The Fey, the Far, and the Ugly Space In Between

End of Session

* Bonds – 3 bonds resolved so 3 xp:

Saerie has much to teach me about the ways of the world.” I could have likely resolved this multiple times before but I’ve got a nice body of work put together at this point. I’ve now scouted successfully multiple times on the strength of her teaching me about the wilderness of these frozen highlands.

"I will make a powerful ally in this world for the Feywild elves." The Frozen Wind of the North, the White Wyrm Averandox is now an ally of the Feywild elves.

“I will show the merits of mercy to our goblin companions.” I did show them the merits of mercy in not slaying our captive. They were not convinced and proved themselves unreachable with respect to mercy so it was imposed upon them. I now know their inner workings. I will no longer try to teach them the finer points of morality. They understand only force and strength. They are betas and I’m the alpha. They want it that way and so it shall be for as long as they are with us.

My three new bonds will be:

“As an elf, Saerie should know more of the mysteries of magic than she does. I will teach her all that I can.”

Three Bird possesses powerful nature magic. I will learn from him what I can.”

Our goblin companions tested the boundaries of my authority over them. I will assert my place as their alpha.”

* Alignment – "Use magic to directly aid another." Indirectly but not directly. Looking forward to this one in the following day.

* Did we learn something new and important about the world?

There is a Fey Crossing smack in the middle of the Coldlands that cuts dead into the heart of the Vale of the Long Night, the territory of the Winter Fey.

1 xp

* Did we overcome a notable monster or enemy?

The Fey Knight was powerful but probably not notable. A Braelani of the Winter

1 xp

* Did we loot a memorable treasure?

The winter staff (can’t think of it’s name at this second and don’t feel like looking it up!) from the Braelani is certainly notable!

1 xp

12 xp total.

Level Up

12 xp

Current level 5 + 7 + = 12 xp needed to level

12 - 12 = 0 xp and I level up.

Subtracted 12 xp to level and marked off a ration. I put + 1 in Str so I'm at 9 which is now + 0 rather than - 1. I took the Master’s Bladework as my new move which gives me 3 techniques on a 10+ and 2 techniques on a 7-9. As level 6, I now cast spells as a 3rd level Wizard so I get a new spell, 3rd level or lower. I’m taking Fireball. I’ll attach my updated character sheet later.




I thank Three Bird for making this easy. Clearly the magic of the Monocle is powerful to have so easily convinced him. I silently give thanks to Averandox for such a useful gift. Before I go downstairs to rest, I promise Three Bird that we will see as many of his people out of this danger as we possibly can. Then I check on Saerie and see if she would like me to stay and watch over her meditations. If she does, then I will stay and watch over here as I meditate myself and rest. If she does not, then I will go downstairs and check on everyone down there. I’ll give Exel and Xanob their allotment of rations and I’ll take my meal with them. When we’re finished, I’ll tell them “…quiet your minds and find rest. This coming day will be the ultimate test of your skill at arms. Kord will be watching closely. Do not disappoint him…or me…”

With that, I’ll get in my spellbook and Prepare Spells. 3rd level caster + 1 worth of spells. I will prepare Invisibility and Fireball. When finished, I’ll quietly meditate, visualizing the coming battles in my mind. I see the warriors and blood magic allied against us. I see their tainted spells. I see their jagged steel. I see the black tower and my mind wanders to the horrors inside. I will be prepared. Bolster giving me 1 Preparation.




After Rest and Level Up:

Otthor level 6


HP 21/21
AG 2
AM 0
DR 2
XP 0

Con Debility: -1 ongoing to Con until 3 days rest and recover.

** UPDATED WITH CHARACTER SHEET
 

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I tell Otthor that I’ll be ok and I’d like him to check on our companions and make sure things are ok down there. I bid him goodbye and set about my ritual.

I paint my face and body with the sacred earth as Wandering Wolf directed.

I perform the chant with the bowls.

My breathing is steady and rhythmic.

[sblock]Spirit Sojourn (Wis)
3, 3 + 2 = 8

I cross over into the spirit world and find signs of Lucky’s passage.[/sblock]

Per Manbearcat
You feel the anchoring body release your spirit from its material restraints. Your sight becomes diffuse as a collage of incoherent shapes and colors are all you can take in. They coalesce thereafter into the form of a prismatic serpent. Voicelessly he opens the gates to the spirit realm and ushers you through.

