3.0 - Steady Frost Plot in Amalgama | World Anvil

3.0 - Steady Frost

Plot points/Scenes

Flora Cycle Day 2   Players wake and there's a pretty meager complementary breakfast.   Fellbe description, with only a couple people passing by, heading to the general store or another residence with baskets.  
  When they step outside, the figure they saw last night is still there, though more like kneeling. Kneeling next to her is Riddle, seemingly consoling the figure. Party can go talk to them.   Tilde is distressed because her husband Teodor has not yet come home. He's never late, despite how dedicated he is to his work, and he should have been home from his research trip the other day (Day 1, Flora). "Please, go get rest. I will gather volunteers to find him."-Riddle "You know no one will! Everyone thinks he's a fool."-Tilde   If players engage Riddle and Tilde, Riddle will explain some of the situation with Tilde staring with puffy eyes out into the forest. Riddle will also mention that it'll be impossible to find him without knowing where he was excavating. Tilde will let them know that his notes in the workshop probably has a location.   She will lead them to her home, a small house on the southern edge of time. The outside is well-kept, in contrast to most everyone else's place. The ice has not built up so much, but it looks like it had to be carved and chipped away. Teodor's workshop is small but very tidy. There are volumes and volumes of notes, some authored by Teodor, some copies he transcribed from library books, all set up on shelves. There are a few stacked on the table in the center of the room. Tilde starts shuffling through them until she finds a map. Then she flips open a couple books until she finds one and then flips through it. She's able to give the group a good estimate of where he went; hugging the base of Riner Is until lining up centered and turning east.   Tilde also offers a couple of spare fur cloaks (bear) to the before they go.   They follow the road west out of town, to the base of the mountain. No trouble, except the chill of the air. Kilith's stone still struggles to provide heat, but it doesn't dwindle any further.   When they find the ruins, if they touch anything too much or investigate too closely, sanity save. Screams of the dying, images of flame, flashes of pale figures running, a distant rumbling from the sky. Kilith specifically will a voice speaking in Script, like a whisper floating from the mountain top. "nyær korð, ræl ild." (brings danger, your flame).   They will find Teodor's body in a pile behind a makeshift table that's half snowdrift. He's lying face down, a pool of frozen crimson blood beneath him. Part of his body is already being covered in snow and freezing into a solid lump. The workbench has the remnants of ashes (Teodor's research, burned). Scattered around the workbench are chips of stone.   When they return to town, Tilde's house is burning, Tilde safely out, but there's no saving the house or attached workshop.  
  At the Glacial Mercantile (general store) near the entrance of town is a caravan, 4 members (sand and lithe female tabaxi (Flower of Ivory (Ivory)), tanned dark haired male elf (Rish), tanned skinny black haired male elf (Yasmah), and male halfling (Flynrich) ). Two are inside (tabaxi and dark elf), haggling and trading spices and salt for pelts, bone, and food. 2 are outside (skinny elf and halfling). one trying to bargain with a resident to get trinkets. The caravan itself is loaded mostly with goods from Gulgreenjor; spice (common), salt (not much), small stools made from jungle wood (not the fancy kind).   They can overhear conversation with the caravan guy outside and the resident, where the resident is mentioning that no one's come back with artifacts or trinkets yet. It was just Flame Cycle, the only person foolish enough to be outside of the warmth of town is Teodor. The caravan merchant was really hoping for trinkets, since they are "out of season", he wanted to start selling early for more profit, before peak season (specifically for western Isfeljor artifacts).   Players can arrange going with the caravan over the road path to Lyston. The caravan will pay them for their protective services, so long as they keep it on the down-low, unless Kallista is able to finagle permissions for an official "guard" duty, as to not get in trouble with The Laborers law.   Road path will feature a feeling of being watched. That night, they are attacked by mama wolf and her injured cub. But even afterward, they still get the feeling of being watched. This feeling from Hearty tracking them from a distance (what spell is that?). The next day maybe around noon (they should either have just reached the top of the pass, or started on their trek across it), a rift opens, water (so what nearby properties, what does the rift itself look like, what would it look like if someone went through?). A demon/fiend/fey, whichever is going to best fit the water theme, comes through. Would Kallista recognize what that was?   They need to close the rift. This time, dispelling the adversary doesn't do it. This rift is unnatural. They need to either cast Nature magic around it, or... go into it I guess. It will eventually disperse, but that could be a while, and who knows what else could come through? If they go into the rift, Holg will start to be revealed the secrets to magic from the other world; manipulation of time to reverse the insanity. Kallista will feel the effects of being in the rift far less.

Relations

Allies

Riddle Søkere Tilde Vincent

Neutrals/Bystanders

Active Page (Page) Riddle's Husband, who runs the inn Wilfer, old male human, owner of the general store

Backdrops

Encounters

Mama winter wolf and her very injured cub.
Protagonists
  • Kilith
  • Atani
  • Sil'Ferrous
  • Holg
  • Kallista
Plot type
Main Story
Related Locations
Key Items
Date
Flora Cycle Day 2


Cover image: by holyflpncows

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