The Fey, the Far, and the Ugly Space In Between

This is a tough one. It is very enticing to head for the Stone Lands. If I can lead them into a Basilisk ambush, petrification en masse may be just what the doctor ordered! Or the Stone Giants can rain boulders from the heavens down upon them.

What if the mists follow the mutates chasing us into the Stone Lands? Then I've basically sentenced the Stone Giants therein to a fate worse than death. But it would buy some time for Giliad's Rest to prepare for the siege and maybe begin an exodus if need be. Also, the Stone Giants surely lair high up in caves on stoney faces. They would be able to see it coming.

And who is to say that the mists aren't going here, there, to that mysterious forest, and everywhere else anyway?

We go north from the barrier forest, high-tailing it to the Stone Lands. In our dash to stay ahead of the horde chasing us, I'm looking for signs of a Basilisk lair. Perhaps there are shards of chewed stone scattered here and there where petrified prey have been consumed? Stoney scat? Half-eaten petrified statues? Giant lizard tracks?

[sblock]Secondary Skill Athletics + 18 b[2d20]. 7, 14. Either gives me the Easy DC.

Primary Skill Nature + 19 + 2 (SS) = 21. Rolled 6. 27 passes the Medium DC.[/sblock]

[sblock]5/6 Success 0/3 Failures 0/2 Secondary Skills 1/1 Hard DC[/sblock]

The wild goose chase you lead the mutate horde on ranges from the entrance of the barrier forest to the Stone Lands. The cottonwoods gradually retreat and give way to scrub brush as the land begins to ascend again to badlands dominated by slot canyons, snowy tundra, stoney crags, and buttes (think Utah). Legs can only go for so long and your last days journey has required the stamina of a titan. On weary legs, with the mutates trailing you by less and less, you finally find the signs that you're looking for an hour and a half into your hurried jaunt.

The slot canyons converge into a basin that is dried out now. You look up at steep, 40 ft walls that the water carved once upon a time. In the middle of this now-dry, ancient reservoir bed is an extremely large butte. Scattered around its base like a boneyard are the "crumbs" and larger remnants of stone meals. A long, spiny tail flows from its the flat top of the butte and down the sheer sides. Clearly a huge basilisk claims this place as its lair.

Like the back of a spiney predator, a narrow ridge line exists across the way, allowing a harrowing ascent out of this basin and up top to the tundra. Once upon a time, it was perfectly carved by the waters and then perfected by the wind when those dried up. At the far end, more slot canyons lead out of this place as well.

With the chorus of deranged sounds echoing, and nearing, from the slot canyon behind you, the huge magical beast atop the butte stirs...

You've definitely won enough time for Saerie to get the refugees safely to Giliad's Rest, but now you have to get out of here and get on your way without getting chomped...or worse...

What are you doing?

[sblock]Failure here inevitably means you're going to be in violent confrontation between a rock (lol?) and a hard place. No HS charge and you can have your Bladesong recharge (you spent it on your last turn, but we discontinued combat at that point).[/sblock]
 

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Like the back of a spiney predator, a narrow ridge line exists across the way, allowing a harrowing ascent out of this basin and up top to the tundra. Once upon a time, it was perfectly carved by the waters and then perfected by the wind when those dried up. At the far end, more slot canyons lead out of this place as well.

With the chorus of deranged sounds echoing, and nearing, from the slot canyon behind you, the huge magical beast atop the butte stirs...

I quickly assess the situation and eye the narrow ridge leading out of this place. As I see the creature stirring atop the butte, I keep my back flat against the sheer walls of this dried-up reservoir and begin to slowly shimmy toward that feature. I whisper aloud to myself "...if we keep our distance, its petrifying stare will not affect us" as Lucky and Rawr follow me.

As the creature stirs and finally notices us, does it move toward us? If it does, do I think we can we can get to that elevating ridge-line and get out of here before it intercepts us?

Per Manbearcat
As you move around the circumference of the reservoir-bed, the massive lizard shifts, turns and regards you fully. It doesn't possess one head, but rather two. Its eyes burn with fire (not metaphorically...truly) when it realizes it has invaders in its lair. That is when the second one appears at the edge of the butte.

The first emits a sound that begins in a hiss and ends in something of a roar. It looks at the second one, who maintains its position up top, and then it begins to scale the vertical descent to the river-bed below...with some pace. If you do not hustle to the ridge, you will not make it.

