GM Aram Zey's Reign of Winter for PFS part 1 (Inactive)

Game Master SwampTing

Master of Spells Aram Zey has heard of a noblewoman who has gone missing near the Taldan village of Heldren. Kidnapped by bandits, is the rumour. Whilst a rather minor noblewoman in her own right, her disappearance coincides with the appearance of a curious pocket of winter reminiscent of the eternal frost that covers the land of Irrisen.

Intrigued by the opportunity to gain allies for the Pathfinder society amongst the Taldan nobility and to discover the reason for this strange phenomenon, the Master of Spells has decided to teleport a team of pathfinders to Heldren to look into the matter.

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Grand Lodge

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The Master of Spells eyes your group as you file into his office. He takes in each one of you in turn as he purses his lips in disappointment.

You lot, huh? Well I suppose I should’ve expected you’d be the best I could scrounge together. House Malassene is hardly amongst the most prominent of Taldan houses, and Lady Argentea Malassene is little more than a debutante. Yet the gratitude of a Taldan noble house is still the gratitude of a Taldan noble house, and I suppose there is something to be said for rescuing a lady from bandits. I suppose that’s why I was allowed to get a group together in the first place.

The Master of Spells’ eyes suddenly light up with interest.

But me, I’m more interested in where she was kidnapped. You see, we are now at what should be the height of Taldan Summer, but hunters from the Border Wood near Heldren have been speaking of unnaturally cold weather descending on the forest for almost a fortnight now. Heavy snow now covers the area, and those who have returned from that wood speak of an uneasy presence in the woods, as well as new, dangerous creatures. Creatures of winter and cold that have never been seen anywhere near Heldren before. There’s magic involved, to be sure. Powerful magic, and whilst I don’t expect you to be able to do much about it, I’m hoping you’re at least capable of simple reconnaissance and sample-taking for me.

So your primary orders are to rescue her little ladyship before she bursts a blood vessel over a fit about the ‘outrage’ done to her. But unless you want to walk back to Absalom, you will also find the source of this strange phenomenon. Examine it closely , and bring me a full report. If it is portable, and you bring it back, you will have the benefit of the gratitude of the Master of Spells – no small thing, especially for greenhorns like yourselves. Now then, before the trail grows cold...

Without even giving you time to ask questions, Aram Zey impatiently begins to trace a complex symbol in the air whilst invoking an incantation in the strange, spidery tongue that is the language of magic. You start to feel light and your vision blurs as you feel every portion of your being gripped by an eldritch force.

Oh one more thing. You will be going to the Willowbark Apothecary where the sole survivor of Lady Malassene’s entourage is being treated by one Elder Safander. He should be able to point you in the right direction. Now then, off you go.

With that, your stomach lurches as all fades to white and you feel yourself yanked across a vast distance at an impossible speed. Your vision and other senses clear soon enough, though some of you suspect your stomachs may have been left behind in Absalom. It is night time, or at least pre-dawn, and you are on a quiet street of hard-packed earth, surrounded by various low wooden buildings. The air is cold, much colder than you recall it being in Absalom, and those amongst you without cold-weather outfits, cold resistance or an endure elements spell start to shiver miserably. A sign hangs in front of the building closest to you, creaking noisily as it sways in the chill wind. Painted on it in a neat but plain script are the words “Willowbark Apothecary”.

Grand Lodge

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The Master of Spells is as well known for his terse manner as he is for his skill with the arcane arts, and he is rarely the friendliest or most patient with new Pathfinders.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Ugh...I think I may need the apothecary myself...

Exiel sighs as he takes in the new surroundings. It is far colder than what he was used to back in Xa Hoi, but his recent induction into the Snowmask Clan on his first mission as a Pathfinder had come with certain benefits, and whilst the cold is still uncomfortable, he has no trouble enduring it.

Well, it seemed like we are in a hurry, so might as well get started.

Knock knock.

Grand Lodge

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The door is opened by a wizened old man.

Huh...you must be the ones that strange creature told me would come. Sent by a wizard, are you? Well, my patient is in a very bad state, so I would appreciate it if you kept it quick. Though far be it from me to stand between a wizard and what he wants... the old man grumbles. Zey's version of diplomacy has already been at work it seems.

