Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 83/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

IIngrit attended to the others overnight to double the healing rate. Pretty sure I posted that earlier


Defense Spurhorn 5

The heal rates I stated took that into account. The hunter is 1st level, so he recovers 2. Domitian is 2nd level so he recovers 4. Level up will happen when you all get to Waldsby.


female Human (Ulfen) Ranger 3
Ingrit wrote:
Ingrit gives Damiano a withering glare. "First of all, yes I meant follow her to see what she does. And second, if we die here because of something stupid before we do what we need to, Heldren and possibly everything south of it will eventually be buried under unnatural winter, so forgive me for putting the wellbeing of thousands first." she says icily before storming off angrily, muttering in Skald about wool headed city folk.

After Ingrit calms down, Nadya asks, "Where is this Heldren village you speak of and what did you mean by it being covered by 'unnatural winter'?" She sounds concerned and more than a little confused and afraid.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 83/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Turning to Nadya, Ingrit sighs before explaining in Skald. "You are risking a lot to help us, so you deserve the whole story. Heldren is far to the south, as in well beyond Irrisen's southern border. And Winter witch opened some sort of....portal that let the freezing winter and winter fey loose on lands completely unprepared for anything like it. In trying to find out the source, we beat the monsters set loose and found the portal, but it can only be closed from this side."

She pauses for a moment, looking Nadya in the eyes."I know going against the witches is terrifying and we're asking a lot of you just helping us this much. I know that fear better than you could possibly imagine. But if we don't close that portal, the power of winter and the creatures of Irrisen will continue to overrun the town ando just keep spreading. You said you held out hope for Baba Yaga or one of her riders to come. The Black Rider tasked us to find her."


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

"All she says is true," adds Domitian. "It was why we were so reluctant to share our story, because we risk much by being here."

He also addresses the issue of their visitor. "If we can follow undetected, it might make sense. But I'm not really the sneaky type. Thoughts?"

I'm at the airport, mostly back and trying to catch up.

-Posted with Wayfinder


female Human (Ulfen) Ranger 3

"Speed may be our best protector. Once in Waldsby, you can be hidden. The queen has many spies. Let's break camp and make haste. We should be able to make the village in a few hours."

The hunters and Nadya drive the dogsleds and the people on snowshoes follow fairly close. Nadya explains they have white tarps they can haul out to hide beneath should they want to avoid being seen.

Once underway, they find the snow covered road and begin to see wisps of smoke from chimneys in the village ahead. But before they can reach the village, the raucous cries of ravens can be heard approaching.

"Quick! The queen uses ravens as spies. Under the tarps!" Nadya says only as loudly as needed to be heard. The hunters and Nadya draw out large white cloth sheets and arrange them over the dogsleds and then hold the tarps and gesture for the strangers to take cover underneath.

Role play as desired, but include a stealth check to represent how well you each can hide yourselves before the ravens fly over. Add a +5 for the tarp.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 83/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

With a silent nod, Ingrit immediately begins to help with drawing the tarps over, signaling her companions to follow as she effortlessly seems to vanish into the snow under the cover provided, her breathing slow and shallow so as not to generate even a telltale mist. Even as she does, she nocks an arrow to her bowstring.

Stealth: 1d20 + 9 + 5 ⇒ (19) + 9 + 5 = 33

arctic ninja


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Damiano surprises even himself by finding an hollow under the tarps where he can hide


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Stealth: 1d20 + 9 ⇒ (1) + 9 = 10

Ugh.

Khristov runs toward the tarp, slipping quickly on the ice and snow and scurrying slowly under the tarp.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Apparently brought home a cold with me from my trip; sorry for the delay.

Domitian was a lot better at fighting than he was at stealth. He bumbles toward the covers, weighed down by his armor. As he goes, he seems to awkwardly run into Khristov, slowing the archaeologist down.

Stealth, ACP, Tarp: 1d20 + 1 - 2 + 5 ⇒ (12) + 1 - 2 + 5 = 16


Defense Spurhorn 5

Spent most of Monday at a PFS game. I'll continue things this afternoon.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

1d20 + 10 + 5 ⇒ (14) + 10 + 5 = 29

Quick as he can, quick like his cat Fiske indeed, Erland and his familiar slip under the tarps and hide in the snow.


