Clebsch's Reign of Winter

Game Master Clebsch RoW

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


4,601 to 4,650 of 6,067 << first < prev | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | next > last >>

Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius keeps a smile on his face to seem friendly and watches as Hadda continues to speak Iobarian and listens carefully to try and piece together the words for later use.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik just folds his arms and lets the conversation continue its course.


Rimkeening Crevasse C1

On Discord I suggested that they would speak common if they heard Hadda translating to that language, but then I double checked and they don't speak common (which is not very common this far from the Inner Sea). Let's assume whatever is said in Iobarian can be translated by Hadda as the conversation proceeds.

The centaur speaks again in Iobarian "Most two-legs assume we are barbarians, speaking only some pidgin-tongue version of more civilized races. We indeed speak other languages, for we have dealings with many--giants, elves, and the fey who speak sylvan."

"We observed a group of frost giants first converging on the hut and then fleeing in panic. If you had anything to do with driving them away, perhaps we can be friends."

"You seem unlike our enemies and, truth to tell, we know little about the witch queen save that it is feared she will try to subjugate all who rove the Hoofwood. If you remain peaceful, we will escort you to our camp where our leader may be able to help you."

If the group agrees, the centaurs will escort them to a camp about 25 miles away at the edge of the Hoofwood. It will take all day, but the forest floor is clear enough that good time can be made while the weather remains fair.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius smiles at the centaurs and says, "I am all for meeting any who could help us in our quest."


1 person marked this as a favorite.
Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Hadda continues to dutifully translate, nodding at Crasius' contribution with a smile of her own. "Civilization comes in many forms, and the term barbarian is a gross miscarriage of language. Those who do not recognize you for your own merits and merely seek to compare you to that with which they are already familiar are not worth the iron in their blood. As for the giants," Hadda grins coyer, "Once provoked, we filled them with arrows and scattered them to ash and bone. But for an offer of peace, even friendship, I would be keen to follow you. What may we call you?"


Rimkeening Crevasse C1

I am Rozvidnyk. We are Rashalka.

The trek through the forest is uneventful, and except for the Rashalka scouts getting impatient moving at a pace that the slower humanoids can maintain, the centaurs are respectful, polite companions and guides.

Near dusk, you see, ahead in the distance, a thin plume of smoke above the trees. Soon enough, a large clearing containing a sizable encampment appears through the trees. Broad, circular tent-huts made from hides stretched over wooden frames form a crescent around a large campfire. The muddy ground is churned with numerous hoofprints.

Throughout the camp, centaurs mill about, performing mundane tasks such as carrying firewood, filling water buckets, or roasting spitted pheasants over a pit of glowing coals. These activities stop as the centaurs shift their attention to the outsiders being led through the camp toward the largest tent. Centaur children gawk openly and adults converse in whispers.

The tent of the tribe chieftain is larger and more luxurious than the others and stands in the middle of the camp, opposite a large communal fire. Rozvidnyk enters first, returns a minute later, and gestures for you to enter.

"Chieftain Korak Kaag welcomes you and wishes to speak with you." When everyone enters, Rozvidnyk and the other scouts remain outside.

Inside, a centaur is standing, watching all enter. He is a powerful centaur with broad shoulders, a full beard, and long moustache, and a dark bay coat.

Once all are inside, he crosses his arms before his muscular chest and says, "My scouts tell me you came from the clearing where Baba Yaga's hut is and that you killed four frost giants, or so you claim. Explain yourselves and why you trespass in Voaldyn lands. Speak no lies or your tongues will be forfeit." His voice is deep and he speaks Iobarian. He doesn't object if Hadda translates his words before replying.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Hadda translates for the others' benefit. She bows deeply and address the centaur's impressive leader in Iobarian first. "Well met, Chieftan Korak Kaag. Please allow me to translate for my allies."

She turns to the others with a smile. "I recommend that we be honest, of course, as I prefer my tongue where it is. What do you all want to share? I assume we can ask questions of our own if the Chieftain likes our answers."

She encourages the others to speak up, though she's happy to put a linguistic spin on anything during translation to ensure the words are well-received.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius will start with the beginning and say, "We are all here because Golarion is being struck by strange weather. When we were investigating it we were placed under a Geas to seek out Baba Yaga. We all found her hut, and it brought us here."


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 |

Dom nods. "Tell him we are all here for the common cause of bringing an end to the unnatural winter, and that our quest to seek Baba Yaga is the means to that end."


