female Human Ranger 1
Looks like they have the big bug well in hand, Kylma thinks to herself. That leaves the little ones. Crap. She sweeps the torch low against the oncoming mass of little biters, falling back to stay out of their reach. 1d20 ⇒ 20 for one point of fire damage OR...
female Human Ranger 1
Seeing the others lining up behind or beside her, as the dwarf suggested, she turns and gives him a nod. "I guess we're ready, then." She holds the torch up and goes slowly into the room, her eyes darting from floor to ceiling, looking for any signs of danger. Perception 1d20 + 6 ⇒ (8) + 6 = 14
female Human Ranger 1
"Someone's been here already," Kylma says. "And something's been inside. Looks like an animal." Tracks:
Knowledge nature? to identify the tracks. 1d20 + 5 ⇒ (5) + 5 = 10 and 'animal looks like about as much as I can tell. She lights the torch, holding her axe in her other hand, and steps carefully towards the NW arch.
female Human Ranger 1
Kylma dismounting stiffly, listening to Kilain's complaint and decides she must be at least part dwarf. There's just something unnatural about sitting on something's back for hours and miles. When she has shaken the feeling back into her legs, she frowns at the tower. "It'll be better if we all can see," she says. She holds her axe in one hand. In the other, she holds a torch, ready to light, as she walks slowly across the rubble towards the entrance, her eyes scanning the ground around and ahead of her. "So this is it." Looking for tracks: Survival 1d20 + 7 ⇒ (12) + 7 = 19
female Human Ranger 1
ooc:
@ Kilain: Yay, full hit points! Thank you!
as a reward: [spoiler=ooc with an end bracket. "Thank you, my friend," Kylma says to the dwarf, as her wound closes, leaving barely a scar. ***** She rides easily, her eyes scanning the landscape for any sign of a threat, or a meal. As she rides, she talks easily with her companions, the shared danger having broken any reserve she had held to.
female Human Ranger 1
ooc:
7/12hps Kylma scowls at the sky and mutters dark curses in Kellid at the rain as she feeds her horse, but she brightens considerably after skinning the dire-wolf. While it's too cut up to be worth much, it makes a satisfying trophy. Shortly after, she saddles up, and though she winces getting into the saddle, she grins. "Off we go to Targen's hold, then!"
female Human Ranger 1
Kylma looks at Kjell with unreserved admiration. She knew she had fought well, but the big Ulfen had cut the things head off like something out of a fireside tale. She stared for a moment, and then shook her head, looking away. "Yes, they often hunt in packs," she said, her voice a bit shakey. Well, now you sound like an idiot, don't you? She walks slowly around the fire, stopping when she reaches Kilain. "My thanks, friend, to you and your God." Yup, that's what you get for rolling 2 20s the first time she's seen you fight. Of course, she's got expectations now.
female Human Ranger 1
For a moment, Kylma and the dire wolf are wrestling each other for her axe, both of them bloody and snarling. The wolf tries to shake her loose, but she steps to the side, twisting the axe out of its grip and slashing another bright red gash in the beast's hide. Power Attack 1d20 + 5 ⇒ (18) + 5 = 23
If feasible, five-foot stepping to get the wolf between me and the camp (hopefully gaining flanking with Kjell when he arrives). If not, we'll get there if there is a next round.
female Human Ranger 1
When it's my turn. "Gorum's blood, we're attacked! Here!" Kylma yells, bleeding badly. Standing, she swings her ax at the thing. Activating Freebooter's bane which gives everyone+1 to hit and damage against the thing, and power attacking. 1d20 + 5 ⇒ (13) + 5 = 18 Damage 1d12 + 10 ⇒ (7) + 10 = 17
female Human Ranger 1
"That seems fair," Kylma says. As an added precaution, she sets a simple tripline around the perimeter of the camp, connected to an empty pot, to give a warning.
female Human Ranger 1
Survival to forage during the day 1d20 + 6 ⇒ (3) + 6 = 9 Looks like we are eating rations. The days ride was long, and Kylma gratefully dismounts. The land has proved barren so far, yielding little in the way of food or water. At least with the patches of forest, there is plenty of wood for a fire. As the sun sinks low, she gets a fire started, building it up high. She sits on her bedroll, with a blanket pulled around her shoulders to keep the chill wind off her back. "I'm Kylma," she says. "A hunter and warrior of the Frostwolf following. I'll try to throw a big shadow"
female Human Ranger 1
Kylma heads out to the stable with the others, mounting a horse a little unsteadily and trotting out into the sun. "You're right, Kjell, was it? Best thing would be if we can get close enough to scout it out tonight, then go in in the morning," she says, and looks up at the sky. "If we're lucky enough to have a moon."
