At the mention of the winter wolf hide, Nadya goes to her pack and pulls out the snow white pelt that she helped to fashion into a cloak. It still smelled a bit pungent. She showed it to Ringeirr, who whistled at the sight of it. "Have you worn it yet? Put it on and think about what it would be like to a wolf."
Nadya does as instructed. For a moment, she just looks like herself wrapped in a white fur. Then, her body distorted as if invisible hands were stretching the pelt out and enclosing Nadya. She turned into a winter wolf, identical to the one from which the pelt was crafted. Nadya turns about as if chasing her tail, trying to see herself.
Ringeirr speaks again, "Now imagine yourself as a human version of a winter wolf."
Nadya again paused and then seemed to change back to herself, except her features had changed. She had silvery blonde hair and blue eyes. Fisk and Zeph hiss and snarl and back off, their noses twitching. Fisk communicates to Erland that she smells like the winter wolf, not like her normal human self. Nadya looks at herself as well as she can, for Ringeirr's spare furnishings do not include a mirror. Shortly thereafter, Nadya turns back into her normal self and drops the pelt as if it were cursed. It is not cursed and Ringeirr notes that it is in fact a blessing, as it will improve everyone's chances of getting through the Howlings without harassment.
Details of Rimepelt:
This snow-white fur pelt of a winter wolf can be worn over the shoulders as a cloak. The pelt functions as furs, granting its wearer a +2 bonus on Fortitude saves to resist cold weather. The wearer can, as a standard action, transform into a Large winter wolf as if using beast shape IV. In certain special locations where winter wolves have the ability to take human form, such as the Howlings district of Whitethrone or the town of Redtooth, the wearer of a rimepelt in wolf form can take human form as winter wolves do, appearing as a white-haired, blue-eyed human. In either wolf or human form, the wearer of a rimepelt smells like a winter wolf to other winter wolves and creatures with the scent ability.
Damiano: Sense Motive:1d20 ⇒ 17
Domitian: Sense Motive:1d20 + 6 ⇒ (8) + 6 = 14
Erland: Sense Motive:1d20 + 1 ⇒ (12) + 1 = 13
Ingrit: Sense Motive, humans:1d20 + 7 ⇒ (5) + 7 = 12
Rurik: Sense Motive:1d20 + 8 ⇒ (14) + 8 = 22
"It will heal," Nadya comments, rubbing the place where the weapon struck her chest and shoulder. Zeph keeps close watch on the tied up guards.
Nadya sizes the whimpering men who moments ago had been bullying and threatening violence. "We're not like you," she hisses. "We only kill in self-defense. We seek a man who has lived here for a long time. His name is Ringeirr Malenkov. Where is he now?"
The guards look at each other and gulp. "Our leader, Marcian Enarxion, ordered us ta arrest 'im. He suspected Ringeirr was organizin' the people to overthrow us while the White Guard is distracted with ... whatever is going on in the city. We did as we were told. He's still in the guardhouse--that's where Marcian lives along with Borger and Whunk, two ogres. They're his bodyguards. That's all we know. Honest!"
The guards seem genuinely afraid for their lives and telling the truth, as far as anyone can judge.
A couple of the locals step forward to confirm the guards' story. "It's true what they say," says a woman with a basket of fish. "Marcian runs this camp with an iron fist. He's always afraid we'll rise up. Ringeirr said with all the trouble in the capital, rumors of a revolt against Baba Yaga, who knows what else. Anyway, the White Guard hasn't been seen in weeks, so Ringeirr thought the time was ripe. We were afraid to do anything."
Another volunteers, "The guardhouse, as 'e calls it is up by the road ta Whitethrone. Ya can't miss it--it's the biggest house there, plus he put up a sign." It would take but a minute to get from the piers to the guardhouse.
Nadya has taken 14 nonlethal damage, the fisherman has taken 4 and is at 0 hp. The guard who was put to sleep will wake up but he can be tied before that happens.
Zeph is already familiar with the group, having pulled them across much of Irrisen. He wags his tail at Erland's strange speech, touches noses with the Wapiti, respects Fisk's space, making no threatening moves or sounds toward the cat. He is a husky sled dog, just shy of a year old, so he still has a bit of growing to do. In PF game terms, he is small but will grow to be medium.
As the Fishcamps near, Nadya advises everyone to cover their weapons and armor as best they can. People with armor are assumed to be wealthy and hence likely connected with the rules of Whitethrone or else adventurers who may be looking for trouble. "Let's start by asking if anyone knows my uncle. His name is Ringeirr Malenkov. You might need to win them over or they won't tell you anything even if they know him. Also best to not stay in one big group. Split up in teams of two. Keep an eye out for anyone with weapons exposed. These places generally aren't watched by city guards. They'll get local muscle to keep people in line."
Drawing near the activities of the camp, people are working hard, some hauling fish toward the processing tents where others are sorting the catch and dressing the fish and putting them on ice for transfer into the city. Others mend nets and sails. Some tend to small cooking fires having lunch.
