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

You guys can sort out the potion, but I'm just going to assume that Saerie has it at this point.

Sounds like you guys are going to head up to the tower at this point and scout things out before hunting, trapping, and releasing the local wildlife away from here. Therefore, I'm just going to transition things to there.

Before I do that, however, I'll answer your question Saerie. You briefly explore the complex and you do indeed find what you anticipated. The goblin slaves were cordoned off in their own section while their Winter Fey masters possessed high-end quarters of their own. This area is below the freezing point at all times so ice constructs maintain their integrity. Enchanted ice-cages are among the spartan accommodations found in the cramped goblin hollow. The Winter Fey Eladrin unsurprisingly adorned their spacious quarters with beautiful ice-sculptures, ice-carved tables and chairs, lavish area rugs, tapestries, cushions, pillows, goblets, bowls, and other finery. The whole of it, that which won't melt that is, would fetch hundreds of gold on the open market.

Long story short, releasing trapped wildlife here is certainly reasonable.

On to the tower...




The final leg up the mountain is little more than a jaunt over a series of successive rises. The crunch of your feet on the snow and the rustle of the wind are the only sounds to fill the air. As you crest a particularly difficult rise, which involves a modicum of hand-climbing, you see a large (eg the size of an average dog) Arctic Snowshoe Hare emerging from its den. It turns its head this way and that, shedding a patch of snow from its body. She is definitely nursing leverets as her teats are swollen from the effort. Her ears perk up as she scans the horizon. Eyes lock with the members of your fellowship momentarily. Without warning, the hare pivots to face the rise behind it and, with a strange suddenness, she begins a bounding effort up that rise and then over it and out of view.

Sumitting that final incline reveals a great expanse of gently sloping land just below the mountain's peak. The hare leaves a conspicuous trail. A trail headed dead for the huge, black-as-night obelisk the stretches up from the perfectly white snow at the far end of this acreage. Even from this distance, you can see the ever-shifting glyphs that wash like waves (emerging then crashing and dissolving into nothingness) over the surface.

The white, black, grey, and gloom of the sky is cut by another color. Pink. The translucent tentacles, membranes, and cocoons that pervaded your existence many days ago are strewn here and there on this face. One particularly large one hangs from a series of huge boulders not far from the tower. The thing inside of it shifts heavily and the cocoon opens slightly, spilling forth some of the pink, see-through goop onto the white snow.

Circling the perimeter of the tower are several creatures, both predator and prey, both young and old; Musk Deer, Timber Wolves, Snow Leopards, another Arctic Snowshoe Hare. You count 10 in total. They should be skittish in the presence of each other. Or perhaps slaughtering each other. Their natural inclinations annihilated, they stand transfixed just a few paces from the tower. Swaying slightly. Silent.

The sounds. The awful sounds from World's End. They begin as the faintest of nudges, so insubstantial that you first believe you're hearing things. But they grow. And with that growth comes the tormenting images. Your minds want to unhinge and cast off the absurdities of this reality and the futile groping for meaning that comes with heightened awareness...

A celebratory half-screech/half-roar is heard that breaks the intensity and insanity of the moment. High above a great Wyvern circles, a goat in its mighty talons. A beat of its massive wingspan takes it to its lair on the peak.
 
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The Winter Fey Eladrin unsurprisingly adorned their spacious quarters with beautiful ice-sculptures, ice-carved tables and chairs, lavish area rugs, tapestries, cushions, pillows, goblets, bowls, and other finery. The whole of it, that which won't melt that is, would fetch hundreds of gold on the open market.

We'll worry about the sellables and the coin later. If there is a later...

Long story short, releasing trapped wildlife here is certainly reasonable.

Great!

On to the tower...




The final leg up the mountain is little more than a jaunt over a series of successive rises. The crunch of your feet on the snow and the rustle of the wind are the only sounds to fill the air. As you crest a particularly difficult rise, which involves a modicum of hand-climbing, you see a large (eg the size of an average dog) Arctic Snowshoe Hare emerging from its den. It turns its head this way and that, shedding a patch of snow from its body. She is definitely nursing leverets as her teats are swollen from the effort. Her ears perk up as she scans the horizon. Eyes lock with the members of your fellowship momentarily. Without warning, the hare pivots to face the rise behind it and, with a strange suddenness, she begins a bounding effort up that rise and then over it and out of view.

