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Talon sits at the table, relieved to once again be indoors. He holds his hands near the fire as they rest.
"I think we had best continue on the trail past this lodge," Talon says. "It seems we had some leads in that direction...I'm afraid we gave our quarry a greater lead with our trip back to town. Has anything happened here in our absence?" he asks the half-orc.

DM DoctorEvil |

What time of day is it? Are we resting here for the night?
AS the post above says, you arrive at the lodge at roughly noon. It has been just on 4 hours since you left Heldren, which I suspected was early. One hour to ride to the ambush site, and 3 hours to get this far up into the woods. You can choose to rest here, but really meant for it to be a stopover, resetting the Fort DC, and have the interplay with Ten-Penny.

DM DoctorEvil |

Ten-Penny nods gravely. Yessir, that evil ol' Izoze came pokin' by, lookin' fer Rokhar. I tol' her that the bad man took off an' he ain't never comin' back." she laughs a short hard bark. "Guess it's partly true. Old Izoze got mad and she flew off over the bridge yonder. She was mutterin' some nonsense 'bout tellin' Teb but I doan know what that means."
She points out the window to the rope and wood bridge which stands just outside the lodge, the only nearby way to cross the fast-moving Timber Creek, 50 feet below. The bridge sways in the bitter wind, and appears to have a rime of ice built up along its wooden planks.

Trawets Aarock |

Ok, so I'm blind and illiterate. :) Sorry about that.
Trawets looks at Ten-Penny and smiles, "That was certainly one way to put it. Totally true, yet absolutely misleading."
"We should be moving on once we're warmed up and ready. I don't like the look of that bridge though. We need to be careful going across."

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"You did well!" Talon tells Ten-penny as he eats some of the food she had prepared. The rogue finds himself liking the half-orc despite himself.
"We'll make a criminal mastermind out of you yet!"
Once the group finishes, Talon joins the others at the bridge.
"Are you sure you want to go first?" Talon asks Lucian.
"Maybe I should test the bridge first before you put that big bear on it..."
Happy to go first, or you can. Probably better to have someone without a bear test the weight first...If you agree, I'll go first while checking for traps. If not, go ahead and go first.
take 20 for a 24 total searching for traps as I go.

DM DoctorEvil |

The bridge made of rope and wooden planks spans a narrow ravine. It's already covered with ice and snow, and it sways alarmingly in the icy winds blowing through the gorge. The turbulent waters of a fast-moving creek surge through a couple of waterfalls far below.
The bridge is 30' long, and leads to High Ridge, a stony backbone of forested cliffs overlooking the entire forest. A small game trails on either side of the ridge still look heavily traveled enough to follow tracks without difficulty.
The bridge itself is not trapped and even though the copse of trees on the far side looks like a perfect place to launch an ambush from, none is forthcoming. The bridge seems sturdy enough to bear the weight of the entire party. Crossing is slow and difficult, but since you are not under attack, it can be accomplished without incident.
Crossing the rope bridge ends Part 1 (An Early Frost) of the Book 1 (The Snows of Summer) of the AP. Part 2 entitled The Depths of Winter starts now.

DM DoctorEvil |

Once across the gorge, the panoramic view of the Border Wood is rather spectacular. From here, you must begin to descend High Ridge, which is sheer cliffside on the north and south, by working your way westward. As the ridge slowly descends, the path will turn into the Somir Valley and you'll work back east, with the wall of the cliffs on your left. The walk through the highlands in the deep snow is not fun, and soon all of you are huffing and puffing just to keep moving.
About 20 minutes west of the lodge, the forest stand deathly quiet. Even the wind, which was howling across the gorge, has grown still as snow softly falls through the stark branches overhead. A set of tracks, vaguely human but oddly misshapen, cross the path at a right angle. The clanking of metal on metal sounds from the right, and suddenly three armored skeletons, with scimitars strapped to their waists, appear out of the trees, moving to attack living flesh and blood!
Agatha: 1d20 + 1 ⇒ (3) + 1 = 4
Talon: 1d20 + 6 ⇒ (5) + 6 = 11
Lucien: 1d20 + 2 ⇒ (14) + 2 = 16
Trawets: 1d20 + 2 ⇒ (3) + 2 = 5
Meditrina: 1d20 + 2 ⇒ (19) + 2 = 21
Red Skel: 1d20 + 5 ⇒ (6) + 5 = 11
Blue Skel: 1d20 + 5 ⇒ (9) + 5 = 14
White Skel: 1d20 + 5 ⇒ (16) + 5 = 21

DM DoctorEvil |

Ancient Invaders - Round 1
21 White Skeleton
21 Meditrina
16 Lucien
14 Blue Skeleton
11 Talon
11 Red Skeleton
5 Trawets
4 Agatha
White Skeleton senses the live flesh and rushes forward to attack with its bony claws. As it approaches the temperature near the skeleton plummets to near zero, chilling the flesh of all nearby.
Double move from the skeleton. Path squares are normal movement, off the path squares count as difficult terrain. Map is linked at top. Meditrina and Lucien are up. Bear can act on Lucien's initiative. Remember attacks by animal companions on undead requires two "attack" tricks.