The village apothecary, takes you into a back room where the wounded bodyguard is recovering. Wrapped in bandages , the Ulfen mercenary's nose, fingers , and toes have taken on a black hue from serious frostbite, and he is still heavily wounded. Despite the best efforts of Elder Safander, it will take some time before he is hale and hearty enough to travel again, much less wield a weapon.

Despite his obvious pain, however, he waves the PCs closer to speak with them.

Yuln Oerstag. I've been told why you are here. Would that I could go with you. My ancestors would ridicule my lack of valor for fleeing rather than fighting to the end. But I faced enemies that even the greatest warriors in the Linnorm Kingdoms have faltered against, though I think I slew at least one of them before they dragged Lady Argentea away.

We thought they were just bandits at first-outlaws who hide like wolves in the forest. They were no match for us. But then came the cold fey of the north. They appeared among us and the battle turned quickly. My people speak of the winter-touched all the time, but I never expected to meet them this far south.

Cough, wheeze.

They took lady Argentea into the forest, back through the ice and snow. Beyond that, I don't know. I followed as far as I could, but the winter-touched were too many and too hard to fend off in the snow alone. I barely escaped, and rode to seek help here. Please, you must rescue her. If you follow the road towards the Border Wood, you will come to the place where we were attacked within an hour. From there, the tracks should still be fresh enough that you can follow without difficulty, if you go quickly. Darned fools took the horses, so they left quite a trail to follow.

The apothecary gives you all a disapproving look. You get the impression that he will not permit you each more than 1 question before he chases you out.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

"Thank you sir, for your information. In my travels throughout the Inner Sea, I have heard that fey are vulnerable to weapons crafted of cold iron. Has this been your experience as well?"

Then, turning to his companions, he says: "As a wizard, I have not spent a great deal of time studying how to strike at creatures directly with my magic. I am much better prepared to offer my companions magical protection and added strength. Are the warriors among you prepared to face the fey in combat?"

"Please pardon my questions, this is my first assignment for the Society, and I want very much for it to be a success."

Grand Lodge

Monk 5

"Shymeska! It cold heah!", Mu shivers from the sudden change in temperature, "That Zey hate me". Mu changes into his cold weather gear and snowshoes, still stowed in his pack from his last mission.

Then turning to Guilford to show his shurikens and quarter staff, "You mean these no wok with fey?"

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

U I have no experience with fey so far. I do have some extra bullets, but perhaps we could buy some more gear here.

Yuln, can you tell us where this ambush was? And those fey just appeared out of nowhere? Have they been invisible?

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Fey? I am at least familiar with the stories of Jinn from my own deserts, he says with a shiver, but I know little to nothing of this 'Fey'. Is there somewhere we can buy warm clothing and furs? I have been North before but long since sold the clothing from that mission.

As for this 'fey', I have only that which I remember from a lesson at the Grand Lodge - magical creatures as I recall, no?

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

"Indeed, they are magical if my memory serves. And magical problems often require magical solutions. I too need to purchase some warmer clothing and hopefully a potion and a scroll or two."

"Like Eldanar, I am also curious to know how the fey appeared."

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Eh? Where are we going?" Shu asks as Aram Zey unleashed his teleport surprise.

"Wait, I forgot my long underweeeeeaaaarrrr!"

...

Dressed in a loose silk robe, Shu is shivering and clinging desperately to his monkey as they enter the shop.

"Bah! Western magicians so stupid. Always cast first, maybe ask questions later. Should have said it would be cold as witches underbritches. Even my Pu is freezing!" He points at the monkey squished to his chest.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Have these creatures a special weakness?, Badr asks Guilford. Or these 'Winter Touched' for that matter, he asks the man in bed.

Grand Lodge

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Yuln looks at all of you uncertainly.

Well, I suppose all this DID happen rather quickly...it was only this afternoon that the attack occurred after all. But as you've no doubt noticed, it's night right now so all the shops are closed. And Heldren has always had a rather warm climate, so proper winter attire isn't easily found here...

.

