| Cha'Tima Achak |
"Certainly the refugees will be welcomed and well-cared for. As for facing down an army, we do not expect that even of heroes such as yourselves. Rather, we would see you bypass the armies to take the fight directly to the witch-king's citadel. We can supply a few goods that will assist, but we have not much in the way of powerful magics, else we would do this task ourselves."
"Fair enough. Whatever help you can provide is enough."
| Valonzo Wescott |
"Yes, maps, descriptions, anything that can give us a good overview of where we go. Experience has taught me even the best intelligence can be unreliable to the ground experience." Valonzo begins calculating the usefulness of the spells he knows. "But if we get sufficient information and I can peruse some accurate maps, I should be able to teleport us all close enough for infiltration without the need for vast amounts of travel time."
| Cha'Tima Achak |
Tima grunts.
"Nice as that would be, we'd best have a contingency. I wouldn't doubt if there was something to stop teleportation anywhere important."
| Cathryn Dayshaun |
"If not then we'll have to travel there, perhaps flight? Still, surely there would be weak points, in any sort of teleportation blocking effects, that we could exploit to get in a little closer."
| Valonzo Wescott |
Valonzo returns Tima's grunt with an exaggerated sigh, followed by snapping his right index finger twice softly. "Naturally, I wasn't speaking of teleporting into the heart of the enemy's fortress. But why walk, fly, burrow, or swim from here to there when one could simply teleport from here to near there and then do the flying, burrowing, what-have-you? In fact, as long as we can get within, say ten miles or so, I could also provide anyone lacking it the ability to fly from there.
| Cha'Tima Achak |
Tima shrugs.
"Just pointing out potential flaws. Not sure how good you are at long range recon, making sure our landing point is unguarded."
| The Warlord of The Seven Armies |
What sort of terrain are we dealing with here? I'll used one of my take 20s from loremaster for knowledge (geography). That will get me a 40.
Rowan intently studies the maps provided, at one point moving tankards and plates around the table, eventually producing a passable three dimensional layout of the geography.
| Cha'Tima Achak |
Tima will Aid with his +9 (make the Aid DC on a 1).
Tima looks on, pointing out minor things Rowan may have missed, and shifting the markers slightly where needed.
Also, before I forget again.
As they talk and plan, Tima makes sure to surreptitiously study the Baron and his men with his "blind" eye, looking for any hint of treachery or deceit. He doesn't expect to find anything, but it never pays to be too careful.
Take 10 for a 48 Sense Motive over a minute's time to gain a "Hunch".
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There seems to be no hint of treachery or deceit in the Baron or his people.
"Of course, we will supply you with mounts, if you wish, as well as any mundane gear you desire. As for magical healing means, we have potions available and I am certain that Father Dylan will be willing to lend you his staff of healing and perhaps a wand or three."
The Baron motions to a "farmer," who snaps to attention and comes to the table. "Fetch maps and charts of the region."
The man dashes off and returns about 30 minutes later, bearing an armload of scrolls and maps.
Details to follow tomorrow. Been a long day. I had a sleep study last night that spilled over into most of today.
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Okay, a map of Damara (and Bloodstone) is here. Castle Perilous (to the northwest) is your destination. The distance between Bloodstone Village and Castle Perilous is roughly 30 miles through the mountains and then a good 75 to 90 miles of empty, open plains.
Once you get within a few miles of the castle, the terrain changes to this. (Sorry it's so hard to see.)
| Cha'Tima Achak |
"Do we know what's inside these ravines? They would make a good entry point if they're free of hostiles. Out of sight, and the ravines themselves would provide little hindrance to people of our caliber."
| Valonzo Wescott |
"That could very well be our point of ingress near the castle. We have a few options to how we arrive." Wescott states simply.
| Cathryn Dayshaun |
Cathryn studies the maps, her face scrunched up, unfortunately she had never been very good at reading maps and usually left such things to others.
"Right, well... It would seem what's being suggested is reasonable. Whatever cover we can use to conceal our entrance would be best.