female Human Ranger 1
Kylma listens, her face set, until the 'boy' speaks. That is when she sees that he is not actually a boy, but a halfling. A scowl of surprise flashes across her face for a moment, but then she chuckles softly. "They're sending us because nobody'll mind much if we die," she says. "Though I expect they'll find prettier words to tell us so."
female Human Ranger 1
With the Guard Captain:
Kylma met the captain's stare with cold blue eyes of her own. She waited a long moment after he finished speaking before she replied, her voice icy and rough. "I'll go into Targen's Hold, yes." She smiled, on one side of her face only, the right side being too damaged to lift the corner of her mouth. "I am Kylma, born of the Frostwolf following. There is no one place I call home. Like all true Frostwolfs, my home is with my band. As for this quest, fighters, archers, scouts will be wanted. I am all of those things. I offer my bow, my axe, and my skills as a hunter and a trapper."
Kylma comes into the bar a bit later, having spent the day checking traps in the back country and only meeting with the Guard Captain a little after dark. She kept her chin up and refused to look at the ulfen. She had noticed him eyeing her before, but she had long since grown accustomed to people watching her. She knew no one would admire her for her beauty again, but they would respect her prowess in battle. The dwarf and the Qadiran, she acknowledged with a nod, took a pint from the bar, and sat at the table with them. Kylma is only sullen and grim on the surface. She's young and proud and thinks that all anyone sees is white hair and a terrible scar. At the least provocation, the friendly and warm side of her will reveal itself, and if she thinks anyone's actually listening, she will talk freely about her life and her past.
If we're going to go ahead and use Heldren as it appears in the AP, then I think we don't want to do too much actually in the town. Unless we want to treat it is Generic Fantasy RPG Base Town #2745.
pavaan wrote:
>Big Hug< thanks for the snacks!
OK ... done. backstory: Not all the tribes of Numeria have given up the old ways. The Kellid of the Frostwolf following still held to the traditions, following the game and crafting fetishes, living the hard life that their people had lived for thousands of years. Kylma was an unusual child, born with white hair and impossibly pale eyes. Despite the dire predictions of some of the tribe, she was not left to die in the snow. Nor did she grow up to be a witch, or to cause the land to wither and trap the world in endless winter, or drive the game away so the people starved. She grew up fierce and proud, and fought anyone who spoke ill of her or her family. She hunted and trapped from the time she could handle a bow, and learned to fight with sword and axe as she grew stronger. Maybe she was cursed, or maybe it was just bad luck, but when she was in her teens, famine came. A series of hard winters drove the game away, and the clan grew desperate. At last the chief, in desperation, was convinced that they must try everything, including ridding themselves of the white child. On the banks of the Sellen, she was sold to a pirate Captain who thought the exotic-looking girl would bring a good price in the decadent markets of Cassomir. The first night she was on the ship, one of the crew went to her. He came out bloody and beaten nearly to death. The next night, another went with a dagger. He came back without his dagger, beaten as badly as the first. The third night, the captain went to her. He did not attempt to force himself on her, but discussed her future with her. It was clear that she would not make a good concubine, and the scar the second pirate's knife had left across her face had ruined whatever value she may have had. For five years, she sailed the rivers, fighting alongside the pirates. It was not so different from being part of a tribe. Though she would laugh when her shipmates teased her about the disfiguring scar, any remark about her white hair would earn a cold glare. A second remark was enough to earn her hatred. A handsome bard hired the ship to take him to Cassomir, and he sang for the crew. Kylma heard his voice and fell in love instantly, fiercely. Still, it was several nights before she could bring herself to speak to him, and more nights before she could tell him how she felt. There had been much to drink that night, as they sailed through the Verduran Forest, and she was surprised above all by how easy it turned out to be. He didn't seem to mind the scar at all. In the morning, though, he laughed and told her he had only done it out of pity, and so he could say he had had a white-haired Kellid. She left most of him in bed, but took his head with her so she could look at his face whenever she wanted, and remember never to love again. She knew the captain would have to kill her, for the payment was waiting in Cassomir for the bard. She slipped off the ship and swam to shore, wandering through the forest and into the warm scrub lands beyond, hunting and trapping and trading furs in the smaller villages she passed. By the time she came to Heldrin, there was nothing left of her lover but his skull.
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