
GM chadius |

Aloisius, it will take a total of 4 days to reach your destination; you haven't travelled there yet. You can still mark them down as used, though.
During the first day, the party notices mammoth elephants in the distance, stomping about. Massive elk and giant sloths stride about. You are careful to keep your distance and they don't bother you.
The thick cluster of pine trees ends abruptly at the top of a low hill. At the bottom, the snow is littered with the aftermath of battle. Broken shields and spears jut from the snow like fractured bones, and blood colors the ground around a sprawl of bodies, many still seemingly locked in combat.
There are 10 corpses total of two distinct groups. 5 of the corpses are Kellid men and women warriors who carried axes and shields. The lower half of each Kellid warrior’s face is painted white in a haphazard sprawl of color from the upper lip to just above the larynx.
The remaining five are more "civilized" individuals, stripped of their armor and weapons, left to freeze in the frozen north.

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Peter Krauss wrote:Aloisius Rudolpho Atama Lanlen wrote: Who does not have endure elements? Aloisius shares with all who need it! Even saying to save your scrolls. Yeah, I have neither of those knowledges... I don't. =(Got ya covered. 2 charges per day, 4 days out so far, 8 charges down, 42/50 remain.
-Posted with Wayfinder
Thank you! :)

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Heal: 1d20 + 1 ⇒ (17) + 1 = 18
Survival: 1d20 + 6 ⇒ (15) + 6 = 21
Peter goes to one of the Kellids there and uses his wand on him.
wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4 If one charge isn't enough, tell me and I spend more.
"Stand up, brother", the ranger said to him.
"And you, stay in alertness", he tunrs to his comrades, "There are two sets of footprints. One set is in the direction that we are travelling. The second trail appeared to flank the first and followed it outside of the battlefield. Maybe a survival, huh?"

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She shakers her head in pity at the carnage and arriving too late to save them.
"What a terrible way to die.
heal: 1d20 + 7 ⇒ (10) + 7 = 17
At seeing the one healed, she cheers a bit.
Ahah! Peter, he can be saved. Good thought. Maybe he can tell us the fate of his fallen friends and whose tracks these are.

GM chadius |

Peter pulls out his wand and quickly heals the man. As the man stirs awake, a wild wolverine runs onto the field, snarling and looking for blood!
...yes, a single, wolverine. No map is provided, either. But I do have a picture! LET'S GO, BUB!
Alosius: 1d20 + 2 ⇒ (7) + 2 = 9
Giovanni: 1d20 + 3 ⇒ (5) + 3 = 8
Haliphod: 1d20 + 2 ⇒ (9) + 2 = 11
Korin: 1d20 + 2 ⇒ (11) + 2 = 13
Lasaraleen: 1d20 + 1 ⇒ (15) + 1 = 16
Peter: 1d20 + 4 ⇒ (5) + 4 = 9
Let's go, bub!: 1d20 + 2 ⇒ (5) + 2 = 7
Lasaraleen
Haliphod
Alosius
Giovanni
Wolverine
Peter
Vermund
Yes. A lone wolverine. I'm just reading the scenario here. If this were homebrew I would either add more wolverines, or drop this encounter altogether.
Korin, feel free to post your action when you get the chance. I'll just put you in initiative then.
Haliphod, can you PM me your email address? I'll need it while reporting for PbP Gameday.

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Well, it is still 1-2 tier.
Aloisius looks at the silly badger and walks up to it (10 ft away) before throwing out a cone of colours at it!
Color Spray, DC 16 Will save

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Aloisius is genuinely intrigued by this. "Wow! This badger seems to be a credit to its species! Stronger against my illusions! Shame! I wanted to sit on it! It probably would be very warm!"

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Lasaraleen refrains from attacking the poor innocent fuzzy creature.
Aw it is so cute. I bet it just needs a hug."