What sort of options are you thinking of Valonzo? I should point out that sneaking in to places has never been my strong suit, nor my preferred method of entry when it can be helped. Far better to face your enemy head on, in a fair fight. Though, there are of course exceptions. This would be one."
| The Warlord of The Seven Armies |
Looking longingly at the mock terrain in the manner one might look at a lover, Rowan says without looking up "If each of you could take a moment to let me know how you prefer to fight (whether melee, via a ranged weapon, or spell) and what you consider the maximum range of your combat capabilities to be, I can look at working up a plan. It will be rough, you understand, but I will do my best to refine it as we proceed with each other's company; That's what I bring to the table by the way. While I dislike bragging, I will simply say that I have found few people to be my equal when it comes to small unit tactics. I can cast some spells, and I know a bit about everything. Given my heritage, my weapon of choice is the sling,"
he says as he pats what at first appears to be a bracelet of some kind before continuing,
"finally, I am schooled in several forms of speaking that should serve our purposes should we find ourselves in a situation where violence is not the answer. As for each of you, If you are spellcasters, I would appreciate it if you would give me a list of the spells that you prepare or cast should your magic be of a more...internal nature. I like to know as many of the variables as possible, to best calculate how to ensure that each of you returns safely and victory is ours. In that order."
Having finished his impromptu speech, Rowan finally glances up and says "The problem with the ravines, as I see it, is that they're probably filled with undead. Probably minor undead and nothing we can't deal with but it's still a problem, if only because they would slow us down and announce our presence. I know that if I were a master necromancer in service to the prince of undeath, that is what I would do."
| Cha'Tima Achak |
"I use Eclipse here to attack from range, though I can fire her in close as well. I can easily hit a target from 220 feet out, up to a bit over a thousand with difficulty."
"I don't use magic, per se, but I've picked up some unique skills over the course of my career. I can use fire magic to enhance my weaponry, and call the spirits of the wind and sun to disorient and incapacitate my opponents. I can disrupt the enemy's chakra streams, acting much like various kinds of poison. Most importantly for our scouting and tactical uses, I can transport myself between spaces by traveling through the Astral," he demonstrates by teleporting to several different spaces around the room "or by completely shifting myself to the Ethereal for as long as I wish." he demonstrates again by disappearing completely from sight. Those with the ability to see invisible things notice him pass a hand through the table.
"My equipment is enchanted to allow me to still attack effectively from there, though doing either this or the teleportation requires enough concentration to slow down my firing."
"My spirit eye also gives me slight precognitive and supersensory abilities." he says, and taps the glowing eye socket.
"Due to my connection to the spirits, I can pass Judgment on worthy foes, and sever enchantments that would impede my movements or those of others near me. By concentrating I can focus that on a single target, stripping magics from them. I've been told it's similar to how the improved form of the Dispel Magic spell works."
"I'm proficient in stealth and escaping bonds, and am knowledgable of many creatures, particularly natural creature, the undead, extraterrestrials, and extra-planar beings."
| Amarilis Whitewolf |
Amarilis listens Tima explains his abilities.
Looks like the old spirit learned a few new tricks… but so did I.
"I think you remember how I fight, but here is a recap. I prefer to be in the frontlines and, with Wolf’s Fang in my hands, I can unleash all the ancestral spirit of the wolf that runs my veins, attacking like a hurricane. When I enter a fight the spirits protect me against the occult, even from your spells. I generally get so carried on with the fight that I ignore many of my wounds, meaning that after a hard fight I could use your help to patch me up."
She pauses for a moment, before continuing.
"Like the wolves in a pack, I fight better when side-by-side with a friend, and if you are by my side, I can protect one of you against many problems we may find. Like Tima, I’m trained in the wilds, knowing how to move silently and to find our enemies. I’m not as good as him, but two more eyes are always useful. No magic abilities though…"
| Valonzo Wescott |
"Whereas most of my abilities and combat style relate to the magic in my blood. I have access to a wide array of incantations, and will happily provide you with a full listing. Admittedly, however, I have recently discovered new depths to my abilities that allow me to tap into the fundamental nature of arcane magic itself, and duplicate effects that are not among my standard array a few times a day." Wescott says.
He takes a deep breath, continuing "As to combat, I prefer my scaly form, and fight with all the weapons accessed by that form, close up. For longer ranged combats, I have a variety of arcane offenses at my disposal. Tactically, I can provide a variety of enhancements to our friends and hindrances to our enemies."
