Cloak of the mistpine sage: Wilshape into an owl as a druid of equal level.
Party's unusual loot:
June's waterlily: Work like a potion of restoration Rainbow spider potion x5: +10 against emotion based spells and effects
greater heroism and good hope as the spells
Duration: 5 minutes
Potential ingredients for magic creation:
Pieces of defeated enemies can be used to enchant/create magic items. The party have defeated the following creatures
- An giant owl with ice powers (used)
- A quasit and a shadow demon (used)
- A winterwolf (used)
- Horn from a (modified) tentacled horror
- Parts from Ice golems.
NPC Cast:
people of Aldwall
Mithakilis: Male-Halfling. Ruler of Aldwall. Friend of Vendrick.
Liro: Female-Human. Owner of the Riverside inn. Friend of Desmond.
Mirelle: She is a mystic theurge of renown cowardice
Kiddu and Lilly: Homeless childs. Friends of Desmond
Sven's team: Composed by caring Maya, Impulsive Will, and quiet and insightful Sin.
Amra: Sven inmediate superior in the chain of command.
Goblins
Vraljyiya: Female-Goblin. Mumbler of curses.
Ashorgal Manyblades: First king of Tuskkeep. Apparently of incredible badassitude.
Kayiqard Manyblades: Younger brother of Ashorgal. Fratricidal. Killed by the judgement of Tuskkeep Royal crown.
Fizb Manyblades: Older brother of Ashorgal. Dead 20 years ago. He is now a ghost bonded to room of Tuskkeep castle.
Zeedald Pepperclamp: Male-Goblin. Formber goblin ambassador in Aldwall. Temporary ruler of Tuskkeep.
The Toothless: Described to you as "the oldest goblin. So far She is an enigmatic figure of power in the tundra clans. Apparently, in the past she has partially predicted two of your movements.
Ambervale locations:
Peaks of death and despair: Lots of volcanoes, poisonous smokes, some few red dragons and demons roams...the surface. Not much reports of what is below, the communication with the dwarfs of there was lost more than 20 years ago.
bitterblood swamp: Marsh goblins and Lizardfolks constantly at war. Two years ago an adventuring party killed black wyrm there, quite a success. An actual standard place for adventurers.
Whispering forest: The standard forest filled with undeads. The bodies there sooner or later are reanimated as some kind of undead, and sometime adventurers go crazy saying the forest is telling them stories. When the undead population is growing Aldwall pays for every undead destroyed, standard stuff.
Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision
"Well lead on then Rangers! I shall support thee. Do your rangering thing. Id rather save my magics for emergencies rather than waste it imitating your masterful expertises." Vendrick says, thinly veiling his lack of tracking magic.
After 40 minutes you find their encampment. Seems they were there for a day or so. You find a different smell, more soft and sweet, like perfume, it contrast with all the filthiness.
The trail have been weakened by a rain but Sven is able to follow it, after a couple of hours...you still have way more road ahead. The trail go north, , pointing to the snowy peaks. That will take at least a day to reach.
"How urgent was it that we get back to Aldwall with Vraljyiya? I would like to at least follow this trail so I know where they are before turning back, if we have the time. Can we spare a day?"
"I'm planning for just recon for now. Find out where the place is before the trail goes cold, and then head back to Aldwall and come back with reinforcements. Desmond, if no one else."
Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision
"Ah I see. So what are you? Some kind of Wereboar? You have remarkable control over yourself. An inborn talent perhaps? It is reminiscent of druidic shaping."
"Close. My grandfather was a wereboar. My father inherited the curse, but only passed down part of it to me. I transform only partially. You should have seen my dad when he got angry. It was terrifying, the first few times I saw it."
After Walking for hours, the acute sense of Sven tell him that you have left the territory controlled by Alwall. Goblins, trolls, ogres and other things can be detected by the smell, Impossible to tell how many of them.
Another Survival for cherry picking the trail you are looking for.
Ok. But Once you start to ascend in the snowy mountains 20 is not enough. Anyways, you follow the trail. The climate start getting colder, way colder in fact. Vendrick realize the change is too abrupt to be natural, but Sven can testify that in the vale coexist several unusual systems, like cold forest next to a swamp.
You need to roll to keep following the trail, but in the meantime you both witness a battle of two goblinoid clans. There are like 200 goblins involved, and the combat ends when a huge blue and white worm emerge from the snow and start eating goblin after goblin forcing the clans to run for their lives.
You also would need some stealth checks after this point.
How many Stealth checks? Also, keep in mind the snow doesn't (per the Scent description) affect my Survival. The only factor that matters is number of hours, and strength of scent (something as smelly as an Ogre could potentially even give me a BONUS).
The description of scent is rather vague "The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail", But taking into account you need a day to reach the mountain, the DC have increased beyond Sven capabilities
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
There's another description, that starts it at DC 10, +2 per hour. But the existence of a battlefield makes the point moot. If not, I coud use the regular Survival skill easily enough (DC 10 for soft ground, -3 DC for tracking 9 people, -1 for there being 2 Ogres in the group, +1 for 24 hours passing, and +10 for fresh snow (?) for a DC of 17 were it not for that.
I should apply a big circumstance penalty due to the fact that hundreds of other creatures transit for that place, but I feel lazy today.
The trails seems to pass through the huge white worm territory toward where the goblins are running away. About the stealth check, I suppose you could roll just once, but taking into account the sheer number of goblins and other things that live there, if you walk in an open space and unless you have a good tactic or something to be really stealthy you will be spotted sooner or later.
Sven find the end of the ogre trail. It end in an open space, apparently the goblin tribe have moved. It is easy to follow the trail of the tribe, but it seems there will be a serious snowfall soon and the tribe seems to move further into the cold north. What do you do?
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
"So a myconid walks into a bar. The bartender says, 'I'm sorry, but we don't serve your kind here.' The myconid replies, 'Why not? I'm a fun guy!'"
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
Sure, what's the point of splitting the party if both parts aren't in danger? :p