The Frigid Woe (DW) - Act 2

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Mar 11, 2022 1:43 am
OOC:
Yes, take all the time you need!

Narrator

Data Inactive for 6 months

Mar 29, 2022 6:04 am
Narrator
OOC:
I'm back! Thank you all for your patience over these last 3 weeks. I've really been eager to get back to this. Due to the extended break, I'm going to write up a small summary of what has transpired so far, then move along to the next phase of the journey, so it's an easier hopping-off point.

If you have any questions, or need anything from me, please let me know!
RE-CAP

The Frigid Woe is known a rare, highly-contagious magic disease from the ancient and inhospitable islands of Eiselcross. The contagion begins with a strange stiffness in the limbs, that quickly progresses into rigid joints and a biting, bone-deep cold that won't subside. Eventually, those infected will slow to a stop, and their bodies will begin turning to ice, from the inside out.

It's a horrendous disease, but typically only experienced by explorers out deep in the uninhabited tundra -- that was, until 12 days ago. Contaminated goods found there way to the mainland of Wildemount on a ship known as The Flying Remorhaz. The town of Nohme - as well as some neighboring villages, like the one Teo hails from - have become infected, with the disease quickly spreading across the population.

The only known cure was developed by a remote research outpost in Eiselcross - Cobalt Station - but no one was able to get ahold of the researchers there. After 5 days of symptoms getting worse in town, an adventuring team was sent to Cobalt Station to retrieve the medicine directly, but contact with them was quickly lost.

The port of Nohme was shut down - travel in and out of the village to other parts of the Greying Wildlands was restricted until a cure could be recovered. It is then that a new group of adventurers is sent on this dangerous mission - the town's last hope of survival.

DAY 1

The crew of the Symphony of Ice and Fire sets off from the docks at Nohme Town, wished off by the town's Burgomaster, Sten Onmunson, who was visibly affected by the disease. The group's destination is Cobalt Station - a research outpost in Eiselcross, and the only known place to have developed a cure for the Frigid Woe. Along with a crest of the Diarchy, indicating the group's official standing as adventurers on this quest, Sten also directed the group to seek out The Buyer in Syrinlya - the closest settlement to the outpost - for additional supplies.

On the way to Syrinlya, the Symphony of Ice and Fire is accosted by a strange ice-covered leviathan. Mance notes that the ice protruding from the creature is connected to the Woe. After a great (and glorious) battle, the creature retreats, leaving the Symphony to its repairs and Teo & Bonepipe to quarantine on a small boat (THE RAFT OF CHAMPINS), as they continued on their journey.

As evening approaches, Teo spots a flock of birds fleeing from the direction of the island, the druid's Spirit Tongue allowing him to hear them shouting about a spreading 'corruption'. One bright red bird separates from the flock, and appears to lead the group back from where it came. Teo decides to transform into a falcon to follow the bird, and, deciding to honor the bonds they have with Teo, the rest of the group follows suit.

DAY 2 - PART 1

It takes the whole of the night to reach land, but by the time the sun rises they can see the icy tundra that is Eiselcross. The red bird they had followed lands on the mast of a wrecked ship - the Flying Remorhaz, which has crashed up against the remains of several more ice-covered leviathans. Teo, Bonepipe, and Byron row over to the wrecked ship on the RAFT OF CHAMPINS to search for survivors.

Unfortunately, there are no survivors of the Remorhaz - all falling either to the disease or the attacking creatures. Teo notes that this ship is the same one that sold the contaminated goods to his village. Byron is able to find the Ship's Log, which informs the group that the Remorhaz had found a way to sail up a trail of lava called the River Inferno on the island, and found a "goldmine of Aeorian treasures. Barely guarded - Urgon just slipped below the sheet, and the sages were none the wiser. Shields of unmelting ice on command - should fetch a pretty fortune, with or without Darktow."

Along with that discovery, the red bird relays to Teo a cryptic message, "Corruption. A dark mockery of nature. You must bring an end to it, or it will bring an end to us all." And Bonepipe axe-kicks through a frozen chest filled with strange blue vials, which freezes a good part of the wrecked ship upon shattering (and gets Bonepipe stabbed with a bit of that ice). The three of them row quickly back to the Symphony, barely making it back in time to avoid being swept up in the wake of the sinking Remorhaz (though they lost the RAFT OF CHAMPINS on the way).