Defense Spurhorn 5

On the Table:
Eianar: Stealth, tarp: 1d20 + 0 + 5 ⇒ (19) + 0 + 5 = 24
Initiative
raven swarm: initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Damiano: Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
Domitian: Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Eianar: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Erland: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Ingrit: Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Khristov: Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Roll off
Raven swarm: 1d20 ⇒ 10
Erland: 1d20 ⇒ 15
NPCs
Nadya: Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Hunters: Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Swarm Damage: 1d6 ⇒ 6
DC 14 save to avoid being blinded when taking swarm damage
Domitian: Reflex: 1d20 + 4 ⇒ (10) + 4 = 14
Khristov: Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Distraction DC 14 Fort save to avoid the nauseated condition.
Domitian: Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
Khristov: Reflex: 1d20 + 0 ⇒ (1) + 0 = 1

As the sound of cawing ravens gets louder, Ingrit and Erland are first under the tarp. Damiano and Eianar are a little less graceful, but get out of view before the ravens fly overhead. Domitian and Khristov, however, are still in view and the ravens spot the group and they descend on the tarp and begin attacking the tarp and those not under it.

Those under the tarp are protected the first round but cannot attack the swarm unless they take a move action to get out from under the swarm moving half speed (regardless of whether he/she has snowshoes). I'm going to treat everyone's round 1 actions as trying to hide under the tarp, with the swarm getting an attack on those who fail the check and on the tarp.

The swarm settles on Domitian and Khristov, pecking and scratching 6 damage. Both adventurers manage to protect their eyes from damage. The distraction of the attacks also prevents either from doing anything but moving. They quickly peck the tarp to shreds.

See the Forest Trail 1 map.

Initiative Order and Round 1:

Ingrit 19
Hunters 16
Khristov 13
Domitian 10
Eianar 19
Erland 9
Damiano 7
Nadya 4
Raven Swarm (delayed to end of round)

Round 1
Ingrit (stealth to hide)
Hunters (stealth to hide)
Khristov (6 lethal, nauseated)(stealth to hide)
Domitian (6 lethal, nauseated)(stealth to hide)
Eianar (stealth to hide)
Erland (stealth to hide)
Damiano (stealth to hide)
Nadya (stealth to hide)
Raven Swarm (Delay, attack, 6 swarm damage)

Round 2
Ingrit
Hunters
Khristov
(6 lethal, nauseated)
Domitian (6 lethal, nauseated)
Eianar
Erland
Damiano
Nadya

Raven Swarm

Unless you need to see the result of someone's actions ahead of you in initiative, post as you are able. Khristov and Domitian are limited to a single move action due to the nauseated condition inflicted on them by the swarm.

If you are not familiar with the rules for fighting swarms, see this link. Ravens are tiny animals for the purposes of DR. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. If casting spells, note the restrictions on what can affect the swarm. Anyone in the swarm's area takes damage on the swarms turn. Those damaged by the swarm must make a save to avoid being blinded and another save to avoid the nauseated condition.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 83/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"Dom, Kristov roll in the snow if you need to!" Ingrit calls out hurling a flask of alchemists fire into the midst of the swarm.

Ranged touch: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Fire: 1d6 ⇒ 3
1 fire splash damage


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 83/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Forgot to add 1 to attack and damage for PBS


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Moving away from the tarpaulin and the ravens, Eianar retrieves a flask of alchemists fire from his backpack. Dese, more spies, damn witches.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

"Get 'em off me, gah!" Waving his arms around him to swat away at ravens as he moves, Domitian manages to do little more than stumble out of the flock of birds. Moved 15 feet. Current HP is 11/21 I believe.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

As Eianar moves he beckons, Domitian towards him. "ere Dom, comes 'ere."


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Wagh! Gah! Aaaaaghhh!!!

Khristov runs as fast as he can straight away from the swarm.


Defense Spurhorn 5

On the Table:

Hunter 1: Sword: 1d20 + 3 ⇒ (3) + 3 = 6
Hunter 2: spear: 1d20 + 3 ⇒ (11) + 3 = 14
Piercing Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Half Damage: 2
Hunter 3: spear: 1d20 + 3 ⇒ (10) + 3 = 13
Hunter 4: spear: 1d20 + 3 ⇒ (12) + 3 = 15
Piercing Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Half Damage: 2
Nadya: bow, cover: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
damage: 1d8 + 1 ⇒ (6) + 1 = 7
Half Damage: 3

Ingrit tosses a flask of alchemist's fire into the thick of the swarm. It blooms like a fire-red rose in the snow and kills a number of the ravens while also singeing Domitian and Khristov 4 to swarm, 1 to Khristov and Domitian. The hunters attack the birds as best they can with long swords and their spears, killing a few more birds 4 damage. Nadya fires an arrow into the mass of birds and skewers a couple 3 damage.