Sumitting that final incline reveals a great expanse of gently sloping land just below the mountain's peak. The hare leaves a conspicuous trail. A trail headed dead for the huge, black-as-night obelisk the stretches up from the perfectly white snow at the far end of this acreage.

Before she can get too far from us and fully in the thrall of the tower, I invoke the power of my primal tattoo and communicate her in her language.

"Snap out of it. Your younglings will perish if you let the tower's whispers seduce you."

Per Manbearcat
She stops. She looks at you, her eyes clearly betraying that she understands. She then looks anxiously back to the tower, unsure of herself.

"Very well. If you will abandon your offspring, voluntarily going to your death like the other creatures you see before you, then I will just turn back and break their necks. It is a fate far less cruel than starvation or being eaten alive by predators that their mother isn't their to protect them from."

Per Manbearcat
You don't need to make a Parley move.

This last bit stirs her completely from her stupor. Anxiety and maternal instincts overcoming her, she turns and quickly hops back to her den.

I call after her as she springs down the descent back to her younglings. "Take them and get far away from here or the tower's whispers will eventually claim you. There is a tunnel that leads down into the earth. There is warmth there and protection from both predators and the tower's beckon."

The sounds. The awful sounds from World's End. They begin as the faintest of nudges, so insubstantial that you first believe you're hearing things. But they grow. And with that growth comes the tormenting images. Your minds want to unhinge and cast off the absurdities of this reality and the futile groping for meaning that comes with heightened awareness...

As we watch her go, I pull my pack from my back and rummage through it for what is left of the ball of wax that we used to plug our ears at World's End.

[sblock]We have 2 Adventuring Gear left between us.[/sblock]

It is myself, Rawr, Otthor and the goblin brothers. How can we use this to protect us against the mind-affecting power of the tower's whispers?

Per Manbearcat

Option 1) You can spend those 2 to render yourself and Otthor immune (of course with the side-effects of being completely deaf). However, this will inevitably lead to complications for Rawr and the two goblins. Potentially a hard move complication in the way of either (a) they're out of the fight or (b) they're turned against you. But you and Otthor will ensure that you'll be fine and won't have to DD.

Option 2) You can partially protect everyone. (c) You and Otthor can take + 1 to DD against the effect and (d) no hard move against your companions will be in play (1 above). Perhaps they might be stunned momentarily, but neither (a) nor (b) will become manifest.

I'm of a mind for option 2. What say you Otthor?

Also, once done, I'm planning on interacting with the beasts surrounding the tower. I want to see how far they are gone and if I can communicate with them. I'll ask Otthor if he can take out whatever is about to emerge from the cocoon while I do this.
 

I watch Saerie's interaction with the hare in a state of awe. It never ceases to amaze me that she can speak the language of all the beasts in the forest and the mountain. Not only that, they seem to actually defer to the wisdom of whatever words she relays to them.

I'm of a mind for option 2. What say you Otthor?

Also, once done, I'm planning on interacting with the beasts surrounding the tower. I want to see how far they are gone and if I can communicate with them. I'll ask Otthor if he can take out whatever is about to emerge from the cocoon while I do this.

I agree with option 2 and we're headed over to the tower.

I hand Exel and Xanob some of the wax and I tell them that it is to help with the enchantments coming from the tower, just like at World's End. Before we head over to whatever abomination is about to pour forth from the cocoon, I throw a short but sweet speech out to them.

"Kord is watching every thrust of your weapon, every block of your shield, every blow you take for the warrior next to you. He will hear your battle cries and, should you perish here today, he will hear the sound of your boots crossing the threshold of his halls."

I stuff the wax into my ears and we double-time it across the battlefield, fighting back the mind-numbing whispers that would make thralls of us. The presence of my stalwart companions emboldens me.

[sblock]Defy Danger (Wis)
2, 6 + 0 (take + 1 each for AG and Exel and Xanob's Sentry so I can only get a 7-9 max) = 10. 7-9 due to using Sentry.