Role play your interactions with the people. Make a diplomacy roll. If part of a pair, a second PC can aid the effort with some helpful dialogue.
As the group is leaving the abandoned house for the last few hours of travel, everyone tenses when they hear a dog bark. Looking back to the east, Nadya calls out, "Zeph! What are you doing here? You're supposed to be with the teams!"
Zeph, Nadya's lead dog of her dogsled team apparently got out and traveled alone to join back up with her. It is a happy reunion and from this point on, the dog stays close to her side.
Nadya's now a 4th level ranger with a dog animal companion.
"Ringeirr is my late husband's uncle, Hjalnek's mother's brother. When Hjalnek was still a boy, Ringeirr's wife and son were taken by the White Witches and brought to Whitethrone. Ringeiir went to the city to rescue them. He sent us letters for a while. He got very good at sneaking into and out of the walls of Whitethrone but he never saw his family again. The last letter we got from him, he said he was living in the Fishcamps working as a smuggler, doing what he could to help people oppressed by the rulers."
Nadya notes that this winter wolf has eyes of different colors. "There are stories of people with no special magical crafting skills creating a rimepelt from such a wolf that allows its wearer to transform for a few hours into large winter wolf form. If this is so, it may make our job of getting into Whitethrone easier, as the winter wolves control a shantytown called The Howlings, which is a shortcut into the city bypassing the main gate. It is used by soldiers and other people with sufficient freedom of movement to avoid the searches that people have to go through entering by the other gates. If they see us in the escort of a winter wolf, they may not inspect our documents too closely."
"Let's just take extra care to keep the skin as intact as possible."
It takes a DC 25 profession (Hunter) or survival roll to treat such a pelt so that it provides the magical transformations mentioned by Nadya without any special crafting feats or equipment. Aid can be given by other PCs. This can take place during breaks as the group travels the rest of the way to Whitethrone. Ingrit can use her Favored Terrain (cold) bonus on this roll. Ingrit can make the primary skill roll. Naydya will aid.
Nadya's Aid roll in skinning and prepping rimepelt:1d20 + 8 ⇒ (18) + 8 = 26
Actually, that's such a good roll, let's assume Nadya does the primary roll and succeeds in making the pelt. The pelt won't be ready to use as a magical item until the party reaches the Howlings.
Damiano: Sense Motive:1d20 ⇒ 13
Domitian: Sense Motive:1d20 + 6 ⇒ (18) + 6 = 24
Erland: Sense Motive:1d20 + 1 ⇒ (11) + 1 = 12
Ingrit: Sense Motive, humans:1d20 + 7 ⇒ (6) + 7 = 13
Rurik: Sense Motive:1d20 + 8 ⇒ (2) + 8 = 10
The hunter's gratefully leave their armor and weapons and flee eastward. They claim they have relatives in Hoarwood, far to the SW. Domitian believes they are sincerely going to try to do this.
A bit of unpleasant work divests the scene of most of the incriminating evidence, with bodies weighed down with a few rocks sunk to the bottom of the river. There is still enough daylight left to trek on toward Whitethrone.
The group finds an abandoned homestead for shelter at night. They spot no ravens or other travelers and sleep without interruption.
Everyone heals 5 plus whatever other healing is done with magic.
In the morning, Hadya informs the group, "We are going to reach the outskirts of Whitethrone in a few hours walk. I will look for my uncle in a small fishing camp called ... well, it's just called Fishcamps. Assuming I can find him, he should be able to help us get into the city. The village is not likely to have any Jadwiga soldiers patrolling it. They delegate that disagreeable task to local thugs. They're not too bright, but they can be violent, so looks sharp and be ready for anything."
Nadya looks at the corpse of the winter wolf. "We should skin this for its pelt. If we make it into a cloak, it is supposed to have magic properties that allow one to transform and appear in a disguised form."
She sets gets out her knife and begins to cut the pelt off the creature. She suggests the body be thrown in the river, weighted down by rocks.
Once people are healed enough to travel, the journey to Whitethrone can conclude.
"Thank you for all that you've done, Nadya. Risking yourself and your family for a group of strangers. Gods bless you." Giving Nadya's children a farewell hug, he waves goodbye and turns to go on their way.
At the bridge, Dom inquires of the others. "Do we get a license or try to enter the city secretly?" He positions himself at the front of the group, as usual.
I'm assuming we're going right to left if we're coming from the East.
Nadya says she has an uncle who should be able to help with getting in the city, if he is still there.
Nadya distracts her children from Khristov's dire condition but offers what advice she can on options for finding him help.
"It is another day's journey to Ellsprin, which is on the eastern point of Glacier Lake. It is at least another day's journey to the Howlings, which is a ramshackle village outside Whitethrone. I hope to be able to leave my boys with a relative in Ellsprin, but it is a small village. I'd be surprised if anyone with enough magic or skill in treating diseases resides there. Even at Whitethrone, we may have trouble, since you will need to keep out of sight as much as possible, so close to the center of power of Nazhena and the queen. I have an uncle who inhabits the fishing village outside the main gate. If he is still there, he might know who we could seek out but he has had his own problems with the Jadwiga."