I have a few potions that may help, the old apothecary chimes in, though you understand I have to charge to cover my overheads...apart from that, I have old curtains and clothes that you are welcome to if you want, though they won't do the job that specialised winter-clothing will...

The apothecary will sell you potions of endure elements at the normal price. He also stocks potions of cure light wounds, if you require them.

You can also obtain enough materials for makeshift improvised cold-weather outfits. They will only provide a +3 bonus on saves against the cold instead of the usual +5 vs the cold, and will hinder your movement, imposing a -2 penalty to dexterity and a -1 penalty to melee attack rolls. You can also cut a portion of an old curtain to use as an additional cloak, which combined with the improvised cold-weather outfit will provide you with the full protection of a normal cold-weather outfit, but you must start each encounter bare-handed as you huddle under the cloak. The clothes and curtain will be provided by the apothecary free of charge. The improvised outfit weights 7lb, and the curtain-piece another 5lb.

In response to the questions about the fey, Yuln says:
Aye, I've seen those creatures before, back home. Fey creatures who have sworn themselves to the White Witches of Irrisen, they were. They who stole our lands from us during the Winter War. Tiny sprites no taller than the length of a man's forearm. But don't be fooled by their small stature. Legends say they have taken a sliver of ice into their hearts, and their touch bears the harsh bite of winter, causing you to shiver uncontrollably as their weapons chill you to the bone.

As for how you fight the winter-touched? With cold iron and burning flame. Both burn them, and both are weapons they fear. In fact, here, take this. One of you may be able to make good use of it. It's an heirloom from my father, but if you will use it in my stead, my honour will be reclaimed somewhat. Just...promise to bring it back once you are done. He reaches under his pallet and retrieves a cold iron longsword, offering it to the group in general.

Grand Lodge

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I'd have him offer you free potions, or even potions at half-price at least, but since this is PFS, my hands are a little tied. In fairness, you were notified in the campaign info that you should be prepared to handle cold weather...

The improvised cold-weather outfits are an improvisation on my part, but players are allowed to come up with creative solutions which GMs can adjudicate on, and I reckon this falls under that category, even though the idea is suggested by the GM. =)

The good news is that since this part was intended to be played by fresh level 1 characters, being the start of the actual RoW adventure path, starting gear like the cold iron longsword are given out here and there. Nothing in the book about free cold-weather outfits though.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

I thought the cold winter thing was more Out of Character than In Character as we didn't In Character know about it - normally, but not always :) players are given time to shop

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Bah! First things Second! Someone put more wood on fire, and let me see curtains." Shu shuffles over to the nearest window and wraps himself in one of the curtains. "Hmmm... not bad."

Shu will probably end up wearing the curtains because I think it's funny, but is this village we're in too small to have a trading post where we can buy some appropriate cold-weather outfits? Or perhaps rations or other supplies?

Grand Lodge

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Badr al Din Ibn Badriyah wrote:
I thought the cold winter thing was more Out of Character than In Character as we didn't In Character know about it - normally, but not always :) players are given time to shop

In-game, the lack of notice is in-keeping with the nature of the summons.

Edit: On second thought, I will say that Elder Safander has enough clout in the village that he can arrange for you to be able to purchase any mundane equipment within 2 hours, including cold-weather outfits, BUT excluding snowshows, which are explicitly stated to be unavailable. Assume that you make your purchases through him and meet outside the village on the road to the Border Wood.

He also directs the town guard to give each of you a torch.

You can still take up the offer of the makeshift cold-weather outfit if you wish.

As for food supplies, insofar as PFS does not usually track it, I assume that either Aram Zey sent you off with a bag of rations, or Elder Safander would provide you with some out of his larder out of the goodness of his heart.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

I'd be willing to pay extra to the owner of the trade post just to wake him up... but, Desna save me, night is a poor time to track unless there is some here who can see in the dark... which way do we travel to start our search?

He sets about making makeshift winter clothing.

Grand Lodge

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From earlier:

GM Aram Zey wrote:


Cough, wheeze.