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

Per Manbearcat
The power of the mental intrusion is borderline overwhelming. It is clearly more powerful than at World's End. Despite its potency, you push through it with the mental fortitude of a hero whose back is against the wall, facing down the greatest of doom.

But while your feet carry you to your target, they stagger with the effort to fight off the compulsions. Several paces away (Near), the thing within fully bursts forth. A bulbous pile of tentacles with a long tale squishes toward you, instinctively understanding you are prey to be devoured. Its tentacles are not long enough to reach you, but they will be, and soon.

I gather my wits after staving off the compulsions and organize my body into a fluid kata, slashing the air with such intensity that it delivers my blows from afar.

[sblock]Wind Slash (Int)
2, 3 + 3 = 8

1d8 damage and 1 technique. 6 - 0 = 6 damage.

Burst: Your attack deals an additional 1d4 damage and gains the 'forceful' tag. 2 damage. Dead.

I'll choose danger as my complication.[/sblock]

Per Manbearcat
The aberration falls over dead, cut by ethereal blades into a thousand pieces.

Several paces away, the tower looms in your periphery. The glyphs that ebb and flow on its exterior noticably accelerate. With that acceleration comes the high-pitched keen of wind, like air being sucked into a vacuum.

"Saerie! I think its happening! We have to slay these poor beasts lest they become fodder for the enemy!"
 

I stuff the wax in my ears and tell Rawr what I'm about to do so he understands and isn't disagreeable when I stuff the wax in his own ears. With that done, we step forward and face the mental assault of the tower together. Lucky has nothing to fear here.

[sblock]Defy Danger (Wis)
5, 2 + 2 (take + 1 for the AG) = 10[/sblock]

I fill my head with songs of my youth to distract and comfort me. They drown out the whispers as I cross the cold wasteland to the tower. I'm carefully picking my way over there at a wide angle to the creatures so I can get a look at them. I want to investigate if they are still reachable. Do their eyes show some sense of light, some sense of cognition, some sense of lucidity? Are they beginning to mutate?

[sblock]Discern Realities (Wis)
3, 2 + 2 = 7

1 question and + 1 forward when acting upon it.

* What should I be on the lookout for?[/sblock]

Per Manbearcat
You don't have much time here. By the time you get there to carefully observe the enchanted beasts, Otthor has dispatched the aberrant horror from the cocoon. You see and feel what he feels. His words ring out in the air. The animals do not respond.

Your brief oberservations do yield a bit of info, however. A few of the creatures (a pack of timber wolves and one of the musk deer) eyes have gone milky and you can see subtle changes (fur falling away, blisters forming) that tell you they are beginning to mutate and surely unreachable.

The rest (a pair of snow leopards, an arctic snowshoe hare, and another pair of musk deer), while surely caught in the tower's thrall, still have their typical bearing and likely their faculties.

I'm assuming the pack of timber wolves are all together? Is the musk deer near them so Otthor could take them all out with a Fireball?

Per Manbearcat
The pack of wolves are altogether on the far side, near Otthor. The musk deer is intermixed with the rest of the group. You don't have much time here. Things are going pear-shaped quickly. The whistling sound of air being sucked into a vaccuum is growing intense and you feel it pulling on your body. You can deal your damage and slay the musk deer or you can attempt to interact with the other creatures. Either way, you're going to be defying danger. Conversely, you can sprint out of there right now and take cover.

Same goes for Otthor. If you're going to get that Fireball off, you're going to have to DD to get clear of what is happening here. And what is happening here is that the tower is imploding...collapsing in on itself...time and space around it is being warped as it works toward a singularity...

I shout to Otthor over the growing roar. "Slay the wolves and get out of here!"

I'll shout to Rawr "Scatter them!"

[sblock]I want to use Rawr's Intimidating tag here. The creatures of this place should naturally be terrified of him.[/sblock]

Per Manbearcat
Alright, use the move below:

[sblock]Scatter Them Boy! Good Bear! (Cha)
10 + All those that can wake the hell up do and they scatter far, far away.
7-9 The musk deer scatter far, far away, the hare is still in a stupor and one of the snow leopards attacks you while the other runs off![/sblock]

Alright, my short sword and knife are out and ready to go by the way!

