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

Tecklenburg

Explorer
I quickly set to memory the path that Saerie has carved out for us and leap into action after her as she sets a breakneck pace down the treacherous descent!

[sblock]Otthor Primary Skill Athletics + 18 + 2 (SS from Saerie) + b[2d20]. 2, 9. 29 is a success.[/sblock]

Per Manbearcat
[sblock]2/6 successes. 0/3 failures. 1/1 Hard DCs met. 1/2 SS used.[/sblock]

With the aid of the thick greenery sprouted from the sheer icy walls, you all navigate the long, deadly climb to the more hospitable terrain below.

Before you is an expanse of knee-deep slope, pitched at a 45 degree grade. Boulders pock the landscape here and there. The wind here is extremely intense with nothing to buffer it. Without the protective magics that blanket you both (amulet for Saerie and sword for Otthor) and Rawr’s thick fur and hide, hypothermia would claim you in short order.

The narrow ridge-line of a bisecting mount moves off perpendicularly after it cleaves the vast expanse in two The ground falls away extremely steeply from either side of it. There is an old base camp set up right where the ridge-line empties out up here. It is obvious that climbing teams have used it to gain entrance to and egress from this final stage of peaking the mountain. It would be the fastest way down the mountain, but easily the most dangerous.

[sblock]You're going to get another DC stepped up to Hard on this route, but its success would count for 2. Failures would be punitive resource-wise as well, costing 2 Healing surges apiece. If you get stuck in a combat on that ridge, it would be extremely dangerous. But this is by far, the fastest way to reach the refugees and intercept them before they are overcome by the mists or the mist-borne monsters.

That Hard DC would be a Group Acro check to start things off.[/sblock]

A trail for beasts of burden led teams gently circles down the mountain. This switchback trail would inevitably meet up with the one that Three Bird used to lead the refugees down the mountain. It will be the scenic route and potentially costly from a time perspective.

[sblock]Ultimate failure here would flat out mean that the refugees and Three Bird are overcome by the mists. No survivors.[/sblock]

Finally, you've got the trek down the somewhat dangerous expanse of deep snow, ice, and boulders. The trek would be grueling from physical demand perspective. Further, the green mists predominates these open slopes. You will inevitably have to deal with them at some point...and the horrors they have spawned...

When we set down onto the open expanse beneath our initial climb, I listen to the crunching of the snow as I move. I pan from the mule-trail to the open expanse leading down the mountain and finally to the ridge-line that moves directly away from us. To the open sky and my companions I say "...Rawr can't navigate that ridge and I don't want to be stuck up there if something goes wrong. That trail will take us forever...and we don't have forever." I look to Saerie with the obvious conclusion hanging in the air.

EDIT - Forgot to include my two Dailies and my Spellbook Utilities. All my Daily Attack Powers are spent.


Level 2 - Moonstride


Level 6 - Fireshield (spent)


Level 10 - Watch Out


Level 16 - Displacement


My two Dailies are Bladesong Refresh and Enter the Crucible.
 
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Binks

Explorer
Per Manbearcat
Finally, you've got the trek down the somewhat dangerous expanse of deep snow, ice, and boulders. The trek would be grueling from physical demand perspective. Further, the green mists predominates these open slopes. You will inevitably have to deal with them at some point...and the horrors they have spawned...

When we set down onto the open expanse beneath our initial climb, I listen to the crunching of the snow as I move. I pan from the mule-trail to the open expanse leading down the mountain and finally to the ridge-line that moves directly away from us. To the open sky and my companions I say "...Rawr can't navigate that ridge and I don't want to be stuck up there if something goes wrong. That trail will take us forever...and we don't have forever." I look to Saerie with the obvious conclusion hanging in the air.

I waste no time in deliberation for we have none to waste. I simply nod, say "follow" as I take the point, and set out swiftly down the steep, but manageable expansive face of the mountain. In as much as it is possible in the knee-deep snow, I move from cover to cover. I know there are newly spawned aberrations haunting this area so my eyes are peeled. At every set of boulders that might serve as a viable perch, I scramble up top and survey each new area we prepare to traverse for enemies. We cannot afford to be caught in a prolonged skirmish. One fight will draw the attention of more creatures. Those creatures drawing further attention still.

[sblock]Primary Skill Perception + 21. Rolled 12 + 21 = 33. Succeeds.[/sblock]

Per Manbearcat
[sblock]3/6 successes. 0/3 failures. 1/1 Hard DCs met. 1/2 SS used.[/sblock]

You make good pace and are unaccosted for a solid hour. Your lungs burn as you summit a particularly robust set of boulders which give you an eagle's eye view of a the terrain's layout. The lay of the land is changing. The tree line is fast approaching and the mountain is quickly funneling you into a valley as it meets the slope of another mountain. You can see the green mists flitting about at the entrance of the valley. That path will be your most expedient as you'll be ascending a face and then making your way down the other side otherwise. But there can be no question that you'll have to deal with the mists therein.

Lurking out on the face, within the long range of your bow, are a pair of newly changed horrors. One an undulating, bulbous mass, fanged maws seemingly covering every inch of it, a trail of slime left in its wake. The other a quadreped + 1, monstrous hooked tentacles protruding from its back. Whatever instincts they had in their natural life, they now skulk along these slopes, moving with speed and slowing to a halt for no clear reason. Darkness shrouds the land granting concealment to the creatures. They have not detected your group yet...

For a moment I consider trying to sneak by them and make haste to that valley. But I don't want them at our back. I feel confident I can dispatch them from her. From my sniping position atop the rocks I look down at Otthor, signal "two" with my hand and wave ahead indicating their positioning. Then I deliberately pull a few arrows from my quiver indicating my intent. I've lived in the wild under the boughs of the deepest woods, under gloomwrought night skies. They cannot evade me with cover of night.

Having seen and dealt with so many aberrant horrors in my time, I draw upon my knowledge of the creatures' anatomies to guide my aim.

[sblock]My Elfsight from Twilight Guardian ignores concealment.

Secondary Skill Dungeoneering + 17. Rolled 6. 23 passes the Easy DC.

Primary Skill Twin Strike + 25 + 2 for CA + 2 for SS so + 29.

Attack 1: Rolled 15. Hits.

Attack 2: Rolled 3. Elven Accuracy Encounter Power for reroll. Rolled 10. Hits.[/sblock]

Per Manbearcat
[sblock]4/6 successes. 0/3 failures. 1/1 Hard DCs met. 2/2 SS used.[/sblock]

Your arrows pierce the wind and the night sky and deliver their deadly payload. Both aberrations fall where they are struck, never to move again.

I slide backwards from my sniper's nest and scramble down to my companions. I make the throat slash signal indicating the deed is done. "A valley lies ahead of us. If we cut through it, it should empty us out in front of the refugees. However, The Blood Queen's mists shroud the lay of it from what I can gather. The alternative is another climb that will cost us precious time and will bring its own perils."
 