She pauses and hesitates and then glances at the peak to the north, still catching the last rays of sun before dark. "Pjallarane's Stone is rumored to have mystical powers dating back about a century. There are supposed to be caves near the stone formation. It is a place that might have magic hidden away that might help. It's a long shot and the caves are said to be inhabited by snow goblins and perhaps worse, but it is summer and they may be out hunting and gathering. It might be worth visiting to see if something can be found that would help Khristov."
"I would suggest keeping the fire as small as possible, and use the driest wood you can find, so it does not make much smoke. There may be agents of Nazhena out looking for us and a fire would draw attention."
As the journey continues and the conversation turns to ending the eternal winter imposed on the land by Baba Yaga, Nadya muses on some of the things that give her hope and inspire her to keep doing what little she can to help oppose the system.
"Our route takes us close to a very isolated rock formation known as Pjallarane’s Stone. It is near the border between the Hoarwood and Thronehold provinces. About a thousand years ago, almost exactly, Baba Yaga returned after placing Pjallarane, one of her daughters, on the throne one hundred years before. The queen she replaced had ruled exactly one hundred years, and she had replaced another daughter who had also ruled exactly 100 years. None of the daughters who had been taken away after her 100 year reign had ever been seen again, so Pjallarane feared she would also never return. She attempted to resist Baba Yaga's removal of her, a rebellion that only lasted 24 hours."
She gives a significant glance at Rurik, as if to say, Be advised previous rebellions have been put down quickly and brutally.
"Pjallarane saw that her resistance was not enough against Baba Yaga's power, so she fled to a mountain in this part of Irrisen, which had a reputation of being a place that enhanced great sorcery even before Baba Yaga. It was thought that perhaps this was where Baba Yaga centered her enchantment that has perpetuated winter in Irrisen. Some think she was going to attempt to undo the enchantment to make it harder for the family of Baba Yaga to keep their icy grip on the country."
"No one survived the fight so only Baba Yaga knows for certain what happened, but Pjallarane's Stone is a rock formation that legend suggests marks where the doomed queen met her end. The top of the mountain has a strange shape that looks like a woman clinging to an aspen tree. The story goes that Baba Yaga turned her to stone, ending her resistance. Others claim they saw Baba Yaga with the former queen departing in her hut, so who knows? Perhaps we could visit the site. You know a little about defeating the same type of enchantment that is spreading the winter everywhere. Perhaps you might find a way to interrupt the larger enchantment on Irrisen."
Nadya explains that the mountain is a prominent landmark that they will pass and so if the group wants they can visit the peak.
"Would these worgs have any connection to Nazhena or the other witches?" Domitian asks Nadya. "I would hate to learn that we have been discovered." Dom cleans the gore from his falcata before sheathing it once more.
Behind the Screen:
Nadya: Knowledge (local):1d20 + 4 ⇒ (7) + 4 = 11
"I've never heard of them working with the witches, but that doesn't mean much. We are pretty remote."
Knowledge Local, DC 15, (human related):
Worgs are not normal allies of the Jadwigga, tending to work with more chaotic goblinoids or orcs if they ally at all. There are other lupine magical beasts, such as winter wolves, who are much more intelligent variants of worgs who are known allies of the winter witches.
"Ellsprin is a small town that has no sympathy for the Jadwiga. The residents are descendents of the Ulfin people who lived here before Baba Yaga conquered the land fourteen centuries ago. Thronehold is the region north of Glacier Lake and its capital is Whitethrone, the capital of Irrisen and our destination. We will find sympathy there only in secret. My uncle will give us a place to stay, if he is still alive. There is a resistance movement that goes back as many centuries as the Jadwiga rule. They call themselves the Herald's of Summer's Return, but perhaps others in your group know more about them," she says, with a quick glance at Rurik.
Rurik:
As a cleric of Milani, Rurik will almost certainly know of this resistance movement. It has clerics of Milani prominant in its ranks, but other religions that were once prominent in Irrisen also contribute to the leadership, such as druids, clerics of Desna, Erastil, and Pharasma. He must keep his deity a secret when in Irrisen or face arrest and execution.
"Irrisen is divided into provinces, each with a centrally located capital. Most of the population in each province is concentrated near the capital. Trade between provinces is almost impossible due to the difficulties of traveling in eternal winter conditions. There are no road where we are going," Nadya explained.
"The route we travel is virtually uninhabited. This part of the land is not patrolled. We are unlikely to encounter trouble unless it is sent by Nazhena specifically to look for us. I doubt we will encounter anyone until we get into Thronehold. When we get to Ellsprin, we can get you some clothes that you can wear and look more like the locals."
I hope to have encounters planned out this weekend.
Toward sunset, the group takes everything they want from the tower, packs it all into the dog sleds and set off for Waldsby, arriving as darkness is falling. They find Eianar playing games with the children. Once the children are secured in the dog sleds, Nadia thanks the Druid and Hatch promises to visit the houses to let the townsfolk know about the fall of the tower and to start the rumor that the foreigners left town to head south to get back to their country. He will explain that the Black Rider attacked the tower as a sign of Baba Yaga's displeasure at her traitor daughters.
