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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9595706" data-attributes="member: 20323"><p>GM POST</p><p></p><p><span style="font-size: 22px">Termalaine</span></p><p></p><p><img src="https://media1.tenor.com/m/4scEUY5ZUkoAAAAd/termalaine-icewinddale.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="640x360" style="" /></p><p></p><p>[SPOILER=Map of Termalaine]The haversack token loosely represents your party.</p><p>[URL unfurl="true"]https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay[/URL]</p><p>[ATTACH=full]397313[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>Creeping through the gem-encrusted mines, every sound is intensified, every crackle of ice or crunch of snow a chance to be discovered. At last, you exit the caves, beholding Termalaine's palette of washed out whites, greys, and blues. You've made it out undetected by Wahorna and the cultists of Auril. In the wake of the night's snowstorm, a thick layer of fresh snowfall covers the ground. A trail leads down from the mines-in-the-hills towards the lakeside buildings.</p><p></p><p>Termalaine is a picturesque town between the shores of Maer Dualdon and a forest of tall pines. Buildings boast window shutters, rafter tails, and door handles carved with wizards, homunculi, tigers, and smiling djinn. Skeletal hulls of boats line the streets – shipbuilding drawn to a standstill by the unnatural weather freezing over the lake. The charm of the town is fast dispelled by the icy claws and teeth of cold winds sweeping down from the north and cutting through your layers of clothing.</p><p></p><p>It is what would once have been pre-dawn hours (7 AM) before the gloom settled over Icewind Dale. People preparing for market are illuminated by the glow of hearths from the windows and the rare street lantern that is kept lit. Most of the lanterns are frosted over and dark.</p><p></p><p>And somewhere in Termalaine, the cold-hearted killer is afoot...</p><p></p><p>[GM]As you put distance between yourselves and the mines, I believe your plan was to take a Short Rest, which you can do now. Just a house rules reminder:</p><p></p><p>Short Rests are 10 minutes of catching your breath. You recharge short rest "powers." You can spend a number of Hit Dice up to your proficiency bonus (2). And reset any death saving throws.[/GM]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9595706, member: 20323"] GM POST [SIZE=6]Termalaine[/SIZE] [IMG size="640x360"]https://media1.tenor.com/m/4scEUY5ZUkoAAAAd/termalaine-icewinddale.gif[/IMG] [SPOILER=Map of Termalaine]The haversack token loosely represents your party. [URL unfurl="true"]https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay[/URL] [ATTACH type="full" alt="Screen Shot 2025-02-21 at 4.02.59 PM.png"]397313[/ATTACH] [/SPOILER] Creeping through the gem-encrusted mines, every sound is intensified, every crackle of ice or crunch of snow a chance to be discovered. At last, you exit the caves, beholding Termalaine's palette of washed out whites, greys, and blues. You've made it out undetected by Wahorna and the cultists of Auril. In the wake of the night's snowstorm, a thick layer of fresh snowfall covers the ground. A trail leads down from the mines-in-the-hills towards the lakeside buildings. Termalaine is a picturesque town between the shores of Maer Dualdon and a forest of tall pines. Buildings boast window shutters, rafter tails, and door handles carved with wizards, homunculi, tigers, and smiling djinn. Skeletal hulls of boats line the streets – shipbuilding drawn to a standstill by the unnatural weather freezing over the lake. The charm of the town is fast dispelled by the icy claws and teeth of cold winds sweeping down from the north and cutting through your layers of clothing. It is what would once have been pre-dawn hours (7 AM) before the gloom settled over Icewind Dale. People preparing for market are illuminated by the glow of hearths from the windows and the rare street lantern that is kept lit. Most of the lanterns are frosted over and dark. And somewhere in Termalaine, the cold-hearted killer is afoot... [GM]As you put distance between yourselves and the mines, I believe your plan was to take a Short Rest, which you can do now. Just a house rules reminder: Short Rests are 10 minutes of catching your breath. You recharge short rest "powers." You can spend a number of Hit Dice up to your proficiency bonus (2). And reset any death saving throws.[/GM] [/QUOTE]
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