Two heads and eyes burning with fire? Is this some kind of basilisk from hell? I reach deeply into my well of elemental creatures to try to identify this thing. Is it vulnerable to cold perhaps?

[sblock]Monster Knowledge. Secondary Skill Arcana + 27 automatically passes the Easy DC.[/sblock]

Per Manbearcat
You know the creature both from campfire tales from your youth and more recently from your military instruction at both your arcane and martial academies in the Feywild. It is an Infernal Basilisk. Fused with hellfire and brimstone, it was just as likely created by some horrible Phlethegosian archdevil's mastermind as it was likely that it spawned "naturally".

Like many creatures from that infernal plane, it does have an aversion to the deep colds of Stygia.

[sblock]If you're doing what I think you're doing, it would be a the Hard DC, as the creature is quite hostile to you.[/sblock]

The sounds of the mutate horde nearing echoes off the walls of the slot canyon that emptied you out into this place. The creature is momentarily distracted by it...but not long enough to make a difference in the course of its intercepting path...

I look at Rawr and Lucky and put a hand up to calm them as I do. We're still moving though. Simultaneously, my sword comes up before me. It becomes wreathed in icy blue, the terrible cold of the Frost Prince's frozen domain in the Feywild. As we continue to move toward the narrow ascent that will lead us out of this place, I throw my blade out before me in wide arcs that leave a trail of frozen air. I call upon my arsenal of force magic to telekinetically grasp a chunk of stone and throw it in the direction of the slot canyon where the horde of mutates will soon be arriving from. My voice booms with magic. "AWAY VILE CREATURE!"

[sblock]Primary Skill Intimidate. Spook Encounter Power. Arcana for Intimidate + 27 + 2 (SS) = 29. Rolled 7. 36 passes the Hard DC.[/sblock]

Per Manbearcat
[sblock]6/6 successes. Skill Challenge successful.[/sblock]

The creature recoils from your magically-infused threat and the frozen promise of your blade. The stone you hefted with magical force bounds toward the entrance of the creature's lair. It follows it with its eyes. As it does, the first of the mutates arrives. Then the second. The Infernal Basilisk emits the same verbal threat that it gave you. When the mutates unresponsively begin to approach, it charges them!

We hustle quickly over to the ridge line and carefully ascend it until we're out of this place. I then pick the most expeditious path possible back to Giliad's Rest.

Per Manbearcat
I'll transition you there later. First I have to resolve the rest of Saerie's efforts, which I'll do later today (likely) with a post putting her and the band of refugees at the walls of Giliad's Rest in the deep night.
 
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Every fiber of my being wants to stay behind and fight, so it unconsciously tenses when Otthor asks me to lead the refugees away from here while he stays behind. Ultimately though, I see the sense in Otthor's words. His "please" shakes me to my core. Something about it tells me that this may be the last time we see each other. I squeeze him as hard as I can before letting go. I then quickly draw back.

Both of them ever on my flanks, I instruct Lucky and Rawr to stay behind with Otthor and delay the coming monstrosities. I feel both of their furry coats for a moment longer than I dare for the same reason I urgently hugged Otthor. Mustering the best wry smile I can, I then speak in elven so only Otthor can understand. "Rawr and Lucky go with you. Hear this now Otthor, Champion of the Summer Queen. Elven warriors are a dime a dozen. But unflinchingly loyal and steadfast bears are exceedingly rare. I'm entrusting his well being to you. You better get him back to me."

With that, I turn as quickly as I can so things don't get emotional. I rush my new pack to the front of the sled and begin the work of getting the harnesses affixed to them. Before I do, I let them know what our plan is here. I briefly think about asking Three Bird to stay behind with Otthor, but these are his people. He belongs here and they need his presence and leadership.

When the wolves are hitched up and the cargo is on the sled, we set out at a brisk pace, following the icy bank of the river through the barrier forest that I have claimed as my home since coming here. It gently turns towards its ultimate destination and our own; Giliad's Rest.

[sblock]Group Athletics Check at level 24 Medium DC 28.