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

Having dismounted and coming forward with a bow, Ingrit begins retelling their tale, beginning with the coming of winter to Walden, through their journey, accepting the mantle of the Rider, the mission to find Baba Yaga, the battle with the Witch Queen's forces and the overthrow of Irrisen, leading them here. Pausing at the appropriate times to allow Hadda to translate.


Rimkeening Crevasse C1

Someone make a diplomacy check.


1 person marked this as a favorite.
Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Diplomacy: 1d20 + 18 ⇒ (12) + 18 = 30

Hadda relates the story so far in her best Iobarian.


Rimkeening Crevasse C1

Hadda's explanations of how and why they got to this point satisfies the chieftain's concerns that the interlopers are a threat and changes his attitude to helpful. He's willing to answer questions. I'll assume you want to know what he can tell you about Artrosa but if you have other questions, ask away. He also offers you the hospitality of his camp, so you can spend the night in a safe location.

Korak appears to enjoy conversing with Hadda. When asked about Artrosa, he says, "Artrosa lies within the Deeprun Cravasse, which lies not far from here. I can provide a guide to help you reach it. We do not willingly explore that area, as we fear it is cursed by Baba Yaga, who legends say created the statues of the Three Who Watch. So I cannot offer much else if that is your destination. It is said the Three Who Watch contain secret passages to caves with unknown treasure. Most who venture there to explore those places either fail to find them or enter never to return. All I can say is that the statues must be climbed to their top to find the entrances. If you have need of supplies, my guide can lead you first to Vurnirn, where our various clans meet, trade, and find mates."

Vurnirn is a large town, with population of about 5000 (mostly) centaurs. The base value for finding magic items is 3000 gp, the purchase limit is 15,000 gp, and the highest level of spellcasting available is 5th. It is a minor detour to travel to Vurnirn. If you leave in the morning, you can get to the town, do some shopping, and then head for Artrosa. The moon will be in waxing gibbous phase. Getting to the top of the statues will require either flight magic or an arduous climb, for which climbing kits are recommended.


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 |

"So, how do you say thank you in Iobarian?" asks Dom. Once he knows, he bows and says it to the esteemed chieftain.

"Not sure I need to go shopping, but wouldn't mind visiting if anyone else wants to go."


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

With the tension past and a friend earned, Hadda also relaxes with Korak. Although none of the others speak Iobarian, if they did they would notice that her speech is far less technical in her native tongue.
<"Even though you haven't explored the Deeprun Cravasse, do you know rumors about who or what else may live there? We like to be prepared.">

---

"Dyakuyu," Hadda responds, with a wistful smile. "Dyakuyu tobi, if you're trying to be even more formal. Or spasybi if the former sounds like too much of a cognate. I prefer the former."

As for shopping, Hadda has a few recommendations. "We may not need to purchase much, but we could also sell anything that we do not plan to use. Iobaria is known for its history of plagues, and so acquiring a few antivirulent tonics may be wise. I do have a spell that will enable all of us to ascend the mountain face of Artrosa as though spiders. It may behoove both Ozella and I to prepare the spell from my book, depending on the height of the climb. I could also scribe an additional scroll, though it will take much of the rest of the day for me to do so."

She also offers to teach anyone interested a few choice words of Iobarian to help them along in the camp for the evening.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

"We can also see if any of the other tribes has more knowledge of this Crevasse. That could be quite useful." Crasius chimes in.

"Offer a performance to the tribe tonight while we are here as thanks." Crasius suggests.


Rimkeening Crevasse C1
Hadda Sogard wrote:

With the tension past and a friend earned, Hadda also relaxes with Korak. Although none of the others speak Iobarian, if they did they would notice that her speech is far less technical in her native tongue.

<"Even though you haven't explored the Deeprun Cravasse, do you know rumors about who or what else may live there? We like to be prepared.">

Korak strokes his beard as he thinks. "One team of two-legs attempted the climb. Only one came back, he survived a fall and reported that his partners had been lured to a dangerous cliff by the sight of torchlight. Too late, he realized the lights were will'o'wisps. Scouts report seeing similar lights on the mesa where the statues are found."

Hadda Sogard wrote:
As for shopping, Hadda has a few recommendations. "We may not need to purchase much, but we could also sell anything that we do not plan to use. Iobaria is known for its history of plagues, and so acquiring a few antivirulent tonics may be wise. I do have a spell that will enable all of us to ascend the mountain face of Artrosa as though spiders. It may behoove both Ozella and I to prepare the spell from my book, depending on the height of the climb. I could also scribe an additional scroll, though it will take much of the rest of the day for me to do so."

