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Poor_Knight

Poor_Knight

Icewind Dale: Open Tundra


18 Kythorn at 5pm-ish; Illumination: Exterior - Dark; Interior: Dark Weather: High Winds

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With the heroes united and the hunters departed you return to your original task. Somewhere in the Spine of the World Mountains is a Duergar stronghold. You still have bit of tundra to cross yet but soon you will have to brave the icy slopes.

The tundra of Icewind Dale stretches out before you, a vast expanse of frozen wilderness. It is only a couple hours past midday when you resume your journey yet with the absent sun you travel under a star-studded sky. The air is frigid, biting at any exposed skin, and your breath mists before you in clouds of white. The land is a patchwork of icy flats, snow-covered foothills, and rocky slopes to the south. The wind, which is the namesake of this forsaken land, blots out the small sounds of the world around you; only its constant howl is heard clearly.

After another three hours of travel you find that you must rest once again. There is more "road" before you. Best not test your own constitution, or that of the axe beak.

OOC

Settle in to camp. Take a long rest.

For the next day, Vithka needs to make the Navigation check: DC 10 Wisdom (Survival). Since she can't become lost it can be rolled in the open. If the check fails roll a d6.

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander backgroud provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: ?

Roscoe and Markax could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Fast paced Wisdom (Survival) check DC 15 (arctic) w/ Advantage due to Map
Passive Perception (Vithka + help + pace): 15 +5 -5: 15
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

This is the map you found that Paavu is carrying. You're using this to locate the dwarves.

https://og.myth-weavers.com/attachment.php?attachmentid=107415&d=1666553859?attachmentid=107415&d=1666553859

 

Poor_Knight

Poor_Knight

Icewind Dale: Open Tundra


18 Kythorn at 5pm-ish; Illumination: Exterior - Dark; Interior: Dark Weather: High Winds

spacer.png

With the heroes united and the hunters departed you return to your original task. Somewhere in the Spine of the World Mountains is a Duergar stronghold. You still have bit of tundra to cross yet but soon you will have to brave the icy slopes.

The tundra of Icewind Dale stretches out before you, a vast expanse of frozen wilderness. It is only a couple hours past midday when you resume your journey yet with the absent sun you travel under a star-studded sky. The air is frigid, biting at any exposed skin, and your breath mists before you in clouds of white. The land is a patchwork of icy flats, snow-covered foothills, and rocky slopes to the south. The wind, which is the namesake of this forsaken land, blots out the small sounds of the world around you; only its constant howl is heard clearly.

After another three hours of travel you find that you must rest once again. There is more "road" before you. Best not test your own constitution, or that of the axe beak.

OOC

Settle in to camp. Take a long rest.

For the next day, Vithka needs to make the Navigation check: DC 10 Wisdom (Survival). Since she can't become lost it can be rolled in the open. If the check fails roll a d6.

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander backgroud provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: ?

Roscoe and Markax could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Wisdom (Survival) check DC 10 (arctic)
Passive Perception (Vithka + help + pace): 15 +5 -5: 15
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

This is the map you found that Paavu is carrying. You're using this to locate the dwarves.

https://og.myth-weavers.com/attachment.php?attachmentid=107415&d=1666553859?attachmentid=107415&d=1666553859

 

Poor_Knight

Poor_Knight

Icewind Dale: Open Tundra


18 Kythorn at 5pm-ish; Illumination: Exterior - Dim; Interior: Dark Weather: High Winds

spacer.png

With the heroes united and the hunters departed you return to your original task. Somewhere in the Spine of the World Mountains is a Duergar stronghold. You still have bit of tundra to cross yet but soon you will have to brave the icy slopes.

The tundra of Icewind Dale stretches out before you, a vast expanse of frozen wilderness. It is only a couple hours past midday when you resume your journey yet with the absent sun you travel under a star-studded sky. The air is frigid, biting at any exposed skin, and your breath mists before you in clouds of white. The land is a patchwork of icy flats, snow-covered foothills, and rocky slopes to the south. The wind, which is the namesake of this forsaken land, blots out the small sounds of the world around you; only its constant howl is heard clearly.

After another three hours of travel you find that you must rest once again. There is more "road" before you. Best not test your own constitution, or that of the axe beak.

OOC

Settle in to camp. Take a long rest.

For the next day, Vithka needs to make the Navigation check: DC 10 Wisdom (Survival). Since she can't become lost it can be rolled in the open. If the check fails roll a d6.

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander backgroud provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: ?

Roscoe and Markax could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Wisdom (Survival) check DC 10 (arctic)
Passive Perception (Vithka + help + pace): 15 +5 -5: 15
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

This is the map you found that Paavu is carrying. You're using this to locate the dwarves.

https://og.myth-weavers.com/attachment.php?attachmentid=107415&d=1666553859?attachmentid=107415&d=1666553859

 

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