DDEP 10-01: Terror in Ten Towns (Inactive)

Game Master Aeshuura

A Four-Hour Epic Adventure for 1st through 4th-Level Characters


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Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

If everyone heads with you to Good Mead, Turq could be there and set you up in the forge! ^_^ Then you can introduce any new characters to Turq! If you need, Turq can also introduce the next adventure seed... given his connection with the Dwarves of Kelvin's Cairn. ;)


NPCs, Handouts, and Maps

That would have been a good idea too!
I think I've worked out the next step and it works better if you start here in Caer Doneval.
But sorry! I should have asked before tossing you and Quominor into the mix. If this doesn't work as an intro for you two, we just shift it to something else.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq could be delivering some Good Mead to Caer Dineval, no worries. Maybe Baldrick rain into him at the Tavern or the Lantern (inn) and they got to talking.


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Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

I'll roll with the idea that Turq came over here, and Baldrick's going back to Good Meade.

Umikh is very happy for Baldrick, and wishes him very well on that adventure. They probably talk shop for a bit, tips on setting up shop and all that. Making sure Baldy has the tools he needs and all that.

So Turq! How's things? And who's your friend? He formally introduces himself to Quominor.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Just met the man. names Quo-mee-nohr, I t'ink the stout human looks to the newcomer while signaling the serving girl for a drink, Tell us 'bout yerself, eh?

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz slaps Turq on the back as he walks by and then plops himself near the fireplace as he can and orders up some ale.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Netzer! Turq pulls the burly dwarf into a bit of a bear hug, You old dog! How are you all doin'? Ya seem ta have lost a few, eh? Good ta see dat Mikh-ey and Baldy are still here, ya stalwart few.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Ya for some gods forsaken reason I keep coming back for more, something driving me to stay in this area to find what I am seeking, what ever that is! Netz says with a grin.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq laughs, That sounds familiar...


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

"HEY EVERYBODY - TURQ'S HERE!! You're the tallest dwarf I know and yet I didn't notice you" Baldrick grins broadly at his friend.

"How are things in Good Mead? And, say, when you've a moment, I wouldn't mind a quiet word about an idea I had."

We don't need to RP that conversation, since Baldrick would like it to be private, we know where it's going to lead anyway :)

I'll ping Quominor with a PM and see if they're around


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3

From below the table Netzer had sat at, comes a low growl that evolves into an annoyed feline yawn. White paws with sharp talons stretch out from below then standing and walking into the hearth light, Khat looks at the greeting men as though greatly perturbed to be awake.

From the opposite side of the room, ”I see you’ve waked the cat. She’s a sound sleeper, musta been a couple of dwarves to the task.” raising his cup, Khitt toasts toward Nezter and Turq. ”Yep, a couple of dwarves. I see em now” The goblin smiles from behind his table barely able to be seen while sitting the chair. He then toasts a greeting to Turq’s new companion. ”Well met friend. Don’t mind the cat, she won’t hurt you. “


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Hah! How's Good Mead? Cold, frigid... Bees are a-buzzin' though! You have ta try the new batch! the stout human heads out the door to his dogsled, returning with a cask of the Good Mead.

After pouring everyone a horn, he nods toward the table near the fireplace.

--

Fast forward conversation.


Turq said wrote:
Just met the man. names Quo-mee-nohr, I t'ink

Quominar smiles slightly at the mispronunciation. The name's Quominar. (Quo-mih-nar) It's a pleasure to meet your acquaintance. He scans the rest of the group before sitting down at the table with a friendly smile on his face.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz looks the guy up and down and says looks like we found something more rare then a nice long summer... Two elves, well if Turq says you are good folk you must have a chest hair or two


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Hahahaha "must have a chest hair or two", good one


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Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Baldrick, with perhaps a few too many mugs of ale and mead in his belly, attempts to look down his shirt, but his beard bunches under his chin, obscuring his vision.

Struggling to pull or lift his shirt: "Hey Umikh! Is there hair on my chest too?! Rahaha!"


1 person marked this as a favorite.
Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Ye got too much hair te see yer hair! Bwahahaha!

He stares into his horn of meade. Good meade, Turq! It'll grow HAIR on your chest! He drains it while laughing at his own silly joke.


