(IC) Quickleaf's Rime of the Frostmaiden

Steve Gorak

Adventurer
Aric signals his companions to follow: "Comet will show us in. She just ran the southern loop. Let me know if you want me to ask her a question."
GM POST @Steve Gorak @Kobold Stew @VLAD the Destroyer @domminniti

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The sled dog huffs, stretching and opening his jaw into a wide yawn. "Brfff ROU! <Like you, but not YOU> Fruffr rawr shffff. Fraafruff. <The others are eating and sleeping. Lazy dogs.> Marrrrarr Evee krrrurrr. <Miss Eve fixing sled.> Rawrawrawraw. Efffffh. Fruffr kff rou. <Good good good good. Follow me. Introduce you to others.>"

As he rises wearily, Comet isn't much shorter than Aric and looks between Russet and the goblin with pleading eyes, an ascending tone of inquiry, "Harrar rawarrr? <Can I eat smells like rabbit-person?>"
Aric smiles in a good-natured way. "You're kidding Comet, right? He's a friend, and it's not because he sorta looks like a rabbit that he'd taste good. Besides, you're asking for trouble if you try, look at his spear; he knows how to use it!"
Padding around the cracked open door, the white dog slips inside, letting you follow. Eleven other sled dogs, most with black and white and brown mixed coats, are arrayed around the campfire. Aric can make out several of their whines and huffs as teasing Comet, "<Hey Whiteout. How's the tail Old Whiteout? Still walking oldie? Brought in more strays?>" Offering a mild growl of irritation, Comet pads over closer to the campfire burning in the high-ceilinged kennel; smoke streams out through a hole in the ceiling with a propped-open hatch.

Talking to all the dogs, Aric says "Hi friends, I'm Aric. Mind if we join you around the fire? Tell me, is there a person around, my friends want to talk to them."
 

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Necropolitan

Explorer
Zeth Religion DC 18: Auril is the goddess of winter's dispassionate cruelty, pragmatic indifference, and cold self-reliance. While some of her worshippers can be found among monsters, the peoples of the North tend to propitiate her with sacrifice – rather than truly worship – so that she doesn't visit storms and cold death upon them. Her true followers tend toward extremes, as the initiation allegedly involves exposure to the most brutal of the elements. She is said to have many forms and many names, some blurring the line with fey – but that is beyond the scope of the religious texts.
Well, there was certainly something to admire in the religion's mentality even if their focus on self-deprivation would suck the joy out of life. What's the point of attaining whatever one considered a winning mindset if it meant you couldn't enjoy the finer things in life? Winter's good for making you appreciate a warming glass of wine, but there'd be no wine if it lasted all year round.

Zeth's parents worshiped Waukeen primarily (trade was trade regardless of what side of the law a merchant was on) and Zeth knew enough of that faith to feel it a better one for him than most. And he'd met adherents to Mask and seen that the god of thieves had plenty to offer.

Those were gods he could have a working relationship with, not some frozen joyless goddess who thought killing off her followers was a good way to organize a religion. Ugh, this was going to be a pain, negotiating with fanatics always was. Who looks at the misery around here and thinks "You know what? I want in on that!" what kind of person? as if joining Auril's cult offered anything more than the ability to posture with other pathetic wretches sneering at anyone who shivers while pretending you couldn't feel the cold.

But he wouldn't be ranting at them, Zeth had learned to feign indifference and he'd showcase his pragmatism by not spitting in their faces.

Zeth motions to Alma before they enter.

"Try to appear stoic and don't seem too eager for help, (OOC: Zeth explains the information he got from his Religion check). Avoiding offense will hopefully make it easier to get information out of them. And make sure you've got at least one escape route if things go wrong."

@happylace
 

Quickleaf

Legend
GM POST @Steve Gorak @Kobold Stew @VLAD the Destroyer @domminniti

The Kennel

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With what resembles a groan, Comet slumps down near the fire, looking plaintively at Arik with big yellow eyes. "Hrf hrf hef rou. <Ok ok, if you say so.>" However, your description comparing Russet to a tasty rabbit does little to dissuade the white dog's fantasy, and he periodically shifts his eyes toward Russet as if knowing he shouldn't look at him that way... but not being able to help it. "Eee kfkfr rawr, <I never joke about food,>" he says with a yawn, half to himself.