Tecklenburg

Explorer
I slide backwards from my sniper's nest and scramble down to my companions. I make the throat slash signal indicating the deed is done. "A valley lies ahead of us. If we cut through it, it should empty us out in front of the refugees. However, The Blood Queen's mists shroud the lay of it from what I can gather. The alternative is another climb that will cost us precious time and will bring its own perils."


"When we were combatting Piscaetches, the mists appeared to be guided by some kind of unnatural sentience. If this was just an ordinary fog, it would be subjected to the natural elemental forces of the world. It did not shift with the wind. It defied it."

I then look directly at Saerie and say "I believe it to be a powrful magical phenomenon. If it is, I can influence it with my own magic. Let us take the valley and I will lead this leg of our journey."

We set off for the valley, Saerie and Rawr watching our backs as I take point.

Per Manbearcat
The valley's walls enfold you in short order. The quarters become tight now and again, bottlenecking to only fifteen feet across in one place. The descent goes from gradual to somewhat fierce and back to gradual.

On tired legs you trudge through thick snow for hours until the scree and low scrub-brush finally gives way to the tree line. Snow-blanketted pines dot the steep slopes on other side of you and greet you with life in your meandering path. Under any other circumstances, it might be extraordinarily beautiful.

Then finally, you spot it. As the valley floor narrows to some fifty feet across, the green mists hover along the ground. You can hear skittering movement accompanied by sucking and clicking noises off in the distance beyond them, though what makes that racket is fully obscured.

[sblock]If you're using Arcana to "control a phenomenon by manipulating its magical energy", we'll use the Hard DC for your level; 35.[/sblock]

Without eyes, it senses your living presence...and slowly but implacably haunts the folds of the earth toward you...

I turn and give Saerie and Rawr an open palm, indicating they should stay back, as I have no idea what is going to happen here.

I close my eyes and lower my head, speaking in an arcane tongue as I put my sword out before me. I pull a Moses and attempt to part the mists to either side of the valley walls so we can pass through.

[sblock]Primary Skill Arcana + 27. Rolled 18. 45 passes.[/sblock]

Per Manbearcat
[sblock]5/6 successes. 0/3 failures. 1/1 Hard DCs met. 2/2 SS used.[/sblock]

Green, insubstantial tendrils attempt to rebel against your magical grip as the mists reluctantly part. They lash against their loss of control, swatting at a "negative" veritical barrier as a navigable pass begins to emerge. The rage finally dies down and a narrow walkway (perhaps 10-15 feet) bisects the Far Realm taint.

I usher my allies forward and spare a few moments of concentration to quietly say "...stay very close." I then lead us through the mists, continuing my concentration on manipulating its magical energies.

Per Manbearcat
As you move through with your warding blade before you, the skittering, sucking, and clicking that was once faint and far off is no longer so. Some...things...are approaching in the opaque green fog.

Can I sustain this warding effect?

Per Manbearcat
Combat mechanics relevant to this SC.

[sblock]Yeah, Sustain Minor. If it comes to combat, let us make your warded area a Burst 5 centered on you to facilitate proper combat.

If at any point you fail to Sustain Minor, you're all getting attacked by the Mist Hazard. Then you would have to spend a Standard to get the ward back up.

0-10 feet in the Mist is Concealment. Beyond that is Total Concealment.

If you dispatch your enemies in 4 rounds or less, that will earn you your final success. If it takes you more than 4 rounds, it will earn you a failure and more attention. After that, if you finish all remaining enemies in another 3 rounds or less, the SC will be successful. Otherwise, you will earn more attention. Repeat as before. If you fail to dispatch all remaining enemies in another 3 rounds, you will have failed the SC (due to 3 accrued failures).[/sblock]

There is cover with trees everywhere. Do you want to attempt to skulk by or fight it out, Saerie?
 
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Binks

Explorer
There is cover with trees everywhere. Do you want to attempt to skulk by or fight it out, Saerie?

Well, I'm not sure how feasible it would be to sneak by here. I'm assuming you're speaking aloud to maintain the ward against the green mists. If it is anything more than a whisper, you automatically fail. Even if Rawr and I are still allowed to attempt, he is untrained with a check at + 12. He would need a 16, so not so good!

Per Manbearcat
[sblock]it is probably 50/50 on if Otthor's arcane utterances are in the neighborhood of whispers or above. Given that, I'm not going to say outright fail. Let us say it is possible and go with the - 5 penalty allotted for moving more than 2 squares. We can use that to answer the "how whispery are these arcane utterances!" question. It is the lesser of the two penalties (with - 10 for running).[/sblock]

Yeah, that still doesn't bode well. You'd need a 12. I think Saerie would feel like sneaking past isn't feasible and that we're going to have to take a stand sooner or later. Let us do it here and now.

Saerie pantomimes pulling at her bow to Otthor, indicating that it is time to fight. With Rawr and Lucky standing firm on either side of Otthor, she sinks back into the pine boughs of an adjacent tree and draws forth an arrow from her quiver.

[sblock]Saerie Stealth + 22 for Surprise. Rolled 12. 34.[/sblock]

Just for the heck of it, I rolled a second dice which would have been for Rawr on Group Stealth check. I rolled a 3, so everything would have been riding on your 12 + on the dice! Given your history, I wouldn't count on it!

Per Manbearcat
I'll get a map up and we can run this combat as I outlined in my post above. I'll update all participant's actions, round by round, under that single post.
 

The creatures shamble awkwardly or ooze grotesquely from the opaque mist. Now barely on the periphery, you can make out some of their features in the green murk. One creature is like the most advanced (GA). Whatever this beast was in life it is impossible to make out now, for the thing before you is a pile of quick-moving ooze laden with greasy ooze-tentacles, eyes and sucking mouths. From those sucking mouths a thousand words of utterly insane gibberesh wreak havoc on your senses, driving you to distraction or possibly...madness.

Scuttling on 6 rabbit legs are several small, quick creatures. A hooked tentacle sprouts from where its neck should form a coherent head. On its breastbone is a voracious maw, making the construction of the creatures tentacle and mouth almost appear elephant-like.

Your presence is known to them...they wade in, an orchestra of deranged sounds...




Just to reiterate from the above:

Combat mechanics relevant to this SC.

[sblock]Yeah, Sustain Minor. If it comes to combat, let us make your warded area a Burst 5 centered on you to facilitate proper combat.

If at any point you fail to Sustain Minor, you're all getting attacked by the Mist Hazard. Then you would have to spend a Standard to get the ward back up.

0-10 feet in the Mist is Concealment. Beyond that is Total Concealment.

If you dispatch your enemies in 4 rounds or less, that will earn you your final success. If it takes you more than 4 rounds, it will earn you a failure and more attention. After that, if you finish all remaining enemies in another 3 rounds or less, the SC will be successful. Otherwise, you will earn more attention. Repeat as before. If you fail to dispatch all remaining enemies in another 3 rounds, you will have failed the SC (due to 3 accrued failures).[/sblock]

FROZEN VALLEY COMBAT.PNG

RELEVANT FEATURES:

1) Green outline is for the boundaries of the snow and ice-capped trees. These (a) provide cover, (b) are difficult terrain on the ground level, (c) can be climbed automatically by you guys due to your Ath checks, (d) have nasty, huge, ice-cycles that would do a bad bit of business to folks around the tree if the tree is interacted with aggressively.