. . 9th (7/day)—prismatic sphere, shapechange, time stop, wish
. . 8th (8/day)—greater bestow curse (DC 30), heart of the mammoth, iron body, mind blank, polar ray, polymorph any object (DC 32), prismatic wall
. . 7th (8/day)—mass fly[APG] (DC 31), limited wish, mass planar adaptation[APG] (DC 31), plane shift (DC 29), resonating word[UM] (DC 31), greater teleport
. . 6th (8/day)—contingency, greater dispel magic, greater heroism, permanent image (DC 28), true seeing, veil (DC 28)
. . 5th (8/day)—baleful polymorph (DC 29), break enchantment, fabricate, feeblemind (DC 27), permanency, telekinesis, wall of force
. . 4th (9/day)—black tentacles, dimensional anchor, greater invisibility, scorching ash form[ARG], solid fog, stoneskin, telekinetic maneuver[OA]
. . 3rd (9/day)—arcane sight, clairaudience/clairvoyance, excruciating deformation[UM] (DC 27), haste, slow (DC 27), strangling hair[UM], tongues
. . 2nd (9/day)—cat's grace, darkvision, disfiguring touch[UM] (DC 26), locate object, make whole, mirror image, communal protection from chaos[UC], see invisibility
. . 1st (9/day)—ant haul[APG] (DC 25), enlarge person (DC 25), gravity bow[APG], ray of enfeeblement (DC 23), shield, strong wings[ARG], sure casting, touch of gracelessness[APG] (DC 25)
. . 0 (at will)—acid splash, arcane mark, detect magic, disrupt undead, drench[UM] (DC 22), ghost sound (DC 22), mage hand, mending, message, open/close (DC 24), read magic, scrivener's chant
| Landsknetch Doppel |
Doppel taps his fingers, seemingly impatient with something.
"I abhor such lines of dialogue that lead to a false sense of self-worth...I fight, and I kill. Alone or together I care not, nor do I care who ends up the object of my aggression. My methods are few but that matters little when one's aim is purely bloodshed."
| Valonzo Wescott |
Wescott looks at Doppel with the disgust of one seeing the physical representation of everything inside himself he hates. Balling his hands into fists and releasing them, he turns to Rowan, saying "Be sure to aim that one away from me."
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"Do we know what's inside these ravines? They would make a good entry point if they're free of hostiles. Out of sight, and the ravines themselves would provide little hindrance to people of our caliber."
"We have no knowledge of what is in the ravines, but it makes sense that they would be patrolled."
| Cathryn Dayshaun |
Sorry, this is somewhat long.
Cathryn whistles, impressed as everyone describes their capabilities. Before she begins explaining her own in a long-winded description given from someone who is use to speaking.
"It seems we might stand decent odds at pulling this off. I prefer fighting in close quarters, favoring an aggressive two-handed style though I am competent at ranged, enough to make all but the most skilled archers sweat a little. The bow I use has a decent amount of magical capabilities. It is especially attuned to harming evil beings and especially deadly to Outsiders who herald from the Evil-Aligned Planes."
"But this is my weapon of choice."
Cathryn wraps her hand around the Onyx Black Hilt of the sword at her side before drawing it halfway from it's sheath, revealing a Cold Iron Longsword with an inscription on it that begins to glow slightly as she handles it.
"This sword is a powerful magical weapon with few equal. It is known as 'Sacred Avenger, a weapon all evil beings should fear. It carries a number of powerful abilities but noteworthy is the ability to confer a limited amount of protection against magical assault to myself and nearby allies. In addition, it allows me to use a powerful dispelling effect at will which is strong enough to hit multiple effects at once if need be."
"My training is that of a Paladin. Though my training favors aggression ones and abilities which help fight against Outsiders from Evil-Aligned Planes. I can draw upon a powerful effect to bring harm to evil creatures and can confer a more limited effect of a similar nature to nearby allies. I have a limited degree of healing capability, though not as much as Priests or most other Paladins, I can remove basic injuries and can help with small smattering of other more special injuries.
Relevant to our goals is that I protrude a powerful magical aura that can make it very difficult for Evil Outsiders to move through magical means, such as teleportation, within approximately 20 feet of my position. I can also provide an effect similar to a dimensional anchor and completely remove any capabilities of such travel within about 30 feet.
I have limited spellcasting capabilities, though they exceed the capabilities of others with similar training. It's worth mentioning that I have the ability to call on a special reserve of energy a few times a day, among the uses of that are that I can cast spells without having specifically prepared them prior. Again, my overall capabilities are nothing compared to those who train their entire lives in such matters, but I am capable nonetheless."
Cathryn catches her breath for a second before continuing.