Sniffing the air, the other dogs perk up. "Harrar? Harrar? <Rabbit? Rabbit?>" When the sled dogs realize they can understand Arik, the echo of curious growls fades off, with one singular voice in the back inquiring a bit too loudly, "Hefffl harrar? <Did somebody say rabbit?>"

The sled dogs fall quiet, lazily watching you approach the campfire in a ring of stones radiating warmth. A few whine inarticulately, wag their tails, and look towards the far end of the kennel.

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"Well, the dogs aren't alarming on you, so I suppose you're not here to make trouble?" comes the voice before you see the woman, dark-red hair and high cheekbones blending the look of a Luskan and a Reghed tribesperson. She enters from the far side of the kennel, carrying a dog harness. "Eve Breengren. I see you've met Comet? What brings you here near the Frostmaiden's hour? Won't be anymore sleds going out til morning."

GM: @Kobold Stew @Steve Gorak Your passive perceptions (17 and 14) are high enough to realize that there's someone smaller than Eve hiding behind the double door you came in from, carrying a crossbow possibly.
 
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Ludo moves between Logrim and the hidden person. It stares at the double doors intently. Logrim seems oblivious to this.

"We are investigating the deaths happening around Ten-Towns. We wanted to see if any of the sled teams have been acting strange? Leaving at odd times or coming and going suddenly?"
 

happylace

Explorer
Well, there was certainly something to admire in the religion's mentality even if their focus on self-deprivation would suck the joy out of life. What's the point of attaining whatever one considered a winning mindset if it meant you couldn't enjoy the finer things in life? Winter's good for making you appreciate a warming glass of wine, but there'd be no wine if it lasted all year round.

Zeth's parents worshiped Waukeen primarily (trade was trade regardless of what side of the law a merchant was on) and Zeth knew enough of that faith to feel it a better one for him than most. And he'd met adherents to Mask and seen that the god of thieves had plenty to offer.

Those were gods he could have a working relationship with, not some frozen joyless goddess who thought killing off her followers was a good way to organize a religion. Ugh, this was going to be a pain, negotiating with fanatics always was. Who looks at the misery around here and thinks "You know what? I want in on that!" what kind of person? as if joining Auril's cult offered anything more than the ability to posture with other pathetic wretches sneering at anyone who shivers while pretending you couldn't feel the cold.

But he wouldn't be ranting at them, Zeth had learned to feign indifference and he'd showcase his pragmatism by not spitting in their faces.

Zeth motions to Alma before they enter.

"Try to appear stoic and don't seem too eager for help, (OOC: Zeth explains the information he got from his Religion check). Avoiding offense will hopefully make it easier to get information out of them. And make sure you've got at least one escape route if things go wrong."

@happylace

Alma takes in the state of the temple as they approach. Her curiosity catches her and she tilts her head at the three statues. She assumes they must signify this Triad. Though she doesn't know enough about any of the gods to guess which is which. For all the fascinating things to be found in the heavens, deities don't make her list.

She nods. Her expression has maybe changed twice since they met and her voice even less so. ''That won't be a problem. I should also let you know that I am quite accomplished in enchantments if needed. I have the ability to charm people and soothe tempers in the worst case scenario. If you can lead a line of questioning, I'm also able to read thoughts to a small degree. Though my magic can occasionally be...unstable. So I would prefer not to rely on it more than necessary.''

Alma looks back up at the temple. She's never dealt with an Aurilite before. And if navigating careful social cues is necessary for this... ''Since you seem to be more familiar with their attitudes, perhaps you should lead the conversation.''
 

Quickleaf

Legend
GM POST @happylace @Necropolitan

House of the Triad (occupied by Cult of Auril)

With hinges speaking in protest at the frost, you push the heavy door open, revealing a long hall with three raised platforms separated by arches extending between support pillars. A few worshippers clad in white-fur lined cloaks circumambulate around a font emitting strange vapors (like dry ice), whispering words in a language neither of you recognize. Three elevated stages once served to honor the Triad. While the permanent relics of worship remain – bas reliefs, graven images, anchored holy symbols – the tapestries and unfixed holy symbols have been tossed to the corner. In their place, a large pale blue banner emblazoned with the Frostmaiden's emblem (a black snowflake inside a black diamond) hangs from the rafters.

