After a night of fleeing over rough terrain and through shadows, rain, and trauma, the party finds a sheltered copse of trees to rest for a moment and decide their next course of action. Their goal is the Friendly Arm Inn, but without knowing quite where it is, or where they are currently, they have some thinking to do...
The Coast Way
After a night of fleeing over rough terrain and through shadows, rain, and trauma, the party finds a sheltered copse of trees to rest for a moment and decide their next course of action. Their goal is the Friendly Arm Inn, but without knowing quite where it is, or where they are currently, they have some thinking to do...
And he was pretty sure they were lost.
And half of them were going backwards and were probably going to die.
Why did they even form a group if they were just going to split up?
He is tired and hurt and frustrated. Maybe he doesn't want to do this anymore. He shouldn't even be here, right? Maybe it is all just a big mistake and he should find a way to get back home.
He flaps his wings, hovering just about the ground. Of course, he if hadn't come, he wouldn't have gotten the wings. He'd still be home with Mother and Father, and he'd be bored out of his mind while they told the same stories over and over again. The same stories that had made him want to have an adventure in the first place...
Perhaps I should bring his body to his father, he would know what best to do.
Rolls
Survival roll - how to get to the inn - (1d20+3)
(18) + 3 = 21
Speaking to the group,"With us being divided into two groups now we had best stick with Aiwes plan. It sounds like their is an inn close by and possibly a temple." With a glance to dieters body resting on the horse, Dieter does protecting his companions, I didn’t know him well, but that proves his valor Enough for me. I’m only hoping we can honor that sacrifice. I’m not as familiar with what magic that will require, but I assume since it’s some form of reviving that it’s time sensitive. Best to head off quickly and only rest if absolutely necessary." And anything you keep us moving and not dwelling on what just happened.
Looking towards Runeson "Any clues as to where to go now?@
The more difficult way is to continue north until they find the river, and follow it to the northeast until they reach a large forest. Then either going through or around the forest will bring them to the Friendly Arm Inn. With so much wilderness travel and vague landmarks, it may very well be easy to get lost, and travel will be slower. But, should pursuit be coming, it should be easier to evade humanoid enemies.
And so the choice is the easy, fast path, or the slow and difficult one.
Sheemish says this matter of factor, but not in a commanding tone. It’s more out of necessity to keep moving and get farther away from any chance of pursuit.
Looking over the map, gauging the angle of the sun, and doing a few calculations in her head, she settles on a direction and leads the way.
Rolls
Survival (Adv) - (1d20+3, 1d20+3)
1d20+3 : (10) + 3 = 13
1d20+3 : (7) + 3 = 10
With a look at our little party to see if they have any questions I head off in the direction we need to go.
Copses of trees amid rolling hills. It gets hotter under the rising sun, which is only augmented by the humidity. Gnats and other flying pests go for the eyes and mouth, always seeking liquid to drink. Mosquitoes, bugs unknown in Icewind Dale, bite and suck the blood of the travelers and generally make nuisances of themselves. Deer look up and leap away, and squirrels watch group curiously, while birds of all kinds sing their songs.
It is around midday that the group sees something truly awe-inspiring.
Icewind Dale is known in part for its Reghed 'barbarian' tribes that follow the caribou herds across the frozen tundra. What the group sees here is no caribou, for this beast must be five times larger, with broad antlers that spread nearly as wide as it is tall.

Muscled and majestic, with a thick mane of brownish-white hair, this giant deer stands tall as it watches the group. It shows no sign of fear, for what could the party do to harm it? Even large Tulco looks like a small pony next to this creature. There seems to be a spark of intelligence and percipience in its eyes.
And the mosquitos. Not quite so fascinating at the moment.
Stella glances up from her tome and freezes at the sight of the enormous deer, her jaw dropping with shock and wonder.
Beast or fey? Stella wonders. While she's tempted to take some notes, she doubts it would do much to capture the marvelous creature before her.
"Do you...understand common?" she asks tentatively, hoping it's friendly. "Elvish?" she asks in Elvish. "How about Druidic?"
Perhaps Sylvan... She didn't know any Sylvan.
Rolls
History - (1d20+1)
(15) + 1 = 16
While the others try and communicate with the creature, he looks around them, half hoping for a clue or sign that will tell them whether or not they should be running away.
Rolls
Perception check - (1d20+4)
(10) + 4 = 14
In response to Stella's questions the giant stag tosses its head and stamps a cloven hoof. It would seem that it does indeed understand Common and Elvish.
Runeson recalls stories told of lost travelers who were visited by such an animal. In every tale it was a portent of good fortune, or the precursor to some momentous event. But the tales hardly do justice to this creature!
Rolls
Persuasion - (1d20+4)
(18) + 4 = 22
Rolls
Persuasion - Deer, be a dear! - (1d20+4)
(9) + 4 = 13