From clouds you fall as a thousand drops of rain. When you meet your terrestrial destination, you are the earth that bears the tracks. Soon after you are a bipedal creature…a wolf perhaps. The familiar tracks and smell of your canine companion fills your senses. They lead from open terrain into a deep, dark wood that seems filled with eyes.

The air is thick with another smell. Fear.

Is something hunting Lucky? Are there signs of other creatures about?

[sblock]Discern Realities (Wis)
1, 5 + 2 = 8

1 question and + 1 forward when acting upon it.

Who is really in control here?[/sblock]

Per Manbearcat
There is a trail of translucent pink slime that is so very faint. It follows Lucky into the forest. But there can be no aberrations in this place. The Far Realm has no access to this place.

Lucky, directed by his own powerful terrors, is living out his personal nightmare.

I will find my dear friend and quell his fears. Nothing can hurt him in this place. All that exists here is that which you bring with you.

[sblock]Hunt and Track (Wis)
3, 5 + 2 = 10

You follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 10+, you also choose 1:

Gain a useful bit of information about your quarry, the GM will tell you what.

Determine what caused the trail to end.[/sblock]

Per Manbearcat
Both sets of tracks breach the arboreal depths, twisting downward in a circle into the ancient depths of a valley. Sunlight nearly blotted out by the dense canopy, the land reveals to you the spirit of your former companion. Lucky is cowering in a notch in the trunk of an absolutely massive tree. The slime trail circles around behind the tree.

Soon after you hear a THUD and the cracking of wood as the tree shudders under a tremendous force. Form mostly obscured from your sight, the familiar tendrils of the creature at World’s End Bluff begins to entwine Lucky’s tree…

Give me your next action declaration later. We’ll pick this up then.
 

With the understanding that Lucky is tormenting himself and will forever do so if the loop is not broken, I throw my head back and deliver a moralizing, familiar howl.

"Lucky, do not cower! Come to me! This nightmare is of your own doing my friend! We will banish it together so you may finally be at peace!"

[sblock]Parley (Cha)

My leverage is the promise to release Lucky from his perpetual nightmare. Also, it is me. He knows and trusts me.

4, 3 - 1 (+ 1 from DR) = 7

They do what you ask if you first promise what they ask of you.[/sblock]

Per Manbearcat
Lucky's head immediately perks up at the timbre of your familiar howl. He slowly rises and looks to take a step out of his protective cubby in the tree...when suddenly...SLAM. Again, the illusory tendril shakes the foundation of the tree, splintering Lucky's spirit as it does bark and wood. Your canine shrinks back and looks at you simultaneously with fearful, pleading eyes.

FYI - While all of this landscape is illusory and of the devising of the spirits that make up this place...that doesn't make mental fortitude any less important. You can be killed by your own illusions, or those of others, here...

Lucky put his life on the line for me. I will put my own on the line to get him out of this hellish dreamscape that he has afflicted himself with. On four legs I lope forward, eyes locked with my friend. I speak to him nurturingly.

"There is no monster my friend. Let me show you."

I walk up to the tree and do a full circuit around it...hoping that I arrive on the other side unharmed with the illusion dispelled!

[sblock]Defy Danger (Wis)
6, 1 + 2 = 9

Success but a worse outcome, hard bargain, or ugly choice.[/sblock]

Per Manbearcat
You round the tree. The creature from the common hall back in World's End Bluff is there. Its massive tentacles coiled in the air like vipers waiting to strike. And strike they do...a pinkish, see-through appendage comes down upon you...

...your will, steeled against it, holds. But you are shaken by the intensity of the memory and the visceral emotions, somehow augmented by this place, that come with it.

[sblock]take - 1 forward when dealing with Lucky.[/sblock]

You reach the other side. The thundering of the tree has stopped. The gloom-wrought, oppressive, terror-stricken forest takes on a luminous cast. Rays of light penetrate the canopy and the forest seems to breathe life again as a gentle breeze rustles through the greenery.

Lucky rises on strong legs and sniffs the freshened, forest air.

