(I didn't figure we were going to be able to stop it so I was going to have Barnabus ask around tomorrow about our old town whose name I can't seem to remember.)
Morkeleb will retire as well, with a heavy heart for those who have been sacrificed. He tosses and turns through the night and wakes up vowing to end the curse on this land, no matter what it takes.
You're able to gather a minimal amount of information. Some people don't recognize the name at all. Those who do all give vague comments on it being a fairy tale they heard once. The most interesting piece comes from a woman who claims to have told the story to her child recently:
"Supposedly it's sealed within the mountains themselves, such that a great magic or machine would be needed to reach it."
Asking around, you are eventually directed towards a small home with a large yard. The yard is filled with dogs, clearly being bred for sledding. A human in his early 30s answers the door; he has a lithe build that is covered beneath practical winter clothing. A large husky follows at his heels as he greets you.
"The name's Garret Velryn, and I can get you to where you're going. Assisted plenty of expeditions in these parts."
Assuming you explain where you're headed he offers you your options:
"If you want to the the trails through the towns, I'm not as necessary, so I'll only charge you boys 10 gold. Course, that means stopping in a few extra towns to get there, which could add a day or two to the trip. If you want to take the mountains leading to Kelvin's Cairn, we can speed it up significantly, but that path's more treacherous, so I'll have to charge 20 gold for the trip. And I trust you can all look out for each other if we are goin' that way, cause even if it's just wild animals, there's bound to be trouble. Either way, I need ten minutes to get my gear and we're good to go.
Those prices are to get there by the way. If you're fool enough to need my help on a return trip when the Ten-Towns path is there, that'll cost extra, but we can get ta that later."
It's up to the party if they would like to head through the mountains directly to Caer Konig, or take the long way through Bryn Shandar, the Eastway, and Caer Dineval. Expect different events and challenges for each path, and remember that you can go back through those towns on the return trip if you'd like.
" No, all our information is pointing at Caer-Konig. This unholy weather needs to end and quickly. How many more innocents will die here while we tarry on the path? But we should put it to a vote." Asserts Barnabus.
"I am new to this land, but the foul weather is a concern. I am with Barnabus we need to do something. I know each of us have varied goals, but for now we can head to Caer-Konig. From what I have seen so far, we may head to Bryn Shander after Caer-Konig" says Senushi.
Jar says "I believe it would be best to take the town trails, but Senush and Barnabas have a good point. Plus, and most of all, it will be a grand challenge. And I love a challenge."
"All right since we seem divided let's throw coins to see which way." Barnabus pulls out three copper coins. "Now I'll throw down three and you throw down three and who ever has the most crowns that's the way we go." (roll 3 seperate d4 most evens wins.)
Morkeleb laughs at the result. "All crowns to naught, it appears fate itself is guiding our course. Lead on, Master Barnabus! Garret, my good sir, it's the direct route we'll take!"
(In case anybody hasn't updated their sheet, you did successfully long rest the previous night)
Garret gears up, bringing along a compass, several days rations, a tent, and and a black lantern, among other supplies. Fifteen minutes later, the party is following him out into the foothills. The journey is expected to take a little over a day, meaning you'll likely be in town late tomorrow, if all goes well. The biting cold is your eternal sixth companion as you travel, and the crumbling snow and slippery ice make uphill treks difficult. It's not long before civilization is completely out of view. The rocks and changing altitude are all that give you a sense of perspective in this sea of snow.
Garret Survival Check: 16
You're confident in the route you are taking, though only the lantern, which seems to contain an unnatural amount of oil, provides reliable light as the day goes on. Occasionally, you spot footprints in the snow that lead in various directions. Your guide ignores them, though he comments that most of them lead towards different parts of Ten-Towns. A few hours of travel later, Garret holds up a hand. You see 2 small white humanoid creatures tumbling through the snow halfway up the hill you are climbing. They appear to be wrestling.
"Yeti tykes," he says, barely audible above the roaring winds, "Not many places to hide here. Watch for their parents."
DC 10 Arcana Check for anyone who'd like.
Garret's lantern never seems to burn down as you travel. It's probably magical.
And a DC 16 Perception Check:
A little to your right, not far from where the tykes play, you see the snow shift unnaturally. It looks less like snow than it does a large mass of white fur lying down.
Morkeleb happily goes along with the group, blithely unaware of anything out of place or mysterious. He trusts in Garret the way many humanoids tend to blindly trust someone that they're paying money.
Barnabus realizes that the lantern doesn't seem to be burning oil or if it is it's extremely slow. (DC10) The realization grants him comfort in knowing they did right to higher the guide. Especially since, just like the last few times they've ventured out, the snow has blinded him so that all he can make out in the witness are mottled gray shapes.
Rollback Post to RevisionRollBack
**This Space for Rent**
To post a comment, please login or register a new account.
(I didn't figure we were going to be able to stop it so I was going to have Barnabus ask around tomorrow about our old town whose name I can't seem to remember.)
**This Space for Rent**
Morkeleb, one of the guards looks at you and says, "Give it time. 2 or 3 hours with no protection can be a lot, no matter how healthy you are."
Morkeleb: "Well, I hope for your sakes that it doesn't take all night... Do you get to head inside at a certain point?"
Senushi would have gone to rest with his mind troubled. Though he can be roused if Morkeleb needs assistance
“We’ll eventually trade off with somebody if he takes too long. Don’t worry about it,” the guards reply.