[sblock]Scatter Them Boy! Good Bear! (Cha)
4, 1 + 1 (+1 from DR) = 7

7-9 The musk deer scatter far, far away, the hare is still in a stupor and one of the snow leopards attacks you while the other runs off![/sblock]

Per Manbearcat
The familiar sound of an apex predator shunts the drowning minds of most of the creatures back to the surface. They all scatter save the hare and one of the snow leopards. The former remains in its stupefied posture. The latter abruptly leaps back from Rawr in a state of extreme agitation, circles toward you, and moves in for a quick, pouncing kill.

Let us get Otthor caught up right quick
 

Per Manbearcat
...Same goes for Otthor. If you're going to get that Fireball off, you're going to have to DD to get clear of what is happening here. And what is happening here is that the tower is imploding...collapsing in on itself...time and space around it is being warped as it works toward a singularity...

...

Per Manbearcat
The familiar sound of an apex predator shunts the drowning minds of most of the creatures back to the surface. They all scatter save the hare and one of the snow leopards. The former remains in its stupefied posture. The latter abruptly leaps back from Rawr in a state of extreme agitation, circles toward you, and moves in for a quick, pouncing kill.

Let us get Otthor caught up right quick

So the tower is collapsing into a singularity. We're right near it and need to get out before we get sucked in. If I flee now I won't have to defy any danger to escape this thing's gravitational field...or whatever. If I do something else, such as Fireball those wolves or aid Saerie, I will have to defy danger with possibly severe consequences. Also, Saerie has already done something else as she and Rawr are attempting to scattering the animals and now she is under attack by one of them. So she is in major peril. She is Near range to me. Is that all correct?

Per Manbearcat
You've got it.

Alright, Fireball is off the menu this evening. Flee is off the menu as well. Otthor hones in on his only option. Aid Saerie.

He roars to his goblin allies due to the emotions behind the order and so as to be heard over the growing sound of the tower's collapse. "GRAB HER AND GET OUT OF HERE!" They should be to her almost immediately as their small legs don't carry them nearly as quickly as my own.

Rending the fabric of the world with blades of cutting air, Otthor's consciousness narrows with such focus that time seems to slow.

[sblock]Wind Slash (Int)
6, 2 + 3 = 11

1d8 damage and 1 technique. 3 - 0 armor = 3 damage

Burst: Your attack deals an additional 1d4 damage and gains the 'forceful' tag. 3 damage = dead.

Bladesong (Int)
4, 1 + 3 = 8

Spending my 1 Bladesong on:

* Void Note - Teleport somewhere nearby within your line of sight.[/sblock]

I want to teleport right next to Saerie, grab her hand, and grab Exel's hand whose own hand is locked with his brothers.

[sblock]Aid (Bond)
1, 5 + 2 = 8

They still get + 1, but you also expose yourself to danger, retribution, or cost.[/sblock]

Per Manbearcat
An insubstantial edged weapon rends the snow leopard attacking Saerie to pieces shortly after it leaps into the air. The Bladesong's trance possesses you long enough for you to step through worlds and emerge next to your dear friend and ally.

As you grasp her hand, the pull on your bodies and the terrible sound grows in intensity. The buckle holding your elven knife to your lower leg is torn asunder by the merciless grip of space contracting behind you. Your Hand weapon is lost to you as it flies free with its sheath back in the direction of the tower.

I dare not even look back for fear of losing precious momentum. I set my weight leaning forward, dig my feet in, hold tight to my companions, and awkwardly lurch away from what is happening behind us everything I've got.

Per Manbearcat
Saerie can roll the DD for the entirety of your group. You can use the goblin brothers' Intervene ability if you'd like, Saerie.
 

Per Manbearcat
An insubstantial edged weapon rends the snow leopard attacking Saerie to pieces shortly after it leaps into the air. The Bladesong's trance possesses you long enough for you to step through worlds and emerge next to your dear friend and ally.

As you grasp her hand, the pull on your bodies and the terrible sound grows in intensity. The buckle holding your elven knife to your lower leg is torn asunder by the merciless grip of space contracting behind you. Your Hand weapon is lost to you as it flies free with its sheath back in the direction of the tower.