2) The predominately white squares are DT.

3) On the far right is a frozen stream. Its squares are a slippery hazard.

4) Remember, the Far Realm Mist Hazard covers every squares of this map but a Burst 5 centered on Otthor (so long as he spends a Minor each combat round to Sustain (obviously Surprise Round doesn't apply).

5) The dark blue with lavender outline are ancient glacial moraines; nasty, razor-sharp, frozen rocks piled 15 feet high. They are Hindering Terrain. Anyone starting their turn adjacent takes 10 damage and is Slowed EtEoYNT.




INITIATIVE

Saerie
GA
Otthor
M

SURPRISE ROUND

Saerie

[sblock]Single Action: Twin Strike on the pair of Minions flanking GA.

Twin Strike 1: + 25 vs AC. Rolled 7 + 2 CA = 34. Hit. Dead.

Twin Strike 2: + 25 vs AC. Rolled 11 + 2 CA = 38. Hit. Dead.[/sblock]

A hail of arrows erupts from the ice-laden branches of a pine and a pair of the small tentacle-beasts have their unnatural life prematurely snuffed.




ROUND 1

Saerie

[sblock]Reactive Stealth + 22 on Initiative. Rolled 13. 35 exceeds all Passive Perceptions.

Minor Action: Surprising Arrow Stance.

Standard Action: RBA + 25 on GA. Rolled 3. Elven Accuracy Encounter Power reroll. Rolled 8 + 2 CA = 35. Hit. 2d10 (9) + 17 + 5d6 (18) SA + 1d6 (2) + 5 EA. 51 damage on GA.

Minor Action: Speed Encounter Power. RBA + 25 on GA. Rolled 17. Hit. 2d10 (12) + 17 = 29 damage on GA.

Action Point: Twin Strike on the far M on GA's right and on GN.

Twin Strike + 25 on M. Rolled 2. Accurate Action reroll once on APs. Rolled 11. 36 hits. Dead.

Twin Strike + 25 on GA. Rolled 6. 31 misses.[/sblock]

Another hail arrows and another fallen enemy. The gibbering ooze takes its share of projectiles but continues its incessant chatter and implacable movement all the same. As it cuts a slimy swath toward Otthor, the babble becomes more prominent in your ears and in the backs of your minds.

Gibbering Abomination

[sblock]Move Action: Moves forward 1 and then moves diagonal toward 1 toward Otthor.[/sblock]

Saerie Surprising Arrow Stance Immediate Reaction

[sblock]IR: Enemy in 5 sq moves. + 25. Rolled 12. - 2 for Gibbering Aura. 35 hits. 2d10 (7) + 17 damage = 24 damage. Enemy stops moving.[/sblock]

An intercepting arrow hammers the creature, upending its "oozy equilibrium" momentarily. It rights itself and continues onward.

Gibbering Abomination Cont

[sblock]Standard Action: Moves adjacent to Otthor with Rawr and Lucky w/in 2 sq.

Minor Action: Eyes of Insanity (Saerie) + 23 vs Will. Rolled 19 + 2 CA for aura. 44 hits.[/sblock]

Otthor Immediate Interrupt Displacement on Saerie

Gibbering Abomination Cont

[sblock]Reroll for Displacement. 9 + 2 CA for aura. 34 hits. 3d6 (11) + 8 = 19 psychic damage, slides 2 sq (diagonal out of tree and backward) and immobilized (save ends).[/sblock]

Far Realm Mists on Saerie

[sblock]Far Realm Mists + 24 vs Fort. Rolled 9. 33 hits. 3d6 (12) + 8 = 20 poison and psychic damage and The Changing (save ends). Stunned UEoYNT. First failed save initiates The Changing.[/sblock]

Gibbering Abomination Cont

[sblock]Action Point: Lure of the Void Encounter Power. CB2 + 23 vs Will enemies. Slide 1 and they MBA one adjacent.

Rawr: Rolled 12 + 2 for CA against enemies in aura. 37 hits. Rawr MBA + 25 vs Otthor. Rolled 9 + 2 CA against enemies in aura. 36 misses.

Otthor: Immune to charmed.

Lucky: Rolled 4 + 2 for CA against enemies in aura. 29 misses.[/sblock]

Otthor

[sblock]Minor Action: Sustain Arcana Ward against the mists.

Standard Action: Using Mage Hand or Unseen Hand to use Force on the tree next to the northern Minions next to the tree. Medium Arcana DC of 28 is automatically passed.

Minion 1: + 24 vs Ref. Rolled 13. 37 hits. Dead.

Minion 2: + 24 vs Ref. Rolled 3. Elven Accuracy Encounter Power. Rerolled 8. 32 hits. Dead.

Action Point: MBA + 28 (+1 for attack against Saerie) vs Ref on GA. Rolled 4. 33 hits. 2d8 (11) + 17 + 7 (Saerie RL) = 35. Dazling Sunray Bladespell. 10 Radiant damage and - 2 to hit UEoYNT.

Free Action: Bladespell Step Encounter Power. Porting 3 sq back adjacent to Saerie so she isn't in the Mist at the start of her turn. Lucky and Rawr are also in my warding AoE.[/sblock]

The creature's lidless eyes reveal the deranged depths of the Far Realm. Saerie recoils as she beholds it. When her feet stop, she finds herself surrounding by the poisonous, mind-altering vapors that The Blood Queen intended to initiate "The Changing" of this world. As she is beset by the nihilistic reality of the Far Realm, her mind reels and her skin crawls...quite literally.

The gibbering creature seeps into melee with Otthor, its whispers luring all to turn to the embrace of the void. With the blessing of the Summer Queen, Otthor's will is firm. Rawr is momentarily taken, but Otthor easily parries the blow without hurting his ursine companion.

Violence for violence, Otthor returns the favor as he grasps the tree near the remaining tentacle-beasts, shaking it with magical force. Upon them falls a deadly barrage of frozen icicles, skewering them before burying them.

Blade flashing, he tears into the remaining Far Realm monstrosity, sword and radiant spell. With a flash of teleportation magic, he stands next to Saerie, his ward free her form from the otherwordly mists.

Holy crap, that is a lot of typing. Epic Tier 4e is a cinch at the table. Typing all of this crap up? Hrmm...may have to switch back to Dungeon World on account of the well-being of my wrists!

Anyway, all the Minions are down. Round 2 some point in the near future.




ROUND 2


Saerie

[sblock]Saving Throw vs The Changing - Stunned: 13 passes.

Saving Throw vs Immobilized: 10 passes.[/sblock]

Saerie, free from the physically and mentall corrosive mists, calls upon all the moxie she can muster and regains her senses to put her back in the fight!

