Manbearcat
Legend
During the hour of wait, the barbarian clan's slaves (including the refugee family) prepare for the hard journey to come. They each in turn try on the various boots and heavy cloaks to each find something relatively fitting. The mother helps the boy with the effort and ties his scarf lovingly around his neck, covering his mouth and nose. By the time Three Bird arrives, roughly an hour later, everyone is as ready to go as they're going to get.
When Three Bird arrives, he announces that he has communed with the Elder Spirits that bind the land, the air, the sea, and all the elements of this world. They sponsor your mission. He does two things:
1) He provides you with 1d8 (one of you roll the dice) magically enchanted Goodberries.
[sblock]Enchant 1d8 berries with life and growth until you next Commune. When consumed, each heals 1 hit point.[/sblock]
2) He anoints both of your foreheads with the same sacred earth that you used to perform the ritual to enter the Spirit Realm Saerie. An evocation later and you can both feel latent, primal power coursing through your very being.
[sblock]You both get 1 preparation, as per the Bolster move, to spend as you like.[/sblock]
"I suppose it may be possible, but I am not equipped with the understanding of planar magic to say on way or the other. You remember the ritual that Wondering Wolf, showed you, yes? If you do decide to attempt this, seek out the elder spirit of the mountain. You must prove your worth to him for him to reveal himself to you."
Just FYI - logistically this would involve:
1) Time that you have precious little of. Recall that the journey here took from the break of dawn to the tail end of the morning. There wouldn't be any option of going there and coming back if it doesn't work out. Further...
2) It would involve Undertaking a Perilous Journey (without Three Bird). A complication on Trailblazing or Scout could prove costly.
"If you write a message to the dragon, I could have one of my falcons bring it to him. It would take some time for the flight, especially in these harsh winds, but my falcon could make the trip. Whether or not The Frozen Wind of the North would heed your call is anyone's guess. He is a fickle master of these lands and does as he pleases."
FYI -
[sblock]If you go this route, you're looking at a world move. Roll 2d6 and I'll give you a + 1 for your alliance with him. Results would be:
10+ he shows up and in time
7-9 he shows up bit a bit late
6- he is angered by your impudence and seeks retribution at a later date...should you survive the encounter with the Blood Queen of course![/sblock]
Finally, just so it is also clear:
a) Going into the tower (not wilderness) means Lucky is dismissed back to the Spirit Realm.
b) All of your allies can go with you into the tower and the Spirit Realm.
When Three Bird arrives, he announces that he has communed with the Elder Spirits that bind the land, the air, the sea, and all the elements of this world. They sponsor your mission. He does two things:
1) He provides you with 1d8 (one of you roll the dice) magically enchanted Goodberries.
[sblock]Enchant 1d8 berries with life and growth until you next Commune. When consumed, each heals 1 hit point.[/sblock]
2) He anoints both of your foreheads with the same sacred earth that you used to perform the ritual to enter the Spirit Realm Saerie. An evocation later and you can both feel latent, primal power coursing through your very being.
[sblock]You both get 1 preparation, as per the Bolster move, to spend as you like.[/sblock]
Also, when Three Bird returns, I want to talk to him about possibly using the Spirit Realm as a means to access this tower pocket dimension without having to endure this ritual.
"I suppose it may be possible, but I am not equipped with the understanding of planar magic to say on way or the other. You remember the ritual that Wondering Wolf, showed you, yes? If you do decide to attempt this, seek out the elder spirit of the mountain. You must prove your worth to him for him to reveal himself to you."
Just FYI - logistically this would involve:
1) Time that you have precious little of. Recall that the journey here took from the break of dawn to the tail end of the morning. There wouldn't be any option of going there and coming back if it doesn't work out. Further...
2) It would involve Undertaking a Perilous Journey (without Three Bird). A complication on Trailblazing or Scout could prove costly.
I wonder if Three Bird could send one of his peregrine falcons to Averandox's lair with a dire message from me? I'm going to ask him about it and see what he says.
"If you write a message to the dragon, I could have one of my falcons bring it to him. It would take some time for the flight, especially in these harsh winds, but my falcon could make the trip. Whether or not The Frozen Wind of the North would heed your call is anyone's guess. He is a fickle master of these lands and does as he pleases."
FYI -
[sblock]If you go this route, you're looking at a world move. Roll 2d6 and I'll give you a + 1 for your alliance with him. Results would be:
10+ he shows up and in time
7-9 he shows up bit a bit late
6- he is angered by your impudence and seeks retribution at a later date...should you survive the encounter with the Blood Queen of course![/sblock]
Finally, just so it is also clear:
a) Going into the tower (not wilderness) means Lucky is dismissed back to the Spirit Realm.
b) All of your allies can go with you into the tower and the Spirit Realm.