RODALAS

The eladrin slips in to where the rest of the group is, and will stay as close to the shadows as he can. He challenging his winter aspect.


NPCs, Handouts, and Maps

You carry on into the evening, reuniting with Turq, getting to know Quominor, and generally relaxing after your latest excursion.

Unless you all have more RP you want to do, I'm going to move us into the next morning. Rodalas hasn't chimed in, but I assume he's around and just dealing with early-semester stress. EDIT: Never mind!

At breakfast the next morning, Baldrick’s bags are packed tightly and neatly. While most of you are breakfasting, he announces: "I planned to wait until we were all together, but... well, we’ll be here all day if we wait on Rodney to wake up, eh!? Anyway, I want to go while the weather’s calm. Friends, these last few weeks... well, I have a lot to think about. I’ve spoken with Turq, and I think I’m going to head over to Good Mead for a bit -- fire up that forge, like Umikh and I talked about." Looking down at his warhammer ruefully: "Do some good for people with a different sort of hammer for a bit. *ahem* Well! Good luck, come to visit, and let’s travel again together soon."

After toasting you all (with ale, preferably), saying goodbye again, he heads for the door, only to collide with someone just on the other side of the threshold. Too excited to be put off by the rudeness, Baldrick bids the stranger a merry "Watch where you’re going!" before continuing on his way.

The culprit, an adolescent dwarf with short blond beard, bursts into the tavern looking about frantically: "Friends of Stokely? Yes? Master Silverstream requests your assistance at the Cairn -- quickly, please!"

Feel free to make your goodbyes -- I'll post the next stage of things on Mond... nope, I have an all-day-plus-evening work thing on Monday, so I guess I'll make that next post early Tuesday.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq fishes out a key and tosses it to Baldrick and says with a grin, Ya can take the sled, just make sure ya feed the dogs, eh? I got a girl comes by and checks on the bees, so don't ya worry 'bout them... and don't ya mind the buzz!

--

Oi, beardlin', o'er here! Do ya know what the meaning is o' this is? Turq sys as he shoulders his pack, clearly ready to go.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz looks with a clasp of the hand to Baldrick and says don't burn the beard off and keep a sharp eye for the enemy and for the black stones or those carrying it and Netz follows Turq out to speak to Silverstream


Quominar nods politely at Baldrick as he makes his exit, then follows Turq, sticking to the 'familiar' face in this group. He leans down to whisper in Turq's ear, Who's Stokely?


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq replies to Quominar, Stokely is the thane o' the Dale Dwarves, and me adopted father. This is likely clan business and if'n ya help, the clan'll owe ya. A fine favor ta have in yer pocket.


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NPCs, Handouts, and Maps
Turquoise 'Turq' Barreltap AL wrote:
Oi, beardlin', o'er here! Do ya know what the meaning is o' this is? Turq sys as he shoulders his pack, clearly ready to go.

The younger dwarf's hand reaches up self-consciously to pull at his short blond beard. Shaking his head: "Dunno, sir. Master Stokely says 'run' and I run. But things are hopping in the Cairn -- we should go!"

lol -- this is how we write Rodney out: he slept in and missed all the fun!


RODALAS

Rodalas' ears perk up when he hears that dwarves might owe him something. He asks I suspect there would also be a discussion of financial institution for our efforts


NPCs, Handouts, and Maps

You shortly arrive under the Cairn and are brought to Stokely’s office. There’s tension in the air, and dwarves are running briskly about on errands of importance -- the calm atmosphere from your last visit has evaporated. Stokely himself looks tired as he hands off a written note with quiet instructions to another runner. Spotting you in the doorway, he gestures you forward: "Good, ye’re here. Wit yer discovery o’ that nest of duergar, I’ve had to up patrols, and we’re pushin’ down to sum o’ them deep holes fer the first time in a while. Plus, there’s... Well, never mind all that -- point is, I could use yer help."

Moving to one wall of the room, Stokely gestures at the intricately carved map of the Icewind Dale in bas relief: "I’ve got two squads o' trainees out on exercises -- they were due back days ago and we’ve heard nothin’. Could be nothin’ but with the beardless runnin’ about, I don’t want ta take any chances. They should be down hereabouts." He taps a section of the map that is due south from Easthaven, just into the mountains of the Spine of the World.