Saerie Athletics + 24 + 2 SS. Rolled 16. 42 succeeds. Don't need to roll for the Dire Wolf Pack as that is good enough.[/sblock]

[sblock]Level 22 C2 SC. 5/6 Successes. 1/3 Failures. 1/1 Hard DCs. 2/2 Secondary Skills[/sblock]

One other aspect of Giliad's Rest that charmed you is the similarities of the human culture here with your elven culture in the Feywild:

1) The humans here live harmoniously with nature. Giliad's Rest sits upon the gently sloping western face of a verdant valley. Terrace farms and beautiful gardens predominate. There is no excessive wood-cutting. They take only what they need from nature's bounty in live in relative harmony with the primal spirits of this world.

2) Their military forces are fully integrated from a gender perspective. Everyone serves. There is not a man, woman, or child who lacks proficiency in handaxe or bow. Further, all rotate as sentinels in the tree-stands outside the perimeter or on the wall. All learn horsemanship and serve as outriders or courtiers to far flung settlements.

One such female that you know well is perched at her post in the deep night of the barrier forest. Her chainmail coif and thorn head-dress masks her features well, but you can make out her identity. Aina Jawari, one of Giliad's Rest's finest scouts and archers, straddles a branch dozens of feet up with her longbow across her lap, perfectly hidden to all eyes but yours. Perfectly still she scrutinizes your numbers. Surely she detected the movements of such a host far out and has been waiting in earnest to behold what could be on the way.

Two arrows stick into the branch before here. One has a green tassel, signifying friend. The other red, signifying foe. The silent 300 yard shot would make it to the next archer in no time flat. The next archer would fire off their arrow. Finally, the last would do the same only making it to the wall of the town proper, giving them plenty of time to prepare a response.

You know she sees you plainly. Nonetheless, she reaches to pluck the arrow laden with the red tassel and set it to her bow...
 

You know she sees you plainly. Nonetheless, she reaches to pluck the arrow laden with the red tassel and set it to her bow...

I call the dire wolves to stop momentarily when I see Aina begin to reach for the arrow that would signify us as enemies. When our eyes meet, I'll address her firmly.

"Consider your next action carefully Aina. You know I am no foe to Giliad's Rest. As I was beseeched by your elders, I have uncovered the secret of World's End Bluff and have brought back with me the two remaining refugee families of your now ruined sister settlement. Do not bring unnecessary hostilties into this."

[sblock]Primary Skill Diplomacy + 16. Rolled 3. 19 fails.[/sblock]

Per Manbearcat

[sblock]Level 22 C2 SC. 5/6 Successes. 2/3 Failures. 1/1 Hard DCs. 2/2 Secondary Skills[/sblock]

"I am merely a sentinel manning my post Saerie of the Feywild. You bring with you a host of murderous barbarians along with our people. I am merely doing my duty."

She reaches down, plucks the red arrow and looses it for the distance. As she does so, you can hear her whisper "...forgive me."

I think of Otthor when she says that. He would surely sympathize with her were he here. But he is not here. And I do not sympathize with her. I look around at the state of these poor people. At the dying, at the children, at all the rest who are so savaged by the elements but carrying on despite it. "Such a simple act, the lofted loosing of an arrow from bowstring. But it has great power. The wielder of the instrument carries the burden of the arrow's flight despite the commandments placed upon the wielder. If these people and their children find an early grave this night, I curse you to wear that shame for the rest of your life Aina Jawari. I look away and command the dire wolves to continue on.

I acknowledge each other sentinel in the line along the way and regard them with similar disdain. All the way to the walls of Giliad's Rest.

Per Manbearcat
The sound of the bell-tower reverberates from the alpine enclave of Giliad's Rest. No doubt, the folks that inhabit the place will be awoken from their collective slumber and be on guard for whatever menace approaches their walls.

When you arrive, the thick, 20 ft, reinforced timbers that make up the perimiter of the place are crowned by bleary-eyed faces and stone-faced visages alike. Looking down on your host from the catwalk on the other side is a huge gathering. Moonlight and large torches on stancheons light up the ground that you stand on, allowing everyone to take in the sight. Up top, braziers resting on the walkway partially lights up sides of faces.

Suddenly, a couple layfolk chime in. "It is Saerie returned with our kin! By the Gods, open the gates and let them in so we can celebrate!" The second "...or go back to bed at this ungodly hour!" The latter brings up a spate of laughter from several.

The leader of the watch is a pragmatic man by the name of Arsalan Khosa. He has lost enough rangers to the wilds of this place over the course of his fifteen years in command to wean all recklnessness from his system. A gesture brings the bows to ready from the men-at-arms up top.