I smile a welcoming, lupine smile and lick him as he wakes fully from his nightmare. "This place will forever be your sanctuary my friend. You deserve such beauty, light, and warmth. I am so glad you have it. And you will always have me. I will visit you here when I am able. Can I call upon you to visit me in the material world? The primal spirits of that world will allow you to return to my side if our bond is strong enough."

Per Manbearcat
He licks you back, and in that gesture you know that he will proudly answer your call.

Here you go. Modified version of the Elf Move:

[sblock]Animal Spirit
Name and describe the special animal spirit to whom you have bonded. When you summon this animal spirit in the wilderness, roll +Wis. On a 10+, choose three. On a 7-9, choose one.

* Your spirit is cunning and adds +1 when you discern realities.
* Your spirit is your hunting partner and adds +1 when you Hunt and Track.
* Your spirit moralizes you; add + 1d4 when you are healed.
* Your spirit protects you; it adds +1 armor.
* Your spirit loves a good game of fetch. Following combat, your animal spirit always locates 1 expended ammo (add this back to your total).[/sblock]

Awesome!

I tell Lucky to rest. I will call upon him in the morning and he will once again be with myself, Rawr, and Otthor. I nuzzle him once before I disappear into the dreamscape. I return through the Soul Serpents gate and re-inhabit my material body with a gasp.

I slowly rise, a bit wobbly, and regain my senses. To Three Bird and Wandering Wolf I somewhat absently exclaim "...I found him...he will return to us...I have to tell Otthor."

I go downstairs and share a hug of exaltation with my friend and relay the wonderful news to Rawr and the goblins.

I'll update my Rest ,End of Session, and Level Up later.
 

End of Session

* Bonds – 2 bonds resolved so 2 xp:

Otthor does not understand the wilds of this place, so I will teach him.” I have taught Otthor many things about the frozen wilderness of this place. He has learned of the flora, the fauna, the dangers and the beauty. Under my tutelage, he has successfully performed the role of scout for us, helping us evade predators and natural hazards alike. I am grateful for the opportunity to teach such a bright understudy.

"Otthor had bonded with Lucky. I will find Lucky’s primal spirit so the two may be together again." I ventured into the spirit realm, found our tortured friend, released him from that torture and reunited him with us.

My two new bonds will be:

Otthor is the finest warrior I have been graced to fight alongside. His skill inspires me."

“The long, hateful memory of the Winter Fey will trouble us in the future, I am sure of it."

* Alignment – "Defeat a tyrant." The Winter Court is tyrannical if nothing else. The haughty, imprudent, presumptuous Bralani is a powerful noble and frozen sorceress of the Vale of the Long Night. She is not used to her dictates being paid no heed. I have to admit, I was glad to spite her with both words, actions, and her freely flowing blood.

1 xp

* Did we learn something new and important about the world?

There is a Fey Crossing smack in the middle of the Coldlands that cuts dead into the heart of the Vale of the Long Night, the territory of the Winter Fey.

1 xp

* Did we overcome a notable monster or enemy?


A Bralani of the Winter Court.

1 xp

* Did we loot a memorable treasure?


The Covenant of Winter staff from the Bralani!

1 xp

12 xp total.

Level Up

12 xp

Current level 5 + 7 + = 12 xp needed to level

12 - 12 = 0 xp and I level up.

Subtracted 12 xp to level and marked off a ration. I put + 1 in Wisdom so I'm at 17 now. I took the modified Elf Move we talked about above, Animal Spirit. Updated character sheet attached.




The day has been long and exhausting. I have little left in my legs when I settle in for the night to eat my rations. I take an hour for contemplation and communion outside, Bolstering my spirit for what is to come. I listen to the wind, take in the scents, and feel the cold, crunch of snow on the souls of my bare feet. Tomorrow we battle the Far Realm taint, either to their end or our own. I can feel the blessing primal spirits of this world blessing our quest; 1 Preparation. The fuzzy warmth of Rawrs head appears, as it often does, under my right hand, hankering for a scratch or two. I smile as I look at my huge friend. I give him a scratch behind his ears. "Oh to be a bear and have the world so simplified...you are a treasure my dear friend. Let us rest." We head in.

In the morning I summon Lucky and watch the lovely reunion between friends.