See the map link under my name

INT 12:
You recognize this area as being just a few miles (as the crow flies) from the area marked on the duergar map as Sunblight

"I won’t let you go unrewarded, o' course." He looks over each of you: "Ye're all lookin' pretty shabby these days -- maybe you could use some good dwarven armour, eh?"


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Intelligence: 1d20 ⇒ 4 Right, we'll head out as soon as we are able. Boyos, have anyt'ing ya need? Turq is all business, arranging with the kitchens for provisions, estimating a five-day trip at least.


Stokely Said... wrote:
"Ye're all lookin' pretty shabby these days -- maybe you could use some good dwarven armour, eh?"

Some nicer armor would be much appreciated, thank you sir.

Quominar then turns to the rest of the group.
I'm ready to leave whenever you fellows are. I have a feeling the sooner we hit the road the better chance we have of perhaps finding these trainees, and certainly a higher chance of finding them in one piece.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

int 19: 1d20 ⇒ 11

anything we can do is a good start and what ever is returned is not expectation or reward but in the doing and Netz straps on the cold weather clothing and readies to go.

food and water as well


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Int: 1d20 ⇒ 11

Umikh looks at the map, scrunches his nose and looks thoughtfully to the side but then shakes his head. So close to learning something about it, but no. He makes sure the others have noted its location well so they don't get lost, and looks ready to take off.


RODALAS

int 1d20 + 1 ⇒ (11) + 1 = 12

He nods as he takes the information in.


NPCs, Handouts, and Maps

Stokely nods, gratefully: "Good. I’m sendin’ Dorrolin," he gestures to the young dwarf who found you in Caer Konig, "who will arrange fer ye tae spend the night at the Wet Trout, and fer someone tae ferry* ye across the Redrun. Yes? Good, now get outta here, I got work tae do. And thankee."

*Not literally on a ferry, as the river's frozen, but minimally directions to cross safely.

Dorrolin will help you gather supplies of food and water for the journey, as you require (I think everyone is already outfitted with cold weather gear, crampons, etc.).

Stokely has assumed that you will travel first to Easthaven, and then proceed due south from there, but let me know if you plan to go a different way. Since it's still mid-morning, there's enough time for you to make it to Easthaven by late evening if you head out right away.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq is good with taking the fastest route. Travelling for this distance in the cold will be unhospitable, but if the others are having the worst of it, he will relent to stopping at Good Mead to warm the bones and have a last hot meal before heading further South.


Quominar also would prefer the fastest route, stopping if necessary at Good Mead. Quicker we're out of here, the better


NPCs, Handouts, and Maps

tbh, heading to Good Mead from the Cairn will probably take just as long as going to Easthaven. Feel free to mark out the route you plan to take on the map, though.


RODALAS

either way is fine


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Shortest distance vote


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Easthaven is as good as any.


NPCs, Handouts, and Maps

With the young dwarf's help, you quickly pack for your journey and head back out onto the road. Only a few hours behind, you find yourselves following the tracks left by Baldrick's dog sled until you reach the crossroads. The dim sky above does nothing to dampen the squeak-skrunch of your footsteps in the snow. Luckily, these roads see some travel through the winter, so your trek to Easthaven is quick, if uneventful.

Still, it's a long hike that takes you into the late evening, so you are tired and grateful for a warm place to rest and eat when you arrive at the Wet Trout. Dorrolin makes arrangements with the owner for your meals and for the night, and you are quickly served with plates of freshly fried fish cakes, fish-head stew, and ale (or mead, if that is your preference).

Dorrolin is an eager lad, who eats like his entire body is an empty shell to be filled. He doesn't say much, but is attentive to whatever you are talking about, and nods vigorously in appreciation if / when one of you describes your adventures.

Posting might a bit sparse this week -- it's a busy one! Feel free to take some time to RP and to plan your next steps. For example, it will be useful for me to have a rough estimate of your pace and approximate route to the Spine.

Remember that you are in rough terrain and it is winter, so the hills and large drifts of snow will slow your pace. Moving more quickly will penalize your Passive Perception; a slower pace will allow you to move stealthily. Either way, you will have to camp for at least one night getting there.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq sings an old Dwarvish marching song as you all march. He is amiable and talkative, telling you all about the politics in Good Mead, the bees' personalities, and troubles of the area.