They took lady Argentea into the forest, back through the ice and snow. Beyond that, I don't know. I followed as far as I could, but the winter-touched were too many and too hard to fend off in the snow alone. I barely escaped, and rode to seek help here. Please, you must rescue her. If you follow the road towards the Border Wood, you will come to the place where we were attacked within an hour. From there, the tracks should still be fresh enough that you can follow without difficulty, if you go quickly. Darned fools took the horses, so they left quite a trail to follow.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

North then... can you provide torches?

He loads his gun with a Cold Iron bullet and powder from the powder horn.

Badr also buy TWO potions of endure elements (-100gp) marking it off my character sheet

Badr will pack the clothing for the moment rather than wear it and drink the potion once they set off

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

I reckon it's fair enough, since the makeshift equipment is being provided free, and provides equivalent protection overall for overland travel. Not that I can complain, since I have that handy boon from Shades of Ice III...

Anyone object to me taking the longsword? I will have a +5 to hit with it.

Exiel places a hand on the Ulfen's shoulder as he reaches for the offered longsword. I swear by my ancestors that if I do not fall in the course of this mission, I will bring this back to you. And I promise that I will do all in my power to bring your mistress back.

Grand Lodge

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On second thought, I will say that Elder Safander has enough clout in the village that he can arrange for you to be able to purchase any mundane equipment within 2 hours, including cold-weather outfits, BUT excluding snowshows, which are explicitly stated to be unavailable. He is however eager for you to stop bugging his patient, who is badly in need of rest. Assume that you make your purchases through him and meet outside the village on the road to the Border Wood.

He also directs the town guard to give each of you a torch. Note that you cannot keep this torch or the makeshift clothes beyond this module. They follow the normal rules for gear found in-game in a PFS session.

You can still take up the offer of the makeshift cold-weather outfit if you wish.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Thank Desna for that!! In that case put me down for Winter outfit and furs instead

Grand Lodge

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Badr al Din Ibn Badriyah wrote:
Thank Desna for that!! In that case put me down for Winter outfit and furs instead

Make the necessary adjustments to your character sheet. =)

Everyone declare your purchases and signal when you are ready to proceed.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Note to all if we move half speed: Survival DC15 - Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15. Note this doesn't stack with the +2 that 12gp furs give. Winter outfits are 8gp.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Is weapon Blanch available too? Cold Iron Blanch costs 20gp so it may fit under the GP limit for the village... fingers crossed

Grand Lodge

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I'd say yes, it's available...but only one vial. Keep in mind this is not a particularly well-stocked village where combat-gear is concerned, and the appearance of the winter pocket is a relatively recent development. Most people don't know that there are fey in the forest, and would not think that they would need cold iron in this part of Taldor.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Eldanár Alcarin? I am not sure if you have Cold Iron Bullets but if you don't I'd really recommend you get this to at least get 10 C.I bullets. Anyone else needing Cold Iron? A cold iron dagger is 4gp and a cold iron long spear, great weapon :) will cost a low 10gp and uses a realitively low amount of Cold Iron, otherwise we are gonna be relying on our main healer (who is a bit fragile) to be doing the melee damage with a cold iron longsword. That can only end badly.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu cuts a fine large cloak from one of the curtains, then buys a set of cold-weather clothes as well. When only a single vial of cold iron weapon blanch is found he makes a statement that almost sounds like a suggestion.

"Hmm. Wise man does not put all eggs in one basket. Vial only good for one big weapon, but can be split among 10 arrows, bolts, or shuriken."

Grand Lodge

Monk 5

Mu has zero cold iron items so the shared blanch for shurikens will go far. At the outpost, Mu will buy 1 CLW and 1 Endure potion (and some mundane when i can get to sheet)

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Agreed - one does not pile ones water upon a single camel. If it were to be split to say 3 shuriken, 4 bolts and 3 bullets? Our small friend there has a great long blade - it may be that he shoots then closes to use the blade? If you want more for Shuriken or bolts then whoever buys it can make that decision.

I can share a few bullets with the other gunslinger as well as the needs must... wishing I had more of the cast iron variety now :)Oh for a scroll or wand of abundant ammunition. Can we use prestige points here for purchases? If so those wizards can hold the wand and jab people in the pouch just before or at the start of combat. I don't mind the prestige expense as this is one item that isn't bad for my class to invest in.

