Necropolitan
Legend
Someone in the party has to be willing to endanger us all for loot!love zeth's commitment to his character flaws![]()
Someone in the party has to be willing to endanger us all for loot!love zeth's commitment to his character flaws![]()
Since we lost KoboldStew, my plan was for Corse to leave the party once back in Ten Towns. Basically, she was your guide up Kevin’s Cairn, one and done. If you all want to hire her as an ongoing hireling/henchman, we can figure out a way to do that - it would be $$$ if you want the NPC-ified Corse to fight alongside you, and less $ if you just want a guide to Icewind Dale.What is the status of the agreement with Corse? Would she go back to town with the NPCs and stay there? Or she'd continue on to Termalaine with us (if that's where we're going next)? Or that's something to discuss with her in character?
Alternative:
Corse and the NPCs take one sled and rush back to Caer-Konig. The adventurers go the other way and risk the encounters.
Ah, the Underdark question. I've been expecting thisAlternative:
Finally: does Lumrolur know of any underground paths under the valley? This would bring it's own challenges, but would enable us to pop-up at or near Termalaine, be safe from the blizzard (but have some Underdark encounter which might be more dangerous)
Any long rest will result in losing them at Termalaine if I understand the table of options.Only issue with this idea is that I don't think we have enough sleds. One group would need to go by foot which would be a death sentence with the storm coming. I think we should either stay here and ride out the storm or push for Termalaine. Though if we push to Termalaine we won't get a chance to try for a long rest. This could cause issues if we catch up to Torrga and it ends up in a fight.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.