
Kriger Eilifsson |

"I say we roll out. Mainly because I'm bored of looking around this place. Plus, I'm ready to put an end to these stinking barbarians who have nothing better to do than to tick me off."

Kalsgrim Lodovka |
"We have the power of flight now. Let's head out."
When we interrogated the Tiger Lords, one said they might "look for Armag in the hills". Is it obvious where those hills would be? If so, we will make the necessary arrangements* and then leave.
*Stock up on food and water, arrange for Numesti to be in command and watch over the Drelev kids. And anything else the others can think of.

Other Mastermind |

The preparations do not take too long, and you are ready to head out. The soldiers tell you that the area north-east of the fort leads to a vast expanse of foreboding hills. Nothing much is known about this area, except that it has a bad reputation. The place is quite dry and water is impossibly hard to find.
As you get ready to head out, one fo them asks, just curious: "Say, how do you plan on finding them, my Duke, will you fly after them?"

Malaswyn Tyddewi |

Malaswyn's heart thrills to the divine touch.
Within his continued prayer/chant Malaswyn asks if the Tiger Lord is with the hostages?
He then asks if the Tiger Lord has reached the tomb he sought.
If yes (to the tomb) has he reached the item(s) he sought?
Questions 2, 3 & 4 of 11

Malaswyn Tyddewi |

Mal asks if they are in the heart of hills
If they are near a river or stream?
If they should begin searching to the North
South?
East?
Narrowing down the search. No more questions after that.

Kriger Eilifsson |

Grinning like he just won something, "That's what I'm talking about! Time to clear out the trash scumbag and his fellow scumbags!" he says with excitement as he readies to move out.

Kalsgrim Lodovka |
"We will leave immediately!"
Kalsgrim rolls out the carpet and steps to the middle of it. He nocks an arrow in his bow. "Malaswyn, if you will?" When everyone is on the carpet, we will leave.
When they are underway, he will tell Kriger "Keep the broom handy. Flying together like this makes it easier to talk and keep from getting separated. But if we encounter someone or something at a distance, we may want you to close with your axe while we aid from afar."

Other Mastermind |

I'm not sure you can avoid a hex by hex search using Malaswyn's divinations, though you can certainly narrow it down. Keep in mind that Kriger and Raveneau had found the trail of the Tiger Lords (not the ones that you fought, the ones that left before your arrival) a while back. It was faint, but it was there. You can probably use that trail, along with Malaswyn's information. Those looking for trails should roll Survival checks. It means you stay closer to the ground though...

Kriger Eilifsson |

Nodding, "You got it, Chief."
Will roll the Survival in case we go that route.
Survival: 1d20 + 18 + 5 ⇒ (8) + 18 + 5 = 31 Add +4 for Forests or a +2 for plains. The +5 is a bonus to track.

Other Mastermind |

Kriger finds the trail with some ease, though all of you do not see a single sign for a trail. Seemingly, the ranger is either making it all up as he goes, or has the eyes of a dragon.
The trail leaves the village and the fort and follows a river meandering west. The flying apparati allow you to travel faster, but searching a trail a week old or more slows you down considerably. Nevertheless, the fact that the river seems to follow the river helps with a lot of the guesswork.
Around you the air is fresh and the wind bites cold. The softer Lamashan has succumbed to bitter Neth, and the dead of winter creeps nearer.
After a slow day, you stop for the night. Around you, slow rolling plains sweep in every direction but north-west, where the land slowly rise and become steep darker hills where the river seems to vanish.
Map Let me know if you cannot see it.
1d100 ⇒ 75
1d100 ⇒ 63
The night rolls through without incident, though it gets pretty cold, near freezing at night.
Let me know if you wish to continue the same way for the next days or so.

Other Mastermind |

Is it cold enough to be worth casting endure elements? I've got a fair number of level 1 slots.
It's not that bad yet. Just helping you all get a sense of the scene.
The night passes like a whisper, leaving a thin blanket of frost for the rising sun to turn into a thick fog over the brown and black landscape.
Plans for the day?

Kriger Eilifsson |

I say we pick up the trail and keep rolling! Outside of that I'm not sure. :P
Will roll just in case that's what is decided. But if the others have something else they prefer to do, just ignore.
Survival: 1d20 + 18 + 5 ⇒ (16) + 18 + 5 = 39 +4 in forests; +2 in plains

Kalsgrim Lodovka |
In the morning, after everyone confirms they are ready, we depart again.
As we lift off on the carpet, Kalsgrim tells Kriger "This is all you, my friend." He emphasizes it with a hearty clap on the back.
Despite saying that, Kal can't help but chime in from time to time, pointing to this or that and asking questions.
Aid another survival check 1d20 + 0 ⇒ (17) + 0 = 17
Throughout the day, the carpet lowers to the ground based on Kriger's directions. We stay low, even through stretches where we are sure the trail could only go one way; no reason to tip off our presence sooner than necessary! But when we hit crossroads, we stop and go down, giving Kriger whatever time he feels he needs to keep us going the right way.