Versed well enough to communicate it, he speaks in your native elvish tongue to you. "You come with more than our kinsman, Saerie of the Feywild. You and our folk may pass, of course, but those <elvish curse for blood-thirsty mauraders> will never be granted safe haven in Giliad's Rest."

Next to you, Three Bird gives you a look combining exhasperation, exhaustion, and the facial cue of "I told you so."

He wants the sanctuary of keeping our conversation private from everyone else. I will not allow it. I address everyone in common. Shouting to all I say "SITTING COMFORTABLY INSIDE THE WALLS OF GILIAD'S REST, YOU HAVE A BEAUTIFUL VIEW OF THE TOP OF THE COLDLAND PEAKS! WHO AMONG YOU BEHELD THE EXPLOSION AT THE TOP OF THE MOUNTAIN SEVERAL HOURS AGO?"

Per Manbearcat
Clearly several people saw it as voices go up affirming. A few confirm that they not only saw it, but they felt it and the whole of the place was on alert for the next few hours in case an avalanche or the Frozen Wind of the North set upon them.

I use this and the favor of the townsfolk to my advantage. "The Frozen Wind of the North was there but he was aiding us against an ancient evil from the Far Realm. An ancient evil that ruined World's End Bluff, that claimed the home of these people. We have slain it, but the creature has unleashed something terrible upon this world. It is at our backs, on its way as we speak, corrupting everything in its path, unleashing a horde of things that are bent on our annhilation."

I again raise my voice.

"YOU KNOW I AM FRIEND OF GILIAD'S REST AND I WOULD NEVER SEE HARM DONE TO IT. THESE PEOPLE I BRING WITH ME NEED SHELTER, REST, AND MEDICINE. I WILL SEE THAT THEY HAVE IT. AND WHEN WHAT IS COMING FOR US GETS HERE, YOU WILL BE GLAD FOR THE EXTRA ARMS TO HEAVE SPEARS AT OUR ENEMIES.

NOW OPEN THE GATES, OR I WILL CLIMB YOUR WALLS AND OPEN THEM MYSELF."

[sblock]Insightful Comment Encounter Power. + 5 to Bluff, Diplomacy, or Intimidate.

Intimidate + 15 + 5 = 20. Rolled 17. 37 passes.[/sblock]

Per Manbearcat

[sblock]6/6. Skill Challenge successful.[/sblock]

Several men-at-arms lower their bows reflexively. The folk of the town take up the call in near unison for the gate to be opened, fright at your warning tinging their cries. Arsalan Khosa looks around at the scared and charged faces on his flanks. He has no choice. He looks below and signals for the gate to be opened.

I smile at Three Bird but say nothing. So here goes:

- When Arsalan and others come to help with the ailing, I give them instructions to take everyone to the common house. It should be large enough to house everyone. I introduce Three Bird to Arsalan as the spiritual leader of the Coldlands people. I tell tell him to give instructions to round up any farmers or anyone living outside of the walls and have them come inside. I briefly fill him in on what happened and make sure that he understands that a horde of mutated creatures is coming for us with mists that cannot be fought with sword or bow not far behind. If the walls don't hold the mists back, and they certainly may not, then we're going to have to either get below ground or flee Giliad's Rest.

Regardless, all able-bodied warriors need to be ready to man the battlements as we will be seiged some time before dawn arrives.

- Once done, I tell the members of the watch to keep an eye out for Otthor as he should, hopefully, be on his way.

- I am personally going to go collect the little girl I saved those years ago and usher her and the farmers who took her in to this side of the walls.

Per Manbearcat
I'll move things forward with another post soon enough.

You guys can get the benefits of an Extended Rest here.
 
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* On my way through the barrier forest to Giliad's Rest, I don't even bother pleading with the sentinels to return with me to inside the walls of the town. However, I do warn them of what will soon be coming from the north and the west and to keep their vigil extra crispy.

* When I reach Giliad's Rest and find that Saerie and the refugees are safe, I immediately seek out Arsalan and Three Bird. Three Bird's peregrine falcons can be entrusted to scout for us and alert us of the coming horde. If the sentinels are out there, they can do little good. Our fate is to be besieged no matter what so we need all the able-bodied men and women manning the ramparts possible, especially the expert archers. If I detect that Arsalan is reluctant to entrust Three Bird with such an important task, then I won't hesitate to ensorcell my words with magic to move him from his stubbornness.