Marking that a blizzard will be blowing in soon, Mance direct the ship back on course to Syrinlya, and the group makes it there a little after mid-day.

DAY 2 - PART 2

When the Symphony pulls into port (with a live performance) the group meets Morgo Delwur, who introduces herself as their guide. Though most of their adventurers (including the settlement's leader, Professor Gulrim Shalebrow) are out on an expedition, Morgo still happily leads the group to Syrinlya's main tavern - The Jolly Lager. Teo does a fly-around town and notes that the settlement is less worried about the Woe than they are about potential attacks from the Dwendalian Empire, since most of their adventurers set out on an expedition they have yet to return from. At the tavern, Byron and Bonepipe eye some suspicious characters - an elderly elf ranger named Ava, and a scarred dwarf named Urgon.

Bonepipe notes right away that 'Urgon' is the name noted in the Remorhaz' ship's log, and that the chest the dwarf is carrying is the same type that he axe-kicked previously. Byron meanwhile gets a good look at the somewhat belligerent elder elf and notes that she isn't what she seems (and appears to be using a Disguise ability). Bonepipe decides to goad Urgon into a drinking contest, which Ava participates in as well - Bonepipe comes out victorious, but the suspicious strangers leave without giving up much information.

The group then decides to finally seek out The Buyer. The elf provides them with some much-needed supplies, and information for their route to the Cobalt Station. Seeking out the answer to how the Flying Remorhaz could have possibly sailed across lava, Mance is informed by The Buyer about an un-meltable form of ice called True Ice, and is eventually entrusted with the magic item, the Ring of True Ice.

The group makes plans on how they will get to Cobalt Station, and decide that the four of them will take reindeer mounts through the Mountains, while the Symphony (lead by Helga) takes the eastern sea route, with both groups communicating with one another through the use of a pair of Sending Stones. The idea is for the four of them to get to the Station quickly, while having multiple ways to return with the medicine.

That settled - Teo, Bonepipe and Byron spend the rest of the day befriending reindeer mounts, while Mance calls it an early night to being attuning to the Ring of True Ice.

Narrator

Data Inactive for 6 months

Mar 29, 2022 6:05 am
Narrator
OOC:
So, I'm skipping ahead on the reindeer thing. I figured setting out might be more exciting to get back into, but the reindeer rolls may come into play over the course of the travel time. But basically:

Teo's diplomacy (Parley with Reindeer = 7) gets through to a few reindeer in the herd, but they seem somewhat skittish on the danger of the mission. Fortunately, Bonepipe (Parley with Reindeer = 8) proves there stuff when he approaches the biggest toughest looking reindeer and boldly invites him on the adventure. The lead reindeer takes this as a challenge, and charges at the barbarian, who is able to tank the creature's blow, grab it by the antlers and give him a good flip!

In the scuffle, the reindeer Byron approached (Parley with Reindeer = 5) scampers off (Byron gets to mark 1 XP, if you haven't already.), but the lead reindeer and several of the other reindeer under his command all seem impressed by the adventurers' ability. The lead reindeer informs Teo that he and the most fearless of reindeer will agree to accept the group as riders and take them across these lands.
DAY 3

The group wakes up to the howling wind outside. It seems the blizzard Mance predicted yesterday had blown in over the course of the night. Several inches of snow has to be pushed out from the entrance of their yurt, and still more is falling steadily from the sky.

Rough weather, but nothing unexpected for this climate. And the group didn't have the luxury of waiting for the weather to clear. They take breakfast, then stop by the Symphony to deliver the Sending Stone to Helga and direct the crew on where to wait for them on the east side of the island, and for how long.

After finishing up any unfinished business they have in town, the group heads back out to the stables on the edge of town, where Morgo is waiting for them - their reindeer, Aegni (for Bonepipe), Johvis (for Teo), Elrora (for Byron), and Druin (for Mance), all saddled and ready to go.

