"I agree with the knowledge but what do we need to know the most? How do we stop the evil that has befallen ten towns? Also we need to consider what happens next. If we leave the necklace the mummy will not die. What are we unleashing upon the world?"
Nox will nervously shift around and say, "How do we know that it hasn't already started with all this activity? Hell, the eternal winter? We should find out everything we can from it."
Sabnar listens intently. "It seems... you have agreed on a question. Come."
The mummy shambles out of its sarcophagus, down the tomb's hallway and to the moon dial. He taps on several of the crystals, muttering something arcane in elvish, and studies the moon's position. Snow clings to his rotting legs but he pays it no mind. When he is satisfied, he makes his way back into the tomb, to the large mirror at the end of one hall.
"Now... one of you state your question plainly. I do not wish to answer... the wrong question."
(It sounds like you guys have agreed on something, but I'd like the final phrasing since the answer will vary based on how this is asked.)
Morkeleb holds a clawed fist to his maw and clears his throat as a very human-esque sort of mannerism. Then he steps forward, and in a clear and solemn voice, he carefully states:
"Sabnar, we wish an answer to the following question:
How do we stop the evil curse of sunless winter on these lands?"
Sabnar mutters more in an arcane tongue, and the mirror before him glows. Though it is a meaningless lightshow to the party, he stares intently, obviously seeing something else. After a few minutes of this, the mirror returns to normal.
"To return Spring to this land... you must do two things. The only way you can counterattack the Frostmaiden's will is with... a device in Ythryn... one that can change the weather over the course of a few days if worked properly... I'm sure Ythryn is a meaningless word to all of you... given how long it has been forgotten in the mountains... but you may find some in these towns who... search for it and know more. However... the Frostmaiden's avatar stalks the skies and the mountains... She will not simply allow you to do... such a thing. She casts her aurora over this land... every night. So long as she is allowed to continue, this device is... useless. You must destroy her avatar to have a chance."
The mummy rests, clearly exhausted by the sudden amount of talking he's been doing after a few hundred years in the box. He looks you all over once again.
"While that is your answer... I will also offer a word of advice... An avatar is not a god... it can be defeated by mortal hands... provided those hands are extraordinary. You four... are not extraordinary... Not yet. If this is your path... search for those who know of Ythryn... and find greater strength than what you now possess..."
Satisfied that he has fulfilled his end of the bargain, he shambles past the party, heading for the exit.
"For now... I wish to see if my brother still lives...Tread carefully, warriors... the ice is thinner than you think... rushing will shatter your chances."
And if left unimpeded, he will walk off into the snow, disappearing in a sea of white.
Well that's going to be one surprised brother." muses Barnabus. "Let's look this place over good. Maybe we'll find something to give us an edge. Maybe more of that Chardlyn. Then we aughtta get to Caer- Konig. Sound good?
Barnabus start searching the tomb looking for anything that might aid them. Maps, items, information, anything that might help them on their way. He stumbles around making more of a mess than finding anything if use.
Barnabus surveys the tomb for useful material. After a few seconds he has decided that there's nothing to be done with the bones everywhere, and it occurs to him that the black metal necklace Sabnar wore probably was Chardlyn.
Also just as a friendly update on quests and hooks, now that there's a few moving parts about:
- Any Personal Character Stuff
- Proof of the White Moose's death in Lonelywood
- You have 5 and a half days to revisit the Plesiosaur for its deal
- Ravisin mentioned a special something she'd sent to Termalaine
- Finding "SB" in Caer-Konig
- Sabnar is now out there searching for his brother
“Actually I want to show the heads to the fish-monster, and I was hoping we’d go to Termalaine, where clearly there is more mischief from the Ravisins. Caer-Konig could be after that?”
With a rough heading on what to do next, the group heads back to town, leaving the tomb and its late squatters behind them. As you are traveling through the woods at night, and a day’s time will have removed some of the moose tracks, I’ll need somebody to make a Survival Check to find the way back to Lonelywood.
Initially confident in a direction, the party quickly discovers that they are lost. Light snowfall while they were in the tomb covered the tracks they once followed, and the forest plays tricks on people at night. After Barnabus realizes he has passes the same tree four times, Jar attempts to lead the group back to the tomb, only to be unable to find it. Morkeleb confidently picks a direction, but is now worried he may have only led the group deeper into the woods. As the group stumbles about beneath, they hear a growling from the bushes. A cold pair of yellow eyes watches them from the dark, only to be joined by several more pairs. The party realizes they are surrounded by a pack of wolves! As the wolves creep out from the darkness, preparing to pounce, the group notices a tiny creature, about a foot tall, riding on the largest wolf's back.