Based on Korak's description of the size of the statues, Hadda can work out that a single casting of spider climb would last long enough to scale the nearly half mile height of the statues.


Rimkeening Crevasse C1

If anyone has other questions, you can still post them. I'm going to move things along meantime.

After the meeting with the chieftain ends, everyone is allowed to mingle in the camp, share a good meal, tell stories, play or listen to music, and gather information about the area. While the tribe members don't know anything more about Artrosa than Korak, they do know the flora and fauna, the politics of the area, etc.

At the meal, a young female centaur with long, wild brown hair and a chestnut coat, introduces herself as Erdija. She says Korak has assigned her to guide the group safely to Vurnirn and Atrosa. She is amiable, quick to laugh, enjoying strong drink, tales of far off lands, and the other entertainments of the evening.

Post any RP you want to engage in to get to know her or to gather info about her from others.

You are given a large, comfortable tent for the night with young centaurs fetching anything you may need that is available. It is a quiet night and a cold crisp morning. Although it is technically summer, the air is just above freezing, although it warms up a bit during the day. The sky is still overcast, but Erdija predicts the clouds will break before evening.

The trip to Vurnirn only takes a few hours. Erdija explains the settlement is not so much a town as a meeting place for all the centaur clans. It is sometimes called Centaur's Cliff. In a few weeks, she explains, it will be full of Centaurs from all over the region, known as the Dvezda Marches, who meet to share news and make plans. Many centaurs come to the area to trade goods or to find mates.

Stats: Vurnirn is a large town. Base Value 3,000 gp (any magic item of this cost or less is 75% likely to be available for purchase.
Purchase Limit 15,000 gp (no one in town can pay more than this for a single item). Spellcasting 5th (spell casters of up to this level may be hired for services.)


Rimkeening Crevasse C1

Behind the Screen:
1d50 ⇒ 28

The following magic items are available for purchase at standard costs. Let me know if you need help figuring the cost. I know some of these are out of your price range, but this is what I got for random magic items above the normal magic price limit of 3000 gp. I adjusted some results to be sure the items are those you might be able to use.

+1 dagger of Spell Storing
Ring of Spell Knowledge II
+2 Cold Iron Falcata
Wand of Positive Pulse (CL 4)
+2 Heavy Crossbow
Staff of Blessed Relief
Wand of Deadeye's Arrow (CL 4)
Wand of Steady Saddle (CL 4)
Ring of Foe Focus
Rod of Cancellation
Staff of Curses
+4 Composite Longbow (+2)
Staff of Dark Flame
+4 bolstering Mountain Pattern Armor


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 |

As the party is welcomed by the centaurs, Dom feels pretty disoriented from the sudden teleportation into a new land, so he tries to get information about where they are and the surrounding lands.
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21

He also gladly tells tales about Taldor in return.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik listens intently to the story of the Deeprun Crevasse and then chimes in, "Will-o'-wisps will complicate things considerably. I can use magic to help us resist their attacks, but if the climb takes half an hour, the magic won't last that long. I don't know much about wisps; is there a good way to deal with them?"

I don't think Rurik has the Arcana knowledge necessary to know about wisps' magic immunity and their vulnerability to magic missile spells, but I bet Hadda does.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

If I recall correctly, will'o'wisps are aberrations. If it's a different knowledge, it's probably the same value, or 1 higher if it's arcane or local instead. Those are some nice items. Unfortunately Hadda spent most of her cash on spells. Sad Bard noises...

Knowledge (dungeoneering) will'o'wisps, Take 10: 10 + 14 = 24

Hadda rather likes the suggestion of telling stories. Although she is no trained storyteller herself, she is an excellent linguist and she happily translates the others' stories with verve and a bit of illusion magic to back it all up. She nudges Ozella to provide the fireworks at the appropriate moments.

With Erdija, Hadda checks to see what languages she speaks. "While I'd love to converse with you in our native tongue, I don't suppose you know any Taldane? And if so, I'm sure we'd love to hear one of your stories now that we've shared a few of our own. What sort of trouble does a dashing centaur get up to in the Hoofwood?"


Rimkeening Crevasse C1

Erdija speaks common, Elven, Giant, Iobarian, Sylvan.

I'll post more later.