Gibbering Abomination

[sblock]No Action Recharge Eye of Insanity (4, 5, 6): 4 passes

Free Action Gibbering at the start of turn in CB5 (E): + 23 vs Will. 7 + 2 CA - 2 DS (30) vs Rawr. Miss. 20 + 2 CA - 2 DS (43) vs Lucky. Hit. 8 + 2 CA - 2 DS (31) vs Otthor. Miss. 10 + 2 CA - 2 DS (33) vs Saerie. Hit.[/sblock]

Saerie Disruptive Strike Encounter Power Immediate Interrupt

[sblock]DIsruptive Strike + 25 vs AC. Rolled 20 crit. 17 + 4d8 (19) = 36 damage and - 8 to hit. Gibbering misses Saerie.[/sblock]

Gibbering Abomination Cont

[sblock]Gibbering cont: Saerie missed. Lucky Dazed UEoNT.

Minor Action: Eyes of Insanity (Otthor) + 23 vs Will. Rolled 16 + 2 CA - 2 DS. 39 hits. 3d6 (12) + 8 = 20 psychic damage, slides 2 sq (forward putting Saerie in mists again) and immobilized (save ends).[/sblock]

Far Realm Mists on Saerie

[sblock]Far Realm Mists + 24 vs Fort. Rolled 5. 29 misses.[/sblock]

Gibbering Abomination Cont

[sblock]Standard Action: Tentacle Flurry on Otthor * 2. + 25 vs AC + 2 CA - 2 DS. 9, 14. One hits. 3d6 (10) + 11 = 21 damage and ongoing 5 psychic damage (save ends).[/sblock]

Otthor

[sblock]Take 5 ongoing psychic damage.

No Action Martial Resolve Saving Throw vs Immobilized: 18 passes.

Minor Action: Sustain Arcana Ward against the mists.

Move Action: Shift one forward adjacent to GA.

Standard Action: MBA + 28 (+ 1 for attack vs Saerie) vs Ref on GA. Rolled 7. 36 hits. 2d8 (12) + 17 = 29. Dazling Sunray Bladespell. 10 Radiant damage and - 2 to hit UEoYNT.

Gibbering Abomination Bloodied.

Saving Throw vs ongoing 5 psychic: 9 fails.[/sblock]
With the sound of other abominations lurking beyond the periphery of the ward against the mists, urgency sets in. The heroes cannot afford to be hemmed in here in this valley for long lest the refugees be overcome by the mists or their spawn. Otthor and Saerie rally with heroic mettle (both kinds) in the face of it!



ROUND 3

Saerie

[sblock]Move Action: Invigorating Stride Encounter Power. Shift up to 5 and Second Wind; 32 HP back and + 2 PB to Def UEoYNT. Saerie moves up directly behind Otthor. Rawr circles around to the opposite side of Otthor, adjacent to GA, and flanks with Otthor. Lucky moves to the right side of GA and adjacent so he GA is now in Lucky's Aura 1.

Standard Action: Twin Strike + 25 + 2 CA on GA.

TS 1. Rolled 8. 35 hits. 2d10 (11) + 11. 22 damage on GA.

TS 2. Rolled 4. 31 misses.

Minor Action: Snapshot Encounter Power + 25 + 2 CA on GA. Rolled 13. 40 hits. 1d10 (6) + 17 + 5d6 SA (14) = 37 damage on GA.[/sblock]

Saerie and her pack of animal companions encircle the prey as she hammers the abomination with arrow after arrow. The creature's unnatural life begins to wane with the barrage.

Gibbering Abomination

[sblock]No Action Recharge Eye of Insanity (4, 5, 6): 2 fails

Free Action Gibbering at the start of turn in CB5 (E): + 23 vs Will. 12 - 2 DS (33) vs Rawr. Miss. 13 - 2 DS (34) vs Lucky. Hit. 16 - 2 DS (37) vs Otthor. Hits. 7 - 2 DS (28) vs Saerie. Miss. Lucky and Otthor Dazed UEoNT.

Standard Action: Tentacle Flurry on Otthor * 2. + 25 vs AC - 2 DS. 13, 4. Both miss.[/sblock]

Oh what a disaster! Otthor Dazed and has to spend his poor measly action to sustain his ward. And you guys almost had this thing! Wuhwuhwuhwuuuuuuuuuuuuh :(

Otthor

[sblock]Take 5 ongoing psychic damage.

Action: Sustain ward against the mists.

Saving throw vs 5 ongoing psychic damage. 12 passes.[/sblock]

The insane gibbering permeates the battlefield. Lucky defends Otthor with ferocity as his blade slows with his mind struggling to overcome the psychic onslaught of the abomination.

The sounds of encroaching abominations outside of the periphery of Otthor's ward grows ever more present...more ominous...more inevitable.



ROUND 4

Saerie

[sblock]Minor Action: Hunter's Quarry on GA.

Rawr MAB + 25 + 2 CA vs AC on GA. Rolled 9 = 36. Hit. 2d12 (6) + 9 + 3d6 HQ (11) = 26 damage.

Standard Action: RBA + 25 + 2 CA on GA. Rolled = 34. Hit. 2d10 (9) + 17 + 5d6 SA (15) = 41 damage.

TS 1. Rolled 8. 35 hits. 2d10 (11) + 11. 22 damage on GA.

TS 2. Rolled 4. 31 misses.

Minor Action: Snapshot Encounter Power + 25 + 2 CA on GA. Rolled 13. 40 hits. 1d10 (6) + 17 + 5d6 SA (14) = 37 damage on GA.[/sblock]

Gibbering Abomination

[sblock]No Action Recharge Eye of Insanity (4, 5, 6): 3 fails

Free Action Gibbering at the start of turn in CB5 (E): + 23 vs Will. 10 (33) vs Rawr. Miss. 8 (31) vs Lucky. Miss. 14 (37) vs Otthor. Hits. 11 (34) vs Saerie. Hit. Saerie and Otthor Dazed UEoNT.

Standard Action: Tentacle Flurry on Otthor * 2. + 25 vs AC - 2 DS. 10, 19. One hits. 3d6 (9) + 11 = 20 damage and ongoing 5 psychic damage (save ends).

Move Action: Shift 1 away from Lucky (out of his aura).[/sblock]

Otthor

[sblock]Take 5 ongoing psychic damage.

Action: Sustain ward against the mists.

Saving throw vs 5 ongoing psychic damage. 7 fails.[/sblock]

Ouch...18 hp (or 1 Otthor attack left).

Saerie and Rawr lay into the gibbering pile of tentacles eyes and teeth as Otthor fights desperately to keep his wits about him and maintain his arcane ward that keeps the morphing mists at bay!

As they do, the sounds beyond their sight are now made manifest. From the direction they're travelling in the valley, what once was a Hill Giant looms in the mists. Its arms and legs are replaced by tentacles, its head now an oozy thing with indistinguishable features.

Suddenly, the huge pine next to them begins a terrible shaking, the sound ice crashing to the ground and wood splintering as if it is being ripped from the frozen earth by the rootball!

