>>6300385The journey is absurdly easy for you. You nimbly avoid rotten ice, hidden logs and swerve to avoid nesting ice snakes. The others try to follow, knowing the path picked by you represents the safest way. Yet this diligent work is extremely difficult as the snow begins falling. The stinging cold wind has made each small flake a little bullet of pain to exposed skin.
How many in the party are following now? The snow makes it hard to discern who is who and how many. It is unfortunate the horns of Tarn only detects dangers.
Wait, what is this? There's something a field away to your left. It is a single large creature, and it is chasing after something.
Likely one of the sledges and the runner assigned to it. The snow is blinding and the wind steals away sound. You try shouting to gain the attention of your passengers but they are deaf and blind too.
What should you do? You don't know where the other runners are and they're too spread out to mark them until the next stop.
<span class="mu-r">You have 45 points</span>
>Trust that the unknown sledge and runner can outrun the beast... *roll 1d20*>Head towards the danger, Minos will realize there's a beast... though it will anger the warrior that you directly put Lady Aurelia in danger... *roll 3d20*>Use 4 points to throw up the banner of Tarn. This will show the runners your location, ease the strain of marking your location and let them spend their blessings on other things...>Use 10 points to boost the speed of your fellow runners, it'll exhaust them but everyone will outrun the beast!...>Use 10 points to boost the endurance of your fellow runners, they won't stop and outlast the beast!...>Use 3 points to find Flamekeeper Theo and shout orders at him, use the sacred flames to drive off the beast. He must be capable of at least that...>Use 3 points to enhance your voice and give warning of the beast chasing the party...