Meditrina Vanhishikha |

Knowledge Religion: 1d20 + 6 ⇒ (12) + 6 = 18
Meditrina hesitates, wanting to unleash her fire attacks, but unwilling to use them on a single target. She decides to hold until the other skeletons move in closer before unleashing attacking.
"Careful", she cries out "These are cold skeletons like what we faced before, being resistant to slashing weapons, immune to cold, and love to deal cold damage to anyone they attack with their weapons. In addition, they also appear to release an aura of cold around them when alive, as well as a sudden burst of damage when re-killed."

DM DoctorEvil |

Ancient Invaders - Round 1 - continued
Meditrina shares the pertinent facts about the freezing skeletons, but delays any further actions until she sees the tactics of the skeletal soldiers.
Frustrated that his pet won't do as commanded, Lucien fires a bowshot at the oncoming skeleton, only to be more frustrated as the arrow misses, flying off into the distance.
Keeping pace with his wingman, Blue skeleton advances, blocking the path forward.
Talon up now, Trawets after Red Skeleton -- which will likely just double move. Post when you can.

DM DoctorEvil |

I don't think it will mess up Talon's turn too badly if I go ahead and move the Red Skeleton. He can always make his action first if it does. Then we can move on with the round more quickly.
Red Skeleton shuffles through the snow trying to keep pace with his fellows.
From the rear, Agatha's sling bullet glances off the shield of one of the former soldiers harmlessly.
Now set up for Talon and Trawets to close the round.

DM DoctorEvil |

Ancient Invaders - Round 1 - concluded
Talon winds up his sling, keeping his distance from their freezing aura. His sling bullet strikes off the skull bone of White Skeleton causing small damage.
I believe the damage dice for a sling bullet is d4+STR bonus, but will use the current result for now.
Stepping to the side and through the deeper snow, Trawets lines up all the frosty skeletons and unleashes a sheet of flames from his hand that engulfs the undead. The White Skeleton bursts, like a roasting chestnut, but the other two, while charred and ashy, remain animated.
End of Round 1

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Talon fires another stone with his sling, hoping to finish off any that appear injured. Don't think I'm up until after one of them, so pre-posting
sling attack: 1d20 + 4 ⇒ (15) + 4 = 191d4 ⇒ 4 Sorry on the last sling damage...was going off the top of my head, but I think you're right.

DM DoctorEvil |

Ancient Invaders - Round 2 - concluded
Meditrina steps forward and unleashes another cone of flame from her hands, and while the heat doesn't get as intense as it might, the power is just enough to make the last two skeletons both burst in cloudds of icy crystals. Fortunately, no one is near enough to face any real cold damage from their destruction.
End of combat
You bows can save your slings and arrows (of outrageous fortune?) for now. Meditrina may not have done a lot of damage, but those undead only had one hp left, and they were still vulnerable to fire. Boom! Exploding them earns the group 150xp per player.This moves the cumulative total for each to 2122. Congratulations! You have reached level 2! Please follow the instructions about leveling in the Discussion tab.

DM DoctorEvil |

With the skeletons slain, the path to continue appears clear, and the party moves out still descending along the ridgeline where the wind and cold are more fierce than ever. The march is long and cold, covering nearly two hours.
This means anyone not covered by Endure Elements needs DC 15 and then DC 16 Fort saves vs the cold, or start to suffer exposure. I believe we determined the only uncovered PC was Talon...
In the treacherous footing conditions, the descent from the ridge is painstakingly slow, and as you climb down, you see ahead an area where the rocks and snow are stained a reddish-brown. Many tracks, both animal and human criss-cross this area.
Buried in the snow, not far from the track is the mutilated corpse of a hunter from Heldren, named Dryden Kepp. He wears a ripped (but still usable) cold-weather outfit and a pair of homemade snowshoes. His shortbow is snapped in half, but his quiver holds two arrows.

