Meta Ruins of Myvolia

The Calm Between the Storm 2

Tooth and Nail

The Council Chambers 7:18pm

No sooner has Kaberllee finished speaking than members of the Company of the Manticore begin volunteering to sally forth and rescue the Widow Selma. First T’alen, then Terrence and finally Alma offer themselves for the sortie. Captain Gregor, his face full of relief, looks to the group with respect and gratitude.

Kaberllee listens to each of the members in turn before speaking in her calm and steady voice:

This task will be best accomplished with stealth as opposed to brawn or magic. While flying over the village I saw glimpses of figures darting through the streets beyond the barricades. The wights are cunning foes and there is nothing that they would like more than to divide our strength and crush us one at a time. If the young man believes that he can succeed without alerting the entirety of our enemy to his presence, then I would promote him as the best option.

There is a weight in Kaberllee’s voice and a rationality in her words that dares anyone to disagree with her. She is a woman obviously used to authority.

Just then, the door to the council chambers bursts open and a young militiaman, barely in his manhood, thrusts himself into the room.

There is a fire in the eastern part of town! The lads up on the barricades can see it burnin’!

Groaning, Gregor pulls his lambskin cap over his head and rushes out into the yard. Mayor Cultiss, who has stood still as a statue until this point doubles over as though he were struck, a weary look of fear crossing his face. Kaberllee calmly crosses her hands on the table and says:

As I said they will try to draw us out. They are soulless beasts.

Turning to Terrence she says:

If you are still resolved to do this, then you should go immediately. If you come across any of their number-even a solitary enemy-you must assume that others are nearby. I wish you luck, and the blessings of the old spirits.

The Village Square 7:25 pm

As the party steps back into the wind-swept village square they are greeted by the sight of a large, orange pyre waving like a banner in the ferocious wind. An oily black smoke is issuing from it, choking those on the western barricade where it is driving nearly straight at them. Lornaal trudges along with a half dozen tired looking Ulnoran body-bearers, hoisting corpses onto his shoulder and heaving them effortlessly on to the pile. It appears that their grim work is nearly done as the north and west barricades are clear of bodies and are once more carefully watched.

Captain Gregor shouts and waves at the members of the Company of the Manticore from the eastern barricade. While Matrim makes for a ladder to get to the bridges, the rest of the company move towards him. As promised an orange glow somewhere to the east of town can be seen, heralding a fire.

Gaining the top of the bridge Matrim carefully picks his way across a roof top until he finds himself next to a half frozen village guardsman with a bow. The man is crouched on the roof, wrapped tightly in furs and is pointing towards the suddenly visible flames. Through a thick black beard his deep, gravelly voice booms through the wind:

I believe its Aaron Markendam’s house. They are built close together and most of ‘em have thatched roofs! I suspect it’ll spread.

On the ground, the men on the barricade are either bellowing their rage to the night or stand stunned and silent. A voice from the southern barricade can only scarcely be heard:

Something is approaching from the South!

Without wasting any more time, Captain Gregor turns to Terrence:

Mrs. Selma’s house is straight down the north-west road. It is maybe 200 feet with almost no cover. If you use the bridges you can get to the main intersection and drop down onto the main cross road. Then it will only be around 100 feet or so. Good luck!

With that, he turns and runs towards the southern barricade.


You follow cautiously, moving from cover to cover as the wight turns north and skirts the edge of the village, angling through the drifts towards a stacked stone wall that extends beyond a weary-looking large house on the northernmost boundary of the village. The wall is nearly six feet tall and the wight easily clambers over it, dropping down the other side. Hustling to the loose stonework you cautiously climb to the top, peering over into the large space beyond.

A strange collection of partially worked large stones stand stacked in various ways. The tallest of the stones is perhaps fifteen feet and must weight several tons, while the smallest are of a height with you and are often perched one atop another. Around the base of the stones the snow has drifted into heaving piles like scree about the base of sheer mountains. The wight has disappeared into the stone garden, although its tracks are a ready indication as to which way it went.

Dropping into the snow on the other side of the wall, you hustle forward, following the trail. The stones and piles of snow form a makeshift maze, with powdery walls extending between granite pillars. Rounding one large stone you suddenly stop, the hairs on the back of your neck standing straight out. Whirling about you see the hungry face of the wight as it rounds the other side of the stone just twenty feet away. Too late you realize that the creature was aware of your pursuit and led you into a trap!

The creature’s voice issues from its blackened lips in a dry, rasping tone:

Well, little one, here we are all alone. I think I shall enjoy drinking your soul!

With that, the creature lunges forward.

Roll for initiative.

Cora (rolls I made):
Climb 14 (d20) + 4 = 18
Cora (from your last post):
Hide: 23
Move Silently: 27
Track: 18
Spot: 18

Climb: 14
Spot: 25
Listen: 13
Hide: 11
Initiative: 10


Jake, to clarify how the rolls went, the wight spotted you and led you into the stone garden. You were able to track it easily to the large stone where it hurried around the rock and waited for you to keep following its tracks intending to sneak up behind you. You spotted it, however, so the wight doesn’t get a surprise round and you will both get to act on the first round.

As for the map, the Widow Selma’s place is number 6. For some reason, OP does not like the version of Safari that I have on my computer and I can’t upload any pictures or maps. It is frustrating, but we will have to make due until I can sort it out. The burning house is about one street in on the eastern edge of town.

If you have any questions, or need clarification, please don’t hesitate to ask. I will post again on Thursday night, unless there is something for me to work with tomorrow, in which case I will happily put something up!


If you need any more rolls from me let me know lol

The Calm Between the Storm 2
Wild_Gazebo optimus_mush

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