(IC) Quickleaf's Rime of the Frostmaiden

Jack whispers, once everyone is across, "That's it! Real quiet like. Trex, my new friend, we will see you again soon." And then to the whole party, in an even lower whisper, barely audible above the rushing water, "Let's sneak out, now, before the cultists come check on their pet rats. We can breathe easy once we're out of this cave and a safe distance away!"
 

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Oskar Whisperstone
Race: Dwarf
HP: 27/27
AC: 16/18(with shield)
Perc save: +2
Pass Inv:
9
Pass Ins: 15
Spell Slots:
1st[ ] [ ] [ ] [ ]
2nd [] []
Harness Divine Power
1/1
Channel Divinity: 1/1Initiative: -1 Spell Save DC: 13/+5 to hit
STR: 13+1
DEX: 8 -1
CON: 14+2
INT: 9-1
WIS:
16+3(+5)
CHA:10 +0(+2)
Craft:+5
History:
1
Insight: 5
Medicine:
5
Persuasion: 2
Religion: 1
Cantrips
Guidance, Mending*,
Sacred Flame, Spare the dying,

Memorized spells
1st Bless*, Cure wounds*,
create/destroy water, healing word,
Protection from Evil, Sanctuary, Guiding bolt
2nd Lesser Restoration*, Spiritual Weapon*, Aid,


The big dwarf drops his backpack to the ground,

"Well, we are only a few days from town, yes? I have lots of food to share for these poor creatures."

Oskar draws out a day's worth of rations for each rat.

"I'm sure they'll like the jerky most! And the biscuits.

I will say a grace for them: Dear Shalindor, please bless this food, this bounty and deliver good health upon ratties in whose house we are guests." *

He approached the rats, threw a piece of bread and waited for them to sniff it. Then he took the rest and threw it into the alcove to the North. He waited to see if they would take the bait.

I'm not sure how much room is in that north alcove but if it's big enough, he'd put it in there so we can move past the rats as they eat. Otherwise, I'll try to throw it in the hallway opposite the direction we want to go.

*The prayer is Guidance. Oskar casts on himself to help with any check to convince the rats to let us go by. Not sure if anyone can help.
nice ratties: 1D20 = [13] = 13

Guidance: 1D4 = [3] = 3
16 total without any proficiency or stat bonus added.

If it's CHA check, there's no bonus. If it's a WIS check, add +3. I don't have animal handling but I have Insight, if that will help to judge how they're reacting to Oskar's offering,
 
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GM POST

Screen Shot 2025-02-14 at 12.04.07 PM.png

It takes a moment for the cat-sized ugly rats to sniff out the jerked rations that Oskar tosses into the north alcove. After a minute of watching the party, they scurry over to investigate and hungrily chew on the rations, eyeing the party as you move quietly past and along the northeastern passage.

The dialogue between the cultists is audible to the southwest, but because you're so close pausing to listen may risk discovery.

You move single-file into a dusty cave whose east end is five feet higher than in the west end, with a rocky ridge separating the two areas except for slopes on either side. Picks and shovels lean against the ridge. Small gem deposits in the ridge and the walls of the cave gleam seductively.

GM: You're all automatically hidden because the waterfall is masking sounds, cultists distracted by talking amongst themselves, and you're out of line of sight. Anyone wishing to pause and get close enough to eavesdrop can make a DC 15 Stealth check, but failure indicates the cultists hear/spot you.

Anyone wishing to retrieve picks/shovels or pry at a gem deposit can make a DC 15 Sleight of Hand check or Dexterity (mining tools, something like that) check. You automatically will acquire what you try to, the check is to determine whether you do it quietly or not.

If no one takes the "GM's bait" here ;) then you can sneak out of the mines entirely and we'll jump to Termalaine town.
 

Oskar Whisperstone
Race: Dwarf
HP: 27/27
AC: 16/18(with shield)
Perc save: +2
Pass Inv:
9
Pass Ins: 15
Spell Slots:
1st[ ] [ ] [ ] [ ]
2nd [] []
Harness Divine Power
1/1
Channel Divinity: 1/1Initiative: -1 Spell Save DC: 13/+5 to hit
STR: 13+1
DEX: 8 -1
CON: 14+2
INT: 9-1
WIS:
16+3(+5)
CHA:10 +0(+2)
Craft:+5
History:
1
Insight: 5
Medicine:
5
Persuasion: 2
Religion: 1
Cantrips
Guidance, Mending*,
Sacred Flame, Spare the dying,

Memorized spells
1st Bless*, Cure wounds*,
create/destroy water, healing word,
Protection from Evil, Sanctuary, Guiding bolt
2nd Lesser Restoration*, Spiritual Weapon*, Aid,


Oskar takes the opportunity to get past quietly, without being distracted.
 


Jack gazes wide-eyed at everyone and holds up a pointer finger to his pursed lips. The only sound he's making, a gentle and steady beat of his gossamer wings, is drowned out by the rushing water. He makes an exaggerated pantomime show of taking large creeping steps, though anyone who looks carefully can see that his feet are actually hovering slightly above the rocky cavern floor as he glides across.

