
DM DoctorEvil |

The following spends the night encamped near the old battle site, but nothing untoward happens during the night. The next morning, with the looming peaks of the Grandparents on either side, the scouts move into the hilly valley between.
The wide windswept valley marks the beginnings of the Tusk Mountains and the point at which the following typically turns north for the summer. The expanse is several miles wide but rolling hills and mountains rising high to the northwest and southeast make the area feel smaller than it actually is. Th way the peaks loom over the plain gives an impression of enormous, stooped figures, hence the name: the Grandparents.
The following has always stopped in the valley between the Grandparents to engage in quiet rituals honoring departed ancestors. Even with the Burning Mammoths in pursuit, no one wants to skip taking the time to observe this tradition, especially ow with Grandfather Eiwa among those to be remembered.
The Mammoth Lord council tells you that after spending a few nights here, the following, instead of turning north, as they always have, will move towards Red Cat Cave so you can fulfill Eiwa's dying wish
Since this hex is hilly terrain, it will take two days to explore and clear, instead of the usual one day for plains hexes. To reconnoiter this hex, one player can make either a Survival or Perception check for each day spent scouting. Decide who that will be, and provide the appropriate modifier.

Hurik |

The following has always stopped in the valley between the Grandparents to engage in quiet rituals honoring departed ancestors. Even with the Burning Mammoths in pursuit, no one wants to skip taking the time to observe this tradition, especially ow with Grandfather Eiwa among those to be remembered.
For a time, Hurik grows reverent. He passes the cup in the circle of remembrance. He listens to the stories.
Then, he gets back to work.
Perception to Aid Diriun +7

DM DoctorEvil |

The hilly plains between the Grandparents proves to be filled with ridges, gullies, and escarpments that make the going slow, and clearing the space of any threats very tedious. Through the first day, the scouts only clear about half the terrain, and have to camp away from the following for the first night in a while.
Nothing unusual happens during the night, but in the morning, they are back to scouring the countryside once again.
Another single PC for a Survival or Perception on day 2 please.
Hurik: 1d20 + 7 ⇒ (20) + 7 = 27
Khejyi: 1d20 + 7 ⇒ (3) + 7 = 10
Diurn+aid: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

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Kheyji will take a shot at this one.
Survival: 1d20 + 7 ⇒ (2) + 7 = 9
Oh. That is not great. Ummm, I don't suppose we got hero points somewhere along the line and I just forgot about it, did we?

DM DoctorEvil |

Sorry for the delay
As the day grows long, the scouts finish reconnoitering the last parts of the hilly terrain that lies between the Grandparents. As they do, Kheyji stumbles across some fresh footprints that lead you to believe you are not alone in this area. She tries to follow them, but falters when the tracks cross over some flat stones. However, Diurn finds the trail again on the others side, and the group follows them along.
The tracks seems to lead to a series of switchbacks that steeply lead to a flat space about 80 feet above the valley floor which gives a commanding view of the pass between the Grandparents below. The following would have to move through that final pass to their usual place of rest to hold the honoring ceremonies.
Scrub brushes along the edge of the ledge above keep you from getting a good view of who or what is up there.
Jurik: 1d20 + 5 ⇒ (6) + 5 = 11
Diurn aid: 1d20 + 5 ⇒ (15) + 5 = 20
Diurn's Aid turned a success into a critical success. Well done! There is a map for this view, but I am unlikely to get it posted until monday.

DM DoctorEvil |

The map is linked above. Sorry for the delay.
The ascent is steep and leads to a platform perhaps 80' above the grassy plain below. Scrub brushes and other foliage is strategically placed to keep the top of the landing from easy view from below, but you can see another strange stone structure stands on the east side of the ledge. It is very weathered and at a strange angle with sides slanted upward and a flat top so that it resembles an upside-down pyramid resting on its point.
You can ascend the path quietly, or normally. If you choose quietly, provide stealth modifiers for those who are heading up.

Wolf the Wolfhound |

Wolf leads the way up front with Hurik to help keep him from getting flanked easily. He uses his scent to detect anyone up top as they ascend.
Wolf directly beside Hurik in marching order +7 perception with imprecise scent

DM DoctorEvil |

Diurn's sharp eyes spot movement up on the ledge above the scouts. Together they move up the steep slope, trying to be silent as they approach whoever is up there.
Unfortunately, Wolf did not get the memo. As he catches scent of those above them, he barks sharply twice, warning his new friends of those above. A deep voice, accented with Dwarven, calls out in an unfamiliar tongue.
Remember the the base language in this game is not Common, but Hallit which you and all the following (and the Burning Mammoths) speak fluently. Some may speak Common, but it would be odd to hear it on the steppes.
Hurik: 1d20 + 6 ⇒ (7) + 6 = 13
Diurn: 1d20 + 1 ⇒ (2) + 1 = 3
Miriani: 1d20 + 7 ⇒ (8) + 7 = 15
Kheyji: 1d20 + 6 ⇒ (11) + 6 = 17

DM DoctorEvil |

A dark-skinned dwarf with a thick white beard and dark eyes stands at the top of the steep gradient, waiting for you to approach. He has an axe at his belt and a bow on his back, but does not have a weapon in hand.
"Come on up, there lads and lasses. We can have a wee chat when you get up here, eh?"