Rimkeening Crevasse C1

Erdija tells the story of her first solo hunt, a rite of passage for centaurs, in which she had to defeat an evil werebear that had tried to make a lair in the Hoofwood. She described taking part in raids on the two primary enemies of the Hoofwood centaurs, a tribe of frost giants and the Tsolniva clan of centaurs who lived in the north. She also tells of a journey to Taldor when she was still an adolescent, where she learned common.

Last chance to purchase items. Alchemical remedies are readily available if you want antiplague or other such items.


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 |

"Really, you went to Taldor? Quite an explorer you are. What brought you there?"

Dom continues conversation, but without any particular aim.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Hadda listens to Erdija's stories with genuine interest, noting the particularly useful parts apart from the entertaining portions. Werecreatures, frost giants, and rival centaurs were all continued viable opponents going forward in the Hoofwood, and it would not do to be unprepared to face them.
"Are the Tsolniva still your clan's enemies, or are you at peace now? That is, if we find them around Artrosa, would we expect a warm welcome or more arrows pointed at her backs should we mention you in passing?"

---

Walking around Vurnirn, Hadda picks up four milky tonics of antiplague. She unstoppers one and takes a whiff, recognizing the smell from childhood. They wouldn't taste good going down, but they would be a whole hell of a lot better than whatever they might be exposed to in the region. She also restocks on her writing supplies, ensuring that she has sufficient paper, velum, and ink for any upcoming scribing. Further, knowing that these centaurs might have dealings with elves, she seeks out a half score of durable arrows (10) like Crasius has. They usually had time to pick up after a battle, so why not invest a bit?

Any pre-info on will-o-wisps from the 24?


Rimkeening Crevasse C1

Erdija explains that the Tsolniva clans live in the harsh steppes near the Crown of the World, where there is not enough wildlife to provide sustenance. So they routinely make raids on tribes in the Hoofwood. Some are even thought to have allied themselves with demons such as Kostchtchie, frost giants, or dragons. They can be recognized by their thick coats and hairy bodies.

She explains that every decade or two, a party of centaurs travel south into Galt or Taldor to obtain special goods they cannot make or find in the north. The trip she took, they were in need of special alchemical items required for their antiplague remedies.

Will-o-wisps are aberrations. Hadda may read the general information below and two categories.

General information:
Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness.

Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o’-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.

Will-o’-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o’-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.

While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.

Damage Resistance:
None

Immunities:
Immunity to Magic (Ex): Will-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.

Resistances:
None

Spell Resistance:
None

Weaknesses:
None

Special Attacks:
None

Spell-Like Abilities:
None

Spell Casting:
None

Special Qualities:
Feed on Fear (Su): Any time a will-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.

Special Abilities:
Natural Invisibility (Ex): Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.

All the items mentioned are available in the marketplace.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

Ingrit spends the time at the settlement finding an armorer. Working to find a set of magical barding designed for a particularly burly centaur, she commissions it to be adapted to fit Wapiti.

Purchasing +1 barding


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Thinking aberrations, I feel like they're most known for strange abilities. I'll go for Special Qualities and Special Abilities.

Around a campfire, Hadda shares what she knows about will-o’-wisps. "They're certainly dangerous creatures, trying to lure people to their deaths, but they're smart, too. They feed on fear, mostly, and it's a simple thing for them to become invisible. If they are living near the cliffs, then it's quite possible that they know an extensive amount of what is going on there. I wonder if it might be feasible to negotiate with them to seek some information, especially if it seems apparent that we won't fall for their tricks." If any of them were willing to be subjected to a fear effect of some sort, it could work. But just think of what the creatures might know!


Rimkeening Crevasse C1

It's worth noting the description of Natural Invisibility: (Ex or Su) This ability is constant—the creature remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Note: it can choose to be visible.

There is some disagreement in posts, due to an FAQ that says otherwise regarding invisibility purge. The FAQ was published in 2011 while the quote above was part of Bestiary 5 published in 2015.

There is general agreement that Will-o-wisps, even a single one, can be a tough opponent, so I'll have to spend some time planning any melee with one or more of them.

I'll think about what it might take to negotiate with them. The general information on them, which Hadda knows, says: they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Do we even share a language with them? I did not think they had a language. I guess you learn something new every day. I think the hope is to just avoid them if at all possible.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Good question! I figure Hadda would have a sense of that, since part of the general information was that "though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech."


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

I think that is just meant to lure people, not talk to them. Its like you hear whispers and you go to investigate them by heading deeper into a swamp or cave and then die lost in the swamp or maze of tunnels.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

Well we can only go based of Hadda's reasoning based on her check.