The group heads to the trade route connecting Waldsby to Whitethrone, generally northwest.
"We will stop in a village along the way where I will leave the children in the care of a relative.," Nadia says. "It will take us a few days and then it will be about five or six days to Whitethrone, where I hope we can get the help of my uncle."
Spells and other points are refreshed from resting. I will post the next encounter once I have figured out what it will be.
"Traveling at night is usually not a good idea, but the area around Waldsby is not so dangerous. We just want to avoid nosy folks in town from spotting us. I left my children in that barn with your druid friend. Once we have them back with me, we can get a few miles away from the city and camp until daylight. My dogsled can carry most of this stuff," she gestures to the alchemical supplies Erland is packing. "There is also that amazing bag that holds more on the inside than shows on the outside."
There are plenty of rations on hand, so no need to keep track of that.
"We must get back to Waldsby so I can get my children and dogsleds. We should do that at night to reduce the chance that Katrina and Emil observe us and trade information on us for their safety when Pale Tower guards show up to investigate. Without the power of the Pale Tower behind them, I suspect the guards may scatter until Nazhena takes back her tower. I don't know how long that might take, but at least the village will have a short break from her abuses. I cannot thank you enough for what you've done for us. I am thankful your own village has been spared. Let's make haste to get underway once night falls."
Nadya speaks quietly as Domitian had done, "It is no longer safe for me and my children here. If you can defeat Nazhena or free Baba Yaga so she can set things right, then I would be honored to serve as a guide. I know the way to White Throne, where what you seek is rumored to be on display. I also know people who would be willing to help, a kind of underground of resistance to the Jadwiga in Whitethrone."
"For Hatch to go up and come back down, he would need to take the key with him to use on the return. If something happens to him while he's up there, we lose our ability to go up, unless the password on the transporter is the same as Hatch remembers, which I doubt. Anyone up there can change the passwords at will. They won't make it easy to get up there."
Nadya finishes off the soldiers on the stair and then went up to the wall to survey the situation and if necessary operate the controls that will close and secure the inner gate. She informs Rurik that someone will need to get to the other side (up the stairs on the south side) to work controls on that side.
Hatch transforms back to his normal Domovoi self, but avoids standing in front of any of the large mirrors hung around the halls. "Leave bodies on the ice platforms. They serve as transporters to and from the upper levels. If someone is on the ones on this level, no one can transport down," he squeaks. Then he adds, "I know the command sentence that operates them, unless they changed them since I was a resident here."
Nadya dashes after the soldier who fled east, saying, "He'll warn those guards still outside and that effing troll!!"
There are sounds of fighting from the stairwell, after which there is a thud and Nadya calls out, "Got 'I'm!"
What happens in the stairwell:
Nadya attacked and hit, doing 4 damage to Soldier 4.
Soldier 4 tries to move up the stairs, still blinded, provoking an AOO from Nadya. She hits him with her handaxe, doing 7 more damage and dropping him before he can warn any in the courtyard.
The soldier in the privy fires his crossbow out the door, hoping to hit something. The arrow comes close to Ingrit, but misses.
The sounds of conversation at the gate bring two watch soldiers into view peering down from the battlements 25 feet above.
"Oy! Who's casting spells down there? Identify yourselves!"
Nadya speaks up, "It is Nadya Petska, from Waldsby. I was returning from getting supplies for her grace, Nazhena, when I came upon these soldiers after they had battled with the Black Rider. They need healing immediately!"
The soldiers peer down, holding up lamps to better see. They confer briefly and then say some arcane words as behind the wall, the sounds of gears grinding.
The outline of the gate brightens and then a portion of the wall inside the outline vanishes, revealing a portcullis made of downward facing icicles that is already rising to admit the sleds.
A voice calls down from the battlements, "Bordegga! Open the gate to the Pale Tower and admit these soldiers and the villager with them."
Erland:
The gate area has a moderate aura of evocation [ice] magic, but Erland cannot determine the exact spell effect, although wall of ice would be a good guess.
"Never," Nadya says grimly. "No one travels at night unless the need is great. I think the best bet would be to mention the Black Rider. That is what they apparently seek above all else. Perhaps news of his location would be important enough to drive soldiers here at night."
"I usually report to the tower to announce the supplies I have available after my trips to the Land of the Linnorm Kings. I can say that I have information about the whereabouts of the Black Rider. Once they see me and an escort of soldiers, they should let us in. If they ask about the bloodstains, we can explain there was a fight when the soldiers tried to apprehend the Black Rider. Or we can say they were attacked by that large mantis monster.
"If they don't catch on to our ruse, they may escort us all the way into the base of the main tower, which would save us having to fight the troll. She is too big to move around in the tower. The first floor of the tower is where the soldiers live when not on patrol. So that will be the first fight. The lack of stairs will limit the sounds of battle and likely allow us to plan the next phase, although Nazhena or Radosek use mirrors in the rooms to spy on the lower levels, so we can't be sure that they won't know the tower is under attack.
