
GM Lamplighter |

The arctic sun is already high in the sky when the servants wake you from your sleep.
When you completed your Pathfinder training in Absalom only a few weeks ago, you knew you would travel the world as an agent of the Society. Still, you could not help but wonder when your first posting sent you to the far north, when so much of the Society's current efforts were directed towards the demonic invasion from the Worldwound. Still, you reported dutifully to the Lodge in Kalsgard at the mouth of the Iceflow River, just a few hundred miles south of the polar glaciers which shroud the Crown of the World.
Kalsgard began as a small village, but has grown over time - which it has had in plenty. An Ulfen saga relates the tale of King Ulvass, who set sail from Kalsgard on an epic journey to discover the mythical western continent of Arcadia. Ulvass' fleet set sail a full five centuries before Aroden raised the Starstone from the oceans and founded the City of Absalom. In the five thousand years since, the port city grew rich as the base for Ulfen raiders preying upon the southern coasts of Avistan, and today is a walled metropolis of over 70,000 souls and the Land of the Linnorm Kings' de facto capital.
You gather with several others in an anteroom near the Venture-Captain's office. Outside, last night's fresh snow is already marred by a few trails of early-risers going about their business. It looks to be a cold morning. Again.
Go ahead an introduce yourselves - the game doesn't start until Saturday but we can get into character.

![]() |

A half-elf stands up from the chair that he was sitting on and bluntly says "My name is Kyras. I come from Trunau. I will be your ranger for as long as this incursion takes."

![]() |

"I am Eryndir," a sombre elf says, bowing to the others. "I am a follower of Old Deadeye, and an archer. It will be my honour to cover you all with my arrows."

GM Lamplighter |

The office door opens, and in walks a bear of a man in thick furs. You immediately sense something out of place, for this is Venture-Captain Ambrus Valsin, castellan of the grand Lodge in Absalom. He strides to the center of the room and nods brusquely at you all. "Close the door," he states, jerking his head in Skaar's direction.
“Let me start by saying, this mission is not for dissemination among other members of the Society. That is why I am here briefing you, instead of Kalsgard's Venture-Captain." He fixes you with a serious glare before continuing.
“This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important. You're going across the border into Irrisen. You’re to head north and rendezvous with another team who have captured some...” Valsin pauses for a heartbeat before continuing. “...persons of interest. We have reason to believe that these individuals have information on the rogue Pathfinders who left with Grandmaster Torch and the Shadow Lodge.”
Valsin’s expression becomes particularly grim at this point. “These rogue elements of the former Shadow Lodge represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen, safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Here is a map to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim.”
"One more thing you need to know - the prisoners are goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive.” Then with a final nod for luck, the venture-captain dismisses the group.

GM Lamplighter |

You all know some basic information about goblins: They are insane and sadistic, easily distracted and with no ability to think things through to their logical conclusions. They have a strong hatred of dogs and a fear of horses, both rivaled only by their unnatural love of fire and destruction.

![]() |

A tall and large human with long, thick hair and beard stands in a corner of the room. He is dressed in simple, coarse clothes and wears a sturdy hide armor under a warm fur cloak. At his feet, put on the floor, are a large bag, a greataxe, a shortspear and a longbow. A scimitar also hangs on his belt.
He nods to the other pathfinder presents in the room and simply saids, "My name is Beromir". He then listens carefully to Ambrus Valsin, frowning a bit when the captain speaks of goblins and of taking charge of them. "Do you know how much goblins have been captured by the other team?", he asks Valsin.