Grand Lodge

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Hmm...if you are using prestige, I suppose you could convince your faction to make arrangements/call in favours to get the desired effect.

We will be moving on in about 10 real-time hours, or earlier if everyone finalises purchases before that time. If you miss that window, your first post after that time limit will be your last chance to declare purchases.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr motions the shopkeep aside and shows him a letter from the society and haggles back and forth with the man for a time and sends the man to look under the counter for his 'high end specialty items'

Can't have all the water on one camel - getting a wand of Infernal Healing. That will allow one of our wizards to be a healer as well. Also buying another 3 alchemical fires. Minus another 60gp.

Grand Lodge

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Indeed, it is more the fact that the letter bears the seal of Trade Prince Aaqir al'Hakam himself that the shopkeep decides to part with what would usually be a highly-frowned-upon item, or even reveal that he has such an item in the first place. You find yourself silently rejoicing that your prudent alliance with the Trade Prince has proven profitable in this instance. However, you suspect that this use of his name will tax the gratitude he has towards you for tasks recently performed.

Ah yes, Exiel was contemplating learning that spell, but I pointed out that it would be rather unseemly for a paladin to be using it. Oddly enough, if he gets knocked out, that wand/spell will be the only thing this group has to bring him back on his feet. This should be interesting.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)
GM Aram Zey wrote:
Ah yes, Exiel was contemplating learning that spell, but I pointed out that it would be rather unseemly for a paladin to be using it. Oddly enough, if he gets knocked out, that wand/spell will be the only thing this group has to bring him back on his feet. This should be interesting.

A pally learning Infernal Healing? Hilarity :D

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Yes, I'd like to buy a cold-weather outfit, a potion of CLW and a scroll of endure elements. I already bought cold iron bolts for my crossbow in my starting gear.

Again, if we think front-lining is going to be an issue, I would be willing to go with paladin or barbarian for the level, and then switch back to wizard, or even bring in a new character, if it wouldn't interrupt gameflow too much. What do you guys think? I'll wait for feedback from each of you, but I don't want to hold up the scenario. Are you ok with this idea GM?

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

I'd love to see another melee character - your Wizard is built for utility casting but hasn't a lot combat options/spells open to him... which is fine, as we all have to start somewhere and grow from there but in this party we may suffer for it. That said, our GM strikes me as a guy who wants to play quickly. I'd move really REALLY quick in bringing in a new character if you have one ready to go. Assuming the GM allows it.

Grand Lodge

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I would be reluctant to, now that we have started. Keep in mind that this is for PFS credit. Since we have not commenced any combat, however, if you really want to, I will allow it this once only if you can do it before I next post (going to sleep now, be back in about 7-8 hours).

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Forgot to put this on Shu's sheet, but he should have 50' silk rope, with 10' cut off for his animate rope spell. Leaves him 11 gold and change after buying a cold weather outfit.

Grand Lodge

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That's fine, Shu.

Alright, moving along now. From the looks of it, only Eldanar and Exiel have yet to buy cold weather outfits, but Eldanar has a wand of endure elements anyway, and Exiel has his boon.

Eldanar, I assume you will be using the wand. Remember to cross of a charge for each day.

You assemble at the gate after completing your purchases. Elder Safander points you to the road leading to the Border Wood and sends you on your way.

An hour later, the Border Forest comes into view. Near the forest, the temperature grows noticeably colder. The road ahead is littered with debris and the corpses of slain humans and horses. A carriage stands in the roadway, its team of horses missing or cut free, while another overturned carriage lies sprawled and broken next to the tree line. To the south, more bodies have fallen around what appears to be a statue of ice. Most of the bodies lie pierced with tiny needles and shards of ice.

To the South, a snowy trail leads deeper into the forest.

Grand Lodge

Monk 5

Mu moves about the field and check the bodies for signs of life or usable gear.

Perc: 1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

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The nearest carriage is overturned on its side. The broken chests and boxes strewn across the ground contain spare clothing, including three courtier's outfits worth a total of 90 gp (you can sell this back in town for gear that you can have for this scenario only).