Kriger Eilifsson |

Kriger points and winks, "I got this, Chief. These scumbags'll be sorry they walked right into my wheelhouse." Kriger leads the way, following the tracks like a tick on a bloodhound.

Other Mastermind |

1d100 ⇒ 14
1d100 ⇒ 9
1d100 ⇒ 40
The monotony of the day is broken only by a sudden shower of cold rain and a few zombies quickly dispatched. That is, until you reach a fork where a ford allows for a safer crossing of the river.
There, the trail meets with a much wider trail that crossed the river and continues up the river and north. From the look of it, a small army crossed at that point and joined with the smaller force. The trail shortly leads to a wide area where they made camp. From the size of it and the trail they leave, the force is in the vicinity of a thousand men. In addition, Kriger identifies tracks left by giants, likely hill giants. Though it is hard to come up with an exact number, there seems to be close to a hundred of them...
As far as Kriger can make, the raiders use rudimentary equipment. This is not a modern army, but a band of barbarians. The ground is uneven, no ditches were dug, and what has been left behind is crude and of poor quality.
Except for a spearhead stuck deep in a tree. Upon closer examination, it has been thrown with impossible strength. More troubling, you recognize the head as one of your own. It is in perfect shape and seems to have been forged in the last year, showing little sign of usage, apart from its recent encounter with a tree. The haft has been snapped off.
The good news is that the trail will now be easy to follow...

Malaswyn Tyddewi |

Malaswyn raises an eyebrow, ”We must gope that cutting off the head will slay the beast. Or at least rend it asunder, to be defeated more easily.”
At the spear he says nothing.
Others will have a better sense of where it is from.

Kalsgrim Lodovka |
"Hmm. This looks like it was forged in Providence. And recently. A traitor, perhaps, working with Armag?"
"Let's continue to follow. We can fly and make up time. But let's be caution when we get close. They may be overconfident with their size, but they may still have a watch posted. When we get close, we'll need to scout carefully. Remember, the safety of the hostages first, and then we stop their diabolical plot!"
We will continue on the carpet until Kriger says we are getting close (based on the freshness of the tracks). Then we will advance on foot. We can let Kriger scout (with a +16 or better Stealth), unless Malaswyn has a supernatural means at his disposal.

Kriger Eilifsson |

Raising an eyebrow, "A traitor? Let's hope not. If there is a traitor, he won't be one for long," the ranger vows. "Okay: hostages first, destroy plot next - got it." Kriger then continues on with the plan and leads the way.
Survival: 1d20 + 18 + 5 ⇒ (14) + 18 + 5 = 37 +4 in forests; +2 in plains
Perception: 1d20 + 28 ⇒ (8) + 28 = 36 +4 in forests; +2 in plains
Perception just in case I need to spot them before they spot me/us if it comes up.

Other Mastermind |

1d100 ⇒ 35
1d100 ⇒ 40
1d100 ⇒ 3
1d100 ⇒ 8
1d100 ⇒ 24
1d100 ⇒ 41
With such obvious tracks, you are now able to move much faster and cover twice the distance of the previous days. The river steadily climbs up through the hills and the path is rockier and more treacherous, but it has no impact on heroes equipped with the latest household technology, namely the carpet and the broom...
At the end of the day, you reach the spring of the river, where a tiny lake sits quietly between steep cliffs. In the distance, you can make columns of smoke clustered to the north east. It is probably the raiders' camp, and it is about another day of travel away.
Plans for the night?

Other Mastermind |

The night goes without incident, at least that's what Kriger says when you all wake up, though there are new and recent-looking blood spots on his otherwise filthyish tabard. Axe-working is a messy trade...
You can make it to the raider's camp with a day of fast travel, the columns of smoke serving as beacons. However, doing so also means you may be spotted as you fly over the hills.

Kalsgrim Lodovka |
"Now, my friends, we draw close to our foes. We must decide how we handle this. Their army is too large for the four of us to face head on. The hostages will certainly be guarded, and near the middle of their encampment. Can we challenge Armag? Would such a thing be honored? Do we try to beat them to this burial site he seeks, and attack there? I am open to choices that any of you may devise as well."