GM chadius |

So, you guys have 2 rounds where it can take no actions to knock out 22 HP at AC 12. I'm pretty sure you guys got this, so let's skip the dice rolls for now.
Aloisius sits on the warm Wolverine after it is subdued. Pretty comfy, all things considered. The wolverine spends its time wondering when will join the X-Men why it engaged 6 people by itself.
Each civilized corpse has a set of padded armor and a cold-weather outfit.
Each of the Kellid warriors has a battleaxe, 3 javelins, leather armor and a heavy wooden shield.
The Kellid warrior stirs awake, he looks at the party of unfamiliar faces and crawls away, uttering something in the native language of Hallit.
You may use diplomacy. If you don't speak or understand Hallit, it will be more difficult...

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Peter is Kellid! That's why he called him a brother. ;)
Peter stands in a peaceful stance while facing the stranger.

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Sensing Peter has a common bond with the man, but maybe lacking for words, Lasaraleen will help the dialog with the Kellid as best she can.
Listen to Peter. We are here to help. But you must tell us what happened.
She nods alot and otherwise tries to seem friendly.
diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23 (assist Peter if he is rolling the main)

GM chadius |

Just to hurry things along, since it doesn't matter significantly
Diplomacy: 1d20 - 2 + 2 ⇒ (17) - 2 + 2 = 17
The man calms down as Peter somehow manages the right words to say.
"We had fought one of their groups, but they are many. Why is that foreigner sitting on that wolverine?"
The warrior gestures to the battlefield before staring curiously at Alosius. He gathers some of his equipment, then heads off directly east. It would be a large detour from the map to follow him, so you decide to let him go and soldier on. About an hour later, the wind briefly picks up and howls through the plains.
The gradual shift into rockier terrain is now more apparent than ever. Large, round stones evoke cobblestones as they form a layer of ground, although the hard-packed snow is still visible between. Ahead, an ancient ring of boulders juts from the ground to form a ring. The wind’s erratic path around the massive rocks has blown the snow into large, haphazard drifts.
Skagni's map directs the party members to a small cave that will shelter them from the elements for the night. The route leads them through an area with several large snow drifts.
Position yourselves on the map.

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Perception: 1d20 + 14 ⇒ (14) + 14 = 28.
Perception: 1d20 + 14 ⇒ (11) + 14 = 25.
Giovanni frowns.
"I think that we are being tracked... I heard a horn off to the south, and then another, in response."
Perception: 1d20 + 14 ⇒ (12) + 14 = 26.
When the party gets to the area with the snow drifts, Giovanni raises his hand to indicate a halt.
"Careful! Three of the snow mounds (one in between the northern most rocks, and two behind the southernmost rocks), seem to be moving slightly. Someone or something is hidden underneath them!"

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Three perceptions: 3d20 ⇒ (8, 11, 1) = 20
"I heard the horns, too. Thought I was just imagining things! But I don't know about the mounds of snow. I'd think the wind might be getting to you..."
-Posted with Wayfinder

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Don't tempt me ;-)
-Posted with Wayfinder

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Almost 6 hours and no one's stopping him so...
Aloisius goes up to kick one of the snow mounds!
"You may have to pull me out if I fall in. Drawback of stubby little arms and legs."

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Lasaraleen watches warily as the tenatious gnome approaches the snow mound.
"Oh do be careful, dear Aloisius."
She draws her scimitar just in case...

GM chadius |

You should have editing rights on the map. Sorry about that!
Curiosity overtakes Aloisius as he moves up to kick one of the mounds. Three of the snow mounds burst as three warriors emerge, wielding battleaxes. They shout something, but it's clear they are here to kill.
Giovanni's observation puts everyone on guard, and the party is on alert (and not flatfooted.)
Alosius: 1d20 + 2 ⇒ (7) + 2 = 9
Giovanni: 1d20 + 3 ⇒ (18) + 3 = 21
Haliphod: 1d20 + 2 ⇒ (1) + 2 = 3
Korin: 1d20 + 2 ⇒ (3) + 2 = 5
Lasaraleen: 1d20 + 1 ⇒ (9) + 1 = 10
Peter: 1d20 + 4 ⇒ (7) + 4 = 11
Snowmask: 1d20 + 0 ⇒ (18) + 0 = 18
Round 1
Giovanni
Snowmask
Peter
Lasaraleen
Alosius
Haliphod
Giovanni is able to react before the ambushes start swinging.