"I also have received advanced training in a combat discipline known as the 'Golden Lion'. It is a form of combat that focuses bolstering a teams effectiveness in combat. In the past I have served as a commander of several operations, though my knowledge of tactics is likely of less value than Rowans, I do have some degree of capability there as well."
She begins ticking fingers off as she recounts some additional details.
"I have a limited degree of knowledge concerning the Undead but am most knowledgeable about the Planes, particularly matters concerning Evil Outsiders.
I just wanted to say that I am looking forward to this opportunity to work with you all. It's been a while since I've had a chance to do something of this level and I am sure we will succeed if we work together."
Cathryn then gives a more descriptive overview of her spellcasting.
Caster Level= 19 (21 if Using Inspired Spell)
DC's= 20 + Spell Level
1st (7/day)
Resist Energy, Divine Favor (x2), Hero's Defiance (x2), Tactical Acumen (x2)
2nd (7/Day)
Iron Skin, Litany of Righteousness (x2), Paladin's Sacrifice, Shield Other, Sacred Space, Fire of Entanglement
3rd (5/Day)
Angelic Aspect, Deadly Juggernaut, Greater Stunning Barrier (x2), Blessings of Fervor
4th (5/Day)
Angelic Aspect Greater (x2), Death Ward, Litany of Vengeance, Resounding Blow
Have Access to the Following Spells not Traditionally Available to Paladins:
1st: Resist Energy, Wrath
2nd: Discern lies, Confess
3rd: Blessings of Fervor, Invisibility Purge
4th: Order's Wrath, Plane Shift
Can burn a Mythic Point to cast any spell on my spell list at +2 caster level (Inspired Spell).
Discipline: Golden Lion
Initiator Level= 20
Initiator Stat= Charisma (+10)
DC's: 20+ Maneuver Level
Maneuvers Known:
1st Level: Hunting Party(Strike), Pride Movement (Boost)
2nd Level: Warning Roar (Counter), Call to Action
3rd Level: Kill the Wounded, Circling the Prey
4th Level: Charge of the Battle Cat
5th Level: Roar of Battle, Strategic Blow
6th Level: Harry the Prey
Maneuvers Readied (6/Combat):
Pride Movement: Swift, Give adjacent ally a free move action to move.
Charge of the Battle Cat: Charge Action, +4d6 Damage, target must make a DC 24 Reflex to Avoid Going Prone.
Roar of Battle: Strike, +6d6 Damage, Ally allies deal an additional 3d6 damage to target for 1 round.
Strategic Blow: Strike, +8d6 Damage, ally within 10 feet may take an immediate move action.
Harry the Prey: Strike, all allies within 30 feet may make a free attack against an adjacent foe or enemy within their first range increment.
Circling the Prey: Swift, all allies within 60 feet may make a free 5 foot step.
Stances Known:
Pride Leader's Stance: Irrelevant.
Golden Commander's Stance: Gain flanking when you normally wouldn't.
Golden General's Attitude: Primary stance. All allies within 60 feet gain a +5 morale bonus on attack/damage rolls and on saves vs fear.
| Cha'Tima Achak |
"Before I forget, my Ethereal form has one other ability. I can shut down enemy teleportation abilities in a short area around myself while on that plane, selectively allowing their connections to form or not at my will. It's not a function I've often made use of."
1st: Dizzying Venom Prana (auto-Stagger, potential Wis damage)
2nd: N/A
3rd: Night's Knife (Swift add Heal ranks [20] to damage for a round)
4th: Dazzling Solar Flare (+4d6 Fire damage, save or be Dazed, Dazzled on success)
5th: Steel Fang (+8d6 damage, ignores DR, maybe Daze), Twisting Ether (swap places with willing ally in 30 ft.), Focused Solar Lance (+5d6 Fire, CMB check to Pin and knock Prone enemy)
6th: Burning Break (Swift +5d6 Fire on all attacks), Twisting Wind Shot (auto-crit if hit, Dazes no save)
7th: Stunning Solar Flare (+8d6 Fire, Fort or Stun for 1d3 rounds), Fade Through (Swift teleport double speed [100 feet])
8th: Adamantine Fang (12d6 damage, ignores DR, Will or be Paralyzed), Lunar Penumbra (Immediate Stealth vs Perception, success trades places with attacker, and they take effect of triggering attack or spell), Aurora Break (Swift attacks deal 8d6 extra fire damage)
9th: Five Fold Hydra Sting (save or die)
1st: Curving Ray Shot (Perception vs AC negates cover), Disturbing Blow (Melee touch, imposes -4 to target's next d20 roll)
2nd: Intercepting Shade (Opposed attack roll negates attack on self or ally within 1st range increment), Half-Gone (Immediate Stealth vs Perception, success makes me Incorporeal vs an attack or area spell)
3rd: Ghostwalk (Become Incorporeal for 1 round as a Swift)
4th: Fading leap (Teleport up to speed as a Move)
5th: All prepared
6th: All prepared
7th: All prepared
8th: Solar Wind Tsunami (60 ft. cone dealing 15d6+20 damage. ref half)
9th: All prepared
Phantom Sun Stance: Creates non-magical ammo for thrown or ranged weapons.