It looks like a tiny human with cold fire coming off its featureless head; those of you who are local to the area recognize the description of the Chwinga, forest spirits that can be either friendly or mischievous to those they encounter. This one is obviously feeling mischievous.
Party Initiative Average: 11 Wolfpack Initiative Average: 14
The wolves close in on the party, hungry for what they believe to be an easy meal of lost travelers.
Wolf 1 attacks Jar, with a Pouncing Bite: 24 for 8 Piercing damage Wolf 7 attacks Jar, with a Pouncing Bite: 6 for 6 Piercing damage
Wolf 2 attacks Barnabus, with a Pouncing Bite: 17 for 8 Piercing damage Wolf 3 attacks Barnabus, with a Pouncing Bite: 17 for 9 Piercing damage
Wolf 4 attacks Morkeleb, with a Pouncing Bite: 16 for 7 Piercing damage Wolf 5 attacks Morkeleb, with a Pouncing Bite: 9 for 6 Piercing damage
Wolf 6 attacks Nox, with a Pouncing Bite: 23 for 10 Piercing damage
Anybody who is hit by the wolves' bite must succeed a DC 11 STR Save or be knocked prone.
Finally, the Chwinga giggles from atop its mount and throws a snowball at Nox. It rolls a 21 to hit for 3 Cold damage.
The party may now act. As we are testing group initiative, you may take your turns in any order, and the wolves will resume once all of you have gone.
In the huddle Barnabus whispers,
"I agree with the knowledge but what do we need to know the most? How do we stop the evil that has befallen ten towns? Also we need to consider what happens next. If we leave the necklace the mummy will not die. What are we unleashing upon the world?"
**This Space for Rent**
Nox will nervously shift around and say, "How do we know that it hasn't already started with all this activity? Hell, the eternal winter? We should find out everything we can from it."
"Maybe we could ask what is causing this and how can we stop it?" Jar suggests
D&D since 1984
Morkeleb is satisfied with this question
Sabnar listens intently. "It seems... you have agreed on a question. Come."
The mummy shambles out of its sarcophagus, down the tomb's hallway and to the moon dial. He taps on several of the crystals, muttering something arcane in elvish, and studies the moon's position. Snow clings to his rotting legs but he pays it no mind. When he is satisfied, he makes his way back into the tomb, to the large mirror at the end of one hall.
"Now... one of you state your question plainly. I do not wish to answer... the wrong question."
(It sounds like you guys have agreed on something, but I'd like the final phrasing since the answer will vary based on how this is asked.)
Morkeleb holds a clawed fist to his maw and clears his throat as a very human-esque sort of mannerism. Then he steps forward, and in a clear and solemn voice, he carefully states:
"Sabnar, we wish an answer to the following question:
How do we stop the evil curse of sunless winter on these lands?"
"Ah. A fine question."
Sabnar mutters more in an arcane tongue, and the mirror before him glows. Though it is a meaningless lightshow to the party, he stares intently, obviously seeing something else. After a few minutes of this, the mirror returns to normal.
"To return Spring to this land... you must do two things. The only way you can counterattack the Frostmaiden's will is with... a device in Ythryn... one that can change the weather over the course of a few days if worked properly... I'm sure Ythryn is a meaningless word to all of you... given how long it has been forgotten in the mountains... but you may find some in these towns who... search for it and know more. However... the Frostmaiden's avatar stalks the skies and the mountains... She will not simply allow you to do... such a thing. She casts her aurora over this land... every night. So long as she is allowed to continue, this device is... useless. You must destroy her avatar to have a chance."
The mummy rests, clearly exhausted by the sudden amount of talking he's been doing after a few hundred years in the box. He looks you all over once again.
"While that is your answer... I will also offer a word of advice... An avatar is not a god... it can be defeated by mortal hands... provided those hands are extraordinary. You four... are not extraordinary... Not yet. If this is your path... search for those who know of Ythryn... and find greater strength than what you now possess..."
Satisfied that he has fulfilled his end of the bargain, he shambles past the party, heading for the exit.
"For now... I wish to see if my brother still lives...Tread carefully, warriors... the ice is thinner than you think... rushing will shatter your chances."
And if left unimpeded, he will walk off into the snow, disappearing in a sea of white.
