As everyone in Ten Towns knows, Icewind Dale is a dangerous place to travel. As the winds blow and the cold rages, travelers must always be alert for whatever they might encounter on the road.
The Hills
As everyone in Ten Towns knows, Icewind Dale is a dangerous place to travel. As the winds blow and the cold rages, travelers must always be alert for whatever they might encounter on the road.
Front - Alalla
Middle - Zenithral, Maverick, Tulfgyr
Back - Ug
Rolls
Survival (Notice indications of tracks or things buried in the snow) - (1d20+4)
(6) + 4 = 10
Rolls
Perception - (1d20+1)
(9) + 1 = 10
Survival - (1d20+3)
(13) + 3 = 16
Rolls
perception scanning for anything - (1d20+2)
(17) + 2 = 19
Alalla, on the other hand, was raised in the Dale and is also familiar with the way that caravans move between the towns. Her instincts tell her that ahead between two craggy hills there might be a place that would offer some shelter to a caravan in bad shape.
Bel the familiar confirms this after a quick flyby. It claims to see some sort of wooden construct between those two hills, but is too grumpy about being half-frozen to offer much more detail.
Upon drawing closer to this scene, the party discovers that yes, there are remains of a caravan wagon here. The wood of the carriage is splintered, one wheel broken off and half covered in snow nearby, and there are bodies of several humans scattered about. From their wounds, they appear to have died from wrought weapons and arrows. Apparently a place for shelter from the weather also makes a decent location for an ambush.
While the group surveys the wreckage, Father Tulfgyr notices a figure up on one of the hills, watching. The person quickly ducks away from sight.
Rolls
Looking for clues as to the aftermath of the assault - (1d20+4)
(1) + 4 = 5
Rolls
Survival - (1d20+3)
(11) + 3 = 14
As Father Tulfgyr scans the hilltop where the figure disappeared, three tall figures stand up, empty hands raised above their heads. Their leathery faces, blonde hair, and wrapped furs mark them as barbarian tribesmen, though from which tribe remains to be seen. Zenithral and Alalla know well that most tribes in Icewind Dale refuse contact with the people of Ten Towns, and many are outright hostile.
Rolls
Intimidate - (1d20+3)
(8) + 3 = 11
Alalla recognizes the name of this tribe. Of all the barbarian tribes in Icewind Dale, the Tribe of the Elk is usually the most sociable towards the people of Ten Towns, even so far as coming in to trade furs and supplies. Still, they are proud warriors with strange customs.
Rolls
schmooze over barbarian with charisma - (1d20+2)
(14) + 2 = 16