Trawets Aarock |

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Trawets approaches the corpse and searches it. After rolling the body over he digs in the snow a little and pulls out a backpack. "I think these arrows will help you Lucian. Hmmm... Food, brandy, what's this." He pulls out a journal and starts reading.
After a few minutes he says, "Looks like he was tracking a giant weasel and set some bear traps at the head of Somir Valley. This is interesting. There's a strange hut nearby there with a strange doll inside. Wonder if that is the wintery ones' doing."

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Talon nods in approval as Trawets spots the backpack. "Good find...we will need to be on the lookout for these traps he has set, as well. The last thing I want to do is step on a bear trap."
Though the cold is severe, the rogue trudges on as the only member of the group that does not have magical protection of some sort.
"Let's keep going, I guess...the sooner we get this over with, the better."
fort save: 1d20 + 3 + 5 ⇒ (11) + 3 + 5 = 19
fort save: 1d20 + 3 + 5 ⇒ (9) + 3 + 5 = 17

DM DoctorEvil |

Finding Dryden Kepp's journal activates a Story Award of 100xp for each player. That moves your new total to 2222 or about 7% to next level. Every little bit helps.
The journal found, Trawets stashes it in his pack for later use. The group splits up the food, and a shot of applejack helps Talon sustain the cold a bit longer.
Trawets notices small runes etched into the shafts of the two arrows in Kepp's quiver. Taking a chance, he tries to divine a magical aura, and isn't surprised when they return an aura of moderate conjuration.

DM DoctorEvil |

Nice die roll!
Moving on after finding the slain hunter, the cold wind blows atop the ridge. Heavy snow burdens the boughs of evergreen trees, but ahead someone has evidently cleared the snow from a large patch of ground to dig in the pine-needle-carpeted soil.
Bear with me on the map. Couldn't find exactly what I wanted, and was tired of the winter path we have used a thousand times. Please imagine the trees etc in the center fo the clearing are not trees, but rather the cleared ground where soil is visible mentioned above.

DM DoctorEvil |

Moving closer, Talon sees that the snow has been scraped to the side as if by rakes, and lies in rough piles. It appears that something has dug around in the exposed soil a bit. If anything, it looks a bit like a planting. He doesn't see any more, or the sign of anyone around who would be farming in the middle of winter.
Lucian has not seen anything like it in his experience either.

DM DoctorEvil |

Perception DC 22
Talon: 1d20 + 5 ⇒ (14) + 5 = 19 surprised
Lucian: 1d20 + 7 ⇒ (17) + 7 = 24
Agatha: 1d20 + 6 ⇒ (13) + 6 = 19surprised
Meditrina: 1d20 + 6 ⇒ (7) + 6 = 13 surprised
Trawets: 1d20 + 7 ⇒ (17) + 7 = 24
Trawets: 1d20 + 2 ⇒ (17) + 2 = 19
Meditrina: 1d20 + 2 ⇒ (2) + 2 = 4
Agatha: 1d20 + 1 ⇒ (11) + 1 = 12
Lucian: 1d20 + 4 ⇒ (3) + 4 = 7
Talon: 1d20 + 6 ⇒ (4) + 6 = 10
Frost Fir 1: 1d20 ⇒ 6
Frost Fir 2: 1d20 ⇒ 8

DM DoctorEvil |

Frost Firs - Surprise Round
19 Trawets
12 Agatha (surprised)
10 Talon (surprised)
8 Frost Fir 1
7 Lucian
6 Frost Fir 2
4 Meditrina (surprised)
As Lucien goes up to the bare earth to inspect it, he sees small divots in the ground, as if seeds were planted there. Talon tosses a rock into the bare earth patch, and as he does, the trees to the left of the part seem to come alive and a deep booming voice resonates through the wood.
Two vaguely tree-shaped figures emerge from their cover in the side of the clearing. They walk on two towering trunk-like legs, and have arms that resemble snow-laden branches.
The tree-people move with purpose to attack , surprising most of the group, but Trawets and Lucian's quick reactions allows them to act during the surprise round also.
Remember Surprise Round is move or standard action only, not both. Trawets is up first against the tree-like creatures.

Trawets Aarock |

What in the world. The trees are walking. THOSE ARN'T TREES.
"Look out! We are under attack from those tree like creatures!"
Trawets then makes a few arcane gestures and a dart of force flies toward the closest creature.
Force Missile Damage: 1d4 + 1 ⇒ (1) + 1 = 2

DM DoctorEvil |

Frost Firs - Surprise Round - continued
Able to get a force missile away while the rest of the group stands surprised, Trawets wings the nearest fir.
The same tree-creature shambles forward, closer to those who might disrupt its planting ground.
From the other side another tree-creature slowly stomps forward as well.
Lucian up in the Surprise round. Then back to normal Round 1.