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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9048993" data-attributes="member: 20323"><p>GM POST</p><p></p><p>Eve nods to Corse as her son and Keegan work to set up shelter. Even with Kelvin's Cairn blocking the brunt of the northeasterly winds, the evening cold blanketing the Dale can freeze extremities quick. As long as the sled lanterns burn, they will provide you with a sure way to find the sleds on your descent...regardless of what you find on the Cairn.</p><p></p><p>With the taciturn Lumrolur "Vor" taking the lead, crossbow in hand, you double check the knots on the 100 feet of rope looping through harnesses and belts, tying you to each other. Crampons are secured over your boots. <a href="https://images.fineartamerica.com/images/artworkimages/mediumlarge/1/siberian-husky-lee-ann-shepard.jpg" target="_blank">Boy</a> whines, looking up at Aric as you set forth, Corse's conjured flame and Alma's magical light to guide you. After a half-hour, you reach an old base camp.</p><p></p><p>Two tents are pitched beneath an icy outcropping that acts as a natural windbreak. Strange echoes intermittently come from further up the mountain, hard to discern whether it is gusts of wind, the sound of yelping dogs, mournful human cries, or something inhuman entirely. A partially cracked crate seems to have tumbled down the mountainside, partially sunken in the snow between the tents.</p><p></p><p>No one is in the tents, though there are two bedrolls and blankets in each. The bedrolls are cold. Boy's sniffing and whine confirms to Arik that he recognizes Garret's scent on one of the bedrolls.</p><p></p><p>Snows and winds have obliterated all but the deepest tracks since nearly 3 days have passed. Conventional tracking will prove extremely difficult, especially with the nighttime conditions.</p><p></p><p><a href="https://www.enworld.org/threads/ooc-quickleafs-rime-of-the-frostmaiden-closed-for-now.697664/page-22#post-9048924" target="_blank">Graphic of Party Marching Order, Lights, Exploration Tasks</a></p><p></p><p>[GM]Everyone – except Jack who can fly – will need to make a DC 10 Athletics check representing the overall climb. This is a group check, so 4+ of you need to succeed; if the group fails, then any individual PC who failed the check suffers 1 exhaustion level by the time you reach the top of your climb.</p><p></p><p>If you want Advantage on this roll you can have it, thanks to [USER=23484]@Kobold Stew[/USER] hammering pitons – but if you use the pitons to assist your climb, then you individually lose the "arresting any fall" benefit of the pitons. It's an either/or. You each can choose when you roll.</p><p></p><p>[USER=24380]@Neurotic[/USER] Make a Perception check (believe this is with Disadvantage for darkvision turning darkness > dim light) for Lumrolur to scout what lies above the icy outcropping - results are cumulative... DC 8 gets a sense of the terrain.</p><p>DC 10 spots any creatures moving within 120 feet.</p><p>DC 12 notices one detail of your choice about any creatures you've spotted (i.e. ask one question and i'll answet it).</p><p>DC 14 allows you to share your Perception result (for purposes of avoiding ambush) with one PC of your choice in the Vanguard.</p><p>DC 18 allows you to share your Perception result (for purposes of avoiding ambush) with one more PC of your choice in the Vanguard or Midguard OR to ask one more question about any creatures you've spotted.</p><p></p><p>[USER=6803188]@VLAD the Destroyer[/USER] Make an Investigation check to construct a narrative about what happened to Garret and the party he was leading. Include some context about what you're investigating, how you're building off other PCs' info, what your investigating looks like, etc.</p><p></p><p>[USER=7041633]@domminniti[/USER] If you decide to Track I highly recommend boosting your Survival check anyways you can cause it will be very difficult (*) – though keep in mind since Boy is with you, there's a good chance he can track by scent, though relying on the dog would mean not picking up OTHER tracks like monsters, etc. If you decide to Navigate that's a Nature or Survival check, and nowhere near as hard. Or you can just watch for danger. Up to you.</p><p></p><p>(*) Tracking Survival DC = 8 + 3 (three days) +8 (recent snows) +2 (dim light/night) -1 (Large sled or creature) -3 (ten creatures, i.e. four people and six dogs) = DC 17 for tracking Garret's party <em>and </em>recent Large creature activity</p><p></p><p><strong>House Rule reminder: Better Inspiration</strong></p><p>Every PC has Inspiration at the start of a new level (i.e. everyone has Inspiration, and will regain their inspiration at 4th level). You can spend Inspiration to…</p><p>• Reroll a failed attack, check, or save.</p><p>• Establish a NPC contact in a scene.</p><p>• Flashback to a planning scene which explains a slight change in inventory or spells prepared.</p><p>• Interrupt initiative, if you haven’t taken turn yet.