"Sorry, Declan. I didn't know that was your intention. I prefer hot women rader than cold women. But it seems we are different."
Fort vs cold + Outfit: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21
Survival aid + Haltani' help: 1d20 + 0 + 4 ⇒ (9) + 0 + 4 = 13
All damage is nonlethal and cannot be healed until you warm up.
It requires some help, but Slamu eventually finds some rugged hills where the ground becomes hard and icy. An enormous rocky mound protrudes from the ground, covered in ice and snow. On the northeast side of the mound, thick walls of ice cascade down the side of the hill like a miniature glacier. Two shapeless stone monoliths stand near the base of the mound.
Getting through the ice is your next obstacle.
Shivering Theophilus spits out, Lets go ahead and use that clay on the wall. I'll stay here and, uh, make sure it goes ok
If able to stay there long enough to get warm, Theo will break out his wand of cure light wounds to get back up to full.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Oh, I totally forgot about the clay.
"Jawesome idea Theo! On second thought, why don't we all keep an eye on it", Big Slamu offers helpfully.
I don't think I've bought a wand yet. Can Slamu get a tap off the wand too?
"Well, fellows. We can rest for a moment to recover. But, not for a long time. I guess when night comes this weather could be lethal. We best keep moving as soon as possible."
This reduces the amount of clay necessary to melt the ice, allowing the rest to be used for warming up. Everybody is now warm enough to heal and does not need to make Fort saves.
The clay produces enough heat to warm three people. One person is still left in the cold, and has to make another Fortitude save.
"Damn you, freezing cold. I know you are working, but it is best for us to do it fast. I won't endure this cold weather for so long."
Fort vs cold + Outfit: 1d20 + 4 + 5 ⇒ (9) + 4 + 5 = 18
Everybody other than Baphos is able to heal up before this encounter.
Shivering, Baphos suffers frostbite while watching his allies huddle around the melting ice. However, just you finish melting a path through the ice, a large wolf jumps out of the snow and laughs before speaking, "Did you know that your companion is the jadwiga Uliyara, niece to Baroness Urgalaena of Saarbotten? Obviously not! She has deceived you, and who knows what harm might have befallen you because of her betrayal, had I not appeared. Surrender her to me, and continue your exploration in safety."
I have no idea what half of those words are. I know what a baroness is. Deceived too, I guess.
All that aside, I can't say I know what 'surrendering' someone to a talking wolf looks like. Can't say I like the idea either.
"Good wolf, I don't think so. We won't surrender her to no one, and we will continue our exploration in safety. Have a nice day."
Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16 Trying to calm the wolf. Baphos smiles at the wolf.
Initiative (Theophilus): 1d20 + 6 ⇒ (20) + 6 = 26
Initiative (Baphos): 1d20 + 6 ⇒ (6) + 6 = 12
Initiative (Slamu): 1d20 ⇒ 6
Initiative (GM): 1d20 + 7 ⇒ (4) + 7 = 11
- Theophilus -
- Declan -
- Baphos - 6 nonlethal
- Rigrory -
- Slamu -
The wolf leaps to attack as soon as he realizes you won't turn over the jadwiga.
Everybody except Slamu is up.
Theophilus dashes to the side and spins around to face Rigrory as a vial of Alchemist's Fire whips towards the wolf from the telekinetic's belt.
Loosened Strand Telekinetic Blast v. Touch: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Fire Damage: 1d6 + 1 ⇒ (6) + 1 = 7
- Rigrory - on fire
- Slamu - 5 damage?, guidance
- ---Round 2---
- Theophilus -
- Declan -
- Baphos - 5 damage?, 6 nonlethal
Theophilus' alchemist fire splashes all over the the clean, white fur, creating a nauseous smell. While Declan hastily draws his bow and shoots an errant arrow several feet above the target, and Baphos offers some divine assistance to Slamu.
Rigrory sidesteps and then breathes a frozen cloud of air at several of you.
Everybody is up.
@Baphos and Slamu: Reflex save for half damage.
Theophilus steps forward, concentrates, and a heavy stone slams into the the burning wolf's flank.
Telekinetic Blast: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Bludgeoning: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Fire Damage: 1d6 ⇒ 3
Reflex (guidance): 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Not sure what the DC is but I assume that fails.