"Hatch has been in the upper levels. What should they expect?" Nadya asks the house spirit.
"Second floor has dining room, kitchen, library, conservatory, and some bedrooms, mostly for guests. Not lot soldiers there. Guard captain and cook only regular people there. Transporters take you to aerie, where Jairess keeps ravens and also to top floor where Nazhena and Radosek live."
Nadya gulps, holding a hand over her sword wound. "There are more dogsleds over there." She casts a glance over along the west side of the inn where some of the dogs are peering cautiously around the edge of the building, frightened by the fight. "If we disguise ourselves as guards, we can approach the tower. Hatch used to live in the tower and can perhaps help us get past the main entrance. Katrina said there were other guard units out looking for the Black Riders, so the Pale Tower will be only lightly defended. It should only take a few hours to get there. It's getting dark. The ravens will not be able to tell we are not real soldiers."
She looks down at her wound again.
Nadya had 4 lethal from the first battle and I don't see any indication that she was healed between battles, so she is actually down 12 lethal, which is about half her hit points.
Between Milani's blessing and soldier's charge attack which diminishes his ability to defend himself, Domitian's attack barely gets past the soldier's armor. The wound proves instantly mortal and the soldier crumples. 10 points damage, soldier is prone, unconscious, and bleeding.
Nadya leaps off her dogsled and charges the soldier still standing next to the one who now slept. "Child murderers!" she yells and swings her light pick at the soldier. Her attack glances off the soldiers shield.
A big burly man runs out of the inn, with sergeant's chevrons on armor and cloak. He attacks Nadya, saying, "You shoulda cooperated, b$*^%!" But the results of his attack are not as threatening as his words, and he hits nothing.
Previous Rounds:
Bless: Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
"Look sharp!", Nadya warns. "Six Pale Tower brutes just set fire to my house. They always travel in patrols of a dozen plus a sergeant, others lurk nearby. We are in great haste. If you are going to help us, make it quick. But know this: if they see you helping us, you'll be in the same trouble as us!"
Anyone in the square can see the glow from Nadya's burning house just a few hundred feet to the east.
She looks over to the barn and sees Hatch moving as fast as his tiny legs can. "Hurry Hatch!"
Current Status
Damiano
Khristov
Nadya (4 lethal)
Domitian (2 lethal)
Hatch
Erland
Lighting in the square is currently dim. There is still a little bit of twilight illuminating the area, with the snow reflecting this dim light. The first quarter moon also illumines the landscape with clear skies. The first stars can just be seen, plus the bright points of light that are planets.
Nadya notices footsteps appearing in the snow, and then Khristov appears as his rapier slides into the soldier's back.
That would have missed but he also had a flanking bonus. 7 damage to soldier 2.
Nadya, now in full momma-bear-whose-cubs-have-been-threatened-rage, attacks the soldier Khristov just wounded. She now is wielding her handaxe and a light pick. Her handaxe twists in her grip, causing her to lose that attack, but her pick pounds into him. Although it did not penetrate far, it drew blood and the man's wounds suddenly were life threatening.
Domitian is next. Currently the fire is not having any negative effects on anyone nearby but after Erland's turn, the fire will spread and the heat and smoke will begin to affect the map.
Nadya dropped what she was holding and stared at Ingrit, trembling slightly. "Thora ... You heard her ... in Taldor ... a ghost?"
Suddenly she stops, turns her head toward the street outside her house. At the same moment, all others in the room except Damiano and Erland, hear the faint clink of chainmail armor approaching the house from the northwest.
Surprise Round (move or standard action)
Eianar
Erland
Nadya
Ingrit
Khristov
Those in the above list post what you do, limiting yourself to a move or standard action.
Nadya nods and kisses each boy, lingering with each one a little longer than might be normal, and then slowly exits, closing the door to the bedroom. "I understand your concern. Do what you think best. You've done more for me than I could ever expect of strangers. And if there is a connection between that winter weather in Taldor and the Pale Tower, you need to go there. Just let me gather some things and I'll show you the way."
She begins to gather her winter cloak, boots, weapons, and a pack.
The party arrives at Nadya's house soon after leaving the White Weasel. When they enter, Nadya is just tucking her children into bed. She looks at the faces of her guests and frowns, saying, "What's wrong? If Katrina warned you of doom and gloom, I could have saved you a trip. She says that to ..."
She cuts off and just looks at Ingrit, sensing her concerns.
Ingrit’s expression darkens as Nadya confirms her discovery, reaffirming everything she hated about her homeland. She couldn’t begin to imagine the pain Nadya was in every moment, or the strength it took to carry on as if everything were fine.
Instinctively she reaches out to take Nadya’s hands in her own. ”I can’t speak for my companions, though I’ll bring it to them if you are alright with that, but I give you my word, I’ll do everything in my power to help you get Thora back.”
