GM POST
Kelvin's Cairn (Mountain Climb quest)
After a brief consultation,
Keegan Velryn and your sled driver
Eve Breengren work out the logistics, which Eve walks you through... Keegan will follow you back with one sled to Bryn Shander; the sled dog "
Boy" will ride in the sled with him to rest; he wants to conserve Boy's strength to help in tracking Garret. Once in Bryn Shander, Eve's son will stay there with one of her sleds – she thinks Kelvin's Cairn is too dangerous for the 12-year-old, and besides she has other people booking one of the sleds at noon. Eve wasn't prepared for a longer trip, so during this brief stopover, she'll gather food and water for herself, her hireling, and the dogs. Keegan pays for the additional costs of Eve's sleds from Bryn Shander to the Cairn and back.
Eve sketches out a very rough layout of Ten-Towns and the distances between them, marking the proposed route you'll take – from Targos back to Bryn Shander, then to the crossroads cutting north to Caer-Dineval and Caer-Konig without stopovers, and from there you'll leave any trails behind, crossing 5 miles of tundra to approach Kelvin's Cairn via Icewind Pass. It will be a 12 hour trip there, meaning you'll get to Kelvin's Cairn during darkest night, hours before the midnight aurora lights the sky.
(see attached)
With some tents, extra rope, pitons, and fire brandy gathered, you bundle up and set forth. Packed snow hisses under the sled runners. The panting of the dogs, hissing winds, and any conversation you can keep are the only sounds as you venture across Ten-Towns...
Leaving Bryn Shander once more, its lights flicker behind you as the sleds pick up speed. Traveling in single-file, Eve's sled is at the fore with the white dog "
Comet" leading the pack, her hireling mans the middle sled, and Keegan's sled brings up the rear...
The Crossroads of Caer-Bannog: After a few hours you come to old stone ruins of what was once a village, with iced over posted signs warning travelers of a 'Fearsome Beaste' and 'Tread Not From the Path.' Eve and Keegan explain this was once the village Caer-Bannog but it was destroyed over a century ago during in-fighting between the Ten-Towns. One other sled passes you going in the opposite direction, but no greeting is offered, only eyes watching from beneath heavy furred cloaks. Your sleds cut north at the crossroads...
Lac Dinneshere & the Two Caers: A brief glimmer of sunlight trying to break through the clouds scatters along the iced over shores of the windswept Lac Dinneshere to your east – one of the three lakes which are the lifeblood of Ten-Towns. However, the light is fleeting, soon replaced by chill winds blowing across the lake biting your cheeks and cutting through your bundled clothing. Above the first village, Caer-Dineval, the castle overlooks the meager village. Eyes watch you from fishing boats and behind windows. Slowing enough only to pass through town safely, soon the sleds pick up speed again, following the rocky shoreline as even the twilight of midday fades. The sled lanterns are lit. By nightfall (or whatever passes for it in this Everlasting Rime), you enter Caer-Konig with its ruined castle and unfinished palisade. Inviting lights flicker in the taverns and inns of the village, but you press onward, cutting to the northwest across tundra, the sleds slowing without packed trails until...
The 1,000-foot-tall Cairn, before only a vague image in the distance scarcely visible in the snows, now looms overhead in the darkness. A baleful cry echoes on the winds, though whether it is human or monstrous, the winds refuse to tell. At last, your sleds come to a stop at the base of Kelvin's Cairn.
Up the slope – inaccessible by the sleds – you can barely make out in the darkness what might be two tents pitched beneath an ice outcropping that acts as a natural windbreak.