[sblock]Passive Insight is 26 which equals the medium DC.

Suggestion subs Arcana + 27 for Diplomacy. Rolled 8. 35 is the hard DC for this level.[/sblock]

* Finally, we need to inspect the walls for any signs that they can be breached by the mists that will follow the horde. I'm hoping that they are impermeable near ground level. Perhaps they have reinforced them with mud or some kind of mortar? If not, that work needs to be set to immediately by every able laborer.

Extended Rest

[sblock]Utilities:

2nd Level: Moonstride
6th Level: Fire Shield
10th Level: Watch Out!
16th Level: Displacement
Skill Power: Enter the Crucible

Spells * 3: Lightning Bolt, Improved Glorious Presence, Force Volley
Boon Spell: Thunder Cage
Signature Spell: Enervation[/sblock]
 
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XP and Stuff

[sblock]19730/35000 for next level.

You guys completed:

Minor Quest: Save the fleeing refugees from the Blood Queen's Mists.[/sblock]

So here goes:

1 - When Arsalan and others come to help with the ailing, I give them instructions to take everyone to the common house. It should be large enough to house everyone. I introduce Three Bird to Arsalan as the spiritual leader of the Coldlands people. I tell tell him to give instructions to round up any farmers or anyone living outside of the walls and have them come inside. I briefly fill him in on what happened and make sure that he understands that a horde of mutated creatures is coming for us with mists that cannot be fought with sword or bow not far behind. If the walls don't hold the mists back, and they certainly may not, then we're going to have to either get below ground or flee Giliad's Rest.

Regardless, all able-bodied warriors need to be ready to man the battlements as we will be sieged some time before dawn arrives.

2 - I am personally going to go collect the little girl I saved those years ago and usher her and the farmers who took her in to this side of the walls.

1 - When I reach Giliad's Rest and find that Saerie and the refugees are safe, I immediately seek out Arsalan and Three Bird. Three Bird's peregrine falcons can be entrusted to scout for us and alert us of the coming horde. If the sentinels are out there, they can do little good. Our fate is to be besieged no matter what so we need all the able-bodied men and women manning the ramparts possible, especially the expert archers. If I detect that Arsalan is reluctant to entrust Three Bird with such an important task, then I won't hesitate to ensorcell my words with magic to move him from his stubbornness.

[sblock]Passive Insight is 26 which equals the medium DC.

Suggestion subs Arcana + 27 for Diplomacy. Rolled 8. 35 is the hard DC for this level.[/sblock]

2 - Finally, we need to inspect the walls for any signs that they can be breached by the mists that will follow the horde. I'm hoping that they are impermeable near ground level. Perhaps they have reinforced them with mud or some kind of mortar? If not, that work needs to be set to immediately by every able laborer.

Numbered these for ease of use. You guys have the same concerns:

a) Mobilization of the fighting forces of Giliad's Rest to repel the oncoming siege.

b) Getting all farmers/citizenry inside the walls.

c) Reinforcing the walls such that they are impermeable to the Far Realm mutation-indicing mists.


Here is how we're going to handle things mechanically:

[sblock]We're going to treat it sort of like the Adjure Ritual Skill Challenge. However, time is extremely finite and you guys have to find time to get some rest in. Consequently, (1) every action declaration for a Primary Skill is going to be against the High DC and (2) every Secondary Skill is going to be against the Medium DC. (2a) You have an unlimited number of SS here (but of course a failure at the Medium DC will incur a - 2 to the relevant Primary Skill check). (3) Every success will earn you a boon or prevent a potential complication/story loss from coming to fruition. (4) You can use the following trained Skills by Giliad's Rest:

Athletics + 18
Diplomacy + 18
Heal + 20
Perception + 20
Streetwise + 18

(5) Once you hit 3 failures, the proverbial excrement is hitting the oscillating, air displacement apparatus.




Otthor's success earns you guys + 1 level to the GIliad's Rest Archers (which will be a Solo Artillery ally for the upcoming battle).[/sblock]

On (a) above:

Arsalan's shows some initial skepticism at putting "the settlement's eyes" in the hands of Three Bird's falcons, but a few enchanted words later from Otthor and "...makes sense..." from Arsalan. He looks to Three Bird and says "...your falcons can find our enemies and let us know their position?" Three Bird replies, emphatically, in the affirmative. His falcons come to his call, listen to his whispers, and take to the air in a confidence-inspiring display. Arsalan gives the signal to his lead man-at-arms on the ramparts who calls the archers in with the deep call of the horn strung hanging low on his chest.