[sblock]Failed to defeat all enemies in 4 rounds or less = 1 failure accrued in SC. Failure to defeat new enemies in 3 rounds or less = another failure.[/sblock]



New bad guys go after Saerie. Round 5 to be continued!

EDIT ** Sorry, Otthor goes after Saerie, then Mutated Giants at end of round.


Round 5

Saerie

[sblock]Lone action: RBA + 25 + 2 CA vs GA. Rolled 9. Minimum damage is 24 so GA is dead.[/sblock]

Otthor (requested to try to expand the ward and make it a zone UEoE - double size CB 7 centered on him - with Standard Action Arcana @ Hard DC. Allowed for it.)

[sblock]Standard Action: Arcana + 27 vs Hard DC. Rolled 13 = 40. Passes.

Minor Action: Bladesong UEoYNT.

Move Action: Move up to MG1 and intentionally trigger OA and allow it to hit which triggers Steely Retort.

Steely Retort Opportunity Action: MBA + 30 (+1 OA) vs Ref on MG1. Rolled 3. Hit. 2d8 (9) + 1d6 (3) + 27 = 39 damage.

No Action: Lightning Ring Bladespell 10 Lightning damage and 10 more if move from sq UEoYNT.[/sblock]

Mutated Giant 1 Opportunity Action on Otthor

[sblock]Opportunity Action Tentacle Lash. Hits. 3d10 (17) + 18 = 35 damage to Otthor.[/sblock]

Otthor Cont

[sblock]Strikeback Encounter Power Immediate Reaction. MBA + 30 vs Ref on MG1. Rolled 20. Crit. 2d8 (16) + 27 + 4d8 (15) = 58 damage.

No Action: Unseen Hand Bladespell 10 Radiant damage and Slides MG1 3 squares adjacent to Hindering Terrain of ancient glacial morraine triggering saving throw. Also triggers 10 Lightning damage from Lightning Ring for moving from square.[/sblock]

Mutated Giant 1 Saving Throw to avoid Hindering Terrain

[sblock]Saving Throw: 8. MG1 adjacent to Ancient Glacial Morraine. At the start of its turn it takes 10 damage and is Slowed UEoNT.[/sblock]

Mutated Giant 1 Bloodied

Despite the insane gibbering dulling her senses and numbing her mind, Saerie finds the will to muster the necessary shots to put the chattering ooze down for good.

Simultaneously, Otthor drives his blade into the frozen ground and shouts in the same arcane tongue that summoned forth the ward that protects them from the mutating mists. His control of their inherent magical nature forces the mists to recoil further, creating a temporary barrier which forbids them to pass.

He falls into the Bladesong, quick-stepping across the battlefield toward the leering, mutated giant and luring it into an exchange that promises it will get far worse than it gives. Cold steel and lightning cuts the air. By the end of the exchange, the "once giant" has been flung via force magic, its "arm-tentacle" impaled on the frozen, razor-sharp rocks of the ancient morraine many paces away.

I'll take my turn later and update the map with our new bad guys, etc for Round 6.

Mutated Giant 1

[sblock]10 damage and Slowed UEoYNT due to adjacent to Ancient Moraine.

Standard Action: Grasping Claws * 2 on Otthor. + 25 vs AC. 13, 12. Neither hit AC 39.

Move Action: Shift 1 sq away from Ancient Moraine at edge of mist.[/sblock]

Mutated Giant 2

[sblock]Standard Action: Uproot pine tree and shove at Saerie and Lucky. Ath + 25 vs hard DC. Rolled 11. Passes. CBL3 + 23 vs Ref. 11 on Saerie = miss. 15 on Lucky = hit. 3d6 (7) + 11 = 18 damage and Restrained (save ends). Saerie takes half = 9 damage. Area with green outline is DT now. The area where the tree formally was (green and white star) is DT as well.

Move Action: Move 1 sq toward Saerie.[/sblock]

Saerie Immediate Reaction Surprising Arrow Attack

[sblock]Surprising Arrow Attack + 25 vs AC. Rolled 6. Hits. 2d10 (8) + 17 = 25 damage and the target stops moving.[/sblock]




Round 6


Saerie

[sblock]Move Action: Adjacent to Otthor. Rawr moves next to Otthor in M1 range with MG1.

Minor Action: Communion on Otthor. I lose 1 HS but gain 13 THP. Otthor gains HPs (31) as if he had spent an HS.

Standard Action: Twin Strike * 2 on MG1. + 25 vs AC. 17, 6. Both hit. 4d10 (22) + 22 = 44 damage.

Lucky Saving Throw vs Restrained: 9 fails.[/sblock]

The hulking, mutated behemoth behind the frozen pine reveals itself when the evergreen comes crashing down on Saerie and Lucky at the urging of its mighty tentacles. Saerie avoids the worst of it, but Lucky is stuck under the wreckage caused by the once-proud tree. When the creature attempts to wade into melee with Saerie and her allies, she almost upends it with a lightning fast release of arrow from drawn bowstring. It is all the creature can do to stay upright.

Saerie and Rawr rush to their heroic friend who is locked in a deadly battle with the other mutated giant. She places a comforting hand on his shoulder and says in elven "let us finish this my friend". On battlegrounds a hundred times before they have slain enemies side by side. A bond well-earned in the blood of powerful foes and the promise that whatever assails them, they shall vanquish it, or die nobly, together. The emotion invigorates them both and though the now-alien sentience of the giant may not be able to understand it...it can certainly feel the sting of it.

FROZEN VALLEY COMBAT ROUND 6.PNG

Otthor

[sblock]Standard Action: MBA + 30 vs Ref on MG1. Rolled 2. Hit. 2d8 (10) + 27 = 37 damage.

No Action: Unseen Hand Bladespell 10 Radiant damage and Slides MG1 1 square adjacent to Hindering Terrain of ancient glacial morraine triggering saving throw. Dead.

No Action: Breaching. Teleport 5 squares toward MG2 and spend HS.

Minor Action: Enter the Crucible Daily.

Move Action: Move up to MG2 and intentionally trigger OA and allow it to hit which triggers Steely Retort.

Steely Retort Opportunity Action: MBA + 30 (+1 OA) vs Ref on MG1. Rolled 7. Hit. 2d8 (6) + 1d6 (4) + 27 = 37 damage.

No Action: Unseen Hand Bladespell 10 Radiant damage and Slides MG1 3 squares downward into Frozen Stream hazard at edge of ward.[/sblock]

Mutated Giant 2 Opportunity Attack on Otthor

[sblock]Opportunity Action Tentacle Lash. Hits. 3d10 (15) + 18 = 33 - 10 DR = 23 damage to Otthor.[/sblock]

Frozen Stream Hazard on Mutated Giant 2

[sblock]Opportunity Action + 24 vs Fort. Rolled 12. Hits. 3d6 (10) + 11 = 21 cold damage, knocked prone, and slowed (save ends). These squares are DT UtEotE.[/sblock]

Otthor's flurry of sword and spell leaves the first mutated giant dead in its wake. In a flash of teleportation magic, he dissappears and reappares across the battlefield. Steeling himself for a duel with the other behemoth, he doesn't break stride. Through feints and battle-honed footwork, he lures the second giant into an exchange that he can't hope to get the better of. Snow explodes in the air during the melee, and when it settles, the giant has crashed through the nearby frozen stream. Thick shards of ice tear flesh as the freezing waters beneath pull at the giant with a chilling embrace.

