[GM Arcadius Blue] On The Fourth Day, We Kill Them All (Inactive)

Game Master B S 207

Listen now to a song of the North Wind. Hearken to a story of mystery, of honor amidst deceptions, of feud and betrayal and nightmarish horrors, and of those long forgotten rising to walk beneath the icy stars.
Listen now to a Tale of the North.

“On the Fourth Day, We Kill Them All” is a Northlands adventure for four to six 3rd-level PCs.

IronDesk's List'O'Loot


Arctic Gear Identified:
talisman: Alzig, meaning elk. Neck slot. Gain +1 insight to initiative.

Oil of hero's steel: Applied to 1 melee weapon, lasts 7 minutes. Brandish weapon as a swift action to gain +4 item bonus to Intimidate. Creatures you strike in melee with less HD than you are panicked for 5d6 rounds. Will DC 14 negates, and it is a mind-affecting fear effect.

Potion of chill heart: Lasts 1 minute. Gain a +4 profane bonus on saves against spells & effects that generate emotions, but morale bonuses are also suppressed for the duration.

Potion of goat hoof's charm: Lasts 1 minute. Climb slopes and inclines at 1/2 speed without penalty. Normal is 1/4 speed. Retain Dex bonus to AC while climbing such surfaces, and gain +2 insight on checks to catch yourself after falling, and on Acrobatics to move along narrow surfaces.

Potion of snowblind stare: Lasts 3 rounds. Gain a gaze attack that inflicts snow blindness, Fort DC 13 negates. First failed throw inflicts light sensitivity, as universal monster rules. Second failed throw instead causes -4 to Perception, vision ranges cut by 1/3, and all targets have concealment. Heals from second effect to first, or from first to cured, by spending 1d3 days outside of bright light each time. Regeneration or heal also repairs the damage.

Potion of spellforged sinews III: Gain a +6 enhancement bonus to Strength until then end of your next turn.

Potion of wolfsong: You let out a howl that can be heard up to 5 miles away when outdoors, carrying a message of up to nine words. Wolf-like creatures understand these words, as well as one creature you specify when drinking.

Updated:
talisman: Berkanan, meaning Birch. Neck slot. Gain +1 to Diplomacy checks and Craft checks with wood as the material.

Mountaineer's Staff: Holds 5 charges currently. CL 11th. Never damaged by a fall, and allows use of the following spells:

  • deep breath (see below)
  • endure elements
  • feather fall
  • jump
  • spider climb (2 charges)
  • secure shelter (3 charges)

    talisman: Tēwaz, meaning Fearlessness. Neck slot. Gain +1 to saves versus fear effects.

  • Deep Breath:
    Deep Breath
    School transmutation; Level alchemist 1, cleric/oracle 1, druid 1, sorcerer/wizard 1
    Casting Time 1 standard action
    Components V
    Range touch
    Target living creatures touched
    Duration 2 hours/level; see text
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
    Targets can breathe normally at high altitudes, suffering no ill effects. Although the death zone still affects them (25,000+ ft.), the spell provides a +4 circumstance bonus to resist its effects. The duration is divided evenly among all creatures touched.

    Creatures already affected by altitude sickness recover after an hour of exposure to this spell, but must make checks as normal once it wears off.