On (b) above:

Arsalan buys in pretty quickly to the gravity of the situation after (i) witnessing the intensity and urgency of Saerie's plea (ii) hearing the anecdotes of the refugees, primarily the testimony of the two remaining refugees of World's End Bluff. He dispatches a handful of riders to make the dash to the outlying farmlands.

[sblock]You guys are going to have to make a primary check to resolve this.[/sblock]

Saerie, you're able to secure a few horses to make your run to the farm where the girl you've sworn to protect is housed. There is a short protest to try to secure the livestock in the barn, but the farmer relents to your wisdom quickly enough. The mad dash to the East Gate is fraught with emotion. Once you get back inside, the girl's terror is complete (recalling the events of her extreme youth and the loss of her brother and father no doubt). She refuses to leave your side.

On (c) above:

When the two of you are reunited, you walk the West and North walls (where the horde would be coming from). They're composed of (1) the primary outer wall composed of 30 feet high, thick timbers. The walk way of the outer-wall meets the (2) The inner wall is only half that heigh with crenelations cut into the top of the timbers every 15 feet or so and arrow slits now and again. (3) Spanning the full length of the 50 ft kill-box between the two are infrequent, horizontally laid trees, supported by a simple support column with a y-shaped configuration. The archers of (1) can retreat to (2) and quickly demolish the "tree-bridge" to prevent pursuit.

Of most consequence to your question, while the timbers of the walls are stout and the battlements well fortified, the arrow slits and the lack of any mortar make for an extremely permeable barrier. The Far Realm mists will have little to no trouble bypassing the wall and entering the heart of Giliad's Rest.
 

When we arrive back in Giliad's Rest, I bid the farmers to follow me. I pick Sadia up and carry her to the nearest temple.

Per Manbearcat
There is but one formal church in Giliad's Rest; The House of the Unshackled. Here Avandra is venerated. You're well known amongst her clerics.

When you arrive, you see three acolytes preparing a cart with medical supplies; unguents, bandages, teas, etc.

"Are you headed to the common house? There are many ill and injured that need seeing to?"

Per Manbearcat
The devout confirm your suspicions. Unlike some, they would harbor no ill will toward the people of the Coldlands and would never turn away an opportunity to care for any in need, especially those who have braved such a bold and perilous journey for their freedom.

Good, I walk with them to the common house. When we arrive, I'll help them triage and administer care. If we can get them rested and cared for, how many able bodied warriors amongst the refugees could legitimately fight for this cause?

Per Manbearcat
A handful. However, despite the shortage of numbers, they are fiercely stout of heart and body:

[sblock]5 * Brute Minions level 21 with the following ability:

Triggered Actions

Relentless
Trigger: The Coldlands Barbarian drops to 0 hit points for the first time.
Effect: Make a new initiative check for the Coldlands Barbarian. On its next turn, it rises (a move action) with 1 hit point.[/sblock]

Nice. If I spend my daily of Inspiring Word, what can I get out of it?

Per Manbearcat
You can either have an auto-success at the Medium DC (which would be a Secondary Skill for this challenge) or step down a Hard DC to Medium (a Primary Skill for this challenge).

What about my encounter powers of Iron Resurgence and Communion? Communion allows me to give up a healing surge to bond emotionally and heal through the power of that connection? I'd gladly give up a healing surge for some boon from Communion.

Per Manbearcat
Sure. You can use Communion, spend a surge and gain a + 3 to a Primary or Secondary Skill in this effort here.

In the middle of my triaging the wounded, the ill, the infirm, I make sure I look them deeply in the eye with care. I admire these people and I want that to show. As the healers are doing their work, I go from one person to the next, touching their shoulders or hands, voice soothing but loud and firm.

"I came here many years ago. Before some of your lives began no doubt. I was commissioned by my people of the Feywild to do so in order to prevent an incursion of Far Realm monstrosities into my homeland. I was to be ever watchful for the signs of their aberrant taint. However, I began to perceive more than just the earthen signs of passage and rune-scribed portals. I saw an amazing, resilient, beautiful people. And I fell in love. I was no longer just here to protect my homeland. I was here to ensure that these spirits so kindred to my own would never have their fires snuffed by the unnatural entities that would one day pour forth from that hellish realm."