Previous Round(s):
Round 1
Ingrit (stealth to hide)
Hunters (stealth to hide)
Khristov (7 lethal, nauseated)(stealth to hide)
Domitian (7 lethal, nauseated)(stealth to hide)
Eianar (stealth to hide)
Erland (stealth to hide)
Damiano (stealth to hide)
Nadya (stealth to hide)
Raven Swarm (11 lethal)(Delay, attack, 6 swarm damage)

Round 2
Ingrit (ranged, hit, 4 to swarm, 1 to Hunter 1, Khristov, and Domitian)
Hunters (melee, 2 hit, 4 to swarm)
Khristov (7 lethal, nauseated)(moves)
Domitian (7 lethal, nauseated) (moves)
Eianar (moves, draws flask)
Erland
Damiano

Nadya (ranged, hits, 3 to swarm)
Raven Swarm (11 lethal)

Erland and Damiano are up. Only a few more points of damage to the swarm will disperse it.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland follows up the fire flask with a pint of oil, hoping the few birds still burning will ignite it.

1d20 + 3 ⇒ (11) + 3 = 14 vs touch (possibly flat footed if it didn't see him hide)

1d100 ⇒ 31 chance to ignite (high is good for me)

Whether through dispersion of the creatures or lack of heat source, the oil fails to catch alight.

"Blast it! I must learn to get better with these things if we're going to succeed in the cold!"


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Damiano moves and cast burning hands
2d4 ⇒ (2, 3) = 5 DC 16 for half damage


Defense Spurhorn 5

On the Table:
DC 16
Raven Swarm: Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
Swarm takes 2 points damage.
Ignites oil, which does fire damage: 1d3 ⇒ 3

Erland throws some oil, hoping for it to ignite and burn more of the ravens but at first it fails to catch. But then Damiano applies a fan of flames on the swarm. Although the many of the birds fly out of the flames before they are harmed, the flames ignite the oil that Erland laid down and the burning oil finally drives the swarm to the air, dispersing in various directions, although all of those that survived made their way northwest, in the general direction of Waldsby and the White Tower of Nahazena.

Domitian and Khristov recover from their reaction to being in the swarm, Nadya urges everyone make haste to get to the village.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Domitian wipes away the blood from the pecking he's received. "So much for staying unnoticed. That was nasty. And as for you all, thank you for your help. I fear we have only brought danger to all of you."

Getting his wits back, Domitian picks up the pace onward to the village.


female Human (Ulfen) Ranger 3

"What you said earlier about the portal and the spread of winter into the rest of Golarian, it can only mean Nazehena is behind the infernal magic. The ravens that survived will report what they've seen and soldiers will be sent to find you. We must get you into hiding or at least into some clothes that do not give you away as foreign."

It does not take much longer to get to the village.

Waldsby is about the same size as Heldren. Map will be coming.

The arrival of the dogsleds draws out a variety of people who greet and welcome Nadya and the others. They immediately start asking about who the strangers are. Nadya points to the wounds on Domitian and Khristov and says, "There will be time for introductions later. We were attacked and these travelers need our help. They helped us when we were being attacked by a monster. They are my guests. Now come," she orders and the dogsleds head for one of the humble cabins that Nadya inhabits.

Inside the cabin are two boys (identical twins) and an old woman. "These are my sons, Orm and Mjoli, and this is Kashka. She looks after the boys when I have to travel. Kashka, we need to let these travelers rest and attend to their wounds. Would you make some supper for them. I'll help." She turns to the guests and says, "Make yourselves at home. I'll be right back."

Nadya leaves you and delivers the food she brought to the store houses on the other side of the village.


Defense Spurhorn 5

In Nadya's House, Perception DC 27:
You catch of glimpse of a tiny humanoid hiding behind some furniture or in a dark closet. He is only knee-high and looks like a hairy old man. Almost all you can see of him is his bushy beard.

If you make this roll, you may try a knowledge (nature) check.

Knowledge (nature) DC 13:
This is a Domovoi, a fey house spirit who helps with chores and is always on the lookout for danger to the household.

If you beat DC 18, pick one of the spoilers below. If you beat DC 23, pick two. Above DC 28, look at all.

DC 18, Spell-like Abilities:
Domovoi can cast spells like invisibility, lullaby, mage hand, mending, prestidigitation, reduce person, sleep and 1/week Augury.

DC 18, Defenses:
DR 5/cold iron, SR 14

DC 18, Special Abilities:
Telekinesis (as spell), usable at will, caster level 5, used to help with chores and as a defensive weapon, hurling objects at enemies.


