
DM Paguroid |

No problem if you want to scout ahead of the group, but moving stealthily will cost you movement speed.
Having crossed the Redrun, you begin to realize the enormity of the hike ahead of you. This is not a much-travelled road linking the Ten Towns -- the drifts of loose snow are deep forcing you to plow through or take the time to walk around. Where the wind has scoured away the drifts, a crystalline crust covers the ground -- the lighter framed eladrin and goblin can usually run along the surface of this crust, but the more densely-built dwarves are more likely to break through, forcing them to slog through the snow underneath.
Despite the frustration of the march, you are taken by the serenity of the place. The quiet shush of the snow falling around you; the emptiness of the landscape. There’s a peacefulness to the silence and stillness around you, if you pause for a moment.
Afer about 4 hours of exhausting march, having just skirted around the edge of a large hill in your path, you arrive at another river. From your map, you know that it runs from a spring in the mountain to the east to the Redwaters. It is much narrower than the Redrun, but neither do you have a guide to help you cross safely.
How would you like to proceed?

Turquoise 'Turq' Barreltap AL |

At the deep snows, Turq takes the time to pull his snowshoes from his pack to join Khitt, Quominar, and Rodalas on the snow, knowing well that trudging through the snow would take more energy than they would like to expend.
EDIT: Turq looks up and down the river for a frozen fjord to make the way across without soaking themselves...

DM Paguroid |

Unlike the ice on the Redrun, which was mostly flat, there are a lot of piles of broken ice on top of this river. Khitt advises that this usually occurs where the river flows swiftly, and that fast-moving rivers tend not to freeze as completely.
Crossing here will require an Acrobatics check, though those with a Passive Perception of 15 or higher (i.e., Khitt and Quominor) can do so with advantage (as they are better able to detect shifting and cracking ice).
It's difficult to see very far through the falling snow, but if you take the time to explore up- or down-stream, you might find a better spot to cross.
If you want to explore the river, it will cost you a few hours, and I'll get you to roll either Investigation or Survival to find a better spot to cross.

Turquoise 'Turq' Barreltap AL |

Turq would argue for spending the time to search. He may suggest that Khitt and Khat can move quicker on the snows to find possible places, while we search the other direction...

DM Paguroid |

It sounds like the plan is to split into two groups, one searching upstream and one downstream. Just let me know:
a) who is in each group and the direction they're taking
b) a rough outline of the plan (are you searching for a set period of time and returning? searching until you find something? sending out a signal?)
c) depending on how you are searching, roll for either Investigation or Survival. You can designate one person, or everyone can roll and I'll take the average (again, kinda depends how you are searching -- like, is everyone searching, or are you just following Khitt while he does all the work, lol)

Turquoise 'Turq' Barreltap AL |

Turq heads upstream with a small crew and begins looking for a way to fjord the icy river. Khitt, take the faster crew downstream and see if'n ya can find us someting ta get us across, eh? I'll shoot up a signal if'n we find someting first.
Turq would try to take someone with training in Survival: Umikh or Netzer, likely. He would expect to send Rodalas with Khitt, as the assassin is a bit faster than the dwarf-folk. Turq is not trained in Survival, but is trained in Perception, so will see if he can spot any possibles and let the Survivalist test them for viability. Would that be enough for the Help action?
EDIT: We would settle on a couple of hours, before calling for a reassembly.

Khitt |

dwarves and non dwarves then? Khitt nods and heads downstream to find a crossing location.
Khitt is used to doing all the work, but if others want to be more involved, that is fine. Feel free to roll for me if it keeps things moving. Don’t want to roll until the decision is made on who’s rolling.

Umikh Ironbender |

Sorry for any delays, we’re on vacation.
Survival: 1d20 + 5 ⇒ (6) + 5 = 11
Umikh isn’t too familiar with crossing icy rivers but he does his best to help find a relatively safe spot to cross.

DM Paguroid |

T: 1d20 + 1 ⇒ (11) + 1 = 12
N: 1d20 + 3 ⇒ (16) + 3 = 19
U=11
Avg = 14
K: 1d20 + 8 ⇒ (12) + 8 = 20
R: 1d20 + 4 ⇒ (10) + 4 = 14
Q=20
Avg=18
Would that be enough for the Help action?
I'm going to say probably not -- I think Survival is the primary skill required here, though Investigation is also useful (though it doesn't look like anyone is proficient in the latter). I've made some rolls and taken the average.
dwarves and non dwarves then?
Probably just as well -- the dwarves move more slowly than you lot anyway...
You decide to head in opposite directions, agreeing to search for about two hours before hustling back to this spot (approximately -- with the snow falling more heavily and the lack of sunlight, you aren't sure you'll be able to recognize it again. Luckily, if you follow the river, there's little chance of getting lost).
Are you planning to follow the river back (longer, but less chance of getting lost), or trying to head overland (quicker, but will require a Survival roll so you don't miss the meeting place)?
Are you planning to follow the river back (longer, but less chance of getting lost), or trying to head overland (quicker, but will require a Survival roll so you don't miss the meeting place)?