DM DoctorEvil |

The bearded dwarf smiles when Hurik appears to follow his beckoning, and approach. He makes a show of welcoming the barbarian by making a slight bow. Once Hurik reaches the top, he sees there are three dwarves of similar dark-skinned ilk. Along with them, is a tall thin woman who wears normal outdoors-clothing without armor. She has a crossbow and a rapier for weapons, but she makes a toothy grin at Hurik.
"Hello..." she shouts loudly, as if her volume can make up the language difference. She motions to her chest and says, again loudly. AR-DIS-A. I AM AR-DIS-A" Then she motions for you to do the same. The dwarves, meanwhile, go about their business of preparing camp, unloading packs, etc.

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Kheyji shakes her head and tries to respond in Hallit. "I'm sorry, we do not speak your tongue. Do you know this one?"
Then, switching to Jotun, she asks, "Or this one?"

DM DoctorEvil |

The tall woman shakes her head in frustration as Kheyji tries out different languages on her. She starts pantomiming. First she points at you then, she puts her hand flat across her brow, scanning as if looking i the distance, then she uses her arm at the elbow to mime the trunk of a an elephant (or mammoth). Then she shrugs ta you.

DM DoctorEvil |

None of the languages you try seem to connect with tall woman or the dwarves. She nods when Hurik thumps his chest and says his name.
"Hurik..." she says, then her own chest. "Ardissa." You believe that is her name. She does not introduce the dwarves, who have busied themselves with camp preparations, while keeping a watchful eye on the parley.
When Diurn seems to indicate he is looking for a mammoth, she shakes her head in frustration. Instead she mimics pointing at each of you, then the sign with her hand over her brow as if looking for something, then the mammoth/elephant sign. She then looks at you hopefully, nodding slightly.

DM DoctorEvil |

When Diurn tells Ardissa they have not seen mammoths, the woman seems visibly put out. She seems to make another motion emphasizing hte first as if to say -- "are you sure?". She then tries to indicate something like taking things from her pocket and putting them in your hand, a pantomime version of paying you perhaps.
Hurik wonders if they are hunters. The lady is armed with a heavy crossbow and a rapier, and the dwarves all have hooks at their belt, like cargo hooks to move heavy boxes around. And they seem to be still setting up a camp.
There is a path farther on past where the woman and dwarves are standing leading a bit farther along the steep ridge overlooking the pass between the Grandparents.

DM DoctorEvil |

Hurik knows where mammoths are, they following keeps several in their herd at all times, from which they get meat, skins, sinew, and many other life-giving items. YOu might recall Imek the shepherdess girl, who named and talks to all the mammoths individually.
In the wild, you saw one mammoth near the start of your trek, that had been turned to stone somehow, but you have not seen any other non-herd beasts.

Hurik |

He knows, but he is reluctant to say , and looks to his friends turning his head so his expression can't be as easily read by the stranger "I do not think if they are hunters we want them taking OUR mammoths. So I am reluctant to share that with them, even if I could speak their tongue"

Diurn Selestro |

Diurn agrees quietly and continues to pantomime the negative when miming with his fingers the mammoths.
Now is the time to bring out the flute. A series of grating notes erupt from his flute. He shakes it as if something is wrong with it.
performance: 1d20 + 8 ⇒ (1) + 8 = 9

DM DoctorEvil |

As the group continues to deny having seen mammoths, the woman eventually shrugs and turns her back on the group of saying something sharply to the dwarven porters. Two of them come over to where you stand and make motions to clearly say its time to leave now.
One of them grasps Diurn firmly as he starts to make noise that might be music, shakes his head negatively, and asks him to move on with hand gestures.

Hurik |

"I don't want to attack the hunters." At the idea of ambush "So leading them around it might be best. Or... if one of the following speaks the Southtongue, then maybe bring them here to translate?"

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”Going around seems best. Hurik, your idea is a good one. I don’t know who speaks this tongue, but someone must… right?”