Farwell Sabnar
D&D since 1984
“Ythryn… Ythryn…” Morkeleb mutters the strange name over and over, trying to commit it to memory.
Well that's going to be one surprised brother." muses Barnabus. "Let's look this place over good. Maybe we'll find something to give us an edge. Maybe more of that Chardlyn. Then we aughtta get to Caer- Konig. Sound good?
Barnabus start searching the tomb looking for anything that might aid them. Maps, items, information, anything that might help them on their way. He stumbles around making more of a mess than finding anything if use.
(Perception: Nat 1+2=3)
**This Space for Rent**
Barnabus surveys the tomb for useful material. After a few seconds he has decided that there's nothing to be done with the bones everywhere, and it occurs to him that the black metal necklace Sabnar wore probably was Chardlyn.
Also just as a friendly update on quests and hooks, now that there's a few moving parts about:
- Any Personal Character Stuff
- Proof of the White Moose's death in Lonelywood
- You have 5 and a half days to revisit the Plesiosaur for its deal
- Ravisin mentioned a special something she'd sent to Termalaine
- Finding "SB" in Caer-Konig
- Sabnar is now out there searching for his brother
- Finding Ythryn
Morkeleb says,
“Actually I want to show the heads to the fish-monster, and I was hoping we’d go to Termalaine, where clearly there is more mischief from the Ravisins. Caer-Konig could be after that?”
"I agree with Morkeleb, let's cover our bases for what we've already committed to and then we can turn our attention to new things."
"Suppose you're right. One thing at a time. We should spend the night in lonelytown. Well let's get on it then. I'll cover yer backsides."
affirming his participation.
**This Space for Rent**
With a rough heading on what to do next, the group heads back to town, leaving the tomb and its late squatters behind them. As you are traveling through the woods at night, and a day’s time will have removed some of the moose tracks, I’ll need somebody to make a Survival Check to find the way back to Lonelywood.
( Morkeleb is deferring to one of the other PC's, but will give them guidance )
Barnabus looks about then scratches his beard,
"Well boys I'll be damned if I can tell which way is up let alone tell which way Lonelytown is. Anybody else got anything?"
(survival:4)
**This Space for Rent**
Jar says "I'm not sure. I got turned around. "
Survival 6
D&D since 1984
lol
Morkeleb seeing the others defer to each other also considers leading the party home, only to discover that he too is lost
(nat 1 for survival)
Initially confident in a direction, the party quickly discovers that they are lost. Light snowfall while they were in the tomb covered the tracks they once followed, and the forest plays tricks on people at night. After Barnabus realizes he has passes the same tree four times, Jar attempts to lead the group back to the tomb, only to be unable to find it. Morkeleb confidently picks a direction, but is now worried he may have only led the group deeper into the woods. As the group stumbles about beneath, they hear a growling from the bushes. A cold pair of yellow eyes watches them from the dark, only to be joined by several more pairs. The party realizes they are surrounded by a pack of wolves! As the wolves creep out from the darkness, preparing to pounce, the group notices a tiny creature, about a foot tall, riding on the largest wolf's back.
It looks like a tiny human with cold fire coming off its featureless head; those of you who are local to the area recognize the description of the Chwinga, forest spirits that can be either friendly or mischievous to those they encounter. This one is obviously feeling mischievous.
Party Initiative Average: 11
Wolfpack Initiative Average: 14
The wolves close in on the party, hungry for what they believe to be an easy meal of lost travelers.
Wolf 1 attacks Jar, with a Pouncing Bite: 24 for 8 Piercing damage
Wolf 7 attacks Jar, with a Pouncing Bite: 6 for 6 Piercing damage
Wolf 2 attacks Barnabus, with a Pouncing Bite: 17 for 8 Piercing damage
Wolf 3 attacks Barnabus, with a Pouncing Bite: 17 for 9 Piercing damage
Wolf 4 attacks Morkeleb, with a Pouncing Bite: 16 for 7 Piercing damage
Wolf 5 attacks Morkeleb, with a Pouncing Bite: 9 for 6 Piercing damage
Wolf 6 attacks Nox, with a Pouncing Bite: 23 for 10 Piercing damage
Anybody who is hit by the wolves' bite must succeed a DC 11 STR Save or be knocked prone.
Finally, the Chwinga giggles from atop its mount and throws a snowball at Nox. It rolls a 21 to hit for 3 Cold damage.
The party may now act. As we are testing group initiative, you may take your turns in any order, and the wolves will resume once all of you have gone.