Frozen Whispers (adventure)

Brain said:
ooc: I'm interested in what the game effects are

OOC: The draft will be treated physically like a potion. The effects will be different for each character. The following applies to Slyfen only: You will be affected as by resist energy [fire] 10. Additionally, you will have +4 to Str and -4 to Dex. All of these effects will last 1d10+10 rounds.
 

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Nac Mac Feegle said:
OOC: What are the effects on Hardin?

OOC: Hardin will be affected as by stoneskin, but with a duration of 1d10+10 rounds or until discharged at 50 points of damage prevented. During the duration of this effect, any creature within 30' of Hardin (not including Hardin himself) must succeed on a DC 13 Fortitude save or be Nauseated for 5 rounds. Each creature only needs to make 1 save, and can't be nauseated twice.

Caveat: remember that not all creature types are vulnerable to this kind of effect.
 
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OOC: We can move out as far as I am concerned. Perhaps we can assume that we quietly pay our respects and head back towards Blue Rock Lodge?
 

On your first day of travel back to Bluerock Lodge, a wicked wind whips up. It brings cold air with it, lashing your clothes around you and chilling you to the bones. You are almost grateful to enter the strange environ of the Timberway Forest again, because it breaks the wind.

On your 4-day journey back to the trail to the lodge, you feel more confident than before. Although you now know the gravity of the danger surrounding you, you feel that knowing is better than not knowing. You are careful of where you camp, and you take appropriate precautions against night-time ambushes. Once or twice you hear some rustling in the woods outside the circle of light cast by your campfire, but on inspection, you don't find anything. The days are completely uneventful.

When you reach the trail leading to the Bluerock Lodge, you turn down it. It winds to the east, then turns gradually to the north and takes on an upward slope. After following the trail for around 20 minutes, you see a clearing up ahead. Through the trees, you can see that the lodge sits on a promontory. You don't immediately spot any threats around the lodge. However, it looks quite unwelcoming. The door hangs loosely open on its hinges and no smoke curls from the chimney.
 

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Quietly unsheathing his bastard sword, Eolan leans down and whispers to his companions, "I mislike those cliffs there, perfect spot for an archer or ten to rain down some feathered death." Pausing a moment, the knight continues, "I better yet, those sling bullets of the foul fey, eh?"

Rest his blade on his shoulder, the red-haired warrior suggests, "Old Orlan and I are willing to serve as a diversion or bait, would you have us charge into the open . . . killing field? This I shall gladly do for you my friends."
 

Galieo said:
"I mislike those cliffs there, perfect spot for an archer or ten to rain down some feathered death."

OOC: The map is a bit poorly drawn there. The area to the north is actually below you. In other words, the lodge is at the top of a cliff, not the bottom.
 


Slyfen huddles up with his friends and gives his advice. "Let's spread out in this clearing a bit and make sure there isn't anyone outside the lodge before we check it out." He starts sneaking along the edge of the wood to the right to get a better view of the side and the back of the place.
 

Belisha takes out her crossbow. "My ability with the crossbow is not the best, but I'll do as best as I can." She sends Narkus up to see if it can spot anyone hiding.
 

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