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A woman holding counsel with two troubled townsfolk places her hand on the man's shoulder as she notices you. Garbed in light blue, white, and lavender fineries, she cuts an unlikely figure in the rough towns of Icewind Dale. However, hints of frostbite on her cheeks, worn boots, and clear alert eyes suggest she's no stranger to these lands. "It is good you seek sanctuary here... You have come to offer homage to the Frostmaiden?" she inquires as she descends a step, offering a cool smile but squinting as she realizes she can't place your faces.

"Jelenneth Arnuanna, her messenger," placing a hand over her heart, she bows her head before looking up with sharp dangerous eyes full of too much fire for a follower of the winter goddess.
 

Quickleaf

Legend
GM POST @Steve Gorak @Kobold Stew @VLAD the Destroyer @domminniti

The Kennel

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Eve lifts her brows at the gnome, and once she realizes his companion is a construct, her eyes go even wider. She gives a subtle shake of her head in the direction of the double doors. Then she watches Russet very carefully, making sure to keep the campfire and a few dogs between him and her. "Not one of those harefolk brigands, are you?"

She's not wholly at ease yet. Even with the pack of wolfhounds, the four of you and Ludo look better armed than most and it's the dead of night.

"The killings? Heard things went downhill at the dwarf-built temple fast after the priest's murder." Gruffly nodding, she turns her back only for a moment to hang up the dog's harness on the wall-mounted tack board. "There sure was. Torrga's entire 3-sled caravan returned not even a day after setting out for Easthaven. I was out in the field when they came back in, fixing a sleigh, but I heard they were in a rush. Saw Torrga as she was headed out the north gate, probably to Targos."
 

domminniti

Explorer
Russet Ghostfur

Dogs scared Russet on a primal level. No matter how many ambushes of dog sleds he could never shift the terror they inspired in him. On the trail, they could be vicious, but could be driven off with teamwork and planning, but here in their domain, he felt like pray. His fur stood on end, and the adrenaline pushed through the alcohol haze. Why oh why did he think investigating the kennels was a good idea? He swore to give up ale... or at least drink less.

The dogs had hunger in their eyes. And they could sense Eve's unease. Russet backed away to the double doors behind him.

No!... Not any more.... J...Just a sellsword... A mangy stringy one... T...tell your dogs to stop looking at me like that!
 

Steve Gorak

Adventurer
GM POST @Steve Gorak @Kobold Stew @VLAD the Destroyer @domminniti

The Kennel

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Eve lifts her brows at the gnome, and once she realizes his companion is a construct, her eyes go even wider. She gives a subtle shake of her head in the direction of the double doors. Then she watches Russet very carefully, making sure to keep the campfire and a few dogs between him and her. "Not one of those harefolk brigands, are you?"

She's not wholly at ease yet. Even with the pack of wolfhounds, the four of you and Ludo look better armed than most and it's the dead of night.

"The killings? Heard things went downhill at the dwarf-built temple fast after the priest's murder." Gruffly nodding, she turns her back only for a moment to hang up the dog's harness on the wall-mounted tack board. "There sure was. Torrga's entire 3-sled caravan returned not even a day after setting out for Easthaven. I was out in the field when they came back in, fixing a sleigh, but I heard they were in a rush. Saw Torrga as she was headed out the north gate, probably to Targos."
Aric listens, and jmps in "How long would a normal caravan take to come back, if a day is quick? Also, how long ago did Torga leave to Targos?"

He then takes a quick look at Russet with a blank expression. He is hoping that the hare-folk is using his fear as a ploy to check the door.
 

Quickleaf

Legend
GM POST @Steve Gorak @Kobold Stew @VLAD the Destroyer @domminniti

The Kennel

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Clearly expecting a rougher introduction from the harengon than the frightened words he offers, Eve Breengren purses her lips. "Careful there, harefolk. My boy's at the door," she waves toward the double door and hesitantly a youth of about 12 or 13 steps forward, darker hair than his mother, but the same high cheekbones. A loaded light crossbow is in his hands, but pointed down towards the ground.