Defense Spurhorn 5

Based on your initial pass through the village. Make one roll or the other, not both.

Perception or Intelligence DC 20:
You notice that there are many eerie similarities between Waldsby and Heldren. Both have similar street layout, both about the same proximity to a forest, a similar statue in the fountain.

Each time you go out, you can attempt this roll again at +5, if you've missed it the first time.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

That's a deadly DC27 perception roll! I'm not going to try it.

Perception in village: 1d20 + 5 ⇒ (14) + 5 = 19

Domitian bows in his most courtly fashion before the family, addressing the eldest first. "It is an honor to meet you, Kashka. And you two as well, Orm and Mjoli. I'm Domitian. I know, not a name from these parts, though my father is Ulfen, and hails from the Land of the Linnorm Kings. His name was Jorgen Olavsgaard." Dom speaks the name as if it should mean something, and only realizes afterwards that the frozen north was a big place, and Irrisen was a world unto itself. "I apologize for these unsightly wounds, but assure you I am fine."


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Perception: 1d20 + 7 ⇒ (14) + 7 = 21 Well it was a long shot.

In the Village: 1d20 + 7 ⇒ (2) + 7 = 9

Khristov is less diplomatic than Dom.

Khristov. I talk more when I'm not bleeding this much.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 83/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Couldn't make that on a Nat 20

Ingrit gratefully joins the others in the cabin, noting the warm reception Nadya receives. She goes down on one knee to greet the boys with a warrior's handshake each and a smile, before standing and greeting Kashka with a small bow. Skald:[B]"Thank you for your hospitality. May you always find food and shelter."[\B] she says, using words she hasn't in a long time.

Passing through the village
Perception: 1d20 + 5 ⇒ (6) + 5 = 11


Defense Spurhorn 5

On the Table:
Ingrit: Diplomacy: 1d20 ⇒ 7
Khristov: Diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16
Domitian: Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

Kashka smiles and welcomes you all, taking your cloaks and helping remove boots, and so on, placing wet clothing in front of the warm fire and then setting in to make supper for the large group. The children remain somewhat standoffish, as though not so sure about these strangers in their homes. They help Kashka with the cooking chores.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

"I can be of help, to you, Khristov, and the rest of the community. If anyone is injured or ill I am more than happy to take a look. Also, if you could direct me to someone who sells herbs or other I gredients, that would be great."

1d8 + 2 ⇒ (4) + 2 = 6 Healing Hex to Khristov


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

village intelligence: 1d20 + 5 ⇒ (17) + 5 = 22
Guys , is it just me or is Waldsby really similar to Heldren ?

Turning to Nadya
I am sorry but I have to ask. Do you trust your people that much ?
You said we had to stay inconspicious and yet I believe all your compatriots in Walsdby are now aware strangers have come to stay in your house. Would it not be better for us to move on as soon as we can ? I would not want to put your children in danger if someone collaborates with Nazehena.


female Human (Ulfen) Ranger 3

"I don't think any will report you to the Pale Tower or her guards, but everyone fears Nazhena and her anger, so you can't stay long. I will see what has happened while I was gone. I think you can stay long enough to replenish supplies and perhaps you can learn something that would help in your mission. But once you have done that, you should leave for our safety as well as your own."

Once she has delivered her supplies to the storehouse and returned, she reports, "Last week, a large group of soldiers from the Pale Tower came through town after searching the Hoarwood for someone. They don't know exactly who they were looking for but some have started to wonder if they were seeking you. More reason not to overstay your welcome. Soldiers don't come by every day, but if any of those ravens report to the Pale Tower, they may send some to question you."

She sets a bag down that is full of clothes and cloaks. "Find something you can wear from this set of clothes. You'll blend in. If you can speak Skald, it will help as well. No one hear speaks Taldan except me maybe Rusillka." The clothing is equivalent to traveler's outfits and cold weather gear you can swap out for your own outfit and cold weather gear.

"If you need supplies like rations, camping gear, and such, check Verana's Sundries first. Her shop is on the town square. You might see if our barber, Rusillka can adjust your hair and beards to look more like the locals. Her house is just on the other side of the square from here. I would steer clear of the White Weasel, unless yu are looking for magic scrolls, which Katrina collects and sometimes sells. The chapel priest of Pharasma might help you if you need healing or perhaps some holy water. Rolf can be trusted. There is a carpenter if you need anything repaired and there is the sawmill if you need a saw or an axe."