Mutated Giant 2

[sblock]Move Action: Stand up from prone.

Standard Action: Grasping Tentacles + 24 vs AC (M2) on Otthor * 2 (if both hit then grabbed). 18, 11. 1 hit. 3d10 (14) + 18 = 32 - 10 DR = 22 damage to Otthor.

Takes 5 cold damage at the end of turn for being in Freezing Stream Hazard.

Saving Throw vs Slowed: 12 passes.[/sblock]



Round 7

Saerie

[sblock]Move Action: Saerie moves adjacent to Otthor, 3 squares from MG2. Rawr moves w/in 4 sq of MG2 in DT.

Minor Action: Beastlord. Rawr charges MG2 + 25 (+1 charge) vs AC. Rolled 6. 32 hits. 2d12 (16) + 9 = 25 damage.

Standard Action: Twin Strike 25 vs AC * 2 on MG2. 7, 17. Both hit. 4d10 (24) +22 = 46 damage.

Lucky Saving Throw vs Restrained: 2 fails.[/sblock]

The mutate stands knee deep in the freezing stream and exchanges blows with Otthor, steel against the mottled grey flesh of its tentacles. Saerie and Rawr both leap into the fray, a ball of furry ferocity followed by a hail of arrows. The creature's efforts slow as death nears.

Meanwhile, somewhere out in the opaque, green mists the sound of more mutates can be heard. The prolonged skirmish attracting further attention is an inevitability...

FYI

[sblock]As above, if you guys don't manage to finish him off by the end of this round, that is a second failure in the SC and another wave which will cement the deal either way![/sblock]

Otthor

[sblock]Move Action: Move adjacent to MG2.


Standard Action: Second Wind. Spend HS + MBA + 30 vs AC. Rolled 10. Hits. 2d8 (11) + 17 = 28 damage.

No Action: Unseen Hand Bladespell. 10 Force damage and slides 2 squares south, adjacent to Rawr but into Freezing Stream Hazard.[/sblock]

Freezing Stream Hazard on Mutated Giant 2

[sblock]Opportunity Action + 24 vs Fort. Rolled 6. Misses. Half damage and slowed UEoNT. 3d6 (9) + 11 = 20/2 = 10 cold damage, and slowed UtEotE. Area is DT now.[/sblock]

Mutated Giant 2

[sblock]Grasping Tentacles + 24 vs AC (M2) on Rawr* 2 (if both hit then grabbed).[/sblock]

Otthor Guardian's Counter Immediate Interrupt Encounter Power

[sblock]Free Action: Shift 2 and switch places with Rawr. You're the target of attack now. MBA after attack on you.[/sblock]

Mutated Giant 2 Cont

[sblock]Grasping Tentacles + 24 vs AC (M2) on Otthor * 2 (if both hit then grabbed). 16, 10. 1 hit. 3d10 (13) + 18 = 31 - 10 DR = 21 damage to Otthor.[/sblock]

Otthor Guardian's Counter Cont

[sblock]MBA + 30 vs Ref. Rolled 3. Hit. 2d8 (10) + 17 = 27 damage. Dead.[/sblock]

As the sound of more aberrant creatures echoes in the distance around the perimiter of the ward, Otthor, body slowed by fatigue and the Bladesong receding from his being, lays into the remaining mutate with sword and spell. His bladework is furious and his force magic keeps the creature knee-deep in the frozen stream.

The giant falls into the icy waters with a great clatter. It doesn't get back up. Quickly re-enacting the protecting ward, the heroes rush off through the valley, intent on reaching the fleeing refugees before they are overcome.

[sblock]That is 6 successes. Skill Challenge successful.[/sblock]

Skin of your teeth (he would also take 5 cold damage AEoT from FSH though)! I'll write a subsequent post transitioning from here to the fleeing (but alive) refugees scene.
 
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Your path through the valley is a harrowing one fraught with near escapes from further skirmishes that would inevitably bog you down and prevent you from getting to Three Bird and the fleeing refugees. When finally you emerge to open, gently sloping land, the welcome lights of Giliad's Rest are revealed below you. The final leg of the journey will be a straight sprint through the twilight-soaked, barrier forest that separates these wild hills from the open farmland surrounding the lowland settlement.

Though the temperatures have increased, it is still winter. When you intercept the refugees, many are suffering from the mid-late stage hypothermia. Their reduced numbers reveal that a few have obviously perished along the way. They're all so bundled and cloaked, you can't make out the ages, but the expectation of the remaining numbers would be only the spry middle aged and youth. Those who are most stout bear the torches for the others and use their other arms to help along the injured or exhausted. A few makeshift gurney-sleds have been fashioned with a few desperate souls plying them futilely to keep loved ones with a final shred of hope.

As you arrive, so do a pair of Three Bird's peregrine falcons. He doesn't exchange pleasantries or exaltation at your presence, but surely he understands the implications of the arrival; you've defeated their enemy. Saerie can understand what they relay to him, but he says it aloud just the same. "My falcons tell me there is a pack of monstrous creatures fast on our heels. They say a pestilential mist rides the mountain...it is 'turning things' and it too moves quickly." He looks over his beleaguered, slowing group and then down the final trek to Giliad's Rest. "I fear we will not make it."
 

Binks

Explorer
As you arrive, so do a pair of Three Bird's peregrine falcons. He doesn't exchange pleasantries or exaltation at your presence, but surely he understands the implications of the arrival; you've defeated their enemy. Saerie can understand what they relay to him, but he says it aloud just the same. "My falcons tell me there is a pack of monstrous creatures fast on our heels. They say a pestilential mist rides the mountain...it is 'turning things' and it too moves quickly." He looks over his beleaguered, slowing group and then down the final trek to Giliad's Rest. "I fear we will not make it."

"We slew the false god of the cult that captured your people. However, the Far Realm threat to this world is not remotely over I'm afraid. Those "pestilential mists that ride the mountain?" The entity was able to release that scourge on this world before we ended it I'm afraid. Things are going to get far worse before they get better I'm afraid."

Though the temperatures have increased, it is still winter. When you intercept the refugees, many are suffering from the mid-late stage hypothermia. Their reduced numbers reveal that a few have obviously perished along the way. They're all so bundled and cloaked, you can't make out the ages, but the expectation of the remaining numbers would be only the spry middle aged and youth. Those who are most stout bear the torches for the others and use their other arms to help along the injured or exhausted. A few makeshift gurney-sleds have been fashioned with a few desperate souls plying them futilely to keep loved ones with a final shred of hope.

