened, or in danger, so yes to 10. 20 is if there is no penalty for failure, so it will change on a case by case basis.


Something...shifts. Despite the lack of wind, there is a breeze in the room. It is not refreshing. No, this wind bears the stench of death and decay...from behind you.

Turning around you see a horrifying site. A child...or something in the shape of a child. It wears only a long, tattered homespun tunic. It's skin is transparent, and beneath it you see only bone. The face is shrouded in shadows that seem to move with the creature, though the shape looks less like a human skull and more like a bird.

The sobbing stops.

Then, all at once, you hear them all together at the same time; a vicious cacophany, threatening to overwhelm your senses...

Jian, make a Will saving throw.


Aye, you are entitled to an Opening Volley, anyone who wishes. Everyone else, roll for Awareness to see if you get the A.P., but at Ayluin's words, you may act on the information in the spoiler.

Also...

LM Roll:
Magic: 1d6 ⇒ 5

You can all see, out on the field an Orc suddenly swarmed by hundreds of black butterflies. Distracted and harassed, he is easily felled by an arrow shot.


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Also at this point I would like for everyone to take 10 Experience Points. You may immediately apply them to your character as you wish or bank them for later use.


Welcome back Galadhon! Hope all is well :)

At Galadhon's words, Thranduil himself rises, and in what Galadhon and Caunlaigdir can recognize as an almost shocking gesture of respect, the Elvenking inclines his head to the gathered Woodmen.
"Our journey here was swift, though not so swift that wise Radagast and I could not have counsel. I was reminded, then, of the Battle of Five Armies, and of the fact that all of us assembled, had we been alone, would have fallen to the Shadow that day.

This I say unto you; listen to the counsel of these brave warriors. Their words are wise. My own warriors will stand with you; the skill of the Woodland Folk with a bow is unmatched in Middle-Earth, and our warriors have experience contesting the Shadow in the days of old."

Radagast then chimes in.
"Speaking of these fine warriors...good Woodmen, you know me, and have for many a year. I, and these Elves, and this band of heroes here, are here to support your people, not fight your battles for you. Indeed, with the valour of the Woodmen such will hardly be necessary! It is my counsel that we keep this band of warriors in reserve, to counter any vile tricks or underhanded stratagems that the enemy might employ. Men mock the cunning of Orcs at their own peril! But let them try such things against the might of Eldar and Man united, and woe betide them."

At that, the war council resumes, discussing what to do. They agree that the farms should be pulled back and that fire should be used to trap and frighten the enemy. While Caunlaigdir's plan is bold, looking at their current manpower, they don't think they want to risk such an assault force. They do, however, like the idea of firefighting teams, and in fact dig some trenches in front of the hedge as they work, setting up a fire break. They are also able to rig some traps, though they simply do not have time to make them to the scale that Ayluin desired.

You lot spend the day ensuring that the Woodmen are ready to defend themselves. Many people come to you seeking advice on tactics and formations. If there is anything specific you would like to do, mention it in a spoiler and we will resolve it.

All of you gain an additional 2 Combat Advantage die that you may use in the coming fight due to your preparations.

Eventually, Woodmen scouts report in; the Orc warband has been sighted. It is large, but they have not yet made ready to attack. You all know, as do Thranduil, Radagast and some of the more experienced Woodmen, that they will attack at night.

Eventually, night fall. As it does, you make your way onto a covered platform near the palisade to better observe the battlefield, joined by Radagast, Thranduil and Bregdan. The sounds of clattering armor and weapons are heard off in the distance. After a minute, a large body of Orcs makes it's way into view. You can't quite hear them from this distance, but you can make out several distinct voices. The Orcs are not yet charging; clearly, someone (or several someones) is giving them orders.

Feel free to do any pre-battle things you might wish right now! Also, roll Battle checks to determine Combat Advantage!

The Orcs march forward slowly, the ones in front bearing stout shields. A rank of archers moves behind them. They will be in range shortly...but of course, these Orcs are not the match of Elves when it comes to archery, and the main body has finally moved inside the ring of combustibles. Thranduil raises one hand, barking a command in the Elvish tongue.
"Tangado a chadad!

It is now that you see how fearsome those of the Woodland realm can be. As one, with unerring precision, the Elves dip their arrowheads in waiting oil. They then raise their bows, but do not yet draw. A torchbearer crouches, moving swiftly underneath each of the upraised bows, pausing only long enough to light the oil on each arrowhead.

Thranduil speaks once more, hand snapping forward as he does.
"Hado i philinn!"

As one, the Elves loose. Some of the burning arrows find the flesh of Orcs, despite their shields. The others find their mark, lighting great fires. Many of the Orcs leap, startled and look about wildly, eyes betraying fright. Their ranks are in disarray, but still, they are forced forward by their captains, though much more unwillingly.