GM Lamplighter |

Valsin turns to face Beromir. "Initial reports suggest half a dozen were taken alive. How many are left is anyone's guess. Ulfens and goblins don't get along well." He frowns, and adds, almost as an afterthought, "We need them alive, and relatively friendly, so you may want to think about how you want to position yourselves. These goblins have worked with humans extensively, so they are unlikely to try and attack you, but they will likely try to escape at any opportunity unless you give them a reason not to try." He glances pointedly at Skaar. "You may even be able to convince them to work with you. For a while, at any rate."
The Venture-Captain passes over a map case. "Here is an area map of the northern areas, for context, and here is the map to the pickup site. At the pickup, you'll be meeting with Sverrir Lightfoot's team. They're expert infiltrators, and will remain in Irrisen after you pick up the prisoners. You'll head south, following the route outlined by Sverrir's team. She'll have the most up-to-date information on what you may face."
He looks over the assembled group. "It goes without saying you'll want some warm clothing and supplies. Kalsgard Lodge will look after provisions and can lend you cold-weather gear for the duration of the mission, if you don't already have it."
You can borrow cold-weather outfits or other supplies, but if you want to keep them you have to pay for them.

![]() |

After listening to Valsin speak, Kyras turns to the rest of the group and says "I don't know about the rest of you, but I could use a cold-weather outfit and some rope, unless someone has some on them." Looks back at the Venture-Captain and asks "Do you know much gold we are going to be getting for this 'escort mission'?"

![]() |

The short man leans back in his chair and folds his hands over the handle of a cruel looking flail. A cloak of expensive cloth rests around a well supplied pack. He looks sufficiently prepared for this journey.
Noticing the tension in the room - and the fact the people seem to be staring at his explorer's outfit and rope - he looks side to side and shrugs.
"What the *&@# you want from me?" A single toothpick extends from his lower lip. "I just work on the docks," the little man finishes before settling into a bored scowl.

GM Lamplighter |

Valsin turns to address Rha'ziz. "And I assumed that you were all Pathfinders, "man from the docks". If that is incorrect, I see that I'll have to have a word with Kalsgard Lodge's security chief." Valsin gives another glance heavenward, a faint smile on his lips, before continuing.
"The Pathfinder Society has existed for four centuries, and in that time, its agents have made some of the greatest discoveries of all time. Ancient civilizations, lost artefacts, hidden histories... the Society brings them to light. The objects, they are studied, cataloged, treasured... but the true value are the stories. The stories of the most successful agents are published in the Chronicles, and most Pathfinders dream of the day when their exploits may be worthy of recall."
"In the past four hundred years, the Society has grown into the largest international organization on Golarion. As such, we do far more than just explore nowadays. And like any large group, we have our bad apples. Several years ago, a group of rogue Pathfinders calling themselves the "Shadow Lodge" tried to overthrow the Society's leadership. These traitors have now been driven out, but there are still cells of former Pathfinders out there causing problems."
"And that, "man from the docks", is where you come in. As new agents, you are not being sent out to find the lost continent of Arcadia, or study the Starstone. You are being assigned to a task which will aid the Society and help forge you into agents worthy of the Chronicles. " He scans the group and another smile plays his lips, but this time is seems one born of pride, not amusement. "I know you will succeed. This is your first step on a apth which may immortalize your deeds and earn your place among the Society's brightest beacons."

![]() |

While Ambrus Valsin is speaking, Beromir looks at the maps the captain gave to them. He tries to estimate how many days the journey to the capture site will take, if only to figure out how much food will be needed.
He then says to the group that he has 50 feet of rope and a grappling hook in his bag and to the captain that he would willingly borrow a cold-weather outfit. He adds eventually that he is ready to go in two hours or so.

![]() |

After listening to Valsin, Kyras asks "I know that Irrisen and the Lands of the Linnorm Kings are currently warring, so do you know how we are supposed to be crossing the Iceflow River or will Sverrir Lightfoot's team tell us?"
Kyras then turns to the rest of the group and adds "We will also need a few days worth of trail rations for those of us without some Survival skills since we will be escorting goblins and it won't be safe to go into any towns until we are done."

GM Lamplighter |

"Well, you won't have trouble in towns in Irrisen with goblins. They're citizens there - goblins, ogres, trolls, all enjoy as many, or more, rights than humans under the witches. But you're right about rations - goblins will eat a dozen meals a day, and a well-fed goblin is less likely to try and eat his mates."