Morkeleb will retire as well, with a heavy heart for those who have been sacrificed. He tosses and turns through the night and wakes up vowing to end the curse on this land, no matter what it takes.
Waking in the morning still a bit grumpy from the events of the night before, Barnabus rises and dons his armor before gathering his gear.
He then rouses the others before heading out to find some answers.
He starts with the tavern owner and then branches out to other proprietors and passer-bys.
His inquireries center around the lore and location of the mythical town of Ythryn.
**This Space for Rent**
You're able to gather a minimal amount of information. Some people don't recognize the name at all. Those who do all give vague comments on it being a fairy tale they heard once. The most interesting piece comes from a woman who claims to have told the story to her child recently:
"Supposedly it's sealed within the mountains themselves, such that a great magic or machine would be needed to reach it."
"Well that could explain the need for the chardalyn." Barnabus muses.
He informs the others of what he found and his suspicions.
"Let's hire a guid and get to Caer Konig as soon as possible." He suggests.
**This Space for Rent**
Asking around, you are eventually directed towards a small home with a large yard. The yard is filled with dogs, clearly being bred for sledding. A human in his early 30s answers the door; he has a lithe build that is covered beneath practical winter clothing. A large husky follows at his heels as he greets you.
"The name's Garret Velryn, and I can get you to where you're going. Assisted plenty of expeditions in these parts."
Assuming you explain where you're headed he offers you your options:
"If you want to the the trails through the towns, I'm not as necessary, so I'll only charge you boys 10 gold. Course, that means stopping in a few extra towns to get there, which could add a day or two to the trip. If you want to take the mountains leading to Kelvin's Cairn, we can speed it up significantly, but that path's more treacherous, so I'll have to charge 20 gold for the trip. And I trust you can all look out for each other if we are goin' that way, cause even if it's just wild animals, there's bound to be trouble. Either way, I need ten minutes to get my gear and we're good to go.
Those prices are to get there by the way. If you're fool enough to need my help on a return trip when the Ten-Towns path is there, that'll cost extra, but we can get ta that later."
It's up to the party if they would like to head through the mountains directly to Caer Konig, or take the long way through Bryn Shandar, the Eastway, and Caer Dineval. Expect different events and challenges for each path, and remember that you can go back through those towns on the return trip if you'd like.
Morkeleb would still like to go by way of Bryn Shander
"We could stop just for an hour or two, and keep going."
" No, all our information is pointing at Caer-Konig. This unholy weather needs to end and quickly. How many more innocents will die here while we tarry on the path? But we should put it to a vote." Asserts Barnabus.
**This Space for Rent**
"I am new to this land, but the foul weather is a concern. I am with Barnabus we need to do something. I know each of us have varied goals, but for now we can head to Caer-Konig. From what I have seen so far, we may head to Bryn Shander after Caer-Konig" says Senushi.
Jar says "I believe it would be best to take the town trails, but Senush and Barnabas have a good point. Plus, and most of all, it will be a grand challenge. And I love a challenge."
D&D since 1984
"All right since we seem divided let's throw coins to see which way." Barnabus pulls out three copper coins. "Now I'll throw down three and you throw down three and who ever has the most crowns that's the way we go." (roll 3 seperate d4 most evens wins.)
2
4
4
**This Space for Rent**
2
4
1
Morkeleb laughs at the result. "All crowns to naught, it appears fate itself is guiding our course. Lead on, Master Barnabus! Garret, my good sir, it's the direct route we'll take!"
(In case anybody hasn't updated their sheet, you did successfully long rest the previous night)
Garret gears up, bringing along a compass, several days rations, a tent, and and a black lantern, among other supplies. Fifteen minutes later, the party is following him out into the foothills. The journey is expected to take a little over a day, meaning you'll likely be in town late tomorrow, if all goes well. The biting cold is your eternal sixth companion as you travel, and the crumbling snow and slippery ice make uphill treks difficult. It's not long before civilization is completely out of view. The rocks and changing altitude are all that give you a sense of perspective in this sea of snow.
Garret Survival Check: 16
You're confident in the route you are taking, though only the lantern, which seems to contain an unnatural amount of oil, provides reliable light as the day goes on. Occasionally, you spot footprints in the snow that lead in various directions. Your guide ignores them, though he comments that most of them lead towards different parts of Ten-Towns. A few hours of travel later, Garret holds up a hand. You see 2 small white humanoid creatures tumbling through the snow halfway up the hill you are climbing. They appear to be wrestling.
"Yeti tykes," he says, barely audible above the roaring winds, "Not many places to hide here. Watch for their parents."
DC 10 Arcana Check for anyone who'd like.
Garret's lantern never seems to burn down as you travel. It's probably magical.
And a DC 16 Perception Check:
A little to your right, not far from where the tykes play, you see the snow shift unnaturally. It looks less like snow than it does a large mass of white fur lying down.
arcana 3 and perception 10
Morkeleb happily goes along with the group, blithely unaware of anything out of place or mysterious. He trusts in Garret the way many humanoids tend to blindly trust someone that they're paying money.
Barnabus realizes that the lantern doesn't seem to be burning oil or if it is it's extremely slow. (DC10) The realization grants him comfort in knowing they did right to higher the guide. Especially since, just like the last few times they've ventured out, the snow has blinded him so that all he can make out in the witness are mottled gray shapes.
**This Space for Rent**