Rimkeening Crevasse C1

Hadda has heard stories of negotiations, so it must be that the will-o-wisps can communicate in languages. Since they can remain invisible and travel among settlements, they could learn the local languages easily enough. It is a fair guess that they speak common and any other significant local languages.

It appears everyone has what they want to purchase and sell, so next post I'll advance the plot to move people toward Atratros.


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 |

"They sound extremely evil--I'm not sure we should be striking bargains with such creatures lightly."


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

"If they stay in those tunnels and we do not need to enter them, then I suggest we just move as quickly and quietly as possible past them." Crasius suggests.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Hadda frowns, preparing a lecture on the complex sociometaphysical interactions of naming and how "evil" is a construct, but stops herself short. "I take no bargain for knowledge lightly. But we serve a patron that many would consider "evil." What does that make us as her servants, geased or no? Still, if we can turn them ally rather than enemy, it seems worth the risk to have such a repository."

The librarian looks prepared to argue on this point.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

"We are going to be crawling up a massive cliff face and time will be of the essence. Although they may have fascinating input from their immortal perspective, sitting to have a conversation might best be left for another time." Crasius says.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

"I--" Hadda raises her finger in protest, but Crasius makes a valid point. "I suppose you're right." She makes a faux-pouting face at her longtime traveling companion as if to say 'you'll owe me eventually'. "But if we run into them, I'd like an opportunity to speak with them before we resort to violence. Of course, we could always run."


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 |

"Well, we often try to have a chat with our enemies--it just doesn't usually work out." Dom shrugs, not really against the idea of talking with these wisps, but not expecting much success either.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

"They fly naturally, don't they?" says Rurik, his eyebrows furrowed. "So if we try to strike up a conversation and they're hostile, we can't exactly run. Especially if it happens while we are trying to climb the cliff face. I cannot fly. At all. If I get struck with lightning while I'm trying to clamber my way up the side of a cliff, magical aid or no, you will probably wind up with a very flat herbalist after a few seconds."

"What about bartering? Is there something that wisps often want or value, that we have in trade?" he continues. "Not necessarily bargaining for information, but... some sort of trade for safe passage, and perhaps a question or two if it amuses them. Assuming that there's something we have, that they value, that won't cause problems for other people down the road if we part with it."


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

"I don't see how a trade for safe passage is anything other than a bargain by another name. Just what you ask for changes. If we cannot prove that trading is worth their effort, what would stop them from attacking anyway? It appears that they will have all the advantages...flying while we climb, invisibility... we would have to offer a lot to give that away."


Rimkeening Crevasse C1

Behind the screen:
Temperature Variation: 1d100 ⇒ 88
+1d10 ⇒ 7 47F
Duration: 1d6 + 1 ⇒ (3) + 1 = 4 Days
Precipitation: Frequency Rare (15%), Intensity Medium
Precipitation: 1d100 ⇒ 50 None.
Wind Strength: 1d100 ⇒ 89 21 - 30 mph
Cloud Cover: 1d100 ⇒ 10 None.

Temperature Variation: 1d100 ⇒ 52 -1d10 ⇒ 1 39 F
Duration: 1d6 + 2 ⇒ (1) + 2 = 3 Days
Precipitation: Frequency Rare (15%), Intensity Medium
Precipitation: 1d100 ⇒ 64 None.
Wind Strength: 1d100 ⇒ 24 light
Cloud Cover: 1d100 ⇒ 13 None.

Erdija: Predict Weather DC 15
Survival: 1d20 + 10 ⇒ (7) + 10 = 17
Cold Rider: Stealth: 1d20 + 19 ⇒ (7) + 19 = 26
Perception: 1d20 + 18 ⇒ (10) + 18 = 28
Distance: 120 feet

Erdija: Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Crasius: stealth, ACP: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Domitian: Stealth: 1d20 + 2 ⇒ (4) + 2 = 6
Hadda: Stealth: 1d20 + 14 ⇒ (8) + 14 = 22
Ingrit: Stealth, ACP: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Wapiti: Stealth: 1d20 + 3 ⇒ (2) + 3 = 5
Rurik: Stealth, ACP: 1d20 + 2 ⇒ (5) + 2 = 7

Erdija: Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Crasius: Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Domitian: Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Hadda: Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Ingrit: Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Wapiti: Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Rurik: Perception: 1d20 + 4 ⇒ (9) + 4 = 13


During the time in Vurnirn, Ozella started feeling unusually tired. When the feeling got worse with every passing hour, she visited a centaur cleric of Erastil at the settlement, who diagnosed her with one of the many plagues of the Dvezda Marches, one that afflicts only gnomes.