The sapphire blue of her eyes glitter with anger as she considers the typical disregard the winter witches held for the loves they ruined on a whim. ...
Nadya looks into Ingrit's eyes and the two share a moment of understanding and sympathy. "Thank you. I don't know what to expect, but I plan to travel to the Pale Tower soon to deliver the message that the supplies are in our storehouse and negotiate for Thora's return. You are welcome to join me. Perhaps a show of force will make them more likely to treat with me fairly, although, ..." she fights back her sorrow for a moment, "Nazhena is not known for her kindness nor for her honor when treating with her people."
Players may want to review events back in Taldane involving the haunt that included interaction with an apparition of a little girl. It starts around this post. Also review the aftermath of the fight with the doll construct in the hut starting at this post.
At some point where she can speak to Nadya alone, she broaches the subject on her mind. [b]"Your neighbor is talkative....probably quite a bit more than you'd like." she says quietly. "You said that she had something of value to you that you hoped to trade back for. She has your little girl doesn't she?"
Nadya looks at Ingrit, struggling with conflicting impulses, finally she sighs and says, "I have a daughter. Her name is Thora. She angered the queen about a month ago and the queen took her back to the Pale Tower. I negotiated with the queen and she agreed to release Thora if I would provide a larger than usual supply run. When we met, I was returning with that shipment. I am forever grateful. If you hadn't helped us, I might never have been able to guy Thora's freedom. In fact, I hope you will consider helping me. If the queen does not keep her word, I would like you to help me break in and rescue Thora."
Tears rim her eyes as she contemplates the fates in store for Thora should she fail.
"You are wise to avoid the attention of the Pale Tower, but I would make your plans now and be on your way sooner rather than later. You are welcome to stay as long as you need," she gives a glance at the wounds that remain on Domitian and Khristov, "but sooner or later, more likely sooner, soldiers will come looking for you, if only because one of the ravens may have described your approach."
The first day in the town passes uneventfully. Recover 3 hp from the rest and anything else you want to take care of with magic.
Upon waking, several people notice that their things have been cleaned, some small holes in cloaks have been mended, and the two items given to the group from the Black Rider are missing.
When people begin to talk about the situation, Nadya called out, "Hatch! Be nice to these people. They are friends." Then she turns to everyone and adds, "We have a house spirit, a Domovoi. He is a little guy whom I saved from the wilderness. He used to be a resident of the Pale Tower, but they punished him for playing tricks on the queen and he was left to die in the snow. I helped him and since then, he helps keep things clean around here. Leave out a little food for him and he might consent to be nice to you and maybe even talk to you. He's really harmless, at least to me and my family."
The twin boys help look for the missing items, knowing the places Hatch tends to hide things and the items are quickly found and returned.
Nadya is intrigued by these items, "Where did you get these? The mask looks crafted by my people and the hair looks too course to be human, some kind of frost giant if I had to guess."
"I don't think any will report you to the Pale Tower or her guards, but everyone fears Nazhena and her anger, so you can't stay long. I will see what has happened while I was gone. I think you can stay long enough to replenish supplies and perhaps you can learn something that would help in your mission. But once you have done that, you should leave for our safety as well as your own."
Once she has delivered her supplies to the storehouse and returned, she reports, "Last week, a large group of soldiers from the Pale Tower came through town after searching the Hoarwood for someone. They don't know exactly who they were looking for but some have started to wonder if they were seeking you. More reason not to overstay your welcome. Soldiers don't come by every day, but if any of those ravens report to the Pale Tower, they may send some to question you."
She sets a bag down that is full of clothes and cloaks. "Find something you can wear from this set of clothes. You'll blend in. If you can speak Skald, it will help as well. No one hear speaks Taldan except me maybe Rusillka."The clothing is equivalent to traveler's outfits and cold weather gear you can swap out for your own outfit and cold weather gear.
"If you need supplies like rations, camping gear, and such, check Verana's Sundries first. Her shop is on the town square. You might see if our barber, Rusillka can adjust your hair and beards to look more like the locals. Her house is just on the other side of the square from here. I would steer clear of the White Weasel, unless yu are looking for magic scrolls, which Katrina collects and sometimes sells. The chapel priest of Pharasma might help you if you need healing or perhaps some holy water. Rolf can be trusted. There is a carpenter if you need anything repaired and there is the sawmill if you need a saw or an axe."
Take to the streets to explore the village if you want. If you want to learn rumors, spend the requisite amount of time visiting shops and talking to locals. Make a diplomacy check and a d4 roll to determine how much time it takes to get anything. DC 10 will usually give you some tidbit of gossip; whether it is useful or not is another question.
Waldsby is a village with a population under 200. Items which do no cost more than 500 gp have a 75% chance of being available. Things costing more than that are not likely to be found. The most any shop owner is able to pay for a single item the PCs might want to sell is 2500 gp. See shops for specific items which are definitely available or to inquire about selling items you have or buying new items.
