
DM DoctorEvil |

Below Decks - round 1 - concluded
Kaddok targets the ghoul with his mighty earthbreaker, and pummels the undead Ulfen mercilessly, not quite killing it outright, but slowing it down tremendously.
Green and White Zombie both rise to attack the nearest living being. In both cases it is Elael, but both attacks are dodged by the rogue.
End of Round 1
Green Slam: 1d20 + 2 ⇒ (2) + 2 = 4
White Slam: 1d20 + 2 ⇒ (4) + 2 = 6

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Ashia continues to assault the undead with conjured orbs of acid.
Ashia attacks the Green Zombie again.
Ranged Touch Attack: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Acid Splash Damage: 1d3 + 1 ⇒ (3) + 1 = 4

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Jiro swings at the ghoul, but finds that the cold is getting to him. Where he'd normally be calm and still, he found himself shaking and trembling while handling his sword..
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d10 + 9 ⇒ (9) + 9 = 18

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Milo winds up and hurls another ball of flame. But all the undead are now engaged in melee, and he has a hard time targeting through all the chaos causing the flame to go wild and miss.
Ranged Tough: 1d20 + 2 ⇒ (3) + 2 = 5
edit: Boo! And that's not even with all the negatives factored in!
The small gnome curses violently in orcish as he hops off the rowing bench a bit closer to the fray. The flame does not reform in his hand this time, leaving just Ashia's dancing lights illuminating the area.

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Magic Missile @ Red Zombie: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile @ Ghoul: 1d4 + 1 ⇒ (1) + 1 = 2
"Have one of these... and another!" he says, launching the last of his missiles with an overly enthusiastic wave of his staff that nearly sends him plummeting down the stairway into the hold. The brim of his over-large hat falls over his eyes. "... Well?" he grumbles expectantly, lifting his hat. "Did I get them?"

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Acrobatics to avoid AoO: 1d20 + 8 ⇒ (5) + 8 = 13
Elael twirls, trusting the slow reflexes of the zombies and his own agility, to get to the other side of (Red and Green) a pair of the zombies. "Stop picking on me! God, you're as bad as my brothers. You smell as bad, too."
Dagger!: 1d20 + 5 ⇒ (15) + 5 = 20
Damage!: 1d4 + 1 ⇒ (4) + 1 = 5

DM DoctorEvil |

Below Decks - Round 2
Twirling to avoid the lumbering zombies, Elael isn't quite quick enough to avoid attacks of opportunity from all three zombies, but he is deft enough to actually avoid their pummeling fists. He then spins his knife across Red Zombie slashing the undead monster, destroying it.
Ashia splashes more acid on Green Zombie but the now-deformed monster lumbers on.
Despite the bone-chilling temperature, Jiro wields his sword expertly, chopping the ghoul into pieces with his razor-sharp blade, the burial mask rolling across the floor.
The chaos of battle creates enough confusion that Milo's flaming missiles miss hitting any target, and as they extinguish, the light dims below decks.
Releasing two more magical force bolts, ARchibald targets the acid-burned Green zombie blasting it back to the grave.
Green Zombie AoO: 1d20 + 2 ⇒ (11) + 2 = 13
White Zombie AoO: 1d20 + 2 ⇒ (9) + 2 = 11
Red Zombie AoO: 1d20 + 2 ⇒ (4) + 2 = 6
Kaddok with a last change to end the fight before the bad zombie gets to act.

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Kaddok takes a large step and swings his earthbreaker at the remaining zombie.
Free action: 5' step
Standard action: Attack zombie
Attack (Earthbreaker (2H)): 1d20 + 7 ⇒ (12) + 7 = 19
Damage (Earthbreaker (2H), Power Attack): 2d6 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12

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"Well! That takes care of that!" the wizard huffs, blowing some life onto his frozen fingers, which quickly turns into a dire cough. "Come on... ehkm ehakk! W-w-what happens now? Before I ehakk hakk... wheeze... Before I f-f-freeze to death, conf-f-f-found you!"

