(IC) Quickleaf's Rime of the Frostmaiden

Logrim very rarely traveled outside of Ten-Towns. His small frame was not made to climb the snow covered trail. He tires quickly slipping and falling several times. He is panting by the time they arrive at the old base camp. He sits for several minutes trying to catch his breath. After awhile he stands and begins to look around the camp trying to piece together what might have happened at the site.

OOC: Athletics test: 1d20+1 2
Athletics test (advantage): 1d20+1 3 That doesn't bode well for me.

Investigation Check: 1d20+3 9.
No gear was left behind, but the tents were, so they planned on ascending and descending in the same day. Looks like they risked taking the dog sleds higher up the slope – only a strong team and a skilled driver would attempt such a move.
 

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Lumrolur curses the difficult climb, but he perseveres until the top.
"Quiet!" is his only comment at Zeth
He notices the tents, but others will be at their weakest as they climb over the top. He hides immediately and waits for potential ambush to start.

As others climb over the top, he notices with trepidation that his crossbow is no longer pointing up the cairn, but at his companions as each climbs over, finger twitching over the trigger.

With a sudden jerk, he re-focuses up the trail.
"Not today." he growls at himself and then lighter "Not ever."



OOC: @Necropolitan just to reiterate, the svirfneblin is difficult - the comment has nothing to do with your playing, just his general grumpiness
 

Russet is well versed in climbing mountains, from his days as an outlaw. His powerful legs help him jump from foothold to foothold.
Athletics without pitons: 1D20+5 = [13]+5 = 18


Russet realises that in these conditions he has no chance of tracking the yeti. He instead focuses on navigation
Survival for navigation: 1D20+3 = [10]+3 = 13


OOC: is the investigating the scene covered only by Logim's investigation check or am I free to go over and look inside the crate, for example?
During a rest in the climbing Russet has a nibble of a ration. He can feel the bottle of firebrandy figuratively burning in his pack, but leaves it there for emergency use.
Wanting to take your mind off the drop are you Zeth? From the way your swaying you ain't got a head for hights, or your've got sea legs.
He notices Zeth hungrily staring at his biscuit and snaps off a piece and tosses it to him with a grunt.
My story... it ain't a one I'm proud of. Me and my friend, more of a brother really, we're from far away. We travelled all around this fair plane having adventures and good fun. Would you believe I was full of life like Jack here when I was younger?
Well, we found this town in the mountains, Fireshear. We thought it was in the north, but it's many miles south of here. The people there were forced to work underground. Not in nice warrens, you understand, but terrible mines. In the winter they'd starve while the mine owners would dine in mansions and send the spoils back to the big cities. Well, me and Thornley, my friend, we couldn't stand for that and we helped... what did Thornley call it? "redistribute" things. Made us quite popular with the townsfolk. They called us "The Early Spring" cause we brought them food in winter. But the mine owners, of course fought back. Had to live in the mountains which were the lap of luxury compared to this place, but they came with their own dangers.
Russet's eyes dart to the glinting adamantine tipped spear, and he winces slightly.
But people change... and friends grow apart. We Harengon have a saying... it goes like this "Sometimes doing the honourable thing means you gotta dishonour yourself"... But now I'm here. To restore my honour? Tired of sitting around? I don't know why.
Russet looks glum. He feels like he has dropped the morale of the climb a bit, and looks to his friend Jack.
Jack, cheer em up and tell em the tale of how we met
OOC: Go wild with the story and embellish it as much as you want ! @Aethmud
 
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Corse leads the group as best she can. As they climb, there are a few moments when she needs both hands, and at those times she extinguishes the flame in her palm, but she reignites it when she can. Inexperienced parties often appreciate the light, and these were people she didn't know.

She answes Zeth: "I've been taking messages through these hills for a few years now. Most of it's repeat business along familiar routes, but sometimes using a sled isn't practical, for one reason or another. Sometimes it's groups that need to go, but usually, folk just appreciate the opportunity to stay in touch with loved ones." She pauses to think. "Or people that owe them money."

She appreciates the one named Zeth trying to make light conversation, as they climb, but some on the line were clearly struggling. Corse notices that the scout is trying to climb with a weapon in his hand. She had called out "Use both hands" a few times, but he had kept holding it. And then, for a moment, it was pointing at her, as the first one over the ridge.

She stared at him. It was a tense moment. "Focus," she says firmly, giving him the benefit of the doubt that he is careless but not cruel. "You're our lead. Act like it."

For the first time on the trip so far, Corse was worried.

OOC: Athletics w.advantage: 1d20+3=19 (12 if she doesn't get advantage from her pitons).
 


OOC: @domminniti you could also give Logrim the help action let me roll w/advantage on the investigation. Though the dice gods are not being nice to me at the moment.

I will do, if its allowed! But not sure if the travel roles are in play
GM: Yeah, travel roles are "in effect" to streamline play. Once you're at a more "info dense" part of the climb closer to the summit, I'll signal when the travel roles are loosening up. And once we get there, I recommend "I want Advantage, will you help me so-and-so?" talk to come first and not after rolls.

an ominous roll for something as of yet unseen: 2D20.HIGH(1)+3 = [5, 3]+3 = 8
 
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Lumrolur curses the difficult climb, but he perseveres until the top.
"Quiet!" is his only comment at Zeth
He notices the tents, but others will be at their weakest as they climb over the top. He hides immediately and waits for potential ambush to start.

As others climb over the top, he notices with trepidation that his crossbow is no longer pointing up the cairn, but at his companions as each climbs over, finger twitching over the trigger.

With a sudden jerk, he re-focuses up the trail.
"Not today." he growls at himself and then lighter "Not ever."

neurotic: D20 + 6#lumrolurperception → 24(18 + 6)#Lumrolur perception
neurotic: D20 + 6#lumrolurperceptiondisadvantage → 14(8 + 6)#Lumrolur perception disadvantage - total 14 :(
Beyond the edge of the party's magic light, Lumrolur can see the faint hiss of snow pushed around the rocky edges of the Cairn sheltering you from winds. Faint silhouettes of upthrust rock and snowy spires almost bleed into the greyed out nighttime sky. However, just there, you saw something upslope. It had massive horns and seemed to blend in with the snow. Only a glance as if it peeled itself from the very rock itself, and then it lumbered further up the mountain beyond the range of your visibility. There is no question that it noticed the party, but it seemed not to notice you spotting it.

GM: With your Perception roll of 14 for acting as lookout, you gain two benefits:

1. You can ask one question to me as GM about the creature you saw, and I'll do my best to answer.

2. You can share your Perception 14 with one of your friends in the vanguard position – Arik (druid handling the dog), Corse (ranger hammering pitons), or Russet (fighter navigating) – which will allow that one PC to watch for danger and use your 14 Perception roll as their passive.
 


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