The cleric could not cure the disease with any of the remedies commonly available to the settlement, but she knew of a settlement of gnomes that might have cures. She offered to escort Ozella with a small party of centaurs to the gnomes while the others continued on to Artrosa. Any offers to stay to wait for her to return or for the party to accompany the trip to the gnome community were flat-out refused by Ozella, who insisted they continue their quest in her absence. Her only request was that if she was not able to rejoin them that they confront Baba Yaga when they find her and make it a condition of the party's aid that the witch lift the curse on her relative.

Erdija suggests that the group head for Artosa. She estimates it will take five days to reach the site.

She leads the group north from Vurnirn along the banks of the Myrfrus River, which flows north, moving through the edge of the Hoofwood. At the start of the second day, Erdija locates a path that the centaurs long ago carved into the cliffs that begin to contain the fast flowing river. From this point on, the path is just the banks of the river, with the canyon cliffs getting gradually higher on either side forming a gorge. This limits movement to about eight miles a day.

The weather favors travel, with clear skies, somewhat warmer than normal temperatures (average = 47F), with gusty winds making it feel colder. The gorge is relatively free of dangerous creatures, except for an occasional flying predator, such as giant eagles, drakes, and perytons. Most of the creatures that could serve as prey in the area are fish and small mammals.

Erdija is more worried about the tracks she has noted indicating a group of giants passed through the area, also traveling toward Artrosa, within the past few days. She has also detected at least one centaur apparently traveling with the giants, something that concerns her, as centaurs who would be friends of frost giants can be up to no good.

Toward the end of the fourth day of travel, Erdija predicts the weather will begin to get colder but that the winds will die down and it will remain clear. She alerts the group to keep an eye on the horizon, such as it is in the Deeprun Gorge, as the area is called. The tops of the three maidens should be visible soon. The party is advancing along slight gully that runs parallel to the river.

Position your melee tokens as you would like to be traveling on the map labeled "Path to Artrosa." Encounter to follow. Perception and stealth have been rolled for the party. Players may roll initiative if they prefer and indicate any spell effects that would be in effect during the day when traveling.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

Current position makes sense, with Erdija in the lead, Ingrit riding Wapiti as rear guard where she can react to things in bow range from an elevated vantage point would definitely work.

BTW Ingrit's perception is +8 (+10 if it involves giants/ +12 if it involves humans)


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 |

Dom bids farewell to another companion. "Take care of yourself, Ozella. We'll get the job done and get your relative un-cursed--Baba Yaga owes us so much more!"

Moved myself to the front beside Erdija, Dom would want to stay in front or in line with the front.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8
Ingrit wrote:
"I don't see how a trade for safe passage is anything other than a bargain by another name. Just what you ask for changes. If we cannot prove that trading is worth their effort, what would stop them from attacking anyway? It appears that they will have all the advantages...flying while we climb, invisibility... we would have to offer a lot to give that away."

"I'm suggesting a straight-up 'We will give you these things in exchange', commerce-style, as opposed to the 'We will make a dark pact with you for unspecified future services that will certainly never turn out to be a bad idea in the long run.'"


1 person marked this as a favorite.
Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Hadda's face lights up as the others express their concerns. "Ah, well, if we're concerned about them attacking us, my recollection is that will-o’-wisps only use their electric shock under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast on the resulting fear. So unless we threaten them, my hope is that they would mostly leave us alone."

She considers the rest for a moment. "As for what the creatures desire, they, colloquially, 'feed' on a creature's fear. Perhaps it is the pheromones released during adrenal elevation, or some other as-yet unknown property: something more esoteric in nature, such as psychic resonance. If we were to promise them that we would leave frightened creatures in our wake, then they may be open to some bargain. And if we will be fighting Kostchtchie's servants, then I daresay we will have a high body count. I would be frightened of us if I saw a dozen arrows, an enormous elk, and a fearless Ulfen man charging me down while fire consumed me. By the spirals of Diovengia, they might just follow us out of principle, whether we try to parlay with them or not, if they have a sense of our capabilities. I would not intend to make an empty promise, but rather one that we could demonstrate."