DM DoctorEvil |

Post-combat, the brutal cold of the setting starts to set your teeth chattering and flesh quivering but you try to overcome the temperature and begin to look around.
You notice the fine burial clothes on the ghoul, his neatly oiled and trimmed hair and beard, and the burial mask all indicate he was once a man of great importance. You can surmise he may have been Haldyr Bjornsson himself, now finally laid to permanent rest.
Said burial mask, is about the only other thing of interest her in the hold, which has a second latter and hatch leading to the fore part of the ship.
The mask itself, is made of both silver and gold and look rather valuable.

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Curious about the Ulfen burial mask, Ashia again invokes her magical detection spell and examines it. As she does so, she moves toward the ladder opposite the one that brought them down, which will hopefully take them to the foredeck of the ship.
"We'll need to get to the prow," she tells her companions.

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"I th...th...think my goolies is near freezin' off." Milo complains, as he rubs his arms for warmth. "Lets get this cursed screw hooked up and outta here 'fore I start torchin' myself!"
He mumbles a few arcane words, and another set of dancing lights springs into being.

DM DoctorEvil |

The mask does indeed radiate magic. Further investigation reveals a faint aura of evocation, and a permanent Desecrate effect with evil alignment.
This item is probably of significant interest at the Pathfinder Lodge, but perhaps not a great idea to wear for the time being.
You climb up the ladder to the deck of the ship. A soft glow of sunlight again penetrates the ice cave, and several braziers burn near the walls. A beautiful woman stands next to a simple chair, facing you. Other furniture in the chamber suggests this is her private quarters. The woman looks you over as though judging a draft animal, an asks, "Haf you come to vork the oarz? I am in need ov more rowers."

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Ashia, not entirely surprised to find at least one other living person on the ship, still appears mildly confused. She expected to find the man Tirfyr and, perhaps, a small contingent of warriors but not this.
"And who might you be?" she asks.
Is it warmer in here? Also, is the prow accessible from this room?

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"Torch yourself!" the wizard snorts, ignoring the fact that there are not only ladies present, but they've doubled in number. "Ha!"

DM DoctorEvil |

The prow of the ship is not visible from this spot as the ice encasing the boat covers it. It can be seen through the translucent ice, about 7 ft away.
Ignoring the rude comment by the elderly wizard, the woman draws herself up to her full height. "I am Natalya Yagevna, jadwiga ov Irrisen, and vidow ov Haldyr Bjornsson, whom you must ov hat da misfortune to meet below. If you haf not, come to row, den, who are you, and vhat are you doinG aboart my sheep?"
She looks crossly at you as if you interrupted some important event, rather than found her alone aboard an ice-encased vessel.
The braziers here put out enough heat to make this area survivable, if not comfortable. The woman without coat or cold weather protections seems impervious to the cold weather.
I am sorry you don't like the accent. Think Boris and Natasha from Bullwinkle...

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That's precisely what I am thinking of! :D I don't have a problem with it, Elael does!
"We're, um." Elael begins to volunteer. "Um. What are we doing here? Looking for an Ulfen warrior who came here earlier? Looking for some counter-ice-curse effect?"

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Milo whispers to Elael. "We gotta go 'bout two, three paces that way." He says, hitching one thumb back behind them towards the front of the boat. "Through the ice. Hook up that stupid light and flip the screw, so that Ulfen prig in the bed, what nicked in the first place, don't turn into an icicle from the inside out."
He glances at the strange haughty woman across the way, and adds, "And I'm guessin', try not to crab this twist while we do it. So smile and make nice. She's Irrisen royalty of some sort." He pauses for a moment, scowling, then adds, "Or some kinda ice witch necro, I s'pose."
Mission summary brought to you by: Gnome Cliff notes!
And as an aside, given this is a funeral barge, which are supposed to be basically floating coffins/graves... what the hell kind of twisted custom is it to put the dead guys very much alive wife in there with him? What a screwed up burial ritual. Worse yet, when Skelg came and robbed the place, he most likely met her, and left her here? That guys a dick!
I can only hope I'm missing part of the background info and interpreting some of this wrong. =)