A little further to the East, stands another carriage, this one upright. The decorative chasings on this expensive carriage bear the marks ofTaldan heraldry, as well as damage from the many arrows fired in the battle that took place here. A spear has been wedged between the handles of the carriage doors to hold them closed.

To the south nearest to the trail lie several bodies that have been stripped of their armor. However, as you get closer, you see that the icy 'statue' is really the frozen remains of a warrior encased in ice. He still wears his breastplate, emblazoned with Taldan heraldry, and one of the chunks of ice nearby contains his arm, still grasping a finely-crafted longsword.

Perception checks:
Exiel: 1d20 + 3 ⇒ (16) + 3 = 19
Badr: 1d20 + 7 ⇒ (7) + 7 = 14
Mu: 1d20 + 3 ⇒ (10) + 3 = 13
Shu: 1d20 - 1 ⇒ (17) - 1 = 16
Guilford: 1d20 + 6 ⇒ (10) + 6 = 16
Eldanar: 1d20 + 8 ⇒ (10) + 8 = 18

Everyone except Badr and Mu hear muffled sounds of movement from within the upright carriage (the one with the spear wedged between the handles).

Also, I have positioned you randomly around the map on the assumption that you are all searching the area. Feel free to move to investigate any area your character would take a particular interest in.

map

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Can't edit map yet. I'm guessing the share options haven't been set to "edit" yet?

Shu makes his way over to the carriage. "Someting go bump in dere." He informs his companions in case they are more deaf then he is.

"Hey you in dere! You be friend or fey?"

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford draws his bow and sets a bolt in place. He moves carefully into position behind the overturned wagon in between the two bushes, keeping a weather eye on the wagon Old Shu approached.

Grand Lodge

Monk 5

"Caahful, Shu", Mu Ping moves next to the gnome and braces his spear.

(GM please move marker, I.can't see map on mobile)

Grand Lodge

Border of War map Reign of Winter map

My bad, have changed the settings. You can now edit.

No response issues from within the carriage except for the sounds of more shuffling and scraping...and then a banging on the doors from within. Whoever or whatever is in there, it wants to come out.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel wants to take a closer look at the armored figure in the ice, as well as his sword. But he sees his companions investigating the carriage, and decides that it can wait. Drawing the cold iron longsword, he takes his place by Shu, readying an action to strike at anything within range that makes an attack at himself or an ally.

Ralph/Sean/GM Zey: Does the armor on the figure look like it's still serviceable? What about the sword?

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

I'll cover the carriage if one of you want to open it. He sets up about 20 feet away aiming at the doors.

Grand Lodge

Border of War map Reign of Winter map

Exiel: You can refer to me as Zey or Ralph. Not a big deal, but I prefer you not use my real name on a public forum. =p

The armor is a still-serviceable but mundane breastplate, which you can't use properly since your paladin archetype loses medium and heavy armor proficiencies. It bears Taldan heraldry. The sword is a masterwork longsword. However, both are encased in ice and will take a few minutes to extract.

Everyone has chosen a position except Eldanar. If he does not post soon, I will leave him there.

Is someone taking the spear from the door handles (essentially allowing the doors to be opened)?

Declare any readied actions you wish to take. From the looks of it:
Exiel: readied to strike with longsword
Mu: Ready to stab with spear
Guilford: Ready to shoot with crossbow
Badr: Ready to shoot with musket
Shu: Standing at the door - waiting to open it?
Eldanar: Staring in horror at the scene of the massacre trying to hold his dinner in his stomach.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Eldanár was so clever not only to get a cold weather outfit, but also furs, which provide him with a +7 vs cold weather overall. He will ask the wizard to use the wand on him, his riding dog and who else might need it only if really necessary. He also has a tent, heatstones, cleaves, snowshoes and skis among a lot of other stuff. Just to say it.

Eldanár who rode along on his dog so far now dismounts and draws his loaded musket, readying it.

Grand Lodge

Border of War map Reign of Winter map

Did not notice there was a dog. Will upload a picture for him. Shu, are you opening the door?

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