"Walk with me" I say. I take the measure of these people as we walk amongst them. I look them in the eye, I measure their health, their posture, and their morale.

[sblock]Insight + 20. Rolled 7. 27 passes the level 21-23 medium DC.[/sblock]

Per Manbearcat
You guys have successfully reached the fleeing refugees before they were overcome by abominations or the mists. You guys are still in the midst of your Minor Quest "Save the fleeing refugees from the Blood Queen's Mists." So I'm assuming your aim here is to get the refugees safely to the bastion that is Giliad's Rest, yes?

Correct.

Per Manbearcat
Alright.

[sblock]Level 22 C2 SC. 1/6 Successes. 0/3 Failures. 0/1 Hard DCs. 0/2 Secondary Skills[/sblock]

These are a proud people of the hardiest stock that this world could possibly offer. Still, the expedited journey down the mountain trail...in these conditions (dark of night, dead of winter, hostiles on their trail)...it has taken a profound toll.

Like your own, their legs are extremely heavy. Sore backs. Lungs burn. Heads droop. Twisted ankles and worse abound. Worse yet, exposed flesh (especially digits, noses, ears) are showing terrible signs of frostbite. Shivering, loss of speech and coordination, nauseated vomiting. Hypothermia is setting in on many.

They absolutely must rest.

I move through and grab the able-bodied young. "You. You. You. You. And you. Find some kindling and quickly. Everything already knows we are out here. We are going to start a fire large enough to warm a frost giant's heart."

As they're doing that, Otthor and Three Bird are going to help me locate a good tree stand and the necessary materials to construct a natural shelter to keep these people out of the wind and insulated for the next thirty minutes. I know this is going to be extremely difficult given the time constraints and the size of the group, but if we work together, we can get something up in ten minutes.

Lucky and Rawr will keep watch as we do.

[sblock]Otthor's Nature is 19. As a Secondary Skill vs the Easy DC of 20, he automatically passes.

Saerie Primary Nature + 24 + 2 (Otthor). Rolled 11. 37 passes the Hard DC.[/sblock]

Per Manbearcat

[sblock]Level 22 C2 SC. 2/6 Successes. 0/3 Failures. 1/1 Hard DCs. 1/2 Secondary Skills[/sblock]

The frozen stream that you fought alongside in the valley meets a larger river that cuts through this area. On the periphery of the forest, a dense stand of cottonwoods line that river's partially frozen bank. They will get you out of the wind and keep the warmth of the fire in.

It takes the thirty minutes that you have planned to get the kindling in pit formidable enough to create the fire you intend, but it goes up well when you do. Your construction keeps the heat in and the cold out. The hurt or dying are brought in first and then everyone gets off of their weary feet to feel the welcome heat.

A pack of wolves exchange howls off in the distance from whence you came. To the untrained ear, those would just be indicators that they are hunting. But not to you. They are afraid. Something foreign has entered their territory. And it walks on neither two legs nor four.

I look at Otthor. "I have to help them. They will either perish and become our enemies or join us and become our allies if I can reach them." I empty my pack of any relevant adventuring supplies to help these people (Healers Kit + 2 to heal). I hand him salves, unguents, poultices and wraps. Please see to their ailments and their poor spirits the best you can. I won't be gone long. As soon as I return we set out.

Per Manbearcat
Let me handle Otthor's part and then we'll see what happens with you.
 

Tecklenburg

Explorer
I know there is a strain of primal spirit veneration amongst the people that populate the highalnds. However, it appears that their faith lies at least as much with the God of Battle and Valor. Always fascinated by cultures, history, and belief systems, I've learned much about the people that inhabit this part of the material world. Drawing upon my knowledge of their allegories and poems, I begin to recount a famous tale of a broken, battered people of Kord being driven from their lands by monstrous invaders. The exodus was cruel, but the people were made of sterner stuff. Those that died so that others might live earned a place in the afterlife amongst Kord's eternal warriors. Those that lived visited vengeance upon their enemies, retook their lands, all glory to Kord!

Once they pick up and take over singing the ballad from me, I'm triaging the wounded, sick, ailing, and infirm. I take the lake-water and brew teas to help with the onset of hypothermia. I show others how to bind wounds and apply medicinals. Those that are sure to perish, I make sure their loved ones are aware of it so they can be attenttive to their passing.

[sblock]Primary Skill Religion + 24. Rolled 12. 36 passes.

Primary Skill Heal + 17. Rolled 5. 22 fails.[/sblock]

Per Manbearcat
You rouse the spirits of all but the most ailing and/or unconscious. As you had hoped, they give collective voice to your recounting of the ballad of Kord's devout during your triaging and healing efforts.

Regarding the latter, unfortunately, the situation is much worse than you hoped when you began the effort. While their morale is restored, outright lameness is more prevalent than initially surmised, and many have come close to losing the use of all of their toes. Consequently, a mass, expeditious exodus is approaching something nearing an impossibility. However, there are several elderly and grievously wounded that are now ready to pass and they do so comfortably with their loved ones near and holding them. The fires serve as a makeshift pyre for the bodies as the commemorate them to the primal spirits and to Kord. As macabre as it might be, given your plight, their passing is a blessing for both themsleves and the living they leave behind.

[sblock]The cost of this failure is going to be that the physical check required to actually get the people from here to Giliad's Rest is going to be at the Hard DC.

Level 22 C2 SC. 3/6 Successes. 1/3 Failures. 1/1 Hard DCs. 1/2 Secondary Skills[/sblock]

I'll move Saerie's efforts forward in a follow-up post.
 

I look at Otthor. "I have to help them. They will either perish and become our enemies or join us and become our allies if I can reach them." I empty my pack of any relevant adventuring supplies to help these people (Healers Kit + 2 to heal). I hand him salves, unguents, poultices and wraps. "Please see to their ailments and their poor spirits the best you can. I won't be gone long. As soon as I return we set out."

The biting cold greets you with its spine-chilling embrace as you make your way out of the relative, wind-buffering comfort of the border forest and and back toward the open face of the mountain trail. The moon's glow lights your way and it reveals the eerie sheen of the unearthly mists as they shroud the pitched earth several hundred meters above you. Like an aggressive snake, it slithers along crevices and undulations, biting and envenoming all life encountered.

The trail is the much safer route and high ground so you could get a good vantage from there. However, your ears have tringulated the pack's howls to being well off the beaten path, dead in the wild between the raised trail and the valley you emerged from, smack dab in the way of the relentless downward march of the mutating mists The Blood Queen inflicted upon this world.




Going to handle this as a nested challenge for a success or failure in the greater challenge. I need to know what your aim is here first though. Looks like you want to either dispatch the pack before they can be morphed into abominations or befriend them so they might be saved and aid your efforts?

[sblock]Level 21 C1 SC. 0/4 Success. 0/3 Failures. 0/1 Secondary Skills.[/sblock]
 

Binks

Explorer
I need to know what your aim is here first though. Looks like you want to either dispatch the pack before they can be morphed into abominations or befriend them so they might be saved and aid your efforts?