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Well, I can't imagine she wants to be here frozen in ice... perhaps she'll want us to open the portal to her homeland so she can leave?
Maybe leave off how it might fix Skelg, in case there's some bad blood there?
How long ago did Skelg steal all this stuff? How long has she been stuck here? Wonder what she's been eating.
Little unclear on the timeline, Bengeirr robbed Skelg a week back, and Skelg bought the big fancy house a month ago, so anywhere from 1 to 4 weeks she's been floating here? More? I dunno

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Kaddok speaks up. "We are here to save someone cursed by this lantern," he says, indicating the Beacon of the North. "His name is Skelg the Ripper. We need to hang it there, on the prow of the ship. Can you help us?"
EDIT: Okay, so I didn't see the note about keeping Skelg's name out of it, but then again, Kaddok's got an 8 Int - he doesn't understand the possible intricacies going on here...

DM DoctorEvil |

The lady looks at Elael with some interest for the first time. "De varrior you mention, Tyrfir, succumbed to de colt shortly after his arrival. You met vhat eez left ov heem downstairz. You say you are helpinG Dis Skelg de Ripper? He is now ice-curst?" she looks troubled and a tear runs down her face, leaving a trail of ice.
"Skelg ees my savior, and now ees lawful lord ant master, you see. He sav't me from de sacrifice aboard de ship after Haldyr dite. He vas to return to me, but haz not and I am so lonely. I vant to return to heem or to my homeland ov Irrisen."
She motions for you to sit and takes a much more relaxed posture than before. Her attitude seems to have shifted from hostile to at least friendly.
Eef only we hat the Beacon, we coult accomplish all dese thinGs."

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Kaddok did kind of show her the lantern...
Since it seems to have come up again... the more serious this time... how much 'fire' damage would it take to melt our way the 7 feet we need to go?
Milo can drum up two 15' cone burning hands (5d4+1 each), an alchemists fire (1d6 + splash), and 4 converted-to-fire ray of frosts (1d3+1 each). Would that melt us a hole to the lantern hook and room to hang it?)
Who knew evocation might have non-combat utility? =)

DM DoctorEvil |

Oops, I missed that part of Kaddok's post.
Natalya looks with wonder at the Beacon of the North. She reaches for it, taking it lovingly from the hands of the Shoanti barbarian.
"Dis vas a gift for my dowry from de jadwidga ov Irrisen to Haldyr. It haz de power to fix all dese tings, but you are right, first ve must get to prow ov sheep."
"I make tunnels een ice with flaming sphere. Eef you can help melt ice, we can get there quickly." She stands, leaving the Beacon, and sends a huge flaming sphere into the frozen wall at the prow, melting the ice part way.
As Milo steps in with his Burning Hands when her magic fades, teh prow is reached in short order. Hanging the Beacon of the North on the lantern hook, a portal opens in front of the ship, allowing the ice-encased vessel to be transported back to Whitethrone Harbor. At the same instant in Absalom, the portal inside Skelg the Ripper closes, providing instantaneous relief from the cold eating away at his insides.
The ship begins to thaw, the PC's finding themselves in a strange port. Pleased to be rescued, Natalya produces a chest from under her bed containing her personal wealth of 1000 gp in Irrisen trade bars.
"Thank you, my frients, for rescuing me. I vill send vord to Skelg to meet me here, and ve will live happily now. Dis is a small token ov my appreciation for all you haf done. You are velcome guests of my family, and the jadwiga, anytime you are in Whitethrone again."
END SCENARIO

DM DoctorEvil |

Thread remains open for any questions, loose threads, etc not fully explained in the text. I will get Chronicle Sheets out ASAP, likely tomorrow when i have scanning capability easier to use.
The Chron sheet grants 467gp and the items found include a Potion of Cure Moderate Wounds (300gp) and a boon granting a +2 circumstance bonus on Diplomacy with anyone in Irrisen if you mention the aid you gave the Yagevna family. You also earned the Secondary Success Condition and so earn both PP.

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Ashia's Diplomacy to Aid: 1d20 + 5 ⇒ (11) + 5 = 16 Ashia likes the woman even if she doesn't particularly care what happens to Skelg.
edit: Not that you need it... I figured I could have made that check too though, so I wanted to roll. Success is success no matter how close you came to failing.