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Not understanding the warriors' words, but readily apprehending their intent, Giovanni moves forward, and takes a swing, trying to knock the man out.
MW Cold Iron Morningstar, striking for non-lethal: 1d20 + 6 + 2 - 4 ⇒ (10) + 6 + 2 - 4 = 14, for 1d8 + 4 ⇒ (7) + 4 = 11 non-lethal damage.

GM chadius |

Giovanni is quick to action and knocks the wind out of the Red-sashed warrior. He barely has enough energy to retaliate before passing out.
Red vs Giovanni: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
The two southern warriors face off against the gnomes.
Blue vs Haliphod: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Green vs Alosius: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Alosius and Giovanni realize the ambushers mean business, but are unable to penetrate their defenses. Haliphod isn't as lucky, and is taken down by a single strike.
Round 1
Giovanni
Snowmask
Peter
Lasaraleen
Alosius
Haliphod (10 damage, unconscious, bleeding)
Round 2
Giovanni
I need a stabilization check from Haliphod. DC 11 Con save to stop bleeding out.

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Lasaraleen will move up and tap the fallen gnome with her cure wand.
"I hope this works ."
Clw : 1d8 + 1 ⇒ (7) + 1 = 8

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Aloisius steps back a little and color sprays the two warriors!
DC 16 Will save
"We will not let you die, Halisassifrass!"

GM chadius |

Blue's Will Save: 1d20 + 0 ⇒ (18) + 0 = 18
Green's Will Save: 1d20 + 0 ⇒ (11) + 0 = 11
As Lasaraleen saves Haliphod from bleeding out, The Green warrior falls unconscious for quite some time. The Blue painted warrior lets out a warcry, unfazed by the rainbow spray.
Round 1
Giovanni
Snowmask
Peter
Lasaraleen
Alosius
Haliphod (2 damage, prone)
Round 2
Giovanni

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Haliphod, somewhat dazed and surprised to be alive, still sees the large man standing over him. He half-heartedly attempts to poke him with his trident.
Attack, prone: 1d20 + 0 - 4 ⇒ (1) + 0 - 4 = -3
Wow. just wow.

GM chadius |

I haven't heard from Peter in a while.
Peter does what Peter does best: Grab his greatsword and try to knock some sense into the remaining Kellid.
Peter, Nonlethal, Charge: 1d20 + 7 - 4 + 2 ⇒ (19) + 7 - 4 + 2 = 24
Damage: 1d4 + 9 ⇒ (4) + 9 = 13
...I don't need to roll for a crit.
True to form, Peter ends the conflict in a single decisive blow. Haliphod breathes a sigh of relief as the hulking warrior drops.
Combat Over
After defeating the warriors, you check them for their gear. Each carried a potion with them, as well as masterwork leather armor, heavy wooden shield, a battleaxe, 3 javelins and a cold-weather outfit.
The potions duplicate the effects of endure elements.
As the second day of travel begins, the sky is cloudy and ominously gray. A storm is quite apparent.
A storm is heading down from the north and could intersect the party's route.
In order to stay ahead of the storm, you add two more hours of a forced march today to reach the resting spot on the map.

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Bravo Sir Peter! Haliphod, are you ok?

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Spellcraft: 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Aloisius scratches his scalp through his thick bush of hair. "These potions are stumpin' me something fierce! Haliphosis! Glad to have you back with us! Can you discern these things?"
Survival: 1d20 ⇒ 17
As he asks, his face darkens as he notices the sky. "Ummm, I hate to rush us, but there's a storm comin' our way. If we don't want to be caught in it, we best hustle. And I mean now!" In other words, add two more hours at a forced march pace.

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"Yes, I definitely do not want to get caught in a storm! Let's head for cover. Lasaraleen bundles up and looks for a close place to escape.