![]() |

A tian woman wearing armor made from a few simple plates of metal. Her appearance is relatively normal with the exception of her irises which appear to to be made up of dozens of dark letters in some foreign script barely showing in the violet rings around her pupils. "I am Asatsuyu Sochi, a simple calligrapher and scholar from Tianjing. I'm not well-read on the subject of goblins, but would it be possible to have any other sort of pack animals to carry all of the supplies we'll need to feed our... guests?"
I love coming up with whatever visual trait of an aasimar that makes them look preternatural.

![]() |

Memorized and cast Endure Elements this morning.
Skaarr is a towering half-orc with a well muscled physique. He wears only an armored kilt, hobnailed boots, his fetish mask and his pack of gear (which contains food and a rope). His lack of clothing leaves most of his rippling grey-green flesh exposed. Much of his torso and arms are covered in small geometric scarring patterns. A huge longaxe is strapped to his back. For most of the meeting he was busy industriously picking his nose. When the venture captain finally stops talking he says, "Skaar ready. We go get goblins now," he suggests.

![]() |

A look of slight amusement crosses Rhaz's face as he looks to the person on his left. A shield that has seen combat hangs from his side bearing the crest of House Gordini, an infamous Sczarni family from southern Varisia.
"Did you hear something just now?"
He then addresses the group in general after the discussion begins.
"The %$#!ing goblins probably know the land better than we do. And I doubt one of them could outrun us or get away alive. Let the %&#!ers fend for themselves. Better yet, have them hunt for us too!"

![]() |

"If any even thinks about escaping or turning on us," the man's hard eyes intensify, "I'll make an example out of him."
"Besides," the word comes out in a cheerful tone, "they'll probably be too $%#!ing hungry to escape or try any bull%&*@."
Rhaz stands and settles his gear into place.
"Let us be on with this then. I'm heading to the east gate and will be there for no more than two hours, or whenever our navigator wants to leave," a nod to Beromir. "I'll be travelling along the south bank of the Rimeflow up to the border."
The short man concludes and strides out to the door.

![]() |

"Where him go? We no group?" the half-orc asks, confused. "Skaarr wanna go too!" he insists, following the short Varisian man out the door. He doesn't say anything else at the moment, simply loping along behind Rha'ziz.

GM Lamplighter |

Since we aren't playing live, I tend to leave time for folks to respond before moving on... it's fine to be decisive or impulsive, but please remember that people might be unable to post on the same schedule, so just going off on your own will be held until the group all has time to post.
Rha'ziz: question of clarification - who do you imagine is on your left? It's hard for me to know who you are referring to.

GM Lamplighter |

"Greetings, Sochi," smiles Valsin. "Goblins hate horses and dogs, and won't abide either to live... and the animals don't like them very much either. Mules or other pack animals might work, but you might have better just pulling a sledge for supplies. I leave it to you to determine your best course of action."
"Now, I must head back to Absalom. remember, this mission is NOT for dissemination to anyone beyond this group. Good luck." Valsin strides out of the room, pulling his furs higher around his collar.
You have time to purchase whatever supplies you wish, and can also borrow cold-weather gear, pack animals, a sled, etc. as you wish. Everyone please post what gear they are borrowing, and record any purchases on your character profile. If you have retroactive questions for the V-C, we can handle that as well.

![]() |

I'll assume Skaarr was on his left (assuming Skaarr's player is okay with that). Sure no problem about waiting, that's why Rhaz said he would be at the gate for a couple hours or until whoever has the map left. He just doesn't like to take orders from people in public, hence the previous display of macho dominance.

![]() |

Beromir also eventually takes his gear and goes out of the room. He then borrows a cold-weather outfit, buys some trail rations and walks to the east gate. From there, he gets out of the city and tries to find a quiet place in the near wilderness where he meditates on the mysteries of nature during about an hour. He then goes back to the gate and waits for his companions.
Would it be possible to know how many days it will take to go to Trolheim ? If so, Beromir buys the adequate numbers of rations.