Eh, Dorry, are ya training ta be a warrior?


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Mmmmmm, fish cakes. Umikh is clearly enjoying the hot meal and good ale.

Our pace - do we want to be a bit more stealthy, or get there as fast as we can? Enduring the cold can be rough (especially when dice rolls get involved) but I think most have some measure of magical protection from it. Still, we don't know what happened to the folks we're looking for, so maybe a day of booking it and a day of more cautious approach??


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Depends if we can find shelter along the way. If Khitt is with us, I am fairly confident that we will be okay in that regard. I think about half of us have magical protection from the cold. I think I declined that magic item, back before the changes made to AL... But Netz, you, and Khitt have it. Turq does have a decent PP, but at fast speed, the disadvantage will drop it to 9, which I don't think is good enough to spot most predators.


No magic protection here, but I would agree with Umikh that perhaps a stealthier approach when we near our destination would benefit. Perhaps we full speed until nightfall, rest (maybe with shelter?), and then try a stealthier approach in the morning?

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz grumbles about the pace and grumbles about the fire being low and grumbles about the cold and any other thing until they begin to get closer and then he starts to quiet down and says You DO know I am a barbarian and not great with stealth, right?

Netz took the int item instead of the warmth item and completely changed the direction of his person!


RODALAS

Stealth? Stealth? Did somebody say stealth?


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]
Netzer wrote:
Netz took the int item instead of the warmth item and completely changed the direction of his person!

Oops, I forgot that only the bracers of archery had the temperature thingie... :p


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3
DM Paguroid wrote:


Posting might a bit sparse this week -- it's a busy one! Feel free to take some time to RP and to plan your next steps. For example, it will be useful for me to have a rough estimate of your pace and approximate route to the Spine.

Remember that you are in rough terrain and it is winter, so the hills and large drifts of snow will slow your pace. Moving more quickly will penalize your Passive Perception; a slower pace will allow you to move stealthily. Either way, you will have to camp for at least one night getting there.

[ooc]this is where a ranger with favored terrain would be solid. Sorry. Lol[/ooc


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3

”I should be able to get us without too much trouble. A bit of caution probably isn’t a bad idea either. Doin what we can to not let the Duergar get catch us off guard would be best.


NPCs, Handouts, and Maps

You call it an early night at the inn, turning in after a few hours; tired from the rush of the past day and in anticipation of the march ahead of you. In the morning, Dorrolin hustles you to quickly finish breakfast, and leads you around to the southeast corner of the town, and from there to the nearby Redrun, that short river connecting Lac Dinneshere to the Redwaters. An elderly Reghed woman waits for you near the shore: "Took youse long enough," she grumbles to the young dwarf. Her ill-humour doesn't exactly dissipate, but her glare becomes slightly less disapproving as coins exchange hands.

"Hmph... well, let's go then." Turning her back to you, she heads out onto the ice. Those of you with more acute hearing just pick out the next words: "an' be sure ta walk where I walk"

Dorrolin hurriedly says his goodbyes before running back to town, and from there, you assume, back to Kelvin's Cairn.

The Redrun is wide, but slow-moving, and (assuming you follow the Reghed woman's instructions) is thickly frozen. You are able to quickly and safely cross the river. The human woman disappears quickly into the lightly falling snow as the first of you reaches the opposite shore.

Sounds like the consensus to to travel at a normal speed, adding more caution as you approach the mountains, so I'll go with that until I hear differently. I'm going to assume you have at least a rudimentary map of the region (I know that Baldrick had one) and that, combined with some characters' knowledge of the region and Khitt's proficiency in Survival, means you shouldn't need to worry about checks to stay on course (assuming the weather cooperates...). As Turq mentioned, some of you have magical protection from the cold -- presumably everyone has the more mundane winter clothing (but let me know if you don't!).

Let me know if there are any further details I should know about as you make the trek. Your destination (the tip of the red arrow on the map) is due south of your current location. If I don't hear from you, I'll post again on Monday.


RODALAS

he has a set of the special bracers of archery

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