She utters a heel command twice to the sled dogs. Arik can make out Comet whining, "<Why does Miss Eve always repeat herself?>" But upon seeing the boy, Comet begins excitedly wagging his tail.

"Torrga's caravan left for Easthaven two days ago - most sleds leave in the morning. It's a 14 mile track. A team of dog can make that in 4 hours at a steady clip, one stop along the way," Eve explains, distances rolling off her mind instantly as she warms her hands by the fire. "But they came back later the same day. I only caught the tail end as I came back from the field – I could tell by the emblem she flies: a gold wolf's paw on a black field." As an afterthought, she adds with a glance toward Arik, "Targos is just a 3 mile track, so dogs can run that in under an hour. Healthy team will clock 4 miles in an hour on the trails."

GM: VLAD was asking about timeline of murders, thought I'd repost this from OOC thread so you have it handy:

2 years ago, the Everlasting Rime begins.

2 months ago, last caravan arrives in Icewind Dale.

1 month ago, first murder – dwarf glassblower in Termalaine.

3 weeks ago, second murder – human shipbuilder in Targos.

14 days ago, group of mages arrive in Bryn Shander.

10 days ago, third murder – Morin Littlebucket, halfling trapper in Easthaven (Arik's friend).

3 days ago, fourth murder – Dellvon Ludwig, human priest (of Torm) in Bryn Shander.

3 days ago, Cult of Auril claims the House of the Triad (Dellvon's temple).

2 days ago, Torg's caravan departs for Easthaven, makes an unusual return trip same day to Bryn Shander... (then possibly heads out for Targos that night).
 
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Quickleaf

Legend
GM POST @Aethmud @tglassy

The Northlook (card game)

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Afte tossing his silvers into the pot, Rudolf takes a swig of ale and grins at Mak, thrusting his chin toward Mak's white dragon card, "I was wondering when one of the children of Icingdeath would show up."

Now comes the time of theft for the evil dragons – each player with an evil dragon steals silvers from the pot equal to half their current card's strength. Thus, after Mak steals his silver, Ottar steals 2, Rudolf steals 3, and Osvic steals 5.

Then the good dragons swoop in! Arnholt targets Sodt, who tosses 2 silvers into the pot. Sodt targets Johun, who casually flicks 1 silver into the pot before raising his brows across the table at Thidrik.

Not to be beat, Thidrik waves his Bahamut card at Johun. "There can only be one Dragon Queen, Johun!" With a sigh, Johun removes his Tiamat from his flight, discarding it. Likewise, Thidrik discards his Bahamut. Each draws a new card...

Thidrik plays a white dragon (3), while Johun turns over his new card slowly, dramatically, revealing... yet another Tiamat! A loud chorus of groans and chuckles come from the Mintarn mercenaries at the unlikely draw. Each man adds his due silver the pot for the new cards.

Leaning back with a smile across the table at Jack Everfrost, Thidrik strokes his beard, "Looks like we are tied for last with our wyrmlings..."

The pot is at 91 silver pieces, prior to Jack's bronze dragon attack.

A gambit (game) of Three-Dragon Ante consists of 3 rounds.

You begin with your "hoard" of 50 silver pieces.

On your turn each round you roll for a dragon card – roll a d12. Then roll the follow-up "Strength" die (if any) indicated on this chart to determine the card's Strength. There are other cards in the game (called Mortals), but they are abstracted away to focus on the powerful dragon cards.

d12TypeAlignmentStrength
1Tiamat [god]Evil1
2BrassGood1d4
3WhiteEvil1d4
4CopperGood1d6
5BlackEvil1d6
6BronzeGood1d8
7GreenEvil1d8
8SilverGood1d10
9BlueEvil1d10
10GoldGood1d12
11RedEvil1d12
12Bahamut [god]Good13

Take Silver Pieces equal to the card's Strength from your "hoard" and add them to the pot.

Optionally, you can instead withdraw in any round, forfeiting any Silver Pieces you've placed in the pot so far.

After the 3 rounds, whoever has the highest "flight" (sum of the Strength of your cards) wins and claims the pot.

Ties at the end of the game are broken in this order of precedence: largest "hoard" > most dragon gods played > most good dragons in dragon flight > whoever rolls the highest Gaming check (or DC 10 against these npc mercenaries).