I go on and recall many anecdotes of the bravery of the people of Giliad's Rest and the highlands. I'll finish on the courageous journey of these Coldland barbarians and their commitment to one another. I'll then ask for that courage once more, here and now, to stamp our enemies into the ground or die valiantly and gloriously in the the names of our ancestors and Kord!

[sblock]Secondary Skill Heal + 20 for the healers of the Giliad's Rest. Rolled 8. 28 passes the Medium DC.

Communion encounter power. Spending 1 Healing Surge to heal them. + 3 to my next roll.

Insightful Comment for the accolades and anecdotes that I use to set up my connection and admiration for these people. + 5 to Bluff, Intimidate, Diplomacy.

Inspiring Word daily power to knock the hard DC down to medium.

Diplomacy + 16 + 3 (Communion) + 2 (SS) + 5 (IC) = 26. Auto-passes the medium DC.[/sblock]

Per Manbearcat
All resoundingly cry havoc but so many are so battered, suffering so horribly that standing is out of the question. Despite it, five warriors of both genders, of wildly varying ages and health stand on weary, frostbitten feet and manage to bring their spears skyward.

Awesome. I'll let Otthor handle the wall situation. I also have to figure out what to do with Sadia.
 

Arsalan buys in pretty quickly to the gravity of the situation after (i) witnessing the intensity and urgency of Saerie's plea (ii) hearing the anecdotes of the refugees, primarily the testimony of the two remaining refugees of World's End Bluff. He dispatches a handful of riders to make the dash to the outlying farmlands.

[sblock]You guys are going to have to make a primary check to resolve this.[/sblock]

These guys would know the best route to most expeditiously get to the outlying communities, knock on doors to alert the farmers and get back to the safety of the walls of Giliad's Rest. They'd be experienced riders on well-bred horses.

[sblock]Giliad's Rest Streetwise + 18 Secondary Skill. Rolled 10. Passes the Medium DC.

Giliad's Rest Athletics + 18 + 2 (SS) = 20. Rolled 12. Failed the Hard DC.[/sblock]

I'll let Otthor handle the wall situation.

I grab several laborers and the engineers that put together the defensive walls. We hustle up the length of the outer and inner walls on the west and northwest side of the city. Examining them for how well their upkeep has been and how porous the inner walls are, I rely on my deep military knowledge-base to determine the working condition of the battlements. Whatever issues we find, we're going to get to work to try to repair and reinforce them in the little time that we have. Most important is that the inner walls are made impermeable to the Far Realm mists.

[sblock]Otthor History + 24 Secondary Skill. Rolled 6. Passes the Medium DC.

Giliad's Rest Athletics + 18 + 2 (SS) = 20. Rolled 14. Failed the Hard DC.[/sblock]

When we've done what we can, I'm going to head to the common house, get some rest and prepare my spells.
 

These guys would know the best route to most expeditiously get to the outlying communities, knock on doors to alert the farmers and get back to the safety of the walls of Giliad's Rest. They'd be experienced riders on well-bred horses.

[sblock]Giliad's Rest Streetwise + 18 Secondary Skill. Rolled 10. Passes the Medium DC.

Giliad's Rest Athletics + 18 + 2 (SS) = 20. Rolled 12. Failed the Hard DC.[/sblock]

Neither the stock of the horses nor the proficiency of the riders is the problem.

When you're resting in the large common house, several large families come in from the outlying communities on the valley side where the terraced gardens and farmlands are. You hear them lamenting the harsh turn of the winter this year. Deep snowpack and dangerous avalanche-zones made several trails completely impassable. As a result, an unknown number of farms were unable to be reached by the dispatched riders. In the course of the conversation, people start ticking off family names of the missing and the list seems to stretch on and on. More than a dozen, for sure.

I grab several laborers and the engineers that put together the defensive walls. We hustle up the length of the outer and inner walls on the west and northwest side of the city. Examining them for how well their upkeep has been and how porous the inner walls are, I rely on my deep military knowledge-base to determine the working condition of the battlements. Whatever issues we find, we're going to get to work to try to repair and reinforce them in the little time that we have. Most important is that the inner walls are made impermeable to the Far Realm mists.