Kriger Eilifsson |

The night goes without incident, at least that's what Kriger says when you all wake up, though there are new and recent-looking blood spots on his otherwise filthyish tabard. Axe-working is a messy trade...
HA! Good one!
Kriger ponders it all a moment but can only shake his head. "I am at a loss, Chief. Challenging Armag might be our best option. But if they don't honor that then we're screwed." Stroking his beard in thought, "The 'burial site' plan might be a good idea. Maybe set up some form of ambush. Of course, us against and army doesn't bode well for 'Team Us' by any stretch. I could always try and sneak up and see what kind of defences they've got set up. It's risky, I know, probably will get myself killed, or you know, worse, but it's an option," he offers, shrugging. "Maybe go in at night and attempt to sneak the hostages out and head for the hills. Obviously that's a tiny bit more involved and probably practically impossible, but, it's something," he says, simply throwing something else out there.

Other Mastermind |

Other Mastermind wrote:The night goes without incident, at least that's what Kriger says when you all wake up, though there are new and recent-looking blood spots on his otherwise filthyish tabard. Axe-working is a messy trade...HA! Good one!
Yeah, random encounters are not what they used to be... At least while I roll the way I roll...

Kriger Eilifsson |

Nodding at the group, "Sounds good." Rubbing his hands together, "Alright, fellas, time to see what ol' Kriger can find out." Kriger then moves a bit away from the camp and concentrates a moment, bringing forth a bit of the animal from within to aid him.
Activate Animal Focus(Owl +6 to Stealth): Must be used in 1 minute increments at minimum. If we're still like 5 or so minutes away, Kriger will activate Animal Focus when he catches sight of someone in the camp or feels he's close enough to the camp.
Stealth: 1d20 + 16 + 6 ⇒ (20) + 16 + 6 = 42 +4 in forests/+2 in plains
Perception: 1d20 + 28 ⇒ (5) + 28 = 33 +4 in forests/+2 in plains
He then heads out, amazingly quiet for such a large man.
If it is forest/plains, Kriger will leave no trail.
Will see if there is such a spot to camp closer to them - depending on how close we are initially - and where we could avoid being seen at the same time.

Kalsgrim Lodovka |
We are trusting Kriger's skill on this. We will move forward as a group on the ground, though Kriger may use his broom once in a while to check things out as he sees fit. When we are close enough that Kriger thinks we will run into patrols from the war camp, the three of us will hide somewhere while he scouts for a vantage point. I don't know if that split would maybe be an hour from the enemy camp? Two? Four? I am guessing we will come across tracks of a barbarian patrol that will tell Kriger it is time for him to move ahead on his own to scout. I am thinking at some point, Kriger will say something like "A regular patrol is using this game trail. Let's go back to that overhang we saw twenty minutes back and have you all wait for me there." Something along those lines.

Kriger Eilifsson |

Oops! My bad. Didn't realize we were still that far away. We definitely need to be WAY closer than a day. Kalsgrim's idea sounds good to me. I would say we should be no farther than 4 hours away though for sure. I'd say we shoot for getting to the '2 hours away' mark(depending on varying factors of course) and then we can go from there.

Other Mastermind |

Ok, the group moves within what they assume to be about four hours away. The smoke from the camp make this a little easier. From such a distance, the raiders' camp seems very large and ominous. To the east of it, a large black hill looms.
Finding a suitable campsite proves hard though. There is very little water and the whole area is very dry, all rocks and dust, black and tan, with steep valleys between somber hills. Also, the temperature has dropped significantly since you've gained some elevation. It whistles as it blows between the hills.
Do you have spells for food and water? Also, it's now quite cold, and spells like endure elements would help.
You make camp using Kriger's divine help. The next day, the ranger leaves before dawn on his broom to scout the camp.
Stealth Know Nautre, and Perception checks, Kriger.

Kriger Eilifsson |

Ring of sustenance, bay-bee! :)
Okay, once he gets fairly close(meaning spotting anyone from any type of distance that's part of the camp), he will then go with Owl Animal Focus.
"Alright, fellas, off I go. If I don't make it back by at least nightfall... odds are they've probably killed me dead," he states as a matter of fact, shrugging while unable to hold back a wry grin. "Good luck to me!" he says with a wink and then takes off on his broom.
Stealth: 1d20 + 16 + 6 ⇒ (4) + 16 + 6 = 26
Knowledge: (Nature): 1d20 + 8 ⇒ (5) + 8 = 13
Perception: 1d20 + 28 ⇒ (3) + 28 = 31
Doesn't sound like this is forests or plains so that's it. Man those rolls stink. Three rolls and can't get higher than a 5. Blah.

Malaswyn Tyddewi |

As I posted earlier, if the weather takes a turn or we get into/near a colder region, Mal will prepare communal endure elements. I can also use my free slots for a dream feast for one of us and a create food and water for the other three. I assume someone will bot Raveneau until we have faced the Tiger Lord?

Malaswyn Tyddewi |

Before Kriger goes, as well as recieving endure elements, Kriger is also the beneficiary of a magic circle against evil.
Only lasts 110 minutes but might be handy.