In front of you the items glow brighter revealing themselves to be sword, shield, ax, robe, belt, cloak, boots, dagger, wand, pipes, ring, gauntlets, pendant, and rod. Silence settles over the cave as you look around, examining the area. With nothing else to act upon you choose one of the paths and set off down the tunnels passage.
The Trials of Rhidon Axehorn
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In front of you the items glow brighter revealing themselves to be sword, shield, ax, robe, belt, cloak, boots, dagger, wand, pipes, ring, gauntlets, pendant, and rod. Silence settles over the cave as you look around, examining the area. With nothing else to act upon you choose one of the paths and set off down the tunnels passage.
Rolls
Listening at intersection 1 - (2d6)
(15) = 6
Listening at intersection 2 - (2d6)
(23) = 5
You make your way out of the maze and th path descends again into a small canyon and up to a small hut. Aproaching the hut you see a small tendil of smoke winding up from the chimney. The door is slightly open and you hear someone from within moving about.
Don't stand out there all day calls a strong voice from withing. Stepping up to the door you push it open to reveal a clean and simple yet comfortable room with a nice bed, table, some cupboards, a stove and a grizled old human. The man is making dinner and tells you to set the table. you join in and soon the two of you have a hearty meal. The man seems comfortable with the silence and you feel odly reluctant to break it. You notice as your eat there are tools of the adventurere about the house.
A long bow, Heavy dark cloak, a heavy swrd, some traps, and armor by the back door Eventually the meal is done, the dishes cleaned and put away and the two of you sit in front of the fire.

I have spent many years training so that I don't have to rely on weapons. The other items were interesting, but boots... boots take you places. My goal is travel and adventure, not conquest.
Ranger

Ranger

head down that trail and you will get where you need to be. Found you an interesting challenge. Seems this settlement has been having trouble with some kind of creature. It's a slippery and tricky creature that seems to be immune to damage from magic and weapons. This has left the village helpless to stop it's nightly raids.
The trail ends on a bluff overlooking a walled settlement about a mile of. The sun is now low in the sky and the colors of sunset are starting to appear though your walk took only a couple hours and you left shortly after sunrise.
Sir Baric Nylef
After a couple minutes a small side door opens and another voice calls to you Come in with peace or leave with our arrows chasing you. Stepping into the dark interior of the compound your dwarven eyes adjust quickly to see a small squad of guards with spears leveled at you and an armored swordsman looking you over.

He takes a step closer, and answers the last question a little more quietly, "A friend with an ear for trouble passed the information along, I wasn't hoodwinked was I?" and Rhidon ends the question with a little wink.
Sir Baric Nylef

Inside a large fire roasts a large carcas with a couple ladies minding it and ocasionally slising off large sections to place on plates that are taken up by the men. A plate with some of the meat, looks and smells like beef, a few roots, and a large mug of ale are put in front of you ans the man sits and motions for you to eat.
I'm Baric,lord of this hall and steading. An honour and privilage earned by my fathers father but kept by my families strength and wisdom. Little good it does me now. You see our prosperity seems to have caught the eye of a large manlike beast. It started with raiding the farms but soon escalated to wanton distruction and slaughter. We have tried to stop the beast but our weapons do no good, fire akes it laught, and a wandiering mage called down lightning only to die as the beast stode through it like it was a gentle rain. On top of that is possesss great strenght and has started breaking into the town itself, though we tries leaving sacrificial beast outside to appease it. It come in, to this very hall, and taunts us all. It does not speak but obviously has some wits as it has avoided the traps we fashioned to contain it. The man sighs, pulling on his beard as his eyes wander to the new doors. We are free men and would save our homes but what can we do against this child of a titan with no weaknesses.
"This turn of events must be weighing significantly on your community here. I hope to aid in lifting your spirits once again. How long ago did the settlement first catch the beast's eye? Were there any changes in the area around the time the attacks began?"
Rolls
Recall if Rhidon has heard of such a beast before, and how it was defeated - (2d6)
(35) = 8
From the story of Baric it sounds as if these people had the same lore and tried many materials. Stone, metal, silver, iron, steal, wood. fire, ice, lightning, thunder, poison, and acid. None of these worked. They had hoped knocking it into a pit would work but it seemed to sense their plan and avoided the trap.
The raids started this spring but never deadly in the summer. It is not really autumn. If they can not preserve there stock then many will suffer and possibly die this winter.
Baric, tell me have you tried something with a divine energy? A blessed weapon, holy water that sort of thing... also is there a priest in this community? What do they make of these events?
Sir Baric Nylef