[sblock]Animal Spirit (Wis)
5, 4 + 2 = 11

* Your spirit moralizes you; add + 1d4 when you are healed.
* Your spirit protects you; it adds +1 armor.
* Your spirit loves a good game of fetch. Following combat, your animal spirit always locates 1 expended ammo (add this back to your total).[/sblock]




After Rest and Level Up:

Saerie level 6

HP 18/21
AG 0
AM 1
DR 21
XP 0
 

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Three Bird leads you on what would be a harrowing journey were he not here to guide your path. Deadly perils in the form of crevasses, narrow trails overlooking cloud-covered falls, giant avian predators, and stalking quadrupeds abound. By the tail end of the morning, however, you've reached your destination.

He leads you on your bellies up a heavily pitched, snow-covered face. Slithering and finally cresting the top, you see many acres of wide-open, unobscured land, with knee-deep (or worse...) snow covering it all. Following a winding trail that cuts through the center of it are 5 men, all adorned in furs and wielding feathered spears. One of his three falcons lights down on his arm and relays information to him. Saerie, you can make it out (obviously), but he relays it verbally to everyone.

"I know those men. They are my people. They must have formed a search party for the lost women and children. They would have come back long ago so everyone will be on edge in this place. Ten people don't go missing...and if they do, it means something...something dangerous is out there...perhaps coming their way."

He points to one of his falcons circling the mountain as it rises up from the snow-covered ground (perhaps 3 * Far range). Its face is pocked with 3 openings, separated by 70 - 100 meters, each manned by a squad of 5 sentinels. Well beyond and above, you can see the black obsidian tower jutting skyward. "Slaves are kept in the cave on the far right. Your refugees will be there."

Referring to the falcon; "His eyes are my own. This level of watch is not normal...and the men guarding the caves are not men of my clan. They all bear the 'the black sphere with red eyes'. It is the mark of Ranyon Argoth and his otherworldly patron..."

He looks to you both gravely, signifying that this is going to be very violent.
 

I quickly and quietly entreat Three Bird to communicate with the men before they get too far away. They can either be allies for us against Ranyon Argoth's men or they can be more enemies and needless collateral damage. "Do you command a level of respect or authority amongst your people that those men would join our side at your behest? Can you shapeshift into an animal and draw them back here behind cover for parley? If not, I have arcane magic that can render you invisible so you can get close enough to them to talk, unseen by the watchful eyes of Argoth's sentinels."

I'll wait to Cast a Spell - Invisibility - until after you respond with what Three Bird thinks. Regardless of what Three Bird thinks, my mind is looking ahead to the imminent battle, thinking how we can handle all three fronts simultaneously. I can possibly use Invisibility to get us close. If I can get a Fireball off, I can probably outright level one of the groups.

I'm scanning the mountainous slopes directly above the caves. I point out the terrain features to Saerie. Quietly I whisper "...does that snowpack on the slope above the middle cavern look unsteady to you? Do you think a collapse could be safely triggered?"

[sblock]Decades of Experience from Saerie for + 1.

Discern Realities (Wis)
4, 3 + 0 (+ 1 from DoE) = 8

1 question and + 1 forward when acting on it.

* What here is useful to me?[/sblock]
 

This all happens after whatever occurs with Three Bird and the men of his clan, if anything...

Also, the below is assuming that Lucky can come with me up top. As a spirit, is he basically insubstantial or incorporeal and capable of masking his presence from others or manifesting at will? Or is he more or less corporeal while he is on the material world? Basically if his presence would give me away, I'll have him go with the assault group attacking the left cave. If not, he comes with me.

[sblock]Mark 1 xp for successful use of Decades of Experience.

Playing off of Otthor's Discern Realities success...[/sblock]

I shield my eyes to take the edge off the snow-blindness glare and peer hard at the slope above the caverns. Otthor is right. The snowpack over the middle cave does indeed look like it could be safely triggered...by someone with expertise. "Good eyes my friend. If your invisibility magic can conceal me, I can cross the open tundra and range up into those mountains. I'll need a little bit of time to get into position, but it can be done. Three Bird, can you instruct one of your falcons to perch on the overhang. When I am ready I will call to it in its language and it will take flight. That will signal to you to dismiss the spell upon me and cast it upon yourself Otthor. I will wait, say, ten minutes? That should give you time to get into position to unleash your Fireball on the right group, Otthor."