...

Per Manbearcat
Saerie can roll the DD for the entirety of your group. You can use the goblin brothers' Intervene ability if you'd like, Saerie.

So this all seems pretty bad. If we fail to get out of the grip of the tower's collapse into a singularity, are we talking about outright death for all of us?

Per Manbearcat
You're talking about b[2d10 + 5 (no armor applies)] to you and Otthor, Forceful (sucked into a bad spot), and either Rawr or your Hirelings will be out of the fight.

7-9 and you're talking w[2d10 (no armor applies)] to you and Otthor, Forceful (thrown out).

Ok. My short sword and long knife are sheathed.

Staring down the prospect of death and resigned to the fact that this is going to hurt no matter what, I'm going to call upon the favor of the primal spirits as we desperately scratch, claw, and muscle our way out of this mess...

[sblock]Defy Danger (Str)
Using the goblins' Intervene ability so + 1 but max is 7-9. Also using the 1 Prep we got from the primal blessing that Three Bird bestowed upon us.

5, 4 + 0 (+1 Aid, +1 Preparation) = 11 but 7-9 due to Intervene.

w[2d10 (no armor applies)], Forceful (thrown out). 4, 6 = 4 damage to me and Forceful.[/sblock]

Per Manbearcat
Your collective legs strain to breaking. Bodies fall multiple times and grasp rock, ice and snow...pulling to get free. The gripping force slowly becomes a light tug and then suddenly ceases entirely...

Winter's shroud has cast gloom over everything for the last several hours. A burst of seering light ends that in an instant. Everything is hot, white, and deafeningly loud as a wave of force throws everyone through the air...far, far and wide...

For a moment, the whole world goes to black as consciousness ebbs. Face full of snow, you both find your legs hanging precariously over the edge of the mountain when you awake from your momentary lapse of awareness. Otthor is up top with Rawr holding the scruff of his coat in his mighty maw. Othor's hand clasps Saerie's hand. Saerie grips Exel who grips his brother Xanob. Xanob's is over the edge, feet dangling freely in the wintry air.

Thinking fast, I yell to Otthor to give me his leg. When he does, I take Exel's hand that is clasped in my own and pull it to Otthor's leg. "HOLD ON" I mouth loudly and deliberately. As soon as he grips it, I let go of Otthor's hand and scramble down to grab Xanob and help him up to safety.

[sblock]Defy Danger (Int)
4, 3 + 1 = 8

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

Per Manbearcat
You and Xanob reach the safety of sure-footing on the cliff's edge. But a greater gloom in the shape of a large avian shadow settles upon your group. The Wyvern spirals not too terribly high above you. Merely curious or hungry, it is impossible to tell.

But that is nothing compared to the titanic monstrosity of Piscaethces...




I'll update things in a future post and include a map. Otthor will have to roll his w[2d10 (no armor)] damage against himself and make his Averandox move at this point so we can find out how fickle the mighty wyrm truly is.
 

Map1.PNG

There is your map. And here is your key:

THE PLAYERS

* R-O-E-S-X in blue: Rawr, Otthor, Exel, Saerie, Xanob. Lucky will be assumed to be near Saerie at all times.

* H-W*2 in blue: Critters. Hare and two timber wolves now removed from their stupor, stunned and trying to collect themselves.

* M1 in black: Once a wolf...now a mutate.

* W in black: Wyvern.

* Collosal lavender P with tentacles coming off of it: A beautiful, benign flower of a lovely hue. Or Piscaethces the Blood Queen, the ancient Far Realm entity bent on mutating all of creation into a bidding-doing monstrosity.

TERRAIN FEATURES

* The green pools are swirling areas of mist that seep across the contours of the ground, utterly indifferent to the designs of these upper cliff's winds. They are emanating from Piscaethces position...they just mutated a wolf...and they're spreading...

[sblock]If you find yourself in it, Defy Danger (Con). 10+ and you're good. 7-9 and take - 1 forward. 6- and mark xp but take - 1 ongoing as you begin to mutate. If you get hit with it again, while you have - 1 ongoing, there is no DD. You're toast. A mutate bent on befouling and murderizing. Enjoy![/sblock]

* Grey hexagons are collections of boulders that can be climbed or used for cover/blocking.