</p><p>• Turn your hit into a “called shot” (propose what it does, GM can accept or refuse and it’s a critical hit).[/GM]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9048993, member: 20323"] GM POST Eve nods to Corse as her son and Keegan work to set up shelter. Even with Kelvin's Cairn blocking the brunt of the northeasterly winds, the evening cold blanketing the Dale can freeze extremities quick. As long as the sled lanterns burn, they will provide you with a sure way to find the sleds on your descent...regardless of what you find on the Cairn. With the taciturn Lumrolur "Vor" taking the lead, crossbow in hand, you double check the knots on the 100 feet of rope looping through harnesses and belts, tying you to each other. Crampons are secured over your boots. [URL='https://images.fineartamerica.com/images/artworkimages/mediumlarge/1/siberian-husky-lee-ann-shepard.jpg']Boy[/URL] whines, looking up at Aric as you set forth, Corse's conjured flame and Alma's magical light to guide you. After a half-hour, you reach an old base camp. Two tents are pitched beneath an icy outcropping that acts as a natural windbreak. Strange echoes intermittently come from further up the mountain, hard to discern whether it is gusts of wind, the sound of yelping dogs, mournful human cries, or something inhuman entirely. A partially cracked crate seems to have tumbled down the mountainside, partially sunken in the snow between the tents. No one is in the tents, though there are two bedrolls and blankets in each. The bedrolls are cold. Boy's sniffing and whine confirms to Arik that he recognizes Garret's scent on one of the bedrolls. Snows and winds have obliterated all but the deepest tracks since nearly 3 days have passed. Conventional tracking will prove extremely difficult, especially with the nighttime conditions. [URL='https://www.enworld.org/threads/ooc-quickleafs-rime-of-the-frostmaiden-closed-for-now.697664/page-22#post-9048924']Graphic of Party Marching Order, Lights, Exploration Tasks[/URL] [GM]Everyone – except Jack who can fly – will need to make a DC 10 Athletics check representing the overall climb. This is a group check, so 4+ of you need to succeed; if the group fails, then any individual PC who failed the check suffers 1 exhaustion level by the time you reach the top of your climb. If you want Advantage on this roll you can have it, thanks to [USER=23484]@Kobold Stew[/USER] hammering pitons – but if you use the pitons to assist your climb, then you individually lose the "arresting any fall" benefit of the pitons. It's an either/or. You each can choose when you roll. [USER=24380]@Neurotic[/USER] Make a Perception check (believe this is with Disadvantage for darkvision turning darkness > dim light) for Lumrolur to scout what lies above the icy outcropping - results are cumulative... DC 8 gets a sense of the terrain. DC 10 spots any creatures moving within 120 feet. DC 12 notices one detail of your choice about any creatures you've spotted (i.e. ask one question and i'll answet it). DC 14 allows you to share your Perception result (for purposes of avoiding ambush) with one PC of your choice in the Vanguard. DC 18 allows you to share your Perception result (for purposes of avoiding ambush) with one more PC of your choice in the Vanguard or Midguard OR to ask one more question about any creatures you've spotted. [USER=6803188]@VLAD the Destroyer[/USER] Make an Investigation check to construct a narrative about what happened to Garret and the party he was leading. Include some context about what you're investigating, how you're building off other PCs' info, what your investigating looks like, etc. [USER=7041633]@domminniti[/USER] If you decide to Track I highly recommend boosting your Survival check anyways you can cause it will be very difficult (*) – though keep in mind since Boy is with you, there's a good chance he can track by scent, though relying on the dog would mean not picking up OTHER tracks like monsters, etc. If you decide to Navigate that's a Nature or Survival check, and nowhere near as hard. Or you can just watch for danger. Up to you. (*) Tracking Survival DC = 8 + 3 (three days) +8 (recent snows) +2 (dim light/night) -1 (Large sled or creature) -3 (ten creatures, i.e. four people and six dogs) = DC 17 for tracking Garret's party [I]and [/I]recent Large creature activity [B]House Rule reminder: Better Inspiration[/B] Every PC has Inspiration at the start of a new level (i.e. everyone has Inspiration, and will regain their inspiration at 4th level). You can spend Inspiration to… • Reroll a failed attack, check, or save. • Establish a NPC contact in a scene. • Flashback to a planning scene which explains a slight change in inventory or spells prepared. • Interrupt initiative, if you haven’t taken turn yet. • Turn your hit into a “called shot” (propose what it does, GM can accept or refuse and it’s a critical hit).[/GM] [/QUOTE]
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