Turquoise 'Turq' Barreltap AL |

Turq would be willing to follow the river, though we could cut time a little if we at least keep the river in view, but stray from the banks...

DM Paguroid |

Sorry -- it occurs to me now that that final paragraph is an unnecessary detail (it was the same paragraph for both groups). Unless you want to play it out, I think it's fair to say that you find each other at the meeting site. There's no need to roll to make it across the river, regardless of route you choose -- the search and crossing has taken you ~4 hours.

Turquoise 'Turq' Barreltap AL |

I don't suppose we get any trees at the river line on either side, huh?

DM Paguroid |

Because of the permafrost, there wouldn't be much in the way of trees -- those that do grow would likely be very stunted. Most vegetation (at least in our Arctic -- not sure if Icewind Dale is entirely comparable) will be lichens, grasses, and shrubs. Shrubs would most likely grow along these waterways, though a lot of that is covered by snow.

Turquoise 'Turq' Barreltap AL |

In Icewind Dale, there are some small wooded areas, but if we are around the Red Run where I think we are, there is probably nothing... ;) Just thought I'd ask...

DM Paguroid |
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lol -- I guess I could have just looked at the map (see link in my profile). Looks like there are trees mostly in protected areas -- where you are is a bit more exposed. You'll be near some trees as you continue south, but not where you are at the moment.

DM Paguroid |

lol -- I imagine you will want to cross at the spot downstream, but I'm not going to tell you what to do!

Turquoise 'Turq' Barreltap AL |

When they gather back at the meeting point, Turq pipes up, It gets much rougher upstream. Not likely that we are going to get solid ice ta cross. There were a couple of spots that might be risky, but I wouldn't stake me life on it.

Khitt |

"We found a pretty good spot downstream. Lets do that." Khitt leads the party south to the location scouted out before.

Turquoise 'Turq' Barreltap AL |

How late in the day is it when we get back to the rendezvous point?
Welcome news, ta be sure! Lead the way, friend-o! Turq tamps his feet to dislodge some packed snow before trudging after his goblin friend.

DM Paguroid |

With the now quickly falling snow, you aren't quite sure the group approaching you is the rest of your party, but as you cautiously approach one another, you are at last reunited.
Following Khitt's lead, you all return to the spot downstream and make your way across the river. There are a few tense moments as the ice cracks loudly when you near the centre, but nothing untoward happens, and you make it swiftly to the opposite riverbank. Scrambling quickly up the side of the bank, you find yourselves fully in the foothills of the Spine.
As mentioned earlier, about 8 hours has passed since you set out this morning. I assume that you would like to find some shelter for the night, but let me know if you plan to press on into the night.

Turquoise 'Turq' Barreltap AL |

Khitt, can ya and Rodalas find us somewhere to bunk down fer the night?

DM Paguroid |
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I'll take Rodalas's 22 Survival he just rolled and run with it, unless someone has a different plan. (i.e., I can't post right now :P )

Umikh Ironbender |

Umikh is in need of a break, too. He looks to find a bit of temporary shelter while the other two look for a place to camp.

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Netz avoids trees and thoughts of forbidden female Druegar fruit that he thought of the last time he ran smack into a wall and uses some rope to tie off on the far side of the river and then hikes across with the creaking river groaning under his larger size for a dwarf almost five and a half feet tall and chest like a barrel.

DM Paguroid |

With a bit of luck, Rodalas spots a cave on the north-western slope of the large hill that is in your path.
Netzer grumbles something about "why would there even be a cave there?" but you are all tired, wet, cold, and hungry; and, look, there is in fact a cave right where Rodalas said.