[sblock]Otthor History + 24 Secondary Skill. Rolled 6. Passes the Medium DC.

Giliad's Rest Athletics + 18 + 2 (SS) = 20. Rolled 14. Failed the Hard DC.[/sblock]

When we've done what we can, I'm going to head to the common house, get some rest and prepare my spells.

Your examination of the walls yields two glaring issues:

1) The interior wall is indeed as you feared it. The unworked trunks are anchored deeply in the earth and thick rope holds reiforces them as a bastion against siege. However, they are entirely porous to the gaseous intrusion of the Far Realms mists. There is time, materials, and enough laborers to create makeshift mortar and render them basically impermeable...but it will take a hell of an effort.

2) There are going to be 3 encounter zones (I'll give you the dynamics of the coming conflict when it begins) for combat along the western/northwestern walls. The southernmost portion of the exterior western wall is not sufficient shape to repel a siege by a determined/ferocious invader. Many of the trunks are run through with rot and dessication. Subtle earth movement over time has compromised their stability further. Finally, there is about 40 linear feet of wall that is entirely without reinforcing rope. The weathering pattern on the wood shows that once there was, but it long ago failed and was never refurbished.

You only have the time/means to resolve 1 or 2. The other is going to be a problem. Pick your poison.

[sblock]That is 2 failures. 1 left before I auto-transition us to the next scene. Of note, this will happen temporally at the end of things and the cost of failure may put you in a pinch for the ensuing mass combat.[/sblock]

@Binks, if Saerie is going to attempt anything else, let me know and we can resolve it. Otherwise I'll transition us to the next scene.
 
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Neither the stock of the horses nor the proficiency of the riders is the problem.

When you're resting in the large common house, several large families come in from the outlying communities on the valley side where the terraced gardens and farmlands are. You hear them lamenting the harsh turn of the winter this year. Deep snowpack and dangerous avalanche-zones made several trails completely impassable. As a result, an unknown number of farms were unable to be reached by the dispatched riders. In the course of the conversation, people start ticking off family names of the missing and the list seems to stretch on and on. More than a dozen, for sure.

I let them know that if we are overrun by the mutate horde that the exodus from the city will take the survivors through those lands. They should alert those families of the loss of Giliad's Rest and everyone should make immediately for the nearest well-fortified steading or, better yet, city with defensible keep.

Your examination of the walls yields two glaring issues:

1) The interior wall is indeed as you feared it. The unworked trunks are anchored deeply in the earth and thick rope holds reiforces them as a bastion against siege. However, they are entirely porous to the gaseous intrusion of the Far Realms mists. There is time, materials, and enough laborers to create makeshift mortar and render them basically impermeable...but it will take a hell of an effort.

2) There are going to be 3 encounter zones (I'll give you the dynamics of the coming conflict when it begins) for combat along the western/northwestern walls. The southernmost portion of the exterior western wall is not sufficient shape to repel a siege by a determined/ferocious invader. Many of the trunks are run through with rot and dessication. Subtle earth movement over time has compromised their stability further. Finally, there is about 40 linear feet of wall that is entirely without reinforcing rope. The weathering pattern on the wood shows that once there was, but it long ago failed and was never refurbished.

You only have the time/means to resolve 1 or 2. The other is going to be a problem. Pick your poison.

[sblock]That is 2 failures. 1 left before I auto-transition us to the next scene. Of note, this will happen temporally at the end of things and the cost of failure may put you in a pinch for the ensuing mass combat.[/sblock]

@Binks, if Saerie is going to attempt anything else, let me know and we can resolve it. Otherwise I'll transition us to the next scene.

(1) is the most important part. We have enough defenders to put ourselves between Giliad's Rest and the oncoming horde. If we fail, the people here will have to flee anyway. But if we succeed, it means nothing if the walls cannot hold back the Far Realm mists. I direct the laborers and engineers to put all of their efforts into creating mortar and fortifying the interior walls so they are impermeable.

On (2), Saerie and I should be in that encounter zone at least to start. We can use our martial prowess to protect the failing infrastructure from the horde's siege.

After that, I go back to the common house for rest, meditation, and spell preparation. If Saerie needs me for anything, I will help as I am able. However, my vote is that we leave things be. I would hate to risk setting up snares or digging pits and having things go poorly. If we miscalculate the horde and are out there unprepared when they come, it will put us at a disadvantage. One that we may not be able to afford.
 

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