The battle is soon joined with a crashing of arms, and the screams of the injured and roaring of the Orcs. The Woodmen and Mirkwood Elves acquit themselves well, fighting with precision and purpose.

Awareness TN 14:
You notice that a group of Orcs has managed, in the confusion of the battle, to make it to a gate of the palisade. Though it is locked, the gate could eventually be battered down, which would leave the Orcs with another entrance and the ability to outflank the Woodmen. You must act quickly to stop them!


Yes! Devram is as well, just mis-posted.

All three are in front of Dustfingers but have yet to move into melee range with him. They room is about 20 feet north to south and about thirty east to west. So they're easily within point blank range of you.

Are you firing at the tendril-faced one or one of the others?


Thel, you are able to power up the systems. Strangely, it seems like despite this vast amount of storage capacity, it seems like all of the archival information was purged. It might be possible to find something, though...skilled as you are with computers, you know how difficult it is to truly delete something forever.

Success. We'll let everyone else have a go (though you can choose to pass if you can't think of anything to do) before you can roll again though, Thel.


The heady air wafts the scent of mildew and rot in this dingy room. Tiny bone carvings of horrific winged creatures lay scattered about room. A moldy blanket in one corner indicates this room was once inhabited. Leathery papers lay scattered amidst the rubble and shards of bone.

Perception DC 12:
There are two distinct shapes under the blanket, but neither is moving.

As you move into the room, the sobbing that you heard in the room with the demonic statue returns...louder this time.
You are both at -1 to your Will saves.

Unlike before, however, you do not hear only sobbing; though they are as whispers, you hear a multitude of voices, all at once. Some are whispering insults...others are begging for their lives. Still others utter limericks while some simply cackle with unfettered madness.

No source of these sounds is currently visible.

What do you do?


If the weapon is one handed then yes, although you would still need two hands to use it as a double weapon. That's what spellstrike is for, though :)


Your walk to the archive room is uneventful but, in many ways, profoundly disturbing. There is little light, though some of the daylight filters through windows still open to the outside. Though thick layers of dust are layered all about the building, they do little to hide the telltale carbon scoring from blasters or the cuts in stone and metal that you know could only have been caused by a lightsaber. As much as any place, this is the grave of the old Jedi Order.

Eventually you come to an open door leading into a large archive. Going through it, you find what once have truly been a magnificent archive. Enormous shelves hold enormous amounts of datapads and other information devices. In the center of the room is a large circular device, one similar to devices you may have seen that created holos of tactical maps or other visuals. Nothing in this room, however, seems powered; clearly nothing has been activated in this room in a long time.

At this point, you have all entered into a Skill Challenge! This is an optional rule from Galaxy of Intrigue. Essentially, you are free to do whatever you like. You must accumulate a certain amount of successes to succeed at your goal, which at this point is find whatever this Imperial faction was looking for. You are free to get creative. Some skills might not be relevant (I don't think, for example, that Treat Injury will be of much use currently). You may begin when ready and please let me know if there are any questions.


Dustfingers, you go to check underneath. As you kneel down, you catch the sight of glowing eyes and writhing tendrils on a rodent-like face. You hear three loud hisses before whatever is underneath the boiler rushes out at you!

DM Rolls:
Dustfingers: 1d20 + 6 ⇒ (15) + 6 = 21Renlo: 1d20 + 6 ⇒ (11) + 6 = 17Devram: 1d20 + 3 ⇒ (15) + 3 = 18Fifteen: 1d20 + 6 ⇒ (4) + 6 = 10Aurela: 1d20 + 4 ⇒ (2) + 4 = 6Luccia: 1d20 + 7 ⇒ (2) + 7 = 9Zoog: 1d20 + 2 ⇒ (3) + 2 = 5Dire Rat: 1d20 + 3 ⇒ (4) + 3 = 7

Initiative Order:

  • Dustfingers
  • Devram
  • Renlo
  • Fifteen
  • Luccia
  • Aurela

Enemies will be added as they act. Dustfingers and Renlo, you are up!


@rorek55- As far as the Spiral goes, I would say it applies as per normal. If there is a weapon in that weapon group that would normally count as a Finesse weapon under the feat tax rules, you may instead add your dexterity modifier to damage.

Herbal concoctions look okay to me.

@Loreli- the rules for archetype stacking exist specifically to avoid that sort of cherry picking, so I'm going to say no. I also doubt that studied combat will be wasted...sure, you might lean more towards social skills, but more than likely you will eventually take up arms. You can also talent it out at 9 to swap the damage bonus for an AC bonus.


@hustonj; rearrange as you wish.