"What you said earlier about the portal and the spread of winter into the rest of Golarian, it can only mean Nazehena is behind the infernal magic. The ravens that survived will report what they've seen and soldiers will be sent to find you. We must get you into hiding or at least into some clothes that do not give you away as foreign."
It does not take much longer to get to the village.
Waldsby is about the same size as Heldren. Map will be coming.
The arrival of the dogsleds draws out a variety of people who greet and welcome Nadya and the others. They immediately start asking about who the strangers are. Nadya points to the wounds on Domitian and Khristov and says, "There will be time for introductions later. We were attacked and these travelers need our help. They helped us when we were being attacked by a monster. They are my guests. Now come," she orders and the dogsleds head for one of the humble cabins that Nadya inhabits.
Inside the cabin are two boys (identical twins) and an old woman. "These are my sons, Orm and Mjoli, and this is Kashka. She looks after the boys when I have to travel. Kashka, we need to let these travelers rest and attend to their wounds. Would you make some supper for them. I'll help." She turns to the guests and says, "Make yourselves at home. I'll be right back."
Nadya leaves you and delivers the food she brought to the store houses on the other side of the village.
"Speed may be our best protector. Once in Waldsby, you can be hidden. The queen has many spies. Let's break camp and make haste. We should be able to make the village in a few hours."
The hunters and Nadya drive the dogsleds and the people on snowshoes follow fairly close. Nadya explains they have white tarps they can haul out to hide beneath should they want to avoid being seen.
Once underway, they find the snow covered road and begin to see wisps of smoke from chimneys in the village ahead. But before they can reach the village, the raucous cries of ravens can be heard approaching.
"Quick! The queen uses ravens as spies. Under the tarps!" Nadya says only as loudly as needed to be heard. The hunters and Nadya draw out large white cloth sheets and arrange them over the dogsleds and then hold the tarps and gesture for the strangers to take cover underneath.
Role play as desired, but include a stealth check to represent how well you each can hide yourselves before the ravens fly over. Add a +5 for the tarp.
Ingrit gives Damiano a withering glare. "First of all, yes I meant follow her to see what she does. And second, if we die here because of something stupid before we do what we need to, Heldren and possibly everything south of it will eventually be buried under unnatural winter, so forgive me for putting the wellbeing of thousands first." she says icily before storming off angrily, muttering in Skald about wool headed city folk.
After Ingrit calms down, Nadya asks, "Where is this Heldren village you speak of and what did you mean by it being covered by 'unnatural winter'?" She sounds concerned and more than a little confused and afraid.
Khristov can tell that Nadya is afraid, with a sense of being being between a rock and a hard place, afraid to take action, afraid not to act. She seems to be telling the truth as she knows it, however.
Nadya sighs and nods. "These are decisions we face every day. We live here and so we cannot fight back, although I've heard rumors of a cult of Milani that is gathering resources in case the return of Baba Yaga or her riders should upset the current applecart. I will protect you as much as I can, since you are good people. You'll draw suspicion by your clothing and accents. I can help with the clothing but if I'm discovered protecting you, they will kill me and any who helped. I should probably turn you in. It would be safer for me and my village, but ... "
Her voice trails off as she struggles to know what to do. Then she looks to her companions. One by one, they nod and one of the hunters finally says what the others appear to be thinking. "We must protect them. They helped us. We will help you." He begins speaking to Nadya, but ends looking at the southerners.
By the point where Mierul departs, it is getting light, although still relatively early (due to the northern latitudes and the summertime, nights are short), so you can move on. The fresh snow will make tracking Mierul relatively easy, although she will probably go to Waldsby before anywhere else. Spellcasters recover spells and those who were injured recover their usual hit points. By my count, the hunter has 4 lethal and will recover 2 more overnight. Domitian was down 10 and will recover 4 overnight. If anyone wants to add to that healing, I will assume you take care of that before leaving. You can also continue the discussion of what to do about Mierul. My next post will outline what happens the next travel time.
As soon as Mierul leaves, Nadya gestures for everyone to put heads together and she says, "She did not seem too curious about you, but she was Wintertouched, which means she's in league with the rulers. They are the only ones who can insert the sliver of ice into their hearts and grant them the ability to endure great cold. She is likely to report your presence to the authorities at her next opportunity. If you want to keep avoid detection, I'm afraid you may need to way-lay her before she can do that."
Nadya looks nervous. "He means Nadzieja Lato. Heldren is an old name used by the older folks there."
Mierul nods at this information, thinking. "I passed through there many years ago, on my way into exile from Varisia. It seemed like a nice place. I indeed tour extensively, but such an outpost does not have much to offer me. I sing, play a harp, and dance. For many places, I am the main source of news for places that are often very isolated after storms such as this."
Nadya takes this statement as an opportunity to change the subject. She asks for news from the center of the country. Mierul tells stories about various areas, notable deaths, gossip about some of noble ranks, a tragic flood, etc.
As far as anyone can tell, Mierul takes no further interest in the new arrivals.
A meal is prepared and shared all around. Once the meal is consumed and cleaned up, Mierul indicates she will be on her way. The storm is beginning to abate.