In addition to whatever you might try with skill checks & magic (e.g. Gaming check to roll for 2 cards and pick one, Insight to anticipate opponent's hand, Sleight of Hand to cheat replacing your roll with a card of your choice, etc), there are 2 special rules: Card Powers & Dragon Flights (like poker hands).

Card Powers:
  • Evil Dragons (steal): When you play a non-god evil dragon, steal Silver Pieces from the pot equal to 1/2 the Strength (rounded up) of the card. If the full amount of stealable Silver is not available in the pot the player steals as much as they can.
  • Good Dragons: When you play a non-god good dragon, choose an opponent with an evil dragon in their flight. That opponent must place Silver Pieces in the pot equal to 1/2 the Strength (rounded up) of the card. If the opponent does not have the full amount of Silver, they pay as much as they can now and owe a debt to whoever wins.
  • Tiamat: If Tiamat is still in play at the end of the game, the lowest dragon flight wins the pot (instead of the highest). Her apparent strength of 1 is magical treachery to make her more likely to win!
  • Bahamut: When Bahamut is in play, the owner may choose to sacrifice him at any time to destroy a Tiamat of their choice that is in play. Each of those players immediately plays a replacement card, with a Red dragon card replacing any removed Tiamat card and a Gold dragon card replacing any removed Bahamut card. The owner rolls the new dragon’s Strength as it enters play.
Dragon Flights: At the end of the gambit (game), evaluate each player's flights with the following criteria in the following order:
  1. God Flight: A player that rolled a dragon god at the start of EACH of their three turns may take 1/2 of the pot's Silver Pieces (rounded down) and add it to their "hoard." Those dragon god cards are not necessarily required to still be in the player's flight.
  2. Triplet Flight: A player with 3 dragons of the same Strength in their flight gains a reward from ALL opponents. The player chooses one the player with Silver Pieces equal to 1 of those dragon‘s strength from all opponents. If an opponent does not have enough gold, they pay what they have until they are out of gold, and owe a debt to the player for the remaining gold amount.
  3. Allied Flight: 3 dragons of the same Alignment in a flight rewards a player the strongest dragon's Strength worth of Silver Pieces from the pot. If the full amount of silver is not available, the player takes as much as they can.
  4. Leader Flight: Add the strength of all dragons in each player’s dragon flight together. The player with the strongest dragon flight (or weakest if Tiamat is in play) is the leader and wins the remaining pot.

GM: @Aethmud With your Bronze Dragon (3), you can attack one player with evil dragons who must add 2 silver pieces to the pot.

new cards for Thidrik and Johun: 1D12 = [3] = 3
1D12 = [1] = 1

Thidrik white dragon strength: 1D4 = [2] = 2
 

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Aethmud

Explorer
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“Osvic, Good sir! That's a mighty powerful Blue Dragon you've got there. Nine, indeed! A dragon of lightning storms, barging in on this placid chilly night! My wee Bronze dragon friend here says your Blue beast has gotten a little too greedy."
With a grin and a waggle of his finger, Jack tells Osvic, “In the spirit of fair play, my Bronze friend suggests you return two of your gold pieces to the pot. Who are we to argue with a dragon, after all?"

Jack succeeds on a DC12 gaming check, and is able to cheat successfully, having palmed a Fool card when he shuffled and dealt the first gambit. Now, in the third gambit, Jack successfully swaps his legitimate third gambit draw for the Fool card. He will use it to steal a Tiamat card from whoever has the lowest total strength count, probably either Thidrik or Johun.

For the third gambit, Jack turns over his card, revealing not another dragon but the Fool. A gasp sweeps through the table, followed by chuckles and groans of commiseration. Jack's hazel eyes sparkle with delight as he throws his head back in laughter, an air of genuine jubilation swirling around him.

"Ah, divine intervention at last!" he exclaims, his voice filled with joy and relief. "Oh, Bahamut, Tiamat, ye great dragons of legend, you've not forsaken this humble fairy! Your grace has given me the Fool, the very card that holds the power to turn the tide of this game! I thank you, oh divine Tiamat and Bahamut, for answering my prayers and blessing me with the Fool tonight. Johun, Thidrik, one of your fickle Tiamat queens is soon to be mine!"