Take to the streets to explore the village if you want. If you want to learn rumors, spend the requisite amount of time visiting shops and talking to locals. Make a diplomacy check and a d4 roll to determine how much time it takes to get anything. DC 10 will usually give you some tidbit of gossip; whether it is useful or not is another question.

Waldsby is a village with a population under 200. Items which do no cost more than 500 gp have a 75% chance of being available. Things costing more than that are not likely to be found. The most any shop owner is able to pay for a single item the PCs might want to sell is 2500 gp. See shops for specific items which are definitely available or to inquire about selling items you have or buying new items.


Defense Spurhorn 5

I added a map of Heldren, in case you did not get a chance to look at it when you started the campaign. See the Campaign Info tab for the link. The street layout is the same, but that is not so unusual for a small town at a crossroads. But compare that map with the map of Waldsby (Clebsch RoW header) and you can see the parallels are more striking. Explore these parallels if you like.

We can spend a little or a lot of time role playing events in Waldsby, as you wish. The most important thing is to buy and sell anything you want as you may not get another good opportunity for a while.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Will have a post up soon as possible. Boards being down ate into my posting time this am.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 83/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Gratefully going through the collection of clothing and selecting articles that fit her, Ingrit changes into the local garb, before re-donning her armor, making sure to cover the chain shirt as well as possible with wrapped furs. "I suppose the barber may be the best idea first. I can have it braided in the local style to fit in." she says to Nadya with a smile.

She was curious as to what the witch might have that the other woman valued so much. She seemed to have a relatively decent life given the oppressive circumstances. Her boys looked healthy enough and she had Kasha to help her, though it seemed the father of her boys wasn't in the picture. Ingrit didn't want to press some sensitive point by asking though, she'd already done so much for them putting herself and her entire village at risk. There would be time to speak more of it later.

After a while she ventures out into the town, heading first to the barber Rusillka.

Diplomacy: 1d20 ⇒ 12
Time: 1d4 ⇒ 1

Ingrit will speak Skald unless to one of her companions. When done at the barber shop she'll wander around the town a bit and try to find somwhere to sell the Giant weasel pelt, bearskin rugs and furs.

Perception: 1d20 + 4 + 5 ⇒ (20) + 4 + 5 = 29

Taking note of Damiano's comment about similarities, Ingrit keeps a keen eye out for the town's layout, discovering the uncanny parallel between the two towns despite the distance. It was almost as if Heldren were built by someone from Irrisen, or Waldren by someone from the south. Having spent very little time in towns when she was growing up, it was definitely something she found curious.

Knowledge Local (is this the norm for an Irriseni town?): 1d20 + 5 ⇒ (5) + 5 = 10


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland tags along with Ingrit to the barber after swapping his Taldane clothes for local ones.

"If you could make my look more like that of a local, I would be most appreciative."

Once coiffed and attired, Erland looks very much an Irriseni, taking the opportunity to practice his Skald and hoping to affect a local accent.

"I shall check with that magic supplies seller, and then speak with the apothecary. Perhaps I can acquire materials for our travels, even some brewing stuff."

Erland wanders the streets, checking in with Katrina at the White Weasel and the church.

"Good day. Might you have some supplies I could purchase?"


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Domitian begins to pick through the clothes with skepticism. "These clothes are quite bland. How are you supposed to impress anyone when wearing them? Maybe if there was something here similar to that hat of yours, Nadya." Eventually, he collects a set of the most interesting clothes and furs before donning them over his armor.

As Ingrit talks about seeing a barber, Dom realizes he also needs to do something with his hair, which was normally slicked back and highly stylized. "I guess I'll have to mess this up too." Taking his hands, he runs them through his hair briskly to mess it up. It still sweeps backward but now looks more natural and wild. "There, how do I look? By the way, make sure to call me Dom while we're here. I'm sure the name Domitian has never been uttered by the locals."

Once suitably attired, he heads outside. Perception: 1d20 + 5 + 5 ⇒ (20) + 5 + 5 = 30. As he walks around, the eerie similarity between Heldren and Waldsby that Damiano mentions is unmistakable. It's as if the same town had been planted in both locations. How could that be?

Dom looks to sell some of the artistic items that have been collected in their travels, the small painting, scrimshaw sculpture, and filigree scabbard. Perhaps he would try the general store, or find some luck with a carpenter who might have an eye for artistry. He then looks into options for converting their wealth into more portable gemstones. As he does this, he attempts to collect rumors.
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9
Though, as much as he tries to hide it, his words are tinged with heavy accent. He hadn't spoken Skald in a long time, and it showed. This appeared to create some distance between him and the locals.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Khristov puts on the clothes silently and magically mends the holes in them.