Sir Baric Nylef

Regardless, I offer my services to aid in protecting this settlement when the beast comes next. There must be some way to defeat it, just need to find it.
Rhidon sees a few men preparing weapons, though most seem to be carrying large heavy shields and clubs or hammers or long forked poles you recognize as man catchers.
Give me a battle plan along with any questions or request for resources or aid.
Thinking back to the recent battle with the jackalwere, Rhidon wonders if weapons are ineffective and if his martial arts maneuvers will be effective. Additionally, he believes the actions of the villagers are possibly antagonizing the beast so he hopes this request of the others will help prevent provocation.
Basically, his plan is to go outside of the settlement walls and hide somewhere so he can see the beast approach the main gates. Then, based on an in-person assessment of the size and build determine if he could engage it in combat attempting to neutralize one of it's legs (or equivalent) himself. He wouldn't attack at first though if it seemed more curious than aggressive. He would request a strong rope, and tie some kind of weight to one end, hoping that if the beast it too large to place in a hold he could tie it up somehow and at least restrain it.
The gate guards offer to let you stay in the entry vestibule so you can let yourself out. If not then they point out a few spots in the fading light where you might await and ambush the creature outside the walls. They inform you that should the creature reash within 10 feet of the walls they will start dropping weighted and barbed nets onto it. This has proven to slow it but as the barbs can not lodge in its skin they are removed. The delay however allows those within the walls to prepare, hiding or readying their defenses. They assure you that other than the nets they will not be attacking as all arrows and spears have proven to be futile and it became a waste to use them as they often broke. However, should the beast reach the gates they will drop the nets no matter where you are.
let me know where you want to stay, inside on a stool or cot or outside in the brush or in the clear
Before Rhidon leaves Baric has a woman hand him a thick handbag. It is of an interesting design with woven leather on the outside, a thick quilt lining the inside, and snuggled neatly at the bottom a ceramic kettle with its spout stoppered. Rhidon is informed it is full of hot tea, a wooden cup rest atop the kettle, and drinking it should help keep him alert throughout the night. Rhidon moves himself into position and settles down for a wait.
A soft bell sounds the hour and it is an hour past midnight when Rhidon hears something moving out in the darkness. A deep and resounding roar crashes into the walls of the village announcing the beginning of the attack. Rhidon swears he hears a rough and gutteral sound like a chuckle as the sounds of heavy footfalls approach the gate.
Rhidon swiftly moves toward the creature but tries to remain unnoticed, hoping to try and keep it from broaching the 10ft mark. Now that he can see it in person, if there is a limb or joint that seems especially essential to the creature's movement, he would attempt to attack that with a kick in an attempt to cause internal harm.
Rolls
Approach the creature without being noticed - (2d6)
(66) = 12
Attack the creature with a strong kick, attempting to hurt it's mobility - (3d6)
(155) = 11
Rhidon breaks into a swift dash before leaping into the ail and slamming his heal into the side of the beast leg. Instantly a roar of anger, and possibly pain, erupts from the beast who lashes out twice with its long arms. Both connect knocking the dwarf away. But you note with a hint of satisfaction that it now limps a bit as it favors its leg you just kicked.
Rolls
Sllam - (3d6, 3d6)
3d6 : (355) = 13
3d6 : (426) = 12
What is it you want from this place, fowl beast!
Rolls
Kick attack on injured leg - (3d6)
(651) = 12
Punch trying to hit creature's jaw - (3d6)
(311) = 5
The pair move just at the edge of the lanternlight from the gate, about 40 away. Roaring at the smaller antagonist the beast lashes out at Rhidon while limping and dodging away from further attacks.
Rolls
slam Rhidon - (3d6)
(155) = 11
dodging - (1d6, 1d6, 1d6)
Rolls
Kick injured leg - (3d6)
(336) = 12
Kick side of head - (3d6)
(263) = 11
Both of the massive hands slam down onto the dwarf from above stagering him. Rhidon can tell he is hurting the beast but its raw strength poses a threat. At this rate he will fall before the beast. For though he has hurt it the beast is able to maintain the fight despite its injuries.
Rolls
Slam - (3d6, 3d6)
3d6 : (665) = 17
3d6 : (115) = 7
Rolls
First jump away from the beast - (2d6)
(33) = 6
Second jump away from the beast - (2d6)
(14) = 5
Rolls
Kick the injured leg - (3d6)
(233) = 8
Dodge the beast's attacks - (2d6)
(44) = 8
The sudden arrival of the 4 men seems to distract the beast giving you just the edge you need to evade its attacks. As you do this you hear the priest muttering a short prayer as he rushes up to you and presses a hand against your back. You feel a pulse of energy fill your body with strength and your mind and spirit calm as the feeling of impending death is pushed back by the divine healing.
+2 HP to Rhidon
The 3 large men seem unsure of what to do and stand bare handed, apparently taking a cue from you, but seem hesitant to move into reach of those deadly claws empty handed.
Rolls
Fist Slam x2 - (3d6, 3d6)
3d6 : (242) = 8
3d6 : (124) = 7
Then, as if to demonstrate, Rhidon punches at the beast, and also tries another kick on it's injured leg.
Rolls
Punch attack on beast - (3d6)
(156) = 12
Kick attack on injured leg - (3d6)
(642) = 12
Rolls
Fisticuffs with a beast (3,2 pucnhes each) - (6d6)
(411545) = 20
The men begin to take up the chase but the beast is much swifter than they or the dwarf. . .
A cheer erupts from the wall behind you. . . .
what do you do?
Rolls
Claw swipe - (3d6)
(355) = 13
He starts telling them in detail about the way that he made the beast limp, and suggests that it will think twice before returning, but insists on staying another day should it return.
Unless the beast returns right away, he goes back inside the settlement and tries to find Baric to explain that he believes unarmed strikes are the beast's weakness. Additionally, Rhidon offers to demonstrate some fighting maneuvers for the combatants who joined him.
Sir Baric Nylef