GM chadius |

You see a cave in the distance that marks your next resting spot. Unfortunately the clouds, wind and snow have picked up into a full blown storm. With reduced visibility, you may get lost out here if you don't orient yourselves properly.
You'll need to make a forced march for at least 2 hours. Each hour you will need a Constitution check. Please make at least 4 checks.
You also need a DC 14 Survival check to continue following the map without getting lost. One of you should lead while the others may assist. Make at least 4 checks just in case you all get lost.

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"We had fought one of their groups, but they are many. Why is that foreigner sitting on that wolverine?"
Peter greets him back, "peace be with you too, brother. These are the 'good guys' and we are here to stop whatever is harming this place. I REALLY don't know WHY that little one is sitting on that wolverine, as Lasaraleen is more alike with Jean Grey, he is very strange, indeed. Get back to the tribe with the gods, brother", he shake hands with the Kellid.
Indeed, as the ambusher was a Kellid, Peter would try to avoid the combat, maybe through a 'diplomacy' check, but he certainly would fail in this check, and he would use his usual diplomacy with steel, as the GM bot him.
Bravo Sir Peter! Haliphod, are you ok?
Peter sent a kiss and winks at her.
"Sad destiny, my friend", he says over the Kellid's body. "Let's continue, guys?"
CON check #1: 1d20 + 2 ⇒ (4) + 2 = 6
CON check #2: 1d20 + 2 ⇒ (3) + 2 = 5
CON check #3: 1d20 + 2 ⇒ (1) + 2 = 3
CON check #4: 1d20 + 2 ⇒ (17) + 2 = 19
CON check #5: 1d20 + 2 ⇒ (14) + 2 = 16
CON check #6: 1d20 + 2 ⇒ (4) + 2 = 6
CON check #7: 1d20 + 2 ⇒ (11) + 2 = 13
Survival DC 14: 1d20 + 6 ⇒ (11) + 6 = 17
Survival DC 14 #2: 1d20 + 6 ⇒ (7) + 6 = 13
Survival DC 14 #3: 1d20 + 6 ⇒ (9) + 6 = 15
Survival DC 14 #4: 1d20 + 6 ⇒ (16) + 6 = 22
PS.: all of you can see the spoilers, it was just to organize my post. :)

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Con: 1d20 + 1 ⇒ (4) + 1 = 5.
Con: 1d20 + 1 ⇒ (12) + 1 = 13.
Con: 1d20 + 1 ⇒ (17) + 1 = 18.
Con: 1d20 + 1 ⇒ (17) + 1 = 18.
Con: 1d20 + 1 ⇒ (6) + 1 = 7.
Con: 1d20 + 1 ⇒ (1) + 1 = 2.
Survival: 1d20 + 3 ⇒ (16) + 3 = 19.
Survival: 1d20 + 3 ⇒ (16) + 3 = 19.
Survival: 1d20 + 3 ⇒ (13) + 3 = 16.
Survival: 1d20 + 3 ⇒ (14) + 3 = 17.

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Fort : 1d20 + 1 ⇒ (4) + 1 = 5
Fort : 1d20 + 1 ⇒ (7) + 1 = 8
Fort : 1d20 + 1 ⇒ (14) + 1 = 15
Fort : 1d20 + 1 ⇒ (2) + 1 = 3
Fort : 1d20 + 1 ⇒ (9) + 1 = 10
Fort : 1d20 + 1 ⇒ (9) + 1 = 10
Survival assist : 1d20 + 3 ⇒ (8) + 3 = 11
Survival assist : 1d20 + 3 ⇒ (13) + 3 = 16
Survival assist : 1d20 + 3 ⇒ (17) + 3 = 20
Survival assist : 1d20 + 3 ⇒ (18) + 3 = 21

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Con: 1d20 + 2 ⇒ (3) + 2 = 5 Reroll: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18
Con: 1d20 + 2 ⇒ (6) + 2 = 8 Sigh
Con: 1d20 + 2 ⇒ (9) + 2 = 11
Con: 1d20 + 2 ⇒ (17) + 2 = 19
Survival Aid: 1d20 ⇒ 14
Survival Aid: 1d20 ⇒ 15
Survival Aid: 1d20 ⇒ 2
Survival Aid: 1d20 ⇒ 18