* Right side are cliffs and a sheer drop.

* Bottom is the steep rise you crested.

* Middle area slopes gently from the north down to the south.

* Right side gently downward to the west and the sheer drop of the cliffs.

* Top right is the beginning of the steep climb to the peak.




Your friendly neighborhood Far Realm entity looks something like this...

Piscaethces.PNG

With the necessaries out of the way...




With your senses fully returned, the scene before you unfolds as a mosaic of nature locking horns against the utterly unnatural.

Most of the creatures must have been thrown from the blast and are dead somewhere. Perhaps over the cliffs you just found yourselves clinging to desperately. Some that scattered may have gotten away. However, a few remain and what you behold is grizzly. One of the wolves picks itself from the frozen earth and attempts to shake the cobwebs out of its confused head. It must sense something is amiss at it spins abruptly and attempts to back away from a swirling green mist before it is overcome. Too late. The seemingly sentient vapors cling to it. Almost immediately the poor wolf throws its head back at an impossible angle. Tentacles explode from its body and its neck. Eyes and fanged mouths sprout from a dozen places. Whatever it is now, it is no longer a wolf. It lurches awkwardly, and with far more speed than it has any right to, toward your group.

The other two wolves see this and begin to back toward the cliff, howling mournfully to each other. The hare is frozen in terror and confusion.

The wyvern circles above you without any imminent sign of aggression...but its lurking, circling presence carries with it the weight of a 20 foot great white shark if you were bobbing meekly in its watery hunting grounds.

The Blood Queen uncoils to her full, monstrous size. She speaks a syrupy promise in your minds, welcoming you into her brood. "Cast off your mortal shell and prepare for the sweet embrace of oblivion..."




Both you guys roll DD Wis to deal with this psychic attack. M1 is rushing your position. W is circling above ominously. P is steadily squishing toward your position which is uncomfortably with your back against a sheer, 1000 ft drop.
 
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[sblock]w[2d10 (ignores armor)]. 8, 5. 5 damage to me.[/sblock]

Still reeling from the shockwave, I pick myself up off the ground after we ensure Xanob's safety. My eyes take in the wolf-turned-mutate by the green mist. I point at far end of cliff-face where the other two wolves are being threatened by the encroaching mist. "Saerie, you have to take them out and fast! A nobler and quicker death!"

Just then I feel the overwhelmingly powerful mental intrusions of the god-like Far Realm entity. As I attempt to shrug it off, I quietly invoke the primal evocation that Three-Bird bestowed upon us.

[sblock]Obviously using my 1 Prep here.

Defy Danger (Wis)
5, 1 + 0 (+1 Prep) = 7
Success but a worse outcome, hard bargain, or ugly choice[/sblock]

Per Manbearcat
Your morale and wits hold, but the display of sheer power is dizzying. Your mind momentarily feels as wobbly and unsure of itself as a one-legged man in an ass-kicking contest. Take -1 forward.

Should be Near to Mutate1. I call upon blades of cutting air, combining sword and spell in a symphony of death!

[sblock]Wind Slash (Int)
2, 3 + 3 (take - 1) = 7

1d8 damage (1 piercing) and 1 technique. 4 - 0 (1 armor - 1 piercing) = 6

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

I'll choose danger as my complication.[/sblock]

Per Manbearcat
Just as you feared, the backpedalling wolves are in a tight spot. The furthest one reaches the edge of the cliffs with nowhere left to go...the mist consumes his lupine shape and you hear a brutally painful howl abruptly cut off by the disgusting sounds of fur, flesh, and bone morphing into a horrid mockery of what was once the beautiful, natural form fo the wolf.

I can't help but unconsciously flinch. But there is no time for it. "Rawr, Exel, Xanob! Follow me!"
I pick a roundabout route next to the hare so I can give him a quick, painless death with my sword. Using my uncanny, warrior-honed instincts and decades of experience in combat, I visualize the unfolding path before me that will lead me throught the thicket of dangers to our enemy! I've traversed battlefields with giants, their siege engines, and their shock troops! This is all in a days work!