@rorek55; Variant bond is fine as long as it's Paizo. If you'd do me a favor and link it to me so that I can look it over?
-Negative on Dragon Ferocity; Unarmed strikes are not Primary Natural Attacks.
-Monks are a weapon group as found on the Fighter page on the d20pfsrd.
-I'm not entirely sure what your question is regarding the Spear Dancer stuff. It doesn't look like Weapon Finesse has much to do with that unless you're talking about treating it like a light mace for the off-hand end. If you treat it like a light mace you can add your Dex to the attack for that end only.
Also to be completely honest one of the current players is an UnMonk/Druid so keep that in mind when crafting submissions.

@Loreli- Follow the normal rules for archetype stacking, no swapping out abilities.

Let me know if I missed you and I'll respond.


You open the door to the left. Mighty iron boilers crowd here, their pipes piercing the walls and ceiling. Shadows and rust fill the narrow gaps between the cold tanks.

Perception DC 10:
There is something glowing beneath the boilers.


The man grins a bit sheepishly, raking a hand through his sandy hair.
"Ah...well, I don't think they were after me, specifically. They had set upon a couple of the protestors and...well, I couldn't let anything happen to them. Looks like I bit off a bit more than I could chew. I should also...probably not wear my ring out in the open, eh? As you have so shrewdly divined, I am a Victocora. Rexus is my name and it would please me greatly to have you call me by that.

I was looking for some of you at the protest...I can only assume it's fate that you happened upon me and managed to rescue me. I suppose a bit of an explanation is in order, eh?

Until last week’s Night of Ashes, I was one of this city’s nobles. My parents’ estate burned to the ground that night— I escaped simply because I was studying at the Alabaster Academy during the fire. There
were other fires that night, as you know— fires that many believe were started by Barzillai Thrune or his agents in an attempt to squash any spirit of rebellion Kintargo might have.

Now more than ever we need that spirit of rebellion to stay strong, but Thrune’s actions have driven into hiding those who would stay strong and resist. Those who could once rally the city to a cause, such as Lord-Mayor Jilia Bainilus and my parents, are missing at best, and are more likely dead. I cannot do this on my own, but with the aid of talented citizens such as yourselves, I have hope that we can. Will you aid Kintargo? Will you save the city from the devil?"


Thel, after spending a bit of time, you are actually able to dig up archived blueprints to the Jedi Temple, kept in some old server from the Republic era that is somehow still functioning. There was quite obviously once a large archive, that held untold amounts of information as well as housed objects of import to the Jedi Order. That seems like the most likely place to begin your search.


Monk/Druid and Swasbuckler/Warpriest, but really, don't worry about that too much.


Chloe, some of the Dwarves, who have been stoic so far, actually stand up and cheer. You hear muttered comments about "proper Aesir fire", and Lodi grins broadly at you.

"It is decided! We will throw our lot in with you, then, young Scions. You can count the Dwarves of Bixby Knoll as your allies.

First off, you should stay and get some rest, if nothing else. You’ll need it so you can be ready for your trip...this organization you're after is not exactly local. Second, we can tell you a little about Fornjót Power Associates, if you haven’t looked it up online yourselves. We’ll do some digging and we should have information for you first thing tomorrow night. That should save you a little time. T

Third, we can offer you some weapons we stashed away. Dwarf-make. Maybe not as good as your divine armaments, but quality nonetheless.

Fourth, Ola has convinced us of the importance of your cause, so we have something else to help you out a bit."

At this, you notice the mirth leave the faces of a couple of the Dwarves, but most nod enthusiastically. Lodi continues.

“There’s a special band that we have— one of the copies of Draupnir, left behind by Odin a long time ago. We’d like you to have it. It’s gold of the highest quality. You could use it to fund your traveling, or maybe save it for something important. Up to you. Our aid, such as it is, is yours, young Scions. But come! Let us eat, and drink, and enjoy each other's company, as brothers and sisters against the Giants and their ilk.”

And at that, a great feast is soon ready for all of you; mead and ale of great quality, sausage and stew and pastries. Truly, a feast fit for heroes!

Do any of you wish to do anything specific before resting for the evening?


@Jereru- yes, this is the all divine caster group.


Re-Recruitment Notice

One of my players seems to have vanished! So I am looking for one more player to take his spot.

Build rules can be found on the first page of the Recruitment. Don't worry too much about what other people are playing. I will say that arcane casters or skill characters would, mechanically, be excellent fits.

By the time you are introduced to the group you will be Level 5. Standard Wealth by Level. Story-wise, we are in-between books 1 and 2, doing some side adventures.

Recruitment will be open for 1 week, so it will end on 2/27.

If you applied before and didn't make it in, you may apply again, either with the same character or a different one! Please ask if there are any questions.


Jego lays his hands on the man, uttering a quiet prayer and calling upon divine power to heal his wounds.

Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4

The man is clearly still injured, but some of the worst of his injuries mend before your eyes, and he wakes, albeit groggily. He looks around, clearly confused.
"W...where am I? What happened?"


Okay. I'll throw up a notice in Recruitment. If Johannes returns I'll welcome him back.