Maybe they can patch them into clothes for someone else here, no harm in making it usable with a cantrip.

No no Dom, your accent is not quite right. More like this.

Diplomacy Aid: 1d20 + 2 ⇒ (4) + 2 = 6

Unfortunately, Khristov is a researcher and not an instructor so he's unable to assist Dom in masking his accent, though he doubts it would help much anyway.


Defense Spurhorn 5
Ingrit wrote:

Gratefully going through the collection of clothing and selecting articles that fit her, Ingrit changes into the local garb, before re-donning her armor, making sure to cover the chain shirt as well as possible with wrapped furs. "I suppose the barber may be the best idea first. I can have it braided in the local style to fit in." she says to Nadya with a smile.

She was curious as to what the witch might have that the other woman valued so much. She seemed to have a relatively decent life given the oppressive circumstances. Her boys looked healthy enough and she had Kasha to help her, though it seemed the father of her boys wasn't in the picture. Ingrit didn't want to press some sensitive point by asking though, she'd already done so much for them putting herself and her entire village at risk. There would be time to speak more of it later.

After a while she ventures out into the town, heading first to the barber Rusillka.

Ingrit will speak Skald unless to one of her companions. When done at the barber shop she'll wander around the town a bit and try to find somwhere to sell the Giant weasel pelt, bearskin rugs and furs.

Taking note of Damiano's comment about similarities, Ingrit keeps a keen eye out for the town's layout, discovering the uncanny parallel between the two towns despite the distance. It was almost as if Heldren were built by someone from Irrisen, or Waldren by someone from the south. Having spent very little time in towns when she was growing up, it was definitely something she found curious.

As Ingrit wondered about what Nazhena, the white witch who ruled the area, might have that Nadya wanted back, her eyes fell on a small box. Glancing inside, she noticed a child's doll, a hank of pale yellow hair, and a few dresses that would fit a child of about 5 years old.

Rusilka's barber shop is small, with a sign out front depicting a clearly unhappy clean-shaven dwarf. There is a lock of hair hanging over the door. Inside is a female dwarf wearing a bloody apron. She is friendly and offers services of haircuts, hairdressing, and dentistry and surgery (which would explain the old bloodstains on her apron). Having noted the parallels between the street and building layout, Ingrit further notices that Rusilka's shop is located in the same place as the barber of Heldren, who is also a dwarf, although a male dwarf who is also single.

Rusilka explains to Ingrit that the unhappy dwarf on her sign is a likeness of her ex-husband who cheated on her with a much younger dwarf-maid. The hair over the door is what's left of his beard after she got her revenge, shaving him while he was passed out drunk. The act got her cast out of her dwarven homeland, but she is happy here and considers the banishment a blessing. She seems to already know who Ingrit is and asks about the monster they fought and inquires as to why Ingrit and the others are traveling in such a remote part of the world.

Rusilka is talkative and will answer one question about the town or its inhabitants if Ingrit answers her question about what the group is doing in this part of Irrisen.

Waldsby seems normal enough compared to other small Irrisen villages Ingrit has visted.

More posts later.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 83/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Putting aside the discovery of the clothing and doll for later, Ingrit continues to note the uncanny similarities between the towns. Intrigued by Rusilka's tale she considers the dwarven woman's apparently familiarity with their group before answering.

Sense motive: 1d20 + 3 ⇒ (10) + 3 = 13


Defense Spurhorn 5
Erland Frey wrote:

Erland tags along with Ingrit to the barber after swapping his Taldane clothes for local ones.

"If you could make my look more like that of a local, I would be most appreciative."

Once coiffed and attired, Erland looks very much an Irriseni, taking the opportunity to practice his Skald and hoping to affect a local accent.

"I shall check with that magic supplies seller, and then speak with the apothecary. Perhaps I can acquire materials for our travels, even some brewing stuff."

Erland wanders the streets, checking in with Katrina at the White Weasel and the church.

"Good day. Might you have some supplies I could purchase?"

When Erland enters the White Weasel, he is greeted by a tall blond woman behind the bar and a middle-aged balding man doing chores around the otherwise empty dining room. "Welcome," she says, although the words don't sound especially sincere. "You must be one of the travelers new to town. What kind of supplies? We sell drinks and food here, although if you want scrolls, I have a few I'd be willing to part with."


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

"Scrolls may be of use, depending on what magic is on them and their cost. Food and drink, well that will almost certainly be needed sooner or later. Especially if you have good traveling materials."