I point to a series of rocks not far from the entrance to the right cave. "I'll be looking for the sudden glow of your gathering Fireball there. As soon as I see it, I'll trigger the avalanche. With luck, we will only have the far left group to engage with. The rest of you, you included Rawr, can flank to the far left and engage the remaining enemies when all hell breaks loose. With my sniper's nest and Otthor joining your fray after he has cleaned up, we should be able to dispatch our enemies with minimal exposure ourselves."
 

I quickly and quietly entreat Three Bird to communicate with the men before they get too far away. They can either be allies for us against Ranyon Argoth's men or they can be more enemies and needless collateral damage. "Do you command a level of respect or authority amongst your people that those men would join our side at your behest? Can you shapeshift into an animal and draw them back here behind cover for parley? If not, I have arcane magic that can render you invisible so you can get close enough to them to talk, unseen by the watchful eyes of Argoth's sentinels."

"These men know our falcons." With that, he makes an unfathomable screeching sound that ends in a complicated up-turn. The men stop in their tracks. One of the falcons flies low and comes in to softly land on the upraised arm of one of the men. The falcon deliberately cranes its head to your position and then flies off toward you, landing on the arm of Three Bird on the other side of the hill's ridge.

The men share looks with one another and then make for your position. When they crest the hill and lay eyes upon all of you, Three Bird wastes no time. "The women and children are safe back at our lodge. These Outlanders saw to that. I cannot make you believe their words, but Wandering Wolf and I have seen what they have seen first-hand."

He looks back at both of you and then turns to them. "Ranyon Argoth intends to bring a terror from another world to our home. I think that was his intent all along. His unnatural magic has bled the earth and the sky long enough. Now we will bleed him."

These are proud men. They may be convinced of Three Bird's sincerity, but perhaps not so much the veracity of your tale that he so believes. At the very least they aren't convinced that slight elves and tiny goblins are worth fighting beside. The largest one steps forward, a broad-chested bear of a man with a braided beard, and smashes the butt of his longspear into the frozen ground. "Earth Shaker does not fight next to weaklings. It would bring shame to our clan and the spirit of the mountain."

I'm scanning the mountainous slopes directly above the caves. I point out the terrain features to Saerie. Quietly I whisper "...does that snowpack on the slope above the middle cavern look unsteady to you? Do you think a collapse could be safely triggered?"

I shield my eyes to take the edge off the snow-blindness glare and peer hard at the slope above the caverns. Otthor is right. The snowpack over the middle cave does indeed look like it could be safely triggered...by someone with expertise. "Good eyes my friend. If your invisibility magic can conceal me, I can cross the open tundra and range up into those mountains. I'll need a little bit of time to get into position, but it can be done. Three Bird, can you instruct one of your falcons to perch on the overhang. When I am ready I will call to it in its language and it will take flight. That will signal to you to dismiss the spell upon me and cast it upon yourself Otthor. I will wait, say, ten minutes? That should give you time to get into position to unleash your Fireball on the right group, Otthor."

I point to a series of rocks not far from the entrance to the right cave. "I'll be looking for the sudden glow of your gathering Fireball there. As soon as I see it, I'll trigger the avalanche. With luck, we will only have the far left group to engage with. The rest of you, you included Rawr, can flank to the far left and engage the remaining enemies when all hell breaks loose. With my sniper's nest and Otthor joining your fray after he has cleaned up, we should be able to dispatch our enemies with minimal exposure ourselves."

Binks has this covered well enough.

Also, the below is assuming that Lucky can come with me up top. As a spirit, is he basically insubstantial or incorporeal and capable of masking his presence from others or manifesting at will? Or is he more or less corporeal while he is on the material world? Basically if his presence would give me away, I'll have him go with the assault group attacking the left cave. If not, he comes with me.

Lucky is basically partially insubstantial and wholly ghostly. However, he cannot phase through material objects like walls/stone etc. He won't be seen. We'll transition to resolving your climb/stealth conflict after we finish this social scene (and Otthor casts his spell).
 