[sblock]Level 21 C1 SC. 0/4 Success. 0/3 Failures. 0/1 Secondary Skills.[/sblock]

I'm committed to saving as many of the natural beasts of this land as possible. It has slowly been sinking in just what a horrible mistake Saerie made in not confronting Ranyon Argoth in the tower. Perhaps it would have killed either or both of us, but I feel that we could have dispatched him there. If we had, these apocalyptic mists would never have found there way into this world.

We won the day but we may ultimately have lost if our point was to prevent the Far Realm apocalypse that was promised. It is upon this land and these creatures that inhabit it. Otthor and I must put a stop to this and ultimately live down our grievously poor decision.

I want to befriend these wolves to protect them and so they might aid us in the future. Failing that, I will put them down so they do not turn.




I feel the warmth of Rawr's furry body against my hip. I run my hands through his fur and smile at Lucky who is completely immune to the hostile cold that would bite at my bones if it weren't for the magical warding of the amulet.

I stoop down, grab some snow from the ground, and toss it into the air to confirm the direction of the winds.

[sblock]Secondary Skill Nature + 24. Rolled 8. 32 Passes the Easy DC.[/sblock]

Per Manbearcat
The winds are swirling, but whatever prevailing effort there is will be in your face. The wolves, and anything else before you, will have a difficult time smelling you coming.

Of course, it will make the trek much more unpleasant than it otherwise would be. Your exhausted legs do not need this extra hurdle to climb.

Going to need Group Endurance for you and Rawr.

Acknowledging the hardship that we face, I sigh. "Up we go" I say to my furry friends as I step lightly onto the icy slope adjacent to the more forgiving trail.

[sblock]Rawr Primary Skill Endurance + 18. Rolled 13. 31 passes the Medium DC. 1/2 is enough to meet the Group Check.[/sblock]

Ignoring the fatigue of our worn out bodies and our angry lungs, we move briskly from stray tree to stray tree. I'd like to get a look at them and take their measure before they see us.

[sblock]Primary Skill Stealth + 22 + 2 (SS). Rolled 1. 25 fails the Medium DC by 1.[/sblock]

.../godzilla facepalm

Per Manbearcat

[sblock]You lose your last Healing Surge[/sblock]

The going would be extremely difficult, even if your legs weren't weary. You quietly stalk up a rise. As you crawl to the top to look over, you come face to muzzle with a huge, growling Dire Wolf that bares its teeth. Lucky and Rawr trade growl for growl with the creature. A pace behind you, both of their hind legs are taut, their postures showing they're ready to strike.

The markings on this Dire Wolf are familiar to you. A dark stripe bisects his entire silver form from tail to nose. This is one of the members of the Winter Wolf's pack you dealt with when you first entered the highlands so many days ago.

[sblock]Level 21 C1 SC. 1/4 Success. 1/3 Failures. 1/1 Secondary Skills.[/sblock]

So they survived the transit of the ooze-infested cave...ok...this might be fortuitous.

Without looking back at either Lucky or Rawr, I put a hand up to them signalling for them to stand down. Slowly I slide my form away from it and move to stand while speaking to it in its tongue so it will understand me. "I remember you. You must remember me. You survived to hunt here because of I shared with you my knowledge of the secret tunnel. Where is you where Winter Wolf alpha? I would speak to him."

How does he take my words?

[sblock]Primary Skill Insight + 20. Rolled 12. 32 passes the Medium DC.[/sblock]

Per Manbearcat

[sblock]Level 21 C1 SC. 2/4 Success. 1/3 Failures. 1/1 Secondary Skills.[/sblock]

The Dire Wolf's snarl is reduced to an inquisitive sniffing of your form. It doesn't assume a submissive posture, but its aggression relinquishes for the moment. With its primitive tongue, it conveys that he and the pack's beta went off to investigate the mists that spill down from the mountain about an hour ago. The rest of the pack has been waiting since for his return.

He howls to them; a signal for them that there is an invader in their midst. From your position at the top of a rise, you can see their glowing eyes and their moonlit silver fur. The four of them emerge from various areas of concealment and begin to converge on a 50 meter perimeter around your location.

They are all very unnerved.

One of them bears a more aggressive posture than the others.

I look back at Rawr and Lucky, my face betraying that I'm not sure what happens next and that they need to be ready. They each close in on my flanks.

I speak to them in the howls, growls, barks and yips of their tongue. "I'm sure you all remember me and my companion Otthor who bested members of your pack in combat. I am here, once again to lead you out of sure death. Your Winter Wolf alpha and his beta are gone. Those mists that come down from the mountain will have turned him into something horrible."

I assume a very pronounced posture of superiority and I stare hard at them. "I am your pack leader now! You will follow me away from this place, away from sure death. Or I will slay you all here and now to prevent the same "changing" that took your former alpha from happening to the five of you!"

[sblock]Primary Skill Intimidate + 13 + 2 for Beast Empathy and + 2 for Rawr. Rolled 10. 27 succeeds at the Medium DC.[/sblock]

Per Manbearcat

[sblock]Level 21 C1 SC. 3/4 Success. 1/3 Failures. 1/1 Secondary Skills.[/sblock]

Four of the five immediately go actively submissive, including the one you initially encountered. They approach you slowly, lips ears drawn back, tails tucked, backs arched, their bodies lowered so they can look up to you.

The fifth is not so humbled. The large male stands erect, bristling slightly, tail up high and curled towards its head. It bears its teeth.

He considers himself next in line for leadership and he'll win it with your opened throat. He charges as the other wolves clear out of the way of the oncoming wrath.

I don't blink. I call upon the natural world to hold my challenger with its powerful bonds. I don't want to kill him...yet.

[sblock]Bonds of Life Encounter Power + 25 vs Ref. Rolled 7. Elven Accuracy Reroll. Rolled 19. That hits. He takes damage and is restrained UEoYNT.[/sblock]

Per Manbearcat

[sblock]That cements success, earning you a success in the greater SC. The pack is yours.

Level 22 C2 SC. 4/6 Successes. 1/3 Failures. 1/1 Hard DCs. 1/2 Secondary Skills[/sblock]

Held in place by several aspects of nature (snow, wind, earth), the creature writhes angrily to no avail, jaw snapping violently...but futilely.

I approach slowly, calmly. As I do, I pull out my Elven Longknife. I hold the cold steel up to its breast, draw its blood as a show, but do not finish it. In its tongue I simply say "do you wish that I take your throat, or will you fall in line behind me as my beta?"

Per Manbearcat
The creature acquiesces in short order and assumes the same actively submissive posture as the rest of the pack. The Dire Wolves are yours to command.

[sblock]These will be 5 Minions with a noncombat encounter power. I'll give you stats tomorrow.[/sblock]

With my new pack in tow, Rawr, Lucky and I rush back to the campsite. If we can fashion some makeshift sleds and harnesses, they should be able to help us in getting the refugees to Giliad's Rest.
 

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