DM Paguroid |

Stealth: 1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (2) + 2 = 4
StealthA: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (20) + 2 = 22
KNQRTU: 1d6 ⇒ 2
Tentacles: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 2d6 + 2 ⇒ (3, 4) + 2 = 9
A-KNQRTU: 1d6 ⇒ 3
Tail: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10
A-KNQRTU: 1d6 ⇒ 5
Tentacles: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10
Damage: 2d8 + 4 ⇒ (5, 4) + 4 = 13
Beak: 1d20 + 7 ⇒ (9) + 7 = 16
Before you really get a chance to settle in, a long, worm-like tail flashes from the darkness, smacking Quominor in the ribs, but he appears unharmed.
Two heads(?) appear in the tunnel ahead of you. Well, maybe you can't quite call it a head -- it's more like the underside of half an octopus: four tentacles flare out around a central beak. One squeals and flails its tentacles at Netzer, who, though battered about, is saved from serious harm by his armour.
Turq is not so lucky -- the (much) larger of the two monsters whallops him with a tentacle, pulling him closer. Fortunately, he manages to get his shield up between himself and the sharp beak.
Khitt: 1d20 + 4 ⇒ (3) + 4 = 7
Netzer: 1d20 + 2 ⇒ (2) + 2 = 4
Quominor: 1d20 - 1 ⇒ (5) - 1 = 4
Rodalas: 1d20 + 3 ⇒ (7) + 3 = 10
Turq: 1d20 + 2 ⇒ (19) + 2 = 21
Umikh: 1d20 + 1 ⇒ (1) + 1 = 2
G: 1d20 + 2 ⇒ (1) + 2 = 3
GA: 1d20 + 3 ⇒ (7) + 3 = 10
Wow -- terrible rolls all around!
Initiative Order
Turq (-10)
Rodalas
Big Monster
Khitt
Netzer
Quominor
Monster
Umikh
As Aeshuura generally does, feel free to post your action for this round, and I'll adjudicate them in the correct order once everyone has posted.

DM Paguroid |

No, the tentacle doesn't hold you in place -- it just pulls you in for a kiss

Turquoise 'Turq' Barreltap AL |

Turq curses, favoring his shoulder. Looking at his shield being spit out by the tentacled creature, the stout warrior draws his axe, forged in the halls of Kelvin's Cairn, gifted to him by old Stokley, himself!
Taking a pair of quick, measured swings, Turq makes sure that he has the creature's attention!
+1 battle axe 1st swing: 1d20 + 7 ⇒ (5) + 7 = 12
damage, if hit: 1d8 + 6 ⇒ (3) + 6 = 9
+1 battle axe 2nd swing: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d8 + 6 ⇒ (3) + 6 = 9
Then he quickly ducks and snatches his shield back up! Action Surge to don shield!

DM Paguroid |

@Turq: If you're letting go of your shield to use your battleaxe 2-handed, be sure to roll a d10 for damage (though only the second one connects). If not, use that Action Surge for something else!

Turquoise 'Turq' Barreltap AL |

No I am swinging one handed. I shouldn't have had my shield out at start, because we were surprised and not expecting combat. (Turq does not travel with his shield out, unless expecting combat. This means that my AC was 15 at initial attack, if that matters any.) So I was playing off your description of the second one biting down on my shield. Two-handed is not better for me, since I have Dueling fighting style.

DM Paguroid |

Oh - oops, my mistake. Hmm... yeah, the beak would have gotten you, but that's fine. I'll know better for next time :)

Donal the Seeker |

Unless you want to give me a ring of protection... I wouldn't complain... ;p In earlier seasons of AL, I was going to take it and flavor it as one of those silver arm rings (like Jarls would give their bonded warriors)... ^_^

Khitt |

Khitt, not really suprised to find another occupant in the cave, draws his bow.
Bow+1: 1d20 + 10 ⇒ (3) + 10 = 13
Piercing: 1d6 + 7 ⇒ (3) + 7 = 10
Bow+1: 1d20 + 10 ⇒ (10) + 10 = 20
Piercing: 1d6 + 7 ⇒ (4) + 7 = 11
He motions for Khat to close with the creature and then moves to find someplace out sight from the creature.
Bonus Action to Hide: 1d20 + 8 ⇒ (19) + 8 = 27
even if he move back out of the cave.
Khat then leaps into the fray to assist Turq.

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Netz grabs his axe with both hands and starts chopping on the one attacking him with the gleaming axe!
RAGE!!!!!
attack 1: 1d20 + 7 ⇒ (15) + 7 = 22
damage 1: 1d12 + 9 ⇒ (11) + 9 = 20
attack 2: 1d20 + 7 ⇒ (5) + 7 = 12
damage 2: 1d12 + 9 ⇒ (6) + 9 = 15

Turquoise 'Turq' Barreltap AL |

Netzer, I think that you are adding your proficiency modifier to your damage. I think it should be +6 when you are raging, +4 when not.