Spirit Sensing Stance: Gain Scent, and can smell Incorporeal beings within 30 ft.
Formless Dance: See Invisibility and Blur
Poisoner's Stance: Gain Poison Use and Increase DC of poison and Prana Maneuvers by 10.
Stance of the Ether Gate: At-will teleport up to speed as a Move, doule speed as Full-Round. Default stance for traveling.
Solar Hailstorm Stance: Two extra attacks. These attacks add my Wis mod (+8) to them. My default stance for combat.
Anchoring Spirit: Gain Incorporeal subtype and can suppress teleportation effects within 30 feet (opposed Caster Level check negates). Can exclude allies. Default stance for scouting (Invisible and can pass through walls for as long as necessary).
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And for the first time, the GM begins to consider maybe they really do have a chance of pulling this off...
| Valonzo Wescott |
"Another alternative is to already be flying, and teleport into the clouds above, do our own aerial reconnaissance from there. Very few magicians would be capable of blocking the sky from teleportational ingress. I have the capability of making everyone flying, and even invisible, if we wish. We could even scout for a less guarded ravine to plot our intrusion after we reconnoiter. Or simply teleport back here, draw up more accurate plans, and then move back in. Several options, really. Someone like that would probably have protections and detections against conventional magical scrying, or I'd suggest those." Wescott offers.
| Cha'Tima Achak |
"That could work, though aerial patrols are a distinct possibility. Still a lesser chance of encountering someone, for sure."
| The Warlord of The Seven Armies |
Pulling out a small notebook from his pack, Rowan begins to take notes as each person talks, flipping several pages between group members, and asking clarifying questions as necessary. As he makes notes, he glances frequently back at the terrain. After Cathryn finishes her spiel, Rowan closes the book and returns it to his pack. He then begins rearranging the terrain, this time to represent a smaller area. He pulls a pouch which holds a series of small, smooth river stones and begins placing them in an triangle pattern. He then pulls out a sheet of paper and rips it into small pieces and writes something on each piece. He places each piece under a stone so that only the writing shows. He then proceeds to rearrange the slips of paper several times before finally coming to a stop.
"As I see it, our battle plan should go something like this: when we notice enemies, if they have not noticed us yet, we should ambush them. Barring that, however, we need to focus on one enemy and then switch to the next. Since our biggest flaw is that we can't generate the highest levels of healing magics, we need to deal with the most dangerous target first. Our target list should be as follows: any target with a holy symbol; any target with a spell component pouch; the most dangerous looking creature (if any); archers or ranged combatants; melee combatants. That being said, As I look around at us all, it seems to me that we should start combat by having Tima attack the most dangerous enemy and then having our group follow suit. I will probably have either Doppel or Amarilis peel off to deal with secondary targets as our primary target gets sufficiently damaged. As for you, Valonzo, if it is alright with you, I would like to have you alternate combats between your human form and your dragon form. That way, when they start to scry on us, it might help throw them off balance or prepare incorrectly. If you could use veil to further throw off the information that they are getting, that would be really useful. Other than that, the front arc will be primarily set to deal with land-based creatures, and the back row to deal with fliers."
| The Warlord of The Seven Armies |
"As for our marching order, I propose that we make what is called a modified wedge, with Cathryn taking point, Amarilis to her left, Doppel to her right, and then the back row consisting of Valonzo on the left, myself in the middle, and Tima on the right. When we enter a narrow space, our order should be Cathryn, Amarilis, Doppel, me, Valonzo, and Tima. Does anyone have any objections to what I have proposed so far?"
| Cathryn Dayshaun |
"As far an entry goes, flying in seems like a good choice to me since Valonzo can manage it.