GM chadius |

Peter has a +6 to Survival, so he will lead.
Peter is able to guide everyone through the storm, but a fierce wind leaves him briefly snow blind. Luckily the party is able to get their wits together and reorient themselves. They are able to reach the cave within the two hours.
Haliphod's Con: 1d20 + 1 ⇒ (19) + 1 = 20
Haliphod's Con: 1d20 + 1 ⇒ (1) + 1 = 2
Nonlethal Damage 1: 1d6 ⇒ 6 Peter, Giovanni and Lasaraleen
Nonlethal Damage 2: 1d6 ⇒ 2 Peter, Lasaraleen, Aloisius, and Haliphod
Peter, Giovanni and Lasaraleen feel exhausted as they march into the storm. Peter serves as a guide and is able to get about halfway towards the cave. A fierce wind leaves him snowblind, but the party is able to gather clues and reorient themselves. They are able to reach the cave on time. Giovanni perseveres and is able to get there without much trouble. The rest of the party isn't as lucky, as their legs tire out.
Peter 8 NL Damage
Lasaraleen 8 NL Damage
Giovanni 6 NL Damage
Aloisius 2 NL Damage
Haliphod 2 NL Damage

GM chadius |

The entrance to the cave is three people wide, and faces away from the mouth of the storm. This seems to be suitable coverage for the night.
Ten feet into this dark granite cave, a large cavern opens up, its ceiling rising as high as thirty feet. Warm, humid air fills the chamber, and colorful fungi cover the floor and walls. Beneath a layer of iridescent algae, the faint images of cave paintings can be seen on all the cavern’s walls. Signs of a rockslide block what may once have been a passage farther into the cave.
Three small lizards squak at the party, bare their fangs and charge.
These dinosaurs are of the Compsognathus family. Small and fast, they carry poison in their teeth designed to weaken their strength.
But they do not. Have. FEATHERS!
Alosius: 1d20 + 2 ⇒ (12) + 2 = 14
Giovanni: 1d20 + 3 ⇒ (4) + 3 = 7
Haliphod: 1d20 + 2 ⇒ (2) + 2 = 4
Korin: 1d20 + 2 ⇒ (5) + 2 = 7
Lasaraleen: 1d20 + 1 ⇒ (18) + 1 = 19
Peter: 1d20 + 4 ⇒ (9) + 4 = 13
Dinos: 1d20 + 6 ⇒ (18) + 6 = 24
The dinosaurs leap into action before the party can get their bearings! With Peter and Giovanni at the front, they focus their attacks on them.
Green Bite, Charge vs Peter FF: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Damage: 1d3 - 1 ⇒ (1) - 1 = 0 Fort Save DC 12
Red Bite vs Peter FF: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d3 - 1 ⇒ (2) - 1 = 1 Fort Save DC 12
Blue Bite vs Giovanni FF: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d3 - 1 ⇒ (3) - 1 = 2 Fort Save DC 12
Luckily Peter and Giovanni wear exceptional armor, and the dinosaurs are unable to penetrate it.
The dinosaurs are tiny and have no reach. They need to enter Peter and Giovanni's spaces, so that's why they're sticking out like that.
Non-Feathered Dinos (Red charged)
Lasaraleen (8 Nonlethal)
Alosius (2 Nonlethal)
Peter (8 Nonlethal)
Giovanni (6 Nonlethal)
Haliphod (2 Nonlethal)

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Lasaraleen nearly collapses in exhaustion. Before entering the cave, she will call forth healing for herself and party.
I....I cannot believe we made it.
channel: 1d6 ⇒ 1
I...was more drained than I thought.
channel: 1d6 ⇒ 1
Sigh...now she sulks.

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I forget that Peter has Endurance, so, he got +4 on his Con checks. I don't mean that it will help, I guess...