---

When Ozella comes down with a uniquely gnomish plague, Hadda spends the rest of the day studying her and Ozella's spellbooks and traipsing around Vurnirn looking for more in-depth knowledge about the plagues. She attempts to cast her own version of Remove Disease, not trusting the cleric's abilities (and arguing at length about effective healing methods), but her casting fails and Hadda seems despondent. The centaurs offer to take the gnome to a nearby settlement of Iobarian gnomes, and Hadda begins orally cataloging a list of Ozella's favorite foods and their Iobarian counterparts, along with some herbs to look out for along the way, consulting extensively with Rurik to make sure that she is identifying and describing them correctly. As the two parties are about to go their separate ways, Hadda stands near the gnome and shuffles uncertainly on her feet.

"I have...said farewell to many companions over the years," she begins. "But few have engaged me in contests of wit as you. I know that you can take care of yourself. You are one of the most capable of mages I have met. I look forward to the day that our paths cross again."

Hadda kneels down and hugs Ozella tight. "And until then, I will keep your vigil, malka svetulka*."

*Sylvan: little firefly.

---

Hadda is significantly less verbose over the next few days of travel, her loquacious explanations of different geographical features muted and reduced. On at least one of the evenings on which they have not encountered anything substantial requiring her focus, Hadda pulls out a silver mirror and attempts to scry on Ozella, monitoring her progress as they travel away from each other. But more often than not, she generates a tiny hut for the group to rest in during the evenings, rendering it so that it blends in as much as possible with the surrounding flora. While inside, she spends most of her time writing and eats little.

Unless Hadda detects impending danger, she would not have any spells running during their travel.


Rimkeening Crevasse C1

On the Table:
CR: Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Crasius: Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Domitian: Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Hadda: Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Ingrit: Initiative, cold environment: 1d20 + 7 ⇒ (5) + 7 = 12
Rurik: Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

Order:
CR
Crasius
Domitian
Rurik
Ingrit
Wapiti
Hadda

Bludgeoning: 3d6 ⇒ (4, 4, 2) = 10
Cold: 2d6 ⇒ (5, 1) = 6
CR: Target: 1=D,2=E: 1d2 ⇒ 2
v Erdija FF AC 14
Glaive, Spirited Charge: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Damage, spirited charge: 2d10 + 12 ⇒ (10, 10) + 12 = 32 + Cold: 2d6 ⇒ (5, 5) = 10

Mount: Target: 1=D,2=E: 1d2 ⇒ 1
v Dom FF AC 19
Gore, Charge: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18

As the group is picking their way along the rocky ground ,(every square on the map is difficult terrain), the sky suddenly opens above with a downpour of hail and biting cold, battering everyone and inflicting frostbite on exposed skin. The ground becomes covered in heavy snow and sleet continues to swirl around, lowering visibility. The strong winds blowing through the canyon move the sleet sideways where it vanishes outside a 20 foot radius cylinder.

Everyone takes 10 points of bludgeoning damage and 6 points of cold (minus resistance), no saves. Visibility in the area is impaired, causing -4 on perception checks. The area remains difficult terrain. Those who fought Nazhena at the hut in Whitethrone recognize the effect as an ice storm spell.

Before anyone can figure out the source of the spell, all hear the sound of hoofbeats, similar to the sound of Wapiti galloping, and see a large creature charging down from behind a rock at Dom and Erdija. It appears to be 7-foot tall armored skeleton with an enormous glaive, riding a beast similar to Wapiti, a white furred Iobarian great elk. The armor on the rider appears to be made of ice and the helm contains a rack of antlers even bigger than his mount's majestic set. They appear to be made of ice. It charges, oblivious to the difficult terrain and snow.

The charge catches Dom and Erdija flat-footed.

The oversized glaive cuts cruelly into the centaur's side and front lower shoulder. 42 damage to Erdija.

Dom was able to shift his body just enough to avoid all the points of the elk's antlers, saving him from a vicious wound.

Initiative Order
Enemy
Crasius
Domitian
Rurik
Ingrit
Wapiti
Hadda

Remember the difficult terrain when moving. The strong winds blowing from the prevailing weather imposes a -2 penalty on ranged attacks. Monster lore post will be up soon.