Rowan, your plan and tactics seem sound though I do agree that perhaps putting Tima out at front would be logical. I, while not unobservant, would never give great praise to my powers of observation, nor will I be sneaking about anytime soon. It would seem Tima would be highly capable at such matters though, between his ability to sense others and teleporting about, it is unlikely he would be caught easily, nor caught unaware. But as far as everything else goes, I agree."
| Cathryn Dayshaun |
"Another point to consider, what sort of castle are we looking at here, has there been any intelligence on the sort of protections the castle has? It might be important to know and plan for how we breach the castle itself."
| The Warlord of The Seven Armies |
"Well, as far as the scouting goes, here are my thoughts on the issue, as well as why I purpose the configuration that I do: on any mission, you have to balance security and speed. Looking at the situation, we will need to penetrate as deep into the castle as we can, as fast as we can. As none of you listed 'master trapsmith' amongst your qualifications, we can assume that most of us might have a chance of spotting traps, but I might be the most likely to deal with them, and I have very little training on doing so, making it more likely that I will set them off rather than disable them."
Rowan pauses, gets up and goes over to the sideboard, grabs himself a glass of water, then returns before continuing.
"So with the above being said, I looked at our group strength and quickly came to the conclusion that for us, speed is more important than security. We'll need to penetrate quickly and get as far into the castle as we can before we're discovered, which means that scouting is a less optimal option."
| The Warlord of The Seven Armies |
"As far as our proposed arrival via aerial teleport goes, I think it's probably a good idea. I would just add that we would probably want a veil on us so that we do not stand out to anyone looking up. While I would normally suggest an evening assault, given that likely everything that we will face has the ability to see in the dark, Daytime is the same as nighttime, and with daytime, we should be able to initially avoid those undead that are harmed by sunlight. Assuming that some sort of daytime cloud cover doesn't hang over the castle. So that would be my assessment of our situation. Anyone have anything they wish to add?"
| Cha'Tima Achak |
"Everything may be able to see in the dark, but only a finite distance. We'll be visible for miles in the air in broad daylight."
| Cathryn Dayshaun |
"If we knew what sort of undead they had at their disposal it would help. I can see the merits for going in day or night.
I would suggest going in at early morning, right before the sun starts to rise. We would still have the cover of darkness, but those who don't like the sunlight would not likely be willing to be outside for long at that point."
| Amarilis Whitewolf |
Amarílis walks around the room, impatient for moving towards the castle. She sighs.
I know that the planning is the most importante part of a journey but I hate it!
I agree with you Rowan, but Cha'Tima has a point. Cathryn's solution might indeed be the best course of action. So... shall we move on?
| The Warlord of The Seven Armies |
"Yes, we probably should get some rest, make our preparations, and then head out in the pre-dawn hours the following day. You should go in with the knowledge that we are probably not going to get any rest until we complete our objective, so we should look at gathering extra resources like ammunition, food, and water (since we don't have anyone who can create those things."
| Cathryn Dayshaun |
All good here!
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The journey to the citadel is tedious, more than dangerous. With the aid of your scouts, you manage to avoid any truly threatening encounters. As expected, the land is proliferated with undead (and the occasional evil humanoid). After several days of travel, you come into sight of the citadel. Rising like a ghostly tree trunk from the surrounding tundra, the Witch-Kings citadel is clearly visible for miles. A solid wall circles the base of the fortress, which appears to be a tall cylinder surrounded by several narrow towers. It stands like a garish sentinel over an expanse of barren, lifeless wasteland. Even the rough grass that has grown elsewhere across the tundra has died here. The ground is cracked and broken in the area around the Witch-King's fortress, as if supernatural forces had at one time wracked and twisted it.
It is night, sometime in the early morning hours. The overcast sky makes it impossible to determine a more exact time. The area is pitch-black, and even magical light seems subdued and somehow dimmer. The temperature here is much warmer here than in the rest of the tundra; it feels like a muggy spring day right after a heavy rainstorm. The ground, however, is quite dry. You stand at the lip of a great ravine, easily deeper than your light (or vision) can penetrate. The soft dirt makes movement difficult (all movement rates are halved).
| Valonzo Wescott |
Valonzo, in the form of a human-sized bronze dragon, churrrls out, "Herrrre might be a good place forrrrr me to grrrrant you all flight. The spell will last shorrrrrtly underrrr fourrrrr hourrrrs."
His face is hard to read as a dragon, but he waits patiently for the party to accept or deny the request.