[sblock]Spout Lore (Int)
4, 2 + 3 (+1 for elf racial) = 10[/sblock]

Per Manbearcat
You can cut that path toward the hare and ensure its quick death. You don't need to roll for that.

You can see the waxing and waning mist flittering this way and that as it spreads. It begins to become predictable.

You solve the puzzle of the mass of writhing tentacles with outrageously long reach (Far).

From the boulder with the hare, a hard run straight up the middle will minimize your danger!

I carefully lead my motley crew through the terrifying maze of spreading green mist and the tangle of tentacles. We're heading for the massive body of Piscaethces. If we're going to die today, it will be a glorious death going toe to toe with an elder evil!

Per Manbearcat
Darting this way and that, you navigate the "minefield of the mist" as you rush hard for the titanic Far Realm entity. As you close in toward half-way, several tentacles with the girth of an elephant close in upon you!

Sit tight on your danger-defying path to Piscaethces. We'll pick that up after getting Saerie up to speed.

Map update:

H and M1 are gone. The far W is now M2.

Good guys, less Saerie, are halfway between the boulders where the hare was and the BBEG!
 

An idea pops in my head as I watch my companions began to navigate the maze of the spreading green mists that will soon be at my position on the periphery of the battlefield.

The Wyvern is a natural beast, so I should be able to communicate with it, yes?

Per Manbearcat
That is correct. Like most beasts it has pretty primitive longings and language fit to those needs.

Precisely. It is surely the apex predator in the general locale of the mountain's peak. That means two major instincts. The thing is territorial and, given its size, likes and needs to eat a whole lot.

Before the nearest wolf can be turned into another mutate by the encroaching mist, I set arrow to bowstring. As I'm doing so, I address the circling Wyvern in its language...probably some screeches coupled with some roars or something. "This creature is going to claim your territory if we do not slay it. If you will aid us, I promise you a meal that will make you fat and happy. Starting with this wolf..." I release my arrow.

[sblock]Volley (Dex)
4, 1 + 3 = 8

d8 damage. 4 - 0 armor = 4 damage. Dead.

I'll choose danger as my complication.

Parley (Cha) with the Wyvern.

Leverage: Its territory is at risk. I've promised to help it maintain its territory along with a healthy meal.

3, 3 + 1 = 7.

They will do what you ask, but need some concrete assurance of your promise, right now.[/sblock]

Per Manbearcat
The far mutate sprints on 8 perfectly coordinated appendages (legs and tentacles), with extraordinary speed, toward the wolf. When your arrow pierces the beasts heart and takes its life, the mutate doesn't miss a bit. Its course is charted directly for you and it has cut the distance in half in the blink of an eye. It will be upon you in very short order.

Likewise, the spreading green mists move ever closer to your position on the precipice. They won't be lagging far behind the mutate...

The wyvern considers your offer and responds with something resembling exasperation when the green mists overtake the prized piece of meat that is the wolf you just felled. It seems to possess the causal logic capabilities to understand GREEN MISTS = BAD. You'll need to come up with a better offer to sate it, and now.

Alright. I don't need to feed a pack of sled-huskies so all of this dried meat is just taking up space in my pack. I quickly reach in my pack and grab 5 of the 11 remaining rations I have. That is a meal of meat for 5 folks. I figure that should sate the beast. I toss it on the ground before me so the beast comes down to claim it.

Per Manbearcat
Clearly accepting your offering, it swoops down and lands before you, hungrily gorging on the meat with its draconic maw.

Lucky and I climb aboard, straddling its neck where its back meets it. Lucky in my lap and trusty bow ready to go, I watch the green haze and the mutate bear down on us. "UP! LET US SLAY OUR MUTUAL ENEMY!"

Per Manbearcat
With a powerful pair of strides toward the cliff's edge and a swoop of the long, leathery wings, you take flight. The Wyvern banks left to bring you guys around for a strafing run on the ancient evil entity of The Blood Queen.