![]() |

After Rha'ziz storms out the door in a huff, Sochi mumbles to herself, "Do not impose on others what you yourself do not desire." She sighs and collects her belongings and heads to the Society quartermaster for some extra supplies.
Sochi grabs a cold-weather outfit, a winter blanket, and leaves a writ promising its return.

GM Lamplighter |

At the Quartermaster's warehouse, there is a map of Avistan with various routes and notations marked on it. Your journey is about 200 miles, traveling along the western bank of the river, and should take about 5 days by horse (provided for you, and left at the river crossing). From there you'll cross the Iceflow and head into Irrisen on foot. It will take another 3 or so days to reach the rendezvous point with Sverrir's infiltrators.
The return journey to Trollheim is probably a week on foot, not accounting for overly bad weather or other delays. You can count on cold weather the entire time, and likely snow and poor visibility at some point in the journey.
I'll assume you all regroup after supplying yourselves. Please let me know what your general plans are for the journey north, including your plans for camping, watches, etc.

![]() |

I'll buy 10 more trail rations then I guess. Skaar needs a full eight hours each night, but he has darkvision. So if we do five two hour watches he can take last watch.
Once every 24 hours he'll cast endure elements on himself.
That's about it for general plans.

![]() |

I'll buy 7 more trail rations, just in case. I'm thinking Kyras can try to go hunting once a day. How many Survival rolls will that require?
As far as watches, he can take 2nd, 3rd, or 4th shift since he does not require a full eight hours.

GM Lamplighter |

Moving along... let me know if you feel I'm moving too quickly for your tastes.
You saddle the horses and cross the river, then turn east and ride along the Rimeflow River. The air is chill, with a slight wind made worse by your swift travel.
Hour 1:
Fort save DC 15 - Beromir: 1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17
Fort save DC 15 - Eryndir: 1d20 + 3 + 5 ⇒ (19) + 3 + 5 = 27
Fort save DC 15 - Kyras: 1d20 + 3 + 5 ⇒ (10) + 3 + 5 = 18
Fort save DC 15 - Rha'ziz: 1d20 + 4 + 5 ⇒ (9) + 4 + 5 = 18
Fort save DC 15 - Skaar: 1d20 + 5 + 5 ⇒ (2) + 5 + 5 = 12
Fort save DC 15 - Sochi: 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20
Hour 2:
Fort save DC 16 - Beromir: 1d20 + 4 + 5 ⇒ (13) + 4 + 5 = 22
Fort save DC 16 - Eryndir: 1d20 + 3 + 5 ⇒ (10) + 3 + 5 = 18
Fort save DC 16 - Kyras: 1d20 + 3 + 5 ⇒ (16) + 3 + 5 = 24
Fort save DC 16 - Rha'ziz: 1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28
Fort save DC 16 - Skaar: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22
Fort save DC 16 - Sochi: 1d20 + 4 + 5 ⇒ (2) + 4 + 5 = 11
By mid-morning, the cold is already beginning to take its toll on Sochi. Angry red blotches are growing on exposed skin, and her teeth chatter at regular intervals.
Hour 3:
Fort save DC 17 - Beromir: 1d20 + 4 + 5 ⇒ (10) + 4 + 5 = 19
Fort save DC 17 - Eryndir: 1d20 + 3 + 5 ⇒ (9) + 3 + 5 = 17
Fort save DC 17 - Kyras: 1d20 + 3 + 5 ⇒ (9) + 3 + 5 = 17
Fort save DC 17 - Rha'ziz: 1d20 + 4 + 5 ⇒ (20) + 4 + 5 = 29
Fort save DC 17 - Skaar: 1d20 + 5 + 5 ⇒ (18) + 5 + 5 = 28
Fort save DC 17 - Sochi: 1d20 + 4 + 5 ⇒ (17) + 4 + 5 = 26
Hour 4:
Fort save DC 18 - Beromir: 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20
Fort save DC 18 - Eryndir: 1d20 + 3 + 5 ⇒ (1) + 3 + 5 = 9
Fort save DC 18 - Kyras: 1d20 + 3 + 5 ⇒ (20) + 3 + 5 = 28
Fort save DC 18 - Rha'ziz: 1d20 + 4 + 5 ⇒ (5) + 4 + 5 = 14
Fort save DC 18 - Skaar: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27
Fort save DC 18 - Sochi: 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13
At midday, half of your party is suffering from the cold temperatures, and most of the rest are feeling uncomfortable. Only Skaar seems totally unaffected, protected by his endure elements spell.