Erland looks around the store and over the proprietor, allowing Fiske to hop down and pad around on his own as well.

"I am most interested in some materials to create potions. Mostly curative ones, but perhaps a few protective abjurations as well. Anything like that, or anyone you could direct me toward in town?"


Defense Spurhorn 5

I added a note to the Waldsby map, showing the location of a hedge witch who has minor alchemical items, possibly. In general, when looking for supplies, it will help if you ask after specific items you are looking for. Except for a handful of magic items more expensive than 500 gp, anything that normally costs 500 gp or less may be available. If it's something very common and necessary, it will be available. Everything else, I'll roll a d4 and on a result of 1-3, the item is available. To speed things along, if you want to make the d4 roll you can make your purchases for things that are available. Unless you really want to haggle, it will probably best to just assume standard prices unless mentioned otherwise.

I'm going to have limited posting time this week, so while I have some time today, I'm going to make a series of posts, one for each of the numbered locations on the map. There will be a bit of text for what you find there and then an information available with an appropriate diplomacy or gather information check. There might also be perception or sense motive options. Roleplay as you wish and as I get time, I'll add anything if needed.

The most important thing to do this week is sell anything you want to get rid of, buy what you want/need, and heal up. Then events will start you on your way again.


Defense Spurhorn 5
Domitian Olavsgaard wrote:

Once suitably attired, he heads outside. As he walks around, the eerie similarity between Heldren and Waldsby that Damiano mentions is unmistakable. It's as if the same town had been planted in both locations. How could that be?

Dom looks to sell some of the artistic items that have been collected in their travels, the small painting, scrimshaw sculpture, and filigree scabbard. Perhaps he would try the general store, or find some luck with a carpenter who might have an eye for artistry. He then looks into options for converting their wealth into more portable gemstones. As he does this, he attempts to collect rumors.
Diplomacy 9
Though, as much as he tries to hide it, his words are tinged with heavy accent. He hadn't spoken Skald in a long time, and it showed. This appeared to create some distance between him and the locals.

Dom finds a buyer for all his items. Verana Stolya, owner of Verana's Sundries offers 80 gp for the painting, 45 for the scrimshaw sculpture, and 100 for the longsword. She suggests you take your payment first in items from her store that Dom might want, although she can pay him in gold if he insists. She then sizes him up and asks if he might wish to invest in a few more expensive items. She unlocks a heavy chest under her main counter and withdraws a suit of studded leather armor, a belt, and a small bottle. "The armor is enchanted, much better than it looks. And this belt: wear it and you will be much healthier, recover from injury quicker. I sometimes put it on when I need to lift something heavy. And this lets you run across snow without sinking."

She asks for 8200 for the armor which is +2 Studded leather, 8000 for the belt, which offer an enhancement bonus of +2 to constitution, and 50 gp for the potion, which is feather step.

She can also sell some gems for coins, up to 500 gp worth (pick your gems and values but total can't be more than 500 gp).


Defense Spurhorn 5
Ingrit wrote:

Putting aside the discovery of the clothing and doll for later, Ingrit continues to note the uncanny similarities between the towns. Intrigued by Rusilka's tale she considers the dwarven woman's apparently familiarity with their group before answering.

Sense motive: 13

The dwarven woman betrays no obvious guile. She seems pretty down to earth, as dwarves tend to be. This being a small town of under 200, news travels fast, so she probably pegged you for one of the newcomers having heard the tale of defeating the giant mantis from the grape vine.


Defense Spurhorn 5
Erland Frey wrote:

"Scrolls may be of use, depending on what magic is on them and their cost. Food and drink, well that will almost certainly be needed sooner or later. Especially if you have good traveling materials."

Erland looks around the store and over the proprietor, allowing Fiske to hop down and pad around on his own as well.

"I am most interested in some materials to create potions. Mostly curative ones, but perhaps a few protective abjurations as well. Anything like that, or anyone you could direct me toward in town?"

Katrina smiles coyly at Erland's requests. "Let me know what spells you are interested in and I'll see if I have them." List the spells you want and roll a d4 for each. On a roll of 1-3 it is available at standard price.

"Borodin might have potion supplies. He lives next to Rusilka, the barber, two houses that way," and she points west.

"Come back for supper and you can tell your tales. I have already heard about your brave fight with strange green monster. You must have other stories. I give you free drink for each story you tell."

Behind the screen:
Katrina: Bluff: 1d20 + 1 ⇒ (12) + 1 = 13
Erland: Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Fiske: Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Erland senses she might have an ulterior motive in asking him back to tell stories.