With that he offers the man his hand for a hearty shake, and finishes up the class telling the men as well that his time in the settlement is nearly at an end. After that session, trusting his gut, he departs the way he came hoping to once again find the cottage.

I started the hunt in the region of the disappearance of it's latest victim. As I ventured deeper into the dense undergrowth, I noticed the faintest of tracks, nearly imperceptible to the untrained eye. My steps became lighter, and I moved with the silence of the wind, my senses attuned to every rustle of leaves and whisper of the breeze. I could hear the soft murmur of a distant stream and the calls of birds above.
The tracks led me through a maze of towering ancient trees and a tangle of vines. The Shimmering Lynx was renowned for its elusive nature, and it was not long before I encountered a series of dead ends, cleverly designed to confound any would-be pursuer. But rangers are resourceful, and with every obstacle, I gained more knowledge about the creature's behavior. I noticed that the Lynx had a preference for leaping from one great oak to another, leaving distinctive scratch marks on the trunks.
With unwavering patience, I followed these telltale signs deeper into the heart of the forest. The sun had dipped below the horizon, and the moon cast an ethereal glow over the land. I knew I was getting closer. Then, there it was, perched on a moss-covered boulder, its fur indeed shimmering like a cascade of stars. The Shimmering Lynx was a sight to behold, its eyes filled with ancient wisdom and its grace unparalleled. I dared not approach hastily.
I watched the Lynx for hours, studying its habits. I notice it moves with an odd hitch and in time I saw the scar of a wound still healing. Someone had tried to hunt the beast, likely for its pelt, and failed. Wounded the beast had been forced to hunt easier prey and knowing of its intelect I suspected it had chosen to hun those that had hunted it.
With a deep breath and a heart filled with reverence, I stood and bowed to the creature, then watched as it vanished into the shadows of the forest. I knew that I had accomplished something remarkable but had another hard task set before me. The following hunt proved to take longer and the pressure of the people on me to finish my hunt with the lynx's heart increased. But I had promised to hunt the beast that had caused the deaths in the area. I did finish that hunt but never did I claim a trophy for it.
In the morning you find yourself atop a soft but thin leather pelt in the middle of a beautiful meadow. Next you you is a simple note. |
Survive one week. Learn what you can. Harm only what you must. A hunter is near.
Besides the note, the thin pelt, and your breeches there is nothing. All of your gear, other clothes, the ranger and his hut are gone without a trace.
Welcome to the eternal Forests. Your mission should you choose to accept it or not is to not die. Easy enough, right? Explain your plans, actions, and make rolls on actions that have a chance of failure and success.
For water he would listen first, and then look around. If none could be identified in the immediate area, he'd begin marching in the direction he felt was most "downhill". While doing do he'd look for any plants he recognized, either for nourishment or healing properties. He would favor anything he knew for sure, but also consider any folk knowledge he may recall (IE, "leaves of three let it be") as he looked to forage anything plentiful as he moved through on his quest for water. He would also try to make note of any mushrooms or similar, but avoid those unless he knew them for sure to be safe based on prior experience with that type. He would also pay attention to areas with rabbit/squirrel sized animals as anything that may hunt them could be a big threat. Knowing a hunter is nearby, he doesn't try to linger very long unless he feels an area would reap especially worthwhile resources.
He would go on like that about half a day on this quest to find a water source, if it takes that long. The rest of the day would be determined by how successful he is. Should it not go well, he would give up on foraging anything that wasn't obvious at this point and move with more haste to cover ground and find an area suitable for "setting up" a more permanent residence in.
Rolls
Initial search to find water source - (2d6)
(42) = 6
Identify helpful plants in initial area, healing or food - (2d6)
(13) = 4
Reflect and consider "folk knowledge" about wildlife that may be helpful to consider - (2d6)
(65) = 11
Make note of areas with mushrooms - (2d6)
(41) = 5
Make note of areas with small animals - (2d6)
(64) = 10
Overall success at foraging - (2d6)
(15) = 6
Continued search for water source (if necessary) - (2d6)
(22) = 4
Find area with resources near, suitable for a more permanent camp - (2d6)
(42) = 6
Look for any trees big enough to possibly sleep in - (2d6)
(56) = 11
You wander the are for the morning taking note of the land and animals. As you wander and watch you recall that animals can be used to identify some of the edible foods. Watching the squires and birds you manage to locate a tree that has small, bitter, apples that you eat in their entirety.
You expand your search perimeter careful of large beasts but you are the largest creature in the area as far as you can tell. Though you would prefer a rocky area or for preference a cave the afternoon reveals more brush and trees than stone and hill. You also spot several trees large enough to support your weight. The trick will be not falling out.