![]() |

Sochi sings against the shuddering cold, "旧マクドナルドは、ファームを持っていた。イ エ イ エ オ"
Finding the exercise worthless, she says flatly, "Shall we stop for a hot lunch? It should make us all feel a bit better."

![]() |

Seeing the state of half of the party, he calls out "Should we find an area somewhere to shelter ourselves for a little, at least until we are not fatigued anymore?"
"What!? You want stop already? We only walk short time, still have more than six days. Don't be a wimp! We can eat, Skaarr hungry too. But then back to move. Stand still in cold will turn to snow man. Silly elf man..." he mutters, then begins giggling as he imagines a snowman with pointy ears.

![]() |

It takes a full nights rest to remove fatigue. If we only travel four hours each day instead of eight it's going to take us two weeks to get there. I don't think most of you brought enough food for two weeks did you?

![]() |

Asatsuyu Sochi wrote:Does Energy Resistance 5 vs Cold work against weather?Energy resist cold does prevent an equal amount of NL damage. So if he rolls under 6 on the d6 it protects you.
Well, technically, the weather's cold damage is over the course of an hour. I get 5 cold resist a round. 5*10*60 = 300 per hour. ;)

![]() |

Beromir nods in agreement. "I also think it's safer to stop for an hour to warm ourselves and eat something. I will try to find a sheltered area."
If I could, I take 10 on my Survival check for a 19 result.

![]() |

Skaarr wrote:Well, technically, the weather's cold damage is over the course of an hour. I get 5 cold resist a round. 5*10*60 = 300 per hour. ;)Asatsuyu Sochi wrote:Does Energy Resistance 5 vs Cold work against weather?Energy resist cold does prevent an equal amount of NL damage. So if he rolls under 6 on the d6 it protects you.
Yeah, I guess, but that's not how it works. Can't really tell how sarcastic you're being since this is a text based medium. We'll probably have to settle for some people being fatigued for at least part of this since we don't have the resources to get Endure Elements for everyone.

![]() |

"We have a serious problem. If it's going to be like this the whole way, we simply aren't going to make it. Is this an unnaturally cold day?"
Eryndir wraps his winter blanket around his shoulders as he sits on the horse, hoping to trap some of the horse's heat in with him.

GM Lamplighter |

You stop for a noonday meal, taking shelter in one of the many trapper's huts that dot the region.The combination of hot food and shelter from the wind does warm you significantly. As the sun rises, the day's chill recedes somewhat, and you find yourselves less affected by the cold temperatures.
Continuing on, you find that you acclimatize quickly, and once your travel routine settles in, you are able to function more effectively in your cold-weather gear, and make good progress throughout the afternoon.
You stop for the night in another trapper's hut, sharing the space with a lone Ulfen man, a trapper named Bjorn, who says little and spends his time skinning the various small furry animals which hang from his clothing. A good night's sleep in the relative warmth removes all cold effects (your non-lethal damage all heals overnight.). The sun hangs in the sky late into the evening, and even at midnight the northern horizon still shines with the soft glow perpetual twilight. The clear sky sparkles with stars, and a hint of aurora wraps a greenish curtain across the night.
The morning dawns bright and clear. Bjorn has already left, taking he animal skins but leaving a large pile of entrails and bones steaming in he snow.
Now that you are acclimatized, your cold-weather gear should provide complete protection against this level of cold. The temperature drops at night, so you'll need either a hut or a campfire to avoid Fort saves.Any changes in your standard travel procedure?