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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9272344" data-attributes="member: 20323"><p>GM POST</p><p></p><p><span style="font-size: 18px">The Dwarven Valley</span></p><p><span style="font-size: 18px">[ATTACH=full]348073[/ATTACH]</span></p><p></p><p>Warm enough to use your hands again, you settle on your course of action – you'll follow Lumrolur's heading south toward the Dwarven Valley. You can find shelter from the oncoming blizzard there, and Lumrolur knows of a passage to the Underdark which may allow you to make haste to Termalaine with its gem mines... If all goes to plan, you'll catch up with the dwarf Torrga Icevein's caravan and the "cold-hearted killer" in Termalaine.</p><p></p><p>Breaking down the tents in the dark chill hours, you load up the two sleds. Keegan asks only that you return the borrowed sled and dogs to them in Targos once you finish your quest. Bidding fond farewells to Fieldwalker Corse, Keegan & Garret Velryn, and the halfling Perilou, you can see the light of their sled disappearing to the southeast headed to nearby Caer-Konig.</p><p></p><p>Runners of your sled hiss along the snow, the tired dogs catching their second wind and surging forth despite the sled crowded with people, <s>yeti pelts, and a duergar treasure chest</s>. The dogs too can sense the approaching blizzard. Beyond the range of your light sources, the landscape is vague dark grey silhouettes...</p><p></p><p>After two-and-a-half hours south (it's about 4:30am), you follow a switchback descending into the cloudy Dwarven Valley in the pre-dawn hours – if such a term matters anymore with the darkness of the Frostmaiden's curse. The sled dogs pant as they navigate steep terrain, dodging patches of rock. A herd of mountain goats bounds clear of your path. Ahead, you see faint lantern-lights seemingly hovering above the trail, soon revealing a massive axe-shaped dwarven outpost at the valley’s natural chokepoint. Dwarf-sized icicles hang from worn stone. Something clatters on the rocks sixty feet away, a hint of light catching your eye, and soon another follows – a crossbow bolt emitting momentary luminescence! Warning shots!</p><p></p><p>A booming voice echoes from the outpost above, <strong>“Hoi there! Halt!”</strong></p><p></p><p>[GM]<s>Either Aric [USER=15132]@Steve Gorak[/USER] or Russet [USER=7041633]@domminniti[/USER] is probably best equipped to drive the sled since they're proficient in Animal Handling. Whoever drives needs to make a <strong>DC 9 Animal Handling check</strong> to prevent the overburdened dogs from suffering 2 levels exhaustion (they can take up to 4 exhaustion levels before becoming incapacitated). Or feel free to get creative. Or pile on whatever bonuses your party can muster</s>. EDIT: Ninja'd by Vlad's <em>bag of holding!</em>[/GM]</p><p></p><p>[MEDIA=youtube]F-GT1FLZ3g0[/MEDIA]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9272344, member: 20323"] GM POST [SIZE=5]The Dwarven Valley [ATTACH type="full" alt="Dwarven Valley Daledrop Outpost.png"]348073[/ATTACH][/SIZE] Warm enough to use your hands again, you settle on your course of action – you'll follow Lumrolur's heading south toward the Dwarven Valley. You can find shelter from the oncoming blizzard there, and Lumrolur knows of a passage to the Underdark which may allow you to make haste to Termalaine with its gem mines... If all goes to plan, you'll catch up with the dwarf Torrga Icevein's caravan and the "cold-hearted killer" in Termalaine. Breaking down the tents in the dark chill hours, you load up the two sleds. Keegan asks only that you return the borrowed sled and dogs to them in Targos once you finish your quest. Bidding fond farewells to Fieldwalker Corse, Keegan & Garret Velryn, and the halfling Perilou, you can see the light of their sled disappearing to the southeast headed to nearby Caer-Konig. Runners of your sled hiss along the snow, the tired dogs catching their second wind and surging forth despite the sled crowded with people, [S]yeti pelts, and a duergar treasure chest[/S]. The dogs too can sense the approaching blizzard. Beyond the range of your light sources, the landscape is vague dark grey silhouettes... After two-and-a-half hours south (it's about 4:30am), you follow a switchback descending into the cloudy Dwarven Valley in the pre-dawn hours – if such a term matters anymore with the darkness of the Frostmaiden's curse. The sled dogs pant as they navigate steep terrain, dodging patches of rock. A herd of mountain goats bounds clear of your path. Ahead, you see faint lantern-lights seemingly hovering above the trail, soon revealing a massive axe-shaped dwarven outpost at the valley’s natural chokepoint. Dwarf-sized icicles hang from worn stone. Something clatters on the rocks sixty feet away, a hint of light catching your eye, and soon another follows – a crossbow bolt emitting momentary luminescence! Warning shots! A booming voice echoes from the outpost above, [B]“Hoi there! Halt!”[/B] [GM][S]Either Aric [USER=15132]@Steve Gorak[/USER] or Russet [USER=7041633]@domminniti[/USER] is probably best equipped to drive the sled since they're proficient in Animal Handling. Whoever drives needs to make a [B]DC 9 Animal Handling check[/B] to prevent the overburdened dogs from suffering 2 levels exhaustion (they can take up to 4 exhaustion levels before becoming incapacitated). Or feel free to get creative. Or pile on whatever bonuses your party can muster[/S]. EDIT: Ninja'd by Vlad's [I]bag of holding![/I][/GM] [MEDIA=youtube]F-GT1FLZ3g0[/MEDIA] [/QUOTE]
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