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These are proud men. They may be convinced of Three Bird's sincerity, but perhaps not so much the veracity of your tale that he so believes. At the very least they aren't convinced that slight elves and tiny goblins are worth fighting beside. The largest one steps forward, a broad-chested bear of a man with a braided beard, and smashes the butt of his longspear into the frozen ground. "Earth Shaker does not fight next to weaklings. It would bring shame to our clan and the spirit of the mountain."

That looks like my cue! Looks like he needs a show of strength.

I step forward eyeing the man intensely, the palm of my hand resting easily on the pommel of my sword. "Earth Shaker can do as he likes...so long as 'as he likes' doesn't include standing in our way. We come as liberators and protectors with little time to spare so I will say this but once. You can either fight with us for the sake of your people, you can head directly the other way and get as far from this place as you can...or you can die a worthless death, now, on this mountain."

My sword is in my hand faster than the eye can follow. I point it at him "...if you need proof that our battle prowess won't bring shame to your clan or your mountain's spirit, then level your spear..."

[sblock]Throw Down the Gauntlet (Cha)
2, 5 + 1 = 8

On a 7-9, they choose 1 if they do not accept.

You take +1 ongoing against them until they defeat you
They lose the respect of their peers and underlings
They retreat[/sblock]

For the record, I am not out for blood unless it proves necessary. I also don't want to embarrass him. I just want to prove my mettle to him.

Per Manbearcat
You can see a scowl settle on his brow and the white of his bared teeth between in beard-covered face. He grabs his spear and waves it wide. "...Back...", he says as he looks over his shoulder to the men behind him. Three Bird looks unnerved but obliges and steps back a few paces. The gruff barbarians, all with smiles creasing their faces, do the same.

One hand palm forward, the other with the rear haft the spear tucked inside his arm, he circles left two steps and then aggressively comes forward with a diagonal slash from low to high (Reach range).

I've fought so many spearmen in my days. I've trained with the weapon for more years than this human has lived. Surely I know his techniques and how to get inside of his reach.

[sblock]Spout Lore (Int)
6, 6 + 3 (+1 for martial tradition) = 16![/sblock]

Per Manbearcat
Even the most proficient polearm master can be undone by perfectly precise and speedy footwork in feinting a circle with him, counter-circling and quick-stepping back to his weapon arm.

I give him a show of one step of circling with him and immediately reverse my circle into the teeth of his swing, spinning away from it and seizing the opening to close range. The perfectly honed bladework of a true master is unleashed.

[sblock]Master's Bladework
2, 2 + 3 = 7

Deal my damage, apply 2 techniques, and he counterattacks me.

d8 damage. 8 damage - 2 armor = 6 damage.

Torrential: Your attack ends with a flurry of strikes that your opponent must dedicate effort to blocking or avoiding. If they instead attack you in response to your attack, deal your damage again (this does not apply techniques).

Burst: Your attack deals an additional 1d4 damage and gains the ‘forceful’ tag. 4 damage.

Counterattack on me: d8 damage. 6 - 2 armor = 4 damage to me.

Torrential Counterattack on him: d8 damage. 8 damage - 2 armor = 6 damage.[/sblock]

Per Manbearcat
The magical burst of force and perfect swordsmanship flings his weapon from his hands and forces his feet to slide back many paces on the frozen ground. He comes to rest in a crouch to prevent from toppling over on his backside. The exchange leaves you with an aching rib as the huge man catches you with an elbow. However, it leaves him, and those watching, with a keen understanding of how deeply overmatched he is. It is abundantly clear that you could have easily killed him.

I sheathe my sword as I walk purposefully over to the man, extending my hand. "You are an impressive warrior. The blow you gave me would have felled any of Argoth's men. Will you fight with us and free your people from the grip of a madman?"

Per Manbearcat
He clasps your hand and stands up. One of his men picks up his spear and throws it to him. He catches it without breaking stares with you. "The mountain's strength courses through you." He looks off towards the slope that holds the home of his people...and the eyesore that is the black tower looming in the backdrop as the mountain ascends toward its peak. "The grip of a madman...I think yes. Yes, we will fight with you."

The barbarians behind him seem very pleased at this notion.

I nod. "Very well. Follow Three Bird. You all will assault the group on the far left. Saerie and I will handle the middle group and group on the right."