"Here to see you off! Stay warm!" The dwarf tells them, jovially, as they look out at the vast tundra of Eiselcross. Mountains rise in the distance -the imposing silhouette somewhat blurred by the swirling snow.
OOC:
Any last things your characters want to say or do before heading out into the wild unknown?
Mar 30, 2022 6:25 am
OOC:
Great to see you back! Sorry I can't post immediately, but should get back into the swing of this game tomorrow night or Thursday. Thanks for the recap, it'll definitely make it easier to jump back in.
Mar 31, 2022 1:49 pm
OOC:
Welcome back, @Data! And I apologize for my own week-long absence, although I don't think anyone actually noticed. Yeah, outstanding recap! Looking forward to getting back to the adventure!
"Fine day for a run, innit," booms, Bonepipe. "Ho, Aegni! Ho, Johvis! Ho, Elrora! Ho, Druin!"
Last edited March 31, 2022 1:49 pm
Apr 1, 2022 5:41 am
Mance is disappointed not to see Urgon and Ava in the morning. He was hoping to wrangle some more information out of them, but he suspects they are intentionally keeping their heads low, if they are even still in Syrinlya given that they are probably at least partially responsible for the outbreak of the Frigid Woe.

"Thank you Morgo for all your help. We look forward to celebrating in the Jolly Lager with you upon our return!"

Mounting Druin, Mance bundles himself against the cold. Double checking all their supplies are secured, he follows Bonepipe's enthusiastic lead, riding out into the blizzard towards the distance mountains.
OOC:
Not sure if we need it, but Mance will take the Quartermaster role for "Undertake a Perilous Journey"
[ +- ] Undertake a Perilous Journey

Rolls

Quartermaster (+WIS) - (2d6+(1))

(54) + 1 = 10

Apr 2, 2022 2:50 pm
OOC:
Happy to have you back, Data! Excited to get back into this game and see where it goes!

I'm still trying to figure out how to bring up Teo's bonds and alignment in the narrative so that I can level up lol, but I apologize if this seems like an overstep.
Quote:
BYRA does not understand life in the wild, so I will teach them.

ALIGNMENT: Good: Help something or someone grow.
After successfully parleying with his new reindeer companion, Teo notices that Byron was still having a little bit of a hard time connecting with them and getting them to trust her completely, and is reminded of the time long ago when Byron came to his village to learn the ways of nature. Teo is saddened slightly that they never were able to make any headway, and sees an opportunity now.

He approaches gently and speaks to the reindeer, telling the beast that Byron can be trusted. He gives Byron some berries to feed to the reindeer, and shows her the spots on their head and neck to pet and stroke in order to keep them calm. After seeing them begin to understand and trust each other, Teo smiles and withdraws, letting them figure each other out on their own.
Teo smiles as Mance brings up the roles the group might be able to take as they travel, "I think as the one caable of shifting to avian forms, I think my role in this journey is obvious. I will scout ahead and let you know of anything on the horizon."

He turns to Johvis, "You might have gotten the best assignment. Stay with the rest of the herd, but I will mostly be flying ahead." he says as he scratches the reindeer's neck.
Last edited April 2, 2022 4:23 pm

Rolls

Scouting - (2d6+2)

(13) + 2 = 6

Apr 2, 2022 4:20 pm
OOC:
@aquafina Great job at recognizing a perfect opportunity to address your bonds and alignment and working it into the story. Doesn't feel like an overstep to me at all. Well done!
Last edited April 2, 2022 4:20 pm
Apr 3, 2022 1:17 pm
OOC:
That was awesome, @aquafina!
OOC:
Obviously not the best suited for the job stats-wise, but definitely the most enthusiastic, Bonepipe will Trailblaze!!!

Rolls

Herculean Trailblazer! For Glory!!!! - (1d8+1d6)

(7) + (1) = 8

Apr 3, 2022 5:32 pm
OOC:
Yeah, I love it, Aqua! I love that it’s likely to affect my bond too—but I’ll have to think about specifically how going forward.
Byron can’t hide her gratefulness, but she chooses not to say anything just yet. Gotta keep up appearances. Nevertheless, she volunteers to assist Teo in scouting: the better for the party, and if she makes some headway on what she owes the elf then so be it.

In the meantime she strokes the reindeer absentmindedly as final preparations are made.

Rolls

Aid (+Bond with Teo) - (2d6+1)

(45) + 1 = 10

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