Rimkeening Crevasse C1

Behind the screen:
Cold Rider
DC 18 +4 poor visibility
Crasius: Knowledge (Nature): 1d20 + 5 ⇒ (1) + 5 = 6
Hadda: Knowledge (Nature): 1d20 + 14 ⇒ (2) + 14 = 16
Ingrit: Knowledge (Nature): 1d20 + 9 ⇒ (20) + 9 = 29

Elk DC 15 + 4 visibility penalty
Crasius: Knowledge (Arcana): 1d20 + 11 ⇒ (18) + 11 = 29
Hadda: Knowledge (Arcana): 1d20 + 15 ⇒ (7) + 15 = 22
Rurik: Knowledge (Arcana): 1d20 + 5 ⇒ (5) + 5 = 10

The Rider:

Ingrit may read the general information plus pick from 2 other spoilers. Once she is in a position to see it without the perception penalty, she can read one more spoiler.

General information:
Cold riders were once princes of the forest, honored knights of the Willow Kings, or otherwise powerful fey in the service of an Eternal Monarch. Brought before the Witch Queen, these noble gallants watched in horror as she plunged her cruel icicle-nails into their chests and tore out their steaming hearts before their eyes. In the gaping gore of their chest wounds, the Witch Queen packed the month-old rotting hearts of slaughtered stags, and then breathed life anew into the tortured fey with an icy kiss.

A cage of frozen armor wrapped about them and they rose as wintry antlered abominations. Their songs were stolen and their love of green and beauty replaced with cold hate and undying love for the Witch Queen. The riders are her knights gallant and her favored minions in her war on the sun, the green, and all things that recoil from her freezing fingers. They delight in perversion, slaughter and the corruption of other fey. It is their solemn duty to bring fresh souls and candidates for transformation into cold riders back to their queen’s court, and they relish this charge.

Cold Riders are terrifying armored majesties, clad in sable cloaks of frost, a pair of almost ridiculously large crystal-blue antlers cresting their dread helms of ice and steel. They stand anywhere from 7 to 9 feet tall and their antlers easily add another 2 feet. They weigh anywhere from 200 to 300 pounds. Their icy armor is as much a part of them as their rotting stags’ hearts and though the ice-steel garb appears unwieldy, scuffing and scraping as they move, it does not hinder them in the least. Their eyes and the frosty vapors rising from their powerful frames are their most fearsome features. The paired mini-whirlwinds of effervescent frost swirling in their visors can chill the hearts of most stalwarts with a frigid glance, and the vapor-fog floating from them often takes the shape of their former fair features, screaming in silent agony and twisting into malformed wisps in the rising wind.

Damage Resistance:
None.

Immunities:
Cold

Resistances:
None.

Spell Resistance:
19

Weaknesses:
vulnerable to fire and sonic, susceptible to shatter

Special Attacks:
Implements of Ice (Su) A cold rider wears full plate armor and wields a +2 icy burst glaive made of magical ice as hard as steel. Its armor has no armor check penalty. When a cold rider dies, its armor and glaive melt into water in 1d6 rounds.

Spell-Like Abilities:
Constant—pass without trace
At will—chill metal (DC 15), deep slumber (DC 16), feather step, ghost sound (DC 13), obscuring mist, phantom steed, ray of frost
1/day—freedom of movement, ice storm

Spell Casting:
None.

Special Abilities:
Icewalking (Ex) A cold rider and any creature it rides can move across icy surfaces without penalty and do not need to make Acrobatics checks to run or charge on ice. They may climb icy surfaces as if under the effects of the spider climb spell.
Implements of Ice (Su) A cold rider wears full plate armor and wields a +2 icy burst glaive made of magical ice as hard as steel. Its armor has no armor check penalty. When a cold rider dies, its armor and glaive melt into water in 1d6 rounds.

The Mount:
Crasius and Hadda recognize the mount as a magical beast. They may read the general information. Crasius may read 3 additional spoilers. Hadda may read 1 spoiler plus one more when she can see it without the visibility penalty.

General information:
The elk is magical beast version of the megaloceros (giant elk) called a Boreal megaloceros. It is similar to the non-magical beast kind, with some special abilities.

Damage Resistance:
None.

Immunities:
Cold

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
Vulnerability to fire.

Special Attacks:
Powerful Charge: When a creature with this special attack charges, its attack deals extra damage in addition to the normal benefits and hazards of a charge.

Spell-Like Abilities:
None.

Spell Casting:
None.

Special Qualities:
Trackless Step (Ex) A boreal creature does not leave a trail in snow and cannot be tracked. It can choose to leave a trail, if it so desires.

4,601 to 4,650 of 6,067 << first < prev | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Black Tom's Snows of Summer All Messageboards

Want to post a reply? Sign in.