Jack flutters a few inches above the cushion-top in excitment before settling back in his chair, his eyes taking in the gathered group, his hands theatrically holding up the Fool card for all to see. "You know, once upon a moonlit night, not unlike tonight, I played against a satyr so cunning and wily, he could steal the moon from the night sky and you'd still invite him for a round of drinks.. We'd wagered over a hundred gold pieces apiece, I'd lost every coin to him and, would you believe it, that satyr still insisted on double or nothing for one last round!


“Now, in my defense, my friends, that satyr and I, we'd been drinking something rather... special that night,"
he adds, his voice dropping to an enticingly low murmur, his eyes sparkling with mischief. "A wine, made from the nectar of starlight flowers in the heart of the Feywild. As sweet as summer honey, as light as the first snowflake of winter. A drink so pure and potent, it can make you forget your own name if you're not careful."

He shakes his head, his grin turning into a nostalgic smile. "After a few cups of that fey nectar, my better judgement, as you might imagine, was off in a merry pixie dance. So when the satyr proposed that one last wager, I, full of Feywild wine and the thrill of the game, readily agreed. And then I realized I’d nothing left to wager but a pair of magical boots. The stakes were high, the starlight nectar was flowing, and the crowd was eager for a grand spectacle. And, oh, did they get it!"

The fairy's face becomes wistful, even as his smile remains firmly in place. "That satyr, sly devil that he was, drew not one, not two, but three Fools in a row. And me? I was left dumbfounded and a few hundred gold pieces lighter. Well…" Jack grins sheepishly, "…penniless, even. He even took my boots!"
 

Aethmud

Explorer
Jack would be perfectly content to have his stolen Tiamat card fall to Ottar's Bahamut, in the hopes that such a play would work to sway the count in favor of Mak. But he'll remain in good cheer regardless of who wins.
 

Kobold Stew

Last Guy in the Airlock
Supporter
Corse knows Eve by sight. They've been in the same room many times, but for whatever reason they've not spoken, except when Corse has negotiated a kennel for the night for someone she was travelling with. She watches the conversation unfold, and the child appear from behind the door. The situation is de-fanging itself on its own, so she rises from where she had been rubbing the dog.

Corse is not an imposing figure, and her cheeks are red from the cold.

"Eve, it's Corse. Thank you for this information." Her voice is warm, and supportive. "It will be helpful, and I'm sorry we've come so late. Based on what you say, it may make sense to see if Torrga reached Targos. Are you expecting anyone in, tomorrow or the next day? Would your team be up for a quick run there and back?"

She's not yet talked to her companions about leaving town, of course, but she doesn't see the distance as one that is beyond what they've undertaken to find out.
 

tglassy

Adventurer
Mak holds his tongue as he plays. He doesn’t like talking during games. And besides, the fairy seems to be doing enough talking for the whole table.

He holds his breath as he pulls the next card.


_: 1D12 = [12] = 12


With a grin, he lays down Bahumet. His luck is holding!

(That means I can destroy a Tiamat, right?)
 

Quickleaf

Legend
GM POST

GM: @tglassy Yep! I'll post for the mercenaries later today. When you use your Bahamut to destroy a Tiamat, both cards are destroyed, and you and your target each get replacement Gold Dragon & Red Dragon respectively, each rolling 1d10 for the new card's strength.


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Once she recognizes Corse, and realizes that you're talking business, the kennel master's posture eases up. With the subtlest of chin gesture to the boy near Russet (who eases the crossbow bolt out and transfers his grip to more casually holding it by the metal handle at the end), Eve nods. "Long as the weather holds, tomorrow I've got the three sleds available," she gestures to the back where you can spot one of the 4-person sleds. "Each can take 3 passengers, maybe more if they're his size," she gestures toward Logrim. "3 silver pieces per sled to Targos, another 3 for the return trip. I drive one sled, my boy the other, and I've a hired hand for the third."
 
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Kobold Stew

Last Guy in the Airlock
Supporter
Corse nods. "Here's two gold. I'll pay for your time and return trips on all three right now. We're sorry to bother you so late."

