Whiteout!

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Whiteout!

Postby Rosemadder » Fri Jan 07, 2011 8:53 am

Those with mercantile contacts or government contacts may hear news from up north of terrible blizzards, a general worry over the severity of the winter in the North and its surroundings which has been creeping south.

The rumors are that entire hamlets have been left in ruins, the inhabitants bodies presumably eaten by wild animals after, or worse...

The rumors are that even the larger cities North of Waterdeep have struggled against storms of this magnitude and that trade has been adversely affected; Maybe no new shipments are coming.
Maybe what the merchants have, is all there will be, for awhile. Food too.

The rumors are, as they grow and spread across Waterdeep, since what true knowledge behind them is supposed to be utterly top secret, that no one can see into the storms, and no one can stop them...

***************************
What is clear fact is this:
The temperature in Waterdeep-- and over the waters surrounding it-- drop. Significantly over the next 2 days. A lot.
Heavy clouds gather closer to the city. And with the combination of winds, snowstorms, and blizzards of surprising strength raging nearby, flight away from Waterdeep begins to become a highly, highly risky proposition. (100 miles away limit with extreme danger. 50 miles with danger. 25 miles is safe.)

Today is cold, with a heavy chance of Ominous. More to come.
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Re: Whiteout!

Postby Jiriki » Fri Jan 07, 2011 1:18 pm

The sun rising across the horizon brought clouds that hung heavy and loaded. But it also brought horrible terrible news of great worry for the riders up in the Aerie. A flight of four young riders and their captain flew out on their normal patrol, hitting the winds and have not since returned. Following their passage in the air to investigate they have since not been found. Caravans are being contacted by trainee riders on the ground at the northern gates to the city for information.

They were on the northern run, edging out on their normal patrol route and are now currently twelve hours overdue. Experienced riders are now the only one's allowed in to the air for the patrols.

Over the city more and more of the airborne cavalry can be seen taking to air to the point where it’s pretty evident to anyone in the city on the ground that something is most assuredly afoot.
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Re: Whiteout!

Postby Rosemadder » Fri Jan 07, 2011 3:36 pm

Twenty degree drop overnight. More to come. However, another rumor is that a circle of warmer weather, some say a hundred feet wide and some say more like 500 feet wide, is said to be moving across the city.


(40 F in 420 foot circle, centered around FIOS! for 21 hrs!)
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Re: Whiteout!

Postby Jiriki » Sat Jan 08, 2011 12:27 pm

(NOTE) A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
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Re: Whiteout!

Postby Jiriki » Sun Jan 09, 2011 3:03 am

As the temperature remains cold in the skies (apart from that mysterious column of warm air) and then begins to plummet even further, the evidence of even the semi-impervious Griffon Cavalry having trouble is becoming more apparent. The rotation of flights is going quicker. Riders that were retired and had experience are finding themselves with visits from their former superiors in an attempt to get that added bonus of age in the air. Training has been kept only to the mount itself and is in shorter bursts to keep the riders and magical creatures from freezing.

As for the patrols themselves, the time those riders are in the air seems to be kept to a strict guideline. No more than an hour in the air, then back in to warm up for a while before flying out again. The riders that have been seen around the city are sombre and grim faced. Keeping their own counsel, they try to respond with a quick smile and pleasant word but with some of their own still missing in this awful weather, even those wanting to drink are leaving five empty places at their tables. A small tot of Zzar sitting in front of any of the chairs and a curt word to any that tries to sit in one of those seats.


Meanwhile, those younger newer riders that are kept out of the skies and cannot train so much are offering their services to other military groups of the city like the watch.
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Re: Whiteout!

Postby Rosemadder » Sun Jan 09, 2011 8:35 am

From the Lord of Waterdeep, the order is given that the WOMPS SHALLLL do what is neccesary to determine if the coming storm is of natural or unnatural origins; if unnatural, orders come for the threat to be neutralized, and if the storm IS truly natural, those mages and rangers and druids connected with the city's defenses may be able to keep the roads open to the North.
Maybe.


In addition, further instruction are given to hire as neccessary mercenaries sufficient to combat both internal and external threats, natural or unnatural. These include:
1. Fighting whatever tries to dig its way up from the underground of Waterdeep.
2. Sorties to check on the surrounding highways and roads North for persons fleeing for the safety of Waterdeep's walls, before they are overtaken
3. Groups of mercenaries to protect a large number of woodcutters while they make a run on the nearest wood supply (Ardeep most likely!) for enough wood to survive the coming freeze for as long as it may last
4. Various magic users with the ability to Teleport to find the course of the storm's passing, find what villages and hamlets were hit and find out what happened in the storm's wake, and what might have been IN the storm itself.

The orders go out; in addition, the various armed forces continue with plans to protect the city from the multiple attacks from evil within...
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Re: Whiteout!

Postby Talinor » Sun Jan 09, 2011 11:03 am

Early in the morning...after the orders from the Lords has spread out, a large man makes his way out of the city....