Big Slamu eats the brunt of the freezing breath. He brushes off the bits of frost and steps forward to slam the hostile worg with both of his meaty fists.
Punch: 1d20 + 3 ⇒ (20) + 3 = 23
Nonlethal Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Confirming: 1d20 + 3 ⇒ (5) + 3 = 8
Extra Nonlethal Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Punch: 1d20 + 3 ⇒ (15) + 3 = 18
Nonlethal Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Combat over, but still need a Reflex save from Baphos.
Baphos - 5 damage?, 6 nonlethal
Slamu takes the cold blast right in the face, but returns better than he got with a quick left-right combination. Theophilus wills a stone to fly fast into the wolf's side, audibly cracking multiple ribs. Combined with the lingering fire, the damage is just too much to take, and the wolf falls over unconscious.
After healing up, you enter the melted tunnel and see . . . intricate gilded stonework adorns the entrance, and a complex marble mosaic paves the floor. Arrow slits flank the north and south sides of the hall, but the north side has collapsed and is choked with rubble. On the eastern end, two 10-foot-tall marble statues of armored dwarves flank a fresco depicting an opulent throne room. The faces of the statues have been broken off.
Ice covers the floor. Characters must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by 5. Note: this is a different effect than difficult terrain.
Theophilus's CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
Big Slamu takes a wide stance and slowly works his way across the icy terrain. "Careful! This ice is mighty slipper", he warns.
I don't know if there's a map we need to navigate by. Have we passed any doors or passages? Does anybody want to check out the faceless statues? If not I suppose we keep moving forward.
Baphos casts detect magic over the statues before to get closer. If the statues don't have magic on them, he comes closer and waits to see the reaction of the group.
If the statues aren't magical, Baphos studies them.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Nobody finds anything magical or interesting about the statues, but Slamu discovers a secret door in the west wall. Inside is an abandoned, caved in armory. The only item of interest or value is an ivory-handled heavy crossbow and a heavy steel shield, both of expert craftsmanship. And lots of broken wood shelves.
Baphos can use the crossbow, he is interested in it. How many projectiles does it have?
Baphos casts detect magic on the crossbow and the shield, just in case.
@Baphos: no ammunition, just the weapon.
Eventually, you move down the east hallway and find thousands of icicles covering the ceiling of this cylindrical chamber. The outside edge forms a perfect circular curve, cutting into stone without mark of chisel or tool, impossibly smooth. Only places where ice flows over the stone, or where the structures have collapsed, mar the perfect precision of the cylinder. The remains of workshops and living spaces, still furnished, pea through holes in the cylindrical void. At the southern and western edges of the cavern, large portions of the stone and ice have collapsed, cutting into the immense void with piles of rubble.
The map isn’t even close to scale. This sphere is HUGE.
What the hell happened here? It's like someone took a huge scoop of ice cave and walked off with it... Oh hey! Now that a wolf isn't trying to freeze-eat us, are you some kind of jaddlewig baroness? I didn't catch the details, but I'm assuming talking wolves don't just hunt guides for sport even in Irrisen.
"Let's try these doors before going into the circle." Declan then moves to the northern door and investigates it before trying to open it.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Disable Device: 1d20 + 13 ⇒ (14) + 13 = 27
Baphos follows Declan in silence, but looking at Haltani, he is curious about her answer.
Sense motive on Haltani and her answer: 1d20 + 5 ⇒ (9) + 5 = 14
Haltani removes her hat, and her appearance instantly changes to that of a regal blonde. "My mother, Baroness Nadya of Dalun, sent me to Whiterook as a trade envoy. But we were attacked just before reaching the settlement. My entire party was murdered, and I only survived by disguising my appearance and fleeing."
"When you met me, I was searching for a safe means of returning home. Though I have come to trust you now, at the time I had no reason to risk my safety by revealing my true identity."
Baphos doesn't sense any deception, and Declan doesn't sense any traps, or even locks, on any of the three doors. After a few minutes of exploration and searching, you find nothing but ice and ruin behind two of them, and prepare to open the third.
Please position yourselves and Haltani around the remaining door. We'll open it tomorrow.