(If they're done, Corse is willing to leave, though she will keep a watch on the door for an hour, at a distance and hopefully out of sight. In case (say) a small boy heads off with a message to anyone.

She'll also suggest to the others that someone can tell Alma that she'll make a trip in the morning; anyone is welcome to come, but they need not. Paying for all three is meant to stop anyone else using the sleds to escape/leave town/whatever, and small talk can find out if anyone had tried to hire them, but failed.)
 

happylace

Explorer
GM POST @happylace @Necropolitan

House of the Triad (occupied by Cult of Auril)

With hinges speaking in protest at the frost, you push the heavy door open, revealing a long hall with three raised platforms separated by arches extending between support pillars. A few worshippers clad in white-fur lined cloaks circumambulate around a font emitting strange vapors (like dry ice), whispering words in a language neither of you recognize. Three elevated stages once served to honor the Triad. While the permanent relics of worship remain – bas reliefs, graven images, anchored holy symbols – the tapestries and unfixed holy symbols have been tossed to the corner. In their place, a large pale blue banner emblazoned with the Frostmaiden's emblem (a black snowflake inside a black diamond) hangs from the rafters.

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A woman holding counsel with two troubled townsfolk places her hand on the man's shoulder as she notices you. Garbed in light blue, white, and lavender fineries, she cuts an unlikely figure in the rough towns of Icewind Dale. However, hints of frostbite on her cheeks, worn boots, and clear alert eyes suggest she's no stranger to these lands. "It is good you seek sanctuary here... You have come to offer homage to the Frostmaiden?" she inquires as she descends a step, offering a cool smile but squinting as she realizes she can't place your faces.

"Jelenneth Arnuanna, her messenger," placing a hand over her heart, she bows her head before looking up with sharp dangerous eyes full of too much fire for a follower of the winter goddess.
Alma takes in the grand surroundings as they enter. There is a sadness to the discarded imagery of the former gods. The temples former identity stripped away and replaced by something wholly new and wrong. It unsettles her. She rubs her arms as the chill follows vapors of dry ice through the room. There's no warmth to be found here.

She lifts her head in greeting as Jelenneth approaches. "Good evening. I'm Alma Ostergaard and this is my companion,'' she says. Her expression and tone are carefully neutral, as per Zeth's advice. ''We have come seeking the wisdom of Auril's followers. I am a diviner of the night skies. Recently I've observed some constellations and felt a strange draw to them. I believe there is some upcoming event of great importance connected to these stars. And my research leads me to believe that it is also connected to Auril. But I am no expert in religious matters. I hoped that someone here could offer some insight. Do the skies hold any significance to the Frostmaiden that you're aware of?"
 
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Quickleaf

Legend
GM POST @happylace @Necropolitan

House of the Triad (occupied by Cult of Auril)

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The priestess of Auril raises both of her brows with keen interest when Alma mentions being a diviner, "Ostergaard... Hmm. Your name seems familiar. The northern star of Mystra's Circle, some call it the brow star, has always been the goddess' favored light in the night sky. An unwavering, unchanging light pointing the way to the North." As she speaks, Jelenneth circles you both, nodding demurely to Zeth, her fingers tracing dangerously close to Alma's hair as if she wants to touch it. "The Frostmaiden has blessed you with snowy hair. Such lovely locks..."

Seeming to catch herself indulging in too much passion, the priestess resumes a cooler demeanor, glancing towards the handful of followers whispering around the dry ice. "Do you know the story of the Ice Snake, Alma Ostergaard? It is the southernmost constellation, stretching across the night sky like the Spine of World bound Icewind Dale from the south. A white wyrm who Auril rode across the skies, Auroth the Ice Snake, was struck down by gods jealous of Auril claiming the wyrm's beauty. Its body became the mountains," she gestures toward the south, "but its soul eternal rose to the heavens and became stars."

With a coy glance to the both of you, Jelenneth returns to standing in front of you, a lilt to her singsong voice, "But surely you came for more than a discussion of astronomy?"

GM: Jelennth Insight check: 1D20+4 = [11]+4 = 15
Jelennth is trying to discern if you have ulterior motives in seeking out the temple. Either choose your next words carefully, or beat her Insight roll >15 in your next post.
 

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