He runs until out of sight of the city.. where after a few words to the spirit of the great hunter..his form shifts to that of a wolf and he runs faster toward Ardeep.

He had several blessing of the spirits to help him.. and even more important to him knowledge.

He went to tell the archdruid of his circle what the waterhavians were planning and to seek advice. He knew the signs of the sky, and what they told him, but too many of the herdlanders worried that it was unnatural. The archdruid would know.

He would suggest that the circle prepare, and collect and offer, simple wood gathered from the fallen or dying trees where it would make sense, and put them at the edges for the incoming woodcutters. A few woodcutters was part of the nature of things... if there were many coming. Rauvin was concerned about the fall out of battle between the circle and those sent... and not for the circle.

And if the archdruid had some sort of message to the waterhavians.. he wasn't the best at howling.. but he knew those in the herdlander great village who was... or could at least be known enough to deliver a message. Even if it meant revealing his link to the great druid circle of ardeep....
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Re: Whiteout!

Postby Rosemadder » Sun Jan 09, 2011 7:53 pm

The Archdruid is busy when Rauvin first arrives, he and many of the others working great magics to bolster Ardeep's health against the sort of severity which might come. Hours later, the bear man succeeds in convincing the Circle to provide wood at the edge of Ardeep; they do not compromise, however, on more than the alloted woodcutters allowed into the forest.

The Balance of the Forest must be maintained.

As to the nature of the storm, the Archdruid just looks at Rauvin and tells him that druids have been sent out to see, and when it is determined, action will be taken concerning the weather IF it has no unnatural origin. However-- he says utterly nothing about protecting Waterdeep.

Other people do that. Waterdeep is not the Forest.

Rauvin is sent back to the City with information concerning the availability of lumber, and instructions to try to make the city dwellers accept the limitation, to avoid unneccesary bloodshed in an already difficult time.
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Re: Whiteout!

Postby Talinor » Sun Jan 09, 2011 8:00 pm

*The large man waited patiently until the archdruid saw him, and he was well pleased to have had as much time as he got with him.

He never expected the circle to care about waterdeep... it was not their territory. but to have an answer to give to the chief's of the herdlander great village, and avoid great warfare... it was good.

That the circle had already sent out people to investigate the storm front coming.. Rauvin should have known better... of course the great archdruid did.

With his recommitment to the circle, and word that if they needed him, they of course knew how to reach him. He hurried back to waterdeep.. with the word of those of Ardeep..

and to find others known to the druid circle within the city.. it was time to spread the word*

((rangers, druids.. I'm looking for you! give me a ping. Thanks. Joe))
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Re: Whiteout!

Postby Rosemadder » Tue Jan 11, 2011 9:44 am

The storm front moves closer; the City has enough to do already with the continued hunting of Gnolls and Hyenas within, the exploration of the threats and rumors of 'war' and more; What it doesn't need is a frozen populace.

A group of powerful weatherworkers, with anyone magical and known as helpful to the authorities welcome to assist, move to the ramparts of the city, and across it, setting forth magical protection against the worst of the weather; most of the city will stay 'thawing' in the mid 30s.

(This makes the hidden attackers INSIDE the city quite happy too, mind)

Those who wish to move OUTSIDE the city, now..they will be wanting serious protection.

And the first snows finally hit, layering the countryside with white and concealing what else might be seen. Like refugees, and predators desperate to get one last big meal in before they too must take shelter.
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Re: Whiteout!

Postby Rosemadder » Sat Jan 15, 2011 11:05 am

Through the night, Waterdeep slept as peacefully as it usually does (HAH!) while outside its borders, a blizzard of growing strength raged; refugees from the outlying farms and small hamlets and such had different experiences and many are missing still.

What pressures had driven the storm to such size and strength though, are gone. Shattered on a field a hundred miles away, roasted and then whipped away by all new winds.

By Dawn, the skies in the region are a preternatural blue again, leaving the ground blanketed in over 3' of snow, leaving whole sections of forests of trees in its wake exploded by internal ice damage and worse. Layered under the snow are multiple corpses of those creatures unlucky enough to be without proper shelter; predators have food in plenty.

The Griffons can fly again, and they or other scrying magics can search out that certain valley to the east of the Long Road, and the death waiting inside it, the scattered remains of many camps, the bodies, the bodies and the bodies flung in many directions and impaled in places on tops of tree branches.

The path of multiple small tornadoes lead away from the valley; ONE HUGE twister had apparently torn the hell out of the center, then disappated after a few miles of destruction.

Of the near 700 combatants gathered and hidden in the Storm's Eye, ,many fewer remain....
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Re: Whiteout!

Postby Jiriki » Sat Jan 15, 2011 11:10 am

And so while most of the patrols head out to manage three things:

Survey the bodies of those on the battle-field.
Survey damage to out laying farms and areas
Martial survivors into bands that may be able to get to the city.

Another group prepare to head out looking for the lost patrol.

They ask for volunteers as if the patrol is grounded it will need assistance to return to the city. A posting is put up the main places of the city looking for people to make their marks.
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