Fiske wanders behind the bar and jumps up on one of the counters, curious about something among some of the condiments and containers. "Shoo! Bad cat!" she scolds and rushes to scoop up a toad and places it in a drawer and closes it most of the way.


Defense Spurhorn 5

Ingrit finds she can sell her furs at Verana's Sundries. Most pelts of small animals sell for 3 to 5 gp. The giant weasel's pelt is worth 50 gp. For the bearskin rug, since it is used and dirty, she offers just 20 gp.


Defense Spurhorn 5

1 Storehouse

Storehouse:
This 30-foot-tall fortified tower sits atop a low hill west of town, surrounded by a spiked iron fence. The fence gate is locked.

Gather Info DC 10:
The tower stores the imported grain and other foodstuffs the people of Waldsby rely on to survive. Birgit Holorova is Nazhena Vasilliovna’s factor in Waldsby. A self-important woman, she lives in a small house at the base of the hill. Birgit holds the only key to the storehouse, and is responsible for dispensing food to the villagers. It’s no secret that Birgit was recently spurned by her former lover, Garthur Kalinin (see area 13), shortly after she had taken great pleasure in announcing their upcoming nuptials to everyone in the village.

Gather Info DC 20:
Birgit also possesses an attentive mirror (see page 60), which she uses to keep in contact with her employers at the Pale Tower.

It is a DC 20 Disable Device to open the lock.
It requires a stealth check DC 20 to break into the storehouse, provided it is done at night. Attempting it during the day requires a DC 30 stealth check as the hill makes it visible from all over the village.

2 Blacksmith

Blacksmith:
A light wooden shield forms the backdrop for a sign in front of the shop, indicating it is a smithy by the emblem of an anvil and hammer attached to the shield. Waldsby’s blacksmith is Iziamir Polovar, male human. His wife is named Tula. He crafts and repairs weapons and armor. He also makes arrowheads, sharpens axes and other blades, repairs sled runners and other tools.

Gather Info DC 10:
Iziamir and his wife have no children. Soldiers from the Pale Tower frequent his shop to get weapons repaired or to order new ones. He used to be a soldier; his sign is actually the shield he had enchanted for himself. He might be willing to sell it to someone who could make better use of it.

Appraise DC 20 or Perception 20:
The shield is masterwork and quite functional.

Diplomacy DC 15:
Iziamir likes you and asks if anyone in the group can use a good shield. He explains the shield over his shop door is a +1 arrow catching shield that he'll sell for 4000 gp.

3 Verana’s Sundries

Verana’s Sundries:
Though not as well stocked as village stores in the south, Waldsby’s general store does its best to carry the bare necessities for its customers. In general, the store’s proprietor, Verana Stolya, can find most of the mundane adventuring gear listed in the Core Rulebook somewhere in the collection of sundries she has accumulated and hoarded over the years. She carries plenty of winter equipment, including cold-weather outfits, furs, skis, snowshoes, and winter blankets. In addition, she has a suit of +2 studded leather armor, a belt of mighty constitution +2, a potion of feather step, and a masterwork shortbow for sale.

Gather Info DC 15:
Verana’s daughter, Milivsa, is currently involved with one of the guards at the Pale Tower, and she’s likely to pass along information or rumors about strangers in town to her lover in an attempt to impress him.

4. Town Hall

Town Hall:
Waldsby’s most prominent structure is its town hall, complete with a clock tower overlooking the town square.

Perception DC 10:
The clock always reads 10 minutes after 12. If the building is watched for any length of time, no one goes into or comes out of the building. At night, no lights are lit inside.

Gather Info DC 10:
The building sees little use—Waldsby has no mayor or town council, so the town hall is usually only opened on the rare occasion when Nazhena Vasilliovna or her minions wish to address the villagers as a group, usually to mete out some form of punishment or to increase taxes.

Gather Info DC 15:
The clock on the town hall’s tower is frozen at 10 after 12—some say that’s the time when the Winter War began, though the clock clearly can’t be that old. Unfortunately, no one in town is skilled in repairing clockwork, and Nazhena is certainly not going to pay to hire an expert from Hoarwood or Whitethrone. A device that could be a source of civic pride for the village is instead a glaring reminder of the White Witches’ uncaring rule.

5. The Shorn Beard

The Shorn Beard:
The sign outside this barbershop depicts a clearly unhappy clean-shaven dwarf. The village’s barber, the surprisingly cheerful Rusilka Sighjalmsdottir, female dwarf. She provides all of a barber’s standard services, including shaves, haircuts, and hairdressing, as well as dentistry and surgery.

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