Your find a few other plants that match descriptions you have heard of as sources of food and after some hesitations limit your experimentation. From stories you recall it may be as good to sleep in a thicket or under a blanket of thick brush you can pill over a hollow or some such. Recalling something you retrace to the small stream while collecting stones. When you get to the muddy trickle you dig out out a pit and line it with the stones as best you can. Leaving you resume your exploration and harvesting. Returning after an hour your are able to take several sips from the now mostly clear water of the narrow pool.
Let me know where you sleep and any other arrangements you might make. You have a slow be steady supply of water and the apples should last another day or two. You can repeat the process the next day. Let me know of any changes.
He assembles a makeshift camp based on what he comes across, but doesn't try to actually build a fire this first night. He does however try to rest and keeps throwing rocks near within reach.
His priorities overall shift to figuring out where to sleep, and how to stay warm, but he doesn't want to get too far from this area as it has water and food. He would want to find a way to start a fire without rubbing sticks together, as this method is time consuming and takes a lot of effort, but it would depend what sort of rock materials he comes across as he also wouldn't waste an excessive amount of time searching.
He doesn't start a fire because he doesn't want to call attention to himself, and would want a few stones he could use to throw at creatures if needed, or just to throw and make noise as some kind of distraction. He will try to rest though, as he knows how essential his energy will be. He still tries to forage a bit the next day or two, but it would depend a lot on how this first night goes.
Rolls
Look for thicket or thick brush for sleeping - (2d6)
(41) = 5
Look for components to build a fire - (2d6)
(22) = 4
Put together a camp with whatever he was able to find - (2d6)
(13) = 4
Collect some stones for throwing - (2d6)
(64) = 10
With some weapons and tools Rhidon focuses on fire and grumbles about the daily dew that soaks all easily scrounged wood forcing him to root under trees and bushes with thick foliage. After hours of effort Rhidon manages to get a coal ember and with care and gentle ministrations he coaxes it into a small flame. For a time he simply enjoys the light and heat of the fire before piling on some dry wood and stacking a few wet logs nearby. Building up the fire he creates a good bed of coals in the middle of a cleared camp and ring of stones Rhidon prepares to go hunting. Smothering the coals beneath ash and propping a large flat stone overhead to shelter the embers for later he sets out to hunt.
A couple hours of careful stalking nets a few small rodents. Grabbing a few apples to go with his squirl steak Rhidon settles into his camp and make a feast of it. Food, water, fire. He sits back and enjoys the good life trying to ignore the looming clouds that threaten to cast a pall on his revived spirits. Sighing he stretches to get back to work. Those clouds definitely look like rain....
Ok, you have the basic secured. Give a rough plan for the next 4 days and I will create a few interesting scenarios to challenge you.
He would start by looking around for branches with lots of leaves, or something similar he would be able to layer over his camp to funnel any water coming down to a lower elevation point nearby.
Over the next few days Rhidon would look for signs of the "hunter" the Ranger mentioned in his note, and focus on ways to maintain the essentials in an more efficient manner. He would want to notice what is in abundance near his camp, and try to think of creative ways to repurpose it to his benefit and make the daily tasks easier or faster. His priorities would be keeping a consistent supply of water, trying to eat at least some meat each day, and trying to maintain at least 2 days worth of supplies at all times.
Rolls
Search for components to make some sort of covering for the rain - (2d6)
(23) = 5
Assemble his covering in a way that will keep the camp and items dry - (2d6)
(44) = 8
If easy with nearby items, collect some of the rainwater for drinking - (2d6)
(35) = 8
Rhidon decides what he really need is some rope and larger prey. Crafting any kind of rope would let him work on better traps. This might work on catching larger prey but the simplest thing for taking out larger prey would be a spear or pit trab. However with his stay being only a few days more it feels to be a waste of time so he focuses on maximizing what he already has. As he patrols beyond his regular resource gathering he gets his first sign of larger animals. A large paw print in the mud, fadin in the rain. Based on the size of the print Rhidon guesses the beast is nearly as big as he is.
He keeps an eye out for more tracks, to get an idea of its patterns but also what sort of prey may lure it.
Rolls
Setup pit trap for beast - (2d6)
(41) = 5
Craft spear - (2d6)
(12) = 3
Attempt to track creature - (2d6)
(63) = 9
He then sets about crafting a spear but has to settle with a simple hardened wooden shaft as his attempts at crafting a spear with a sharpened stone tip are not strong enough. Still the long strong spear will allow him to fend off the beast or attack without getting to close.
Let me know how you want to finish this out.
He would proceed as he has been, trying to avoid the path the beast takes through the area, hoping to ride out the last few days without a direct encounter. He would practice some routes around the pit, should the beast chase him he plans on trying to trick it into the trap. Mostly though he would remember the advise not to harm unless necessary, and would attempt to avoid the creature if he could.
Rolls
Practicing Evasive Maneuvers - (2d6)
(34) = 7
Trying to avoid the beast the last few days - (2d6)
(22) = 4
If beast pursues Rhidon, attempt to lure into trap - (2d6)
(61) = 7