As he passes by the picks and shovels, Jack's mind races about how those implements could be used later for an ambush. Maybe the party can pretend to be wandering vagabonds seeking shelter from the cold, happen upon the cave, and engage the cultists with a friendly barter deal, some temporary shelter, in exchange for a bit of volunteer work in their mines?

Then, focusing on what adventures lie ahead, he smiles to himself as he remembers there's a comfortable and familiar winter wonderland, just outside, awaiting them once they are fee of this dank and musty cave.
 

Lumrolur knows he shouldn't. He really does. But twinkling gems are too much for joined spirits of gem-loving brothers. One of the smaller chisels floats toward the gem while the rogue slides next to it and grabs a small hammer. Trying hard not to hurry, it is still too much noise. Finally, another spirit, this one more intellectual moves gnomes arms in a powerful leverage position and with a snap and clink, a gem falls out.

OOC: Out of personal history story: Lumrolur often found himself succumbing to the allure of temptation. the roll below just enforces it :)
In short: will roll fails, SoH fails by little, mechanics passes (assuming DC 15 is same for all skills)

 

Lumrolur knows he shouldn't. He really does. But twinkling gems are too much for joined spirits of gem-loving brothers. One of the smaller chisels floats toward the gem while the rogue slides next to it and grabs a small hammer. Trying hard not to hurry, it is still too much noise. Finally, another spirit, this one more intellectual moves gnomes arms in a powerful leverage position and with a snap and clink, a gem falls out.

OOC: Out of personal history story: Lumrolur often found himself succumbing to the allure of temptation. the roll below just enforces it :)
In short: will roll fails, SoH fails by little, mechanics passes (assuming DC 15 is same for all skills)

GM POST

Lumrolur unearths a mottled pink and green pebble sized tourmaline gem (1 gp). However, the scraping of the chisel and clinking of the hammer cause the cultist voices to your southwest to momentarily hush and then a sharp woman's voice as cold as winter wind calls out.

Thinking fast, the kobold Trex takes a nervous glance between Jack and Lumrolur, and scurries forth into the room with the cultists, wringing his hands and apologizing in broken Common – the distraction works, and Trex provides you the opportunity to slip out unseen... but one more slip up and the ruse will be up!

GM: I think we need to hear from @VLAD the Destroyer and @happylace what Logrim and Alma are doing, whether sneaking out (no need roll) or trying to eavesdrop on cultists or extract gems (roll). In real life, maybe I can give you til Friday to chime in? Otherwise, if you can't post (or you just thumbs up this post) we can assume your PCs are sneaking out, and I'll advance to Termalaine town?
 

GM POST

Termalaine

termalaine-icewinddale.gif


The haversack token loosely represents your party.
Screen Shot 2025-02-21 at 4.02.59 PM.png

Creeping through the gem-encrusted mines, every sound is intensified, every crackle of ice or crunch of snow a chance to be discovered. At last, you exit the caves, beholding Termalaine's palette of washed out whites, greys, and blues. You've made it out undetected by Wahorna and the cultists of Auril. In the wake of the night's snowstorm, a thick layer of fresh snowfall covers the ground. A trail leads down from the mines-in-the-hills towards the lakeside buildings.

Termalaine is a picturesque town between the shores of Maer Dualdon and a forest of tall pines. Buildings boast window shutters, rafter tails, and door handles carved with wizards, homunculi, tigers, and smiling djinn. Skeletal hulls of boats line the streets – shipbuilding drawn to a standstill by the unnatural weather freezing over the lake. The charm of the town is fast dispelled by the icy claws and teeth of cold winds sweeping down from the north and cutting through your layers of clothing.

It is what would once have been pre-dawn hours (7 AM) before the gloom settled over Icewind Dale. People preparing for market are illuminated by the glow of hearths from the windows and the rare street lantern that is kept lit. Most of the lanterns are frosted over and dark.

And somewhere in Termalaine, the cold-hearted killer is afoot...

GM: As you put distance between yourselves and the mines, I believe your plan was to take a Short Rest, which you can do now. Just a house rules reminder:

Short Rests are 10 minutes of catching your breath. You recharge short rest "powers." You can spend a number of Hit Dice up to your proficiency bonus (2). And reset any death saving throws.
 
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As the group exits the mines and makes their way down the path towards town, Alma's form shifts. It stretches and bends, taking on that reddish, translucent quality until once again she is a half-elf with a familiar dead pan expression. Climbing off Spider Aric, she joins the party as they enter into the snow-laden town with its skeletal boats.

"We should find somewhere safe to rest before we continue our investigation," she suggests. She rubs at her arms, the biting cold of open air somehow unexpected after hours underground. "We should be on our guard, however. In this weather, it's likely that our quarry could be taking shelter in the same place. Does anyone see an Inn nearby?"
 

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