If anyone would like to interact further with Mierul, at any point in this sequence, feel free.
Nadya speaks up before any of the others can respond. "We are happy to share what we can. I am Nadya and these are others from my village." She gestures toward the hunters from Waldsby. "We are escorting some ... relatives from the east, a remote village that does not have much to offer. They are traders with wares from the south." She gestures toward the newcomers, making eye contact with each and giving a look that suggests all go along with her story.
Mierul nods and thankfully joins the camp, although she does not sit very close to the fire, as if to do so would actually uncomfortable to her.
"Aye, keepin outta da way o dem witches would 'elp us. I doubts wees gonna be dere best friends, as wees jus use dere magics ta get 'ere. Aye, an wees damaged a lill one o' des dolls huts, of deres. Aye twas a doll dere too, poor lill ting." he adds, wiping a tear away before it becomes an icicle on his beard.
Nadya seems puzzled by comments like this, but does not press for details.
Damiano wrote:
"Is Nadya an usual name in Waldsby?"
Nadya does not seem to notice anything odd about Damiano's question. She answers, "It is quite common, I think. It is from a word that means 'hope' in Skald."
She is speaking in common if some have not yet indicated they understand Skald. If everyone has indicated they understand and speak Skald, she is more comfortable using her native language.
Damiano wrote:
"Frankly, It might be better for us to avoid Waldsby. We had some misunderstandings with some fey creatures recently "
Ingrit wrote:
"Trying to avoid the fey here is only slightly easier than avoiding the snow," Ingrit mutters with a sardonic tone in response to Damiano's suggestion.
Damiano wrote:
"You missed my point, Ingrit. Some of those fey ran away and might have reported to their boss ..."
Nadya listens to this exchange with interest. "The fey indeed abound in Irrisen," she agrees. "Many are friendly, helpful even, such as the Demovoi, one of the house spirits who sometimes share a dwelling with common folk or even royalty. The one's to watch are those with blueish white skin, the Winter-Touched. They have..."
Nadya glances at the way Ingrit reacts to Khristov's comment and half-smiles for a moment before saying, "Well, I've never known Nazhena to go to great lengths to disguise her agents. But her agents will recognize you instantly as outsiders and they may think you are spies or enemies, particularly in such a remote part of the realm. I will guide you and give you a safe place to stay if you will help me."
She eyes your well stuffed and heavy packs. "If you have valuable trade goods from a distant realm, I need something like that to sweeten my gifts to her. She has something very valuable to me and if I give her something she values, she might see fit to return what she has taken from me." Her eyes take on a far-away look and she grows sullen, focusing on preparations for the coming storm, as the first snowflakes begin to descend.
Conversations can continue. Nadya is curious about you and your story, but doesn't pry if you don't share details.
"We are travelers from afar, as you can easily tell, brought to this place by forces not entirely in our control. For now, we only seek shelter and friendly inhabitants. How about you? Who are you? Are you natives of Waldsby?"
Nadya nods looking impressed, "Powerful forces indeed. Your accents and the accents on your clothing reminds me of traders from the Inner Sea. You have no horses, yet you are hiking in the Hoarwood heavily laden with supplies. We only ever see Shoanti wandering north from the mountains of Varisia."
Everyone can tell she is suspicious of this vague statement and she doesn't hide it well. "We are indeed natives of our humble village. We are returning with supplies to help Nahzena, the witch who maintains order in our area, helping her feed her many guards and agents. She often doesn't leave much for us, but I suppose that is a small price to pay to have her wisdom to guide us." She speaks like someone who suspects she is talking to ones who might be spies sent to check on her.
Nadya, like Eianar, is skilled at survival, setting up the tents to maximize the shelter of the trees and to hide much of the light of a campfire. But she learns a thing or two from Eianar.
Erland replies to the woman in Skald: "I appreciate any information you can share. If you would like, I can still offer your hunter here some more healing."
"Whatever you can do, please do it. We have a healer back in Waldsby, but I fear with this storm approaching, we may not get back in time to help him." Nadya speaks in Skald.
Then she turns back to the group, speaking in common again. "I am Nadya. This is Tyrkir, Johan, and Anakol. We are returning from the Realm of the Mammoth Lords after trading for food."
As the introductions are updated to include Khristov, she seems to relax slightly, learning how many in the group speak Skald or have a connection to Irrisen. "Eianar has the right idea. We can talk back in Walsdby, if we can get there before the storm breaks. If not, we'll need to find a place to shelter through the storm. You seem dressed for the climate at least."
Unfortunately, although the sleds are faster, the dogs are already straining at the heavy load in the sleds, so adding an extra person to each would prove too much.
"You have snow shoes but you cannot keep up with the sleds. We cannot get to the village in time if we must wait for you. But you may not survive a storm without our help. We had best shelter over in that stand of fir trees. They will give us a wind break."
Nadya leads everyone to a place where all can set up tents and prepare to weather the storm. As you set up camp, she asks you to tell the story of how you got here. She also answers any questions you have for her.