The beast keeps its eyes on yours but you can't help but look over its form a bit surprised and confused at the traces of manufactured good on its body. Was it a man or captured by one at some point in its past? The seconds stretch and Rhidon feels tension growing between himself and the best and keeps from swallowing or flinching in any way. . . .
Rolls
Study the beast - (2d6)
(52) = 7
Demonic Beast

Having closed half the distance the beast stops, dropps to all four limbs and emits what soon you take for a sinister sounding laughter that causes his chains to rattle as his body shakes from his deep chuckling. You catch a hint of appraising challenge at it watches your reaction
Roll a Save test (2d6)
Rolls
Save Test - (2d6)
(11) = 2
Roll another test. If you fail again you are still gripped by the fear and all rolls are at disadvantage
Rolls
Save Test - (2d6)
(42) = 6
Dokk dramath train jr bathjert denthar murmalr etta dokk train dokk vothlag denthar vot
and in Rhidons mind he understands
You must train your mind and heart as you train you arm and leg.
as it pats Rhidon's shoulder with its massive arm and strides past. Startled for a moment he turns to watch the creature, the Krampus he now knows somehow, only to find it gone and the woods empty.
When he first came to this wood, he was a bit frantic and focused on survival. He really tried to push it. After the experience with the Krampus, he tries to slow down and appreciate the nature some more. He also takes a little time to meditate, the way he used to back when he first started his martial arts training. It was more of a zen thing to him back then, and he wants to remember that a bit.
Rolls
Foraging food - (2d6)
(55) = 10
Ranger
Rhison awakes back in the rangers spare bed to the smell of cooking bacon and the smell of fresh bread. The elderly man works in the kitchen and only nods as Rhidon get up to go clean up and get dressed before joining the man for breakfast.

So, how was it?
Learn anything useful?
What did you think of Krampus?
"It was a true journey, and I come out of it a changed drawf. I learned some survival skills, but also to question my assumptions and motivations. I have spent many hours in the pursuit of things for buying and selling. I need to remember to take time and savor the core elements of life I tend to take for granted."
Ranger

Well, I figure you're as good a successor for these as I will find. The helped me walk the land. It seems someone else has joined the trials and I think it might be best if you went to join him He hands you the boots and tells you to head back the way you came. The cavern will get you where you need to go.
These well-worn boots are sturdy and serviceable in all environments granting the following abilities.
+ The wearer has advantage, and ignores disadvantage, on any test involving stepping, ruining, and jumping.
+ The boots regain 1 charge a day and have a maximum of 3 charges at once.
+ The wearer can use a charge to take a step of any distance up to 7-league (21 mile). For each additional charge the number of creatures that move with the step can be doubled.
I will introduce Rhidon after Vaun posts and you can post after that.
With that, Rhidon heads back into the cavern, to aid the others.