I look over at my friend. "Saerie, it is time." I bring my hands out wide and begin to speak in a lost, arcane tongue.

[sblock]Cast a Spell (Int) Invisibility on Saerie
2, 3 + 3 = 8

I'll choose the complication:

You draw unwelcome attention or put yourself in a spot. The GM will tell you how.[/sblock]

Per Manbearcat
As Saerie's form disappears from sight, the sounds of growling, nipping, and yapping fills the air. Three Bird's eyes roll back into his head for a moment, channeling the sight of one of his falcons. "Huntsmen with hounds, Argoth's men, head our way."

"Quickly Saerie." My words are hushed, urgent, and aimed no where in particular. "We will handle this. Find a way to up the mountain and into position."

The dogs will surely smell as as they draw near. I'll think about what to do and get back to you.
 

With the hounds and huntsman traversing the trail the cuts through the middle of the snowy courtyard, I’m going to have to find an alternative route to climb the face. I can’t afford to trudge through the knee-dip or hip-deep snow. That would give me away to my enemies. I need to spot the best and most isolated location to climb the face and I need to also find the most inconspicuous route to get there with shallow snow.

[sblock]Discern Realities (Wis)
6, 3 + 2 = 11

3 questions and + 3 forward when acting upon them.

• What should I be on the lookout for?
• What here is useful or valuable to me?
• What here is not what it appears to be?[/sblock]

Per Manbearcat

1) The ridge that encircles the courtyard of this place leads to the slope on the left and the right. As you’d expect, the snow sheds from this ridge and gathers at the base on both sides. Therefore, the top of the ridge is little more than toe-deep.

2) The left ridge is icy, steep and directly below it is a 60 ft drop into a valley covered with razor-sharp rocks. Here you risk grave injury if things go wrong. It flows organically up onto the slope and spills out a bit above the altitude of the position you’re looking for over the central cave. You would then need to make a small climb down to the position where you could trigger the avalanche and have Far range to the other 2 caves. The right ridge is a much more hospitable. It takes a gentle jog around the courtyard but empties out smack dab near the sentinels on the right. Even with invisibility, if things go wrong in your climb, you could potentially be detected. What’s more, that face requires a difficult and dangerous 2 stage climb; a near vertical ascent above the position you want to be and then a tough descent down and around to the avalanche-trigger spot.

3) The hewn path of the winding central trail is flanked by hugely high, seemingly precarious snowbanks. 15 feet in some areas. They would bury people on the trail alive if they were triggered to collapse. Sure enough, you see the ends of large ropes protruding from the snowbanks where they terminate and the trail gives entrance to the base of the mountain. It is doubtful that those ropes serve an engineering purpose such as reinforcement of the snowbanks…

I think to myself ‘those guys assaulting the left cavern will have to transit the central trail…it looks steep enough to give them some cover, but if I don’t take out the middle group they’ll be sitting ducks…”

I ponder a very short moment, knowing that the hounds will be here soon, then I decisively clamber on top of the ridge leading to the left. This is too eerily familiar. I know he cannot be hurt by such a fall but I don’t even want to put him in this situation. I pat Lucky on his head and whisper “…stay with Otthor my friend. The way I go is too dangerous. I will see you soon.”

I risk the narrow, icy, climbing ridge and the deadly fall into the rocky valley below. I move slowly, one-foot in front of the other on the narrow ridge, center of gravity low, as sure-footedly as I can.

[sblock]Defy Danger (Dex)
5, 3 + 3 (+ 1 from DR) = 12[/sblock]

Per Manbearcat
Your nimble feet, perfect balance and well-practiced technique serves you well. You’re exposed entirely up there with wind whipping your invisible cloak this way and that. However, the cold and the wind mean nothing to you. Nary a foot slips and nary a rock shifts under your light feet. Once you reach the face itself, your climb sideways is a pretty simple one, shimmying to your right hand over hand, hugging the mountain. The footing is sound until you get over top of the position you need to climb down to. The descent is always more difficult and dangerous than the way up…

Alright, that is going to take you a good 20-30 minutes. Let me move Otthor and company along, find out what happens with the hounds and the huntsmen, and then we can pick this back up.
 

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