[sblock]If you Volley in Reach range and hit on a 10 +, you can knock that down to a 7-9 and take danger for + 1 damage and ignores armor tag (Wyvern poisonous tail stinger)[/sblock]

Sit tight while I move Otthor forward.
 

Per Manbearcat
Darting this way and that, you navigate the "minefield of the mist" as you rush hard for the titanic Far Realm entity. As you close in toward half-way, several tentacles with the girth of an elephant close in upon you!

So we're making our run up the middle through the guantlet of spreading mists that are closing in like a vice. Huge elephant-thick tentacles are now harrassing us from every which way. Can I get a Wind Slash or Fireball off with my Near range before they close in on us?

Per Manbearcat
If you delay at all, you risk the intersection of the mutate-inducing green mists which are closing in on you from either side. Further, the tentacles are so long and fast that you can't get either of those off before the tentacles get to you (Near range same as your abilities). It would be simultaneous (you could make your move but you'd have to Defy Danger at the same time). And they're coming with an absurd amount of "oomph" behind them (Forceful).

The biggest problem though is that those massive tentacles are converging on your lagging goblin lackeys. They're skittery quick despite their heavy armor, but their tiny legs can only carry them so quickly! They're going to get cut off shortly and one massive raised appendage threatens to mash them into the ground like a hammer to a nail!

Alright then. Hero time.

I slap Rawr on his meaty, furry flank as I cut back and rush to the gobin's aid. I usher all of them through. "GO, GO, GO. DON'T STOP! GET TO (THE) PISCAETHCES!" I intercept the blows meant for my goblin friends as they escape, but they throw their heavy shields into the mix to help deflect some of the worst of it as they run by...

[sblock]I'm using both of Exel and Xanob's Sentry for this so + 2 armor to me.

Defend (Con)
4, 4 + 1 (-1 ongoing for Con debility) = 8

1 hold. I'll spend it on redirecting the blow to myself.

b[2d10 + 5] on me and Forceful. 7, 2 = 12 - 2 (+2) armor = 8 damage to me.[/sblock]

Per Manbearcat
You rush in to intercept the blows meant for Exel and Xanob. You deflect them as best you can, but the weight is so extreme, you're smashed to the ground in the exchange. Your three companions get through and begin to dissappear from your sight as a pair of tendrils of mists intersect, starting the process of to knitting together two larger areas. It is closing in on you and quickly. Tentacles bear down on you to pummel you into nonexistence!

[sblock]Take -1 forward for any move that involves moving until you right yourself; attacking, moving, spellcasting.[/sblock]

This isn't going so well!

As the mists close in around me and the tangle of massive tentacles close in to crush me into a fine paste, I spin from my back up to a knee to get to my feet and combine sword and spell in an exchange that will ultimately mean life or death!

[sblock]Master's Bladework (Int)
5, 5 + 3 (-1 forward) = 12

d8 damage (1 piercing) and 3 techniques. 4 - 3 armor (4 armor - 1 piercing) = 1 damage.

Soul Siphoning * 3: Your attack heals you for 1d4. Heal 1d8 instead if this attack kills your target. 3d4 hp returned. 4, 2, 2 = 8 HP back to me.

Bladesong (Int)
3, 5 + 3 = 11

3 Bladesong for:

* Void Note - Teleport somewhere nearby within your line of sight.
* Guarded Flourish - When you have no weapon or shield in your offhand and you take damage, take + 2 armor.
* Blade Crescendo - When you deal damage to an enemy within your melee weapon's range, gain 2 piercing.

I'm using 1 of my 3 Bladesong to teleport out of this mess next to my companions who are free of it.[/sblock]

Per Manbearcat
You nimbly get to a knee and fend off a tentacle with a neat parry, roll to avoid a crushing blow from another and immerse yourself in the flow of battle with song and sword. The supernaturally thick hide of the ancient Far Realm entity seems nearly impervious. You open up a small, seemingly insignifcant, line upon one of the gigantic tentacles.

But more important than that, your restorative nethermantic magic revitalizes you and the Bladesong leads you out of this death trap. Right before the green mist converges upon your position, you disappear in a flash of magic and reappear next to your companions!

The Far Realm titan looming impossibly large before the four of you...

I'll update things after Saerie goes.
 

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