Sure.


Whoops I missed the heal check, sorry!

It appears that the man has been beaten unconscious. He is not bleeding out and would likely recover on his own with enough bed rest. Magical healing will clearly aid his recovery.


You are easily able to collect the corpse of the doppleganger in the basement, and leave it in front of the barricade as proof of your actions.

Turning north, there are two doors along the wall to the left, and three on the right. It seems as though the hallway to the north ends as some of the walls have apparently collapsed. Shortly before the collapse, there are doors on the left and right, and there is an opening in the hall on the right as well; it looks as though the room opens up that way.

Where do you go?


You all make your way to the other door. Johannes deems that it is not trapped. Opening it up, you find a relatively short hallway leading towards a spiral staircase going down.

Jian, you go forward first, and you notice something strange; a rusty knife. As you look at it, curious, the knife, as if snatched back by a string, flies down the hall, rising into the air...and coming to a stop in the hand of a man that none of you had noticed standing there before. He is wearing a hooded cloak of feathers, mumbling and knocking his head against what you can now tell is a blood-smeared wall. He turns to you, showing hollow, bloody eye sockets, blood dripping from his mouth. He pulls a small knife out from under his bird feather cloak and charges!

Jian Will Save: 1d20 + 9 ⇒ (2) + 9 = 11

Jian, you are able to see this for what it is, however. This is not real...this is merely the shade of a long-dead murdered still lusting for blood. This fragment rushes at you, attempting to use the knife to carve your flesh...but you simply know that it is not real, not substantial, and you are not harmed.

Ilysaria, you merely see Jian tense for a moment, and that is all.

Jian, you continue down the stairs. Eventually you come down to a cavern. Water fills some of the area below, and you can see, though it has fallen into disrepair, what was once a small dock; clearly, were you to follow the water, it would lead to the ocean outside. In the cavern, down the path from the stairs, there is a large set of doors with intricate bird carvings. Johannes inspects the area and deems that there are no traps.

What do you do?


In my opinion;

It is, at this point, your game. We can go either way! I will say that I would have a strong preference for an arcane caster/skill character, as that would allow me to have certain aspects of the game present that I would not if, for example, you don't have trapfinding.

It's fine if we don't, we'll make it work either way.

Also +1 for Salacious Jian.


Sorry about the delays guys, work has been nuts

The war council begins. Radagast and Thranduil sit in silent contemplation as the situation is explained. Woodland Hall is, itself, quite defensible. The area in general is protected by a tall hedge and a stout stockade. The actual building is located atop a hillock, three sides of wish have been made sheer by the work of Men. The true difficulty they will face, they think, lies in defending some of the outlying areas. The easiest way into the Woodland Hall is through a gate, one defended by a palisade. The Orcs are likely to attack there. They will surely attack at night.

What is your input to this war council?


He seems to struggle with the idea of it for a moment, then reaches into his leather vest and pulls out his phone. He exchanges contact information with you.
"I suppose that's as good an option as any; if I'm lucky maybe some of my sins can be wiped away through this."

You see a change come over him, bits of hope peeking through what had been a roughshod, resigned demeanor. Assuming you let Schmitty go, he takes his leave of you; his reasoning is that the Dwarves won't take kindly to his presence there.

Erika, you feel somehow connected to Schmitty now, almost as if the bonds of Fate are now tying you together...

You have gained a Fatebinding to Schmitty at Strength 4.

As he leaves, Ola asks you all to come back inside once more; apparently, while you were having this tete a tete with Schmitty, the Dwarves were conferring, figuring out what to do, and they have made their decision, but wish to hear from you once more.

As you return to the downstairs area, the Dwarves have traded their coffee for bottled beer. You are offered some, if you wish. Lodi is seated in his easy chair, then stands as you enter the room, speaking almost ceremonially.

"Well, now. As is always the case with the Aesir, you are in the thick of it now. Tell me, what are your plans?"

One person may relate your current course of action; the person who does, please roll Charisma+Presence


Renlo, at your diatribe, the man speaking to you blinks, running his hand through his hair and frowning, looking for all the world like someone overwhelmed with the work ahead of him.

"We've....had problems with the doppelgangers. I let some people in here, apparent refugees like yourselves, and then they started killing. I'm sorry, but as it is, I just can't trust that you are who you say you are. I'm going to need some proof.

There are more doppelgangers out there, I'm sure. Bring me the corpses of three of the bastards and I'll know you lot are on the level. Then you can come to our camp, rest, and maybe you and Winter can figure out some type of plan. That's as fair a deal as I can offer."


There isn't much around, Tilorean. The register has long been emptied and there are no signs of recent habitation. The man you brought with you has been beaten unconscious, and has yet to wake up.


I am of course still into running. Work and life have been hectic so my time has been limited but I have no intentions of stopping.

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