The group leaves town shortly after taking care of any remaining business, crossing the river and passing through a number of farms and orchards before wilder country takes over. The first day passes uneventfully, as does the night spent on the edge of the forest. Getting an early start the next morning, you travel deeper into the High Forest. As you move through the wood, the temperature drops steadily and a sharp wind carries an unseasonable promise of winter, even though the leaves have not even begun their annual autumn change.
More time passes, growing steadily colder the deeper into the wood you travel, until finally the sight of the stark white wood of the ring of albino trees that mark the boundary of the Dire Wood informs you that Draigdurroch Tower should be within a few miles of here. However, no landmarks from the maps you carry are visible to navigate by. Everything on the horizon is a solid blanket of white. A cold fog seems to issue from the very heart of the dark forest and soon snowflakes begin to fall from the steel gray sky. the way ahead is obscured, and soon the way behind you is overcome as well.
In minutes a winter storm whips around you and comes at you so fast that it both blocks sight and somehow threatens to mesmerize you with its chaotic patterns. A deep chill pervades the area which you were not prepared to travel in, making the dangerous cold ever more so.
The Blizzard Round 1!Successes =
0Failures =
0Endurance (0 successes) - Everyone makes an endurance check each round due to exposure. Failure means that the character loses a healing surge but does not contribute to the failures of the challenge unless the entire group fails their endurances checks in a round.
Heal (0 successes) - Anyone who has not used another skill this round may attempt to treat someone who has previously failed a check that cost a healing surge. On a successful check the character does not lose the surge but still may counts toward a failure in the challenge.
Acrobatics (1 success, no max) - You help the party through the wintery hazards in the wild, across icy surfaces or brace against wind gusts that would otherwise knock someone off their feet. Failure causes a loss of a healing surge.
Arcana (1 Success, no max) - The character senses arcane energy powering this storm and can determine a general direction toward it's source.
Athletics (1 success, no max) - The character helps force a way through the storm with brute strength. Pushing a path through drifts, moving fallen trees, or climbing over blocked passes. Failure causes a loss of a healing surge.
History (1 success maximum) - The character recalls a detail about the tower's history or discovers an obscure landmark that helps orient the party to the tower's location and keeps them on the right track.
Insight (1 success, no max) - This skill is unavailable until Arcana has been successfully used once. The character recognizes some of the magic and sees through it keeping the party from traveling in circles and avoiding paths that look safe but are in fact dangerous.
Nature (1 success, no max) - The character relies on knowledge of the area, ability to study terrain, an innate sense of direction, and wilderness survival skills to help the group through the blizzard. Failure causes a loss of a healing surge.
Perception (1 success, no max) - The character relies on keen senses to find the safe paths, avoid hazards, and spot gaps in the swirling storm. Failure causes a loss of a healing surge.
Status---> Dunor | Hit Points = 36/36 | Heal Surge = 8/8 | AP = 1 | DMI = 1 | Misc :
| Cond :
---> Thespias | Hit Points = 30/30 | Heal Surge = 7/7) | AP = 1 | DMI = 1 | Misc :
Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist - 5 (Lightning, Thunder) | Cond :
---> Tulugaq | Hit Points = 35/35 | Heal Surge = 10/10 | AP = 1 | DMI = 1 | Misc :
| Cond :
---> Shandien | Hit Points = 24/34 | Heal Surge = 9/9 | AP = 1 | DMI = 1 | Misc :
Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond :
---> Galadren | Hit Points = 30/30 | Heal Surge = 7/7 | AP = 1 | DMI = 1 | Misc :
Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
---> Tanthalus | Hit Points = 37/37 | Heal Surge = 7/7 | AP = 1 | DMI = 1 | Misc :
Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :