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Zootloot looks around the garden. It is absolutely fascinating. Very cold, but very interesting. Just as he's about to lay his weapons down the baroness waves away the guards, so Zootloot keeps his rapier sheathed at his side and the short bow slung over his left shoulder.
Out of habit, he starts to play a quiet, soft song on his guitar. It is a new song that he is working on. The music isn't so loud as to disrupt the conversations but it is a soothing sound that he hopes will lead the baroness to be more cooperative.
Aid Another(diplomacy): 1d20 + 3 ⇒ (4) + 3 = 7
Knowledge(local): 1d20 + 7 ⇒ (4) + 7 = 11 Have I heard any rumors that might be useful concerning the Whiterook problem?

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Hootie notices that the Baroness seemed to have changed her Tack upon mentioning Haitani's name.
Int check to remember what patten were the uniforms of the bodies? 1d20 + 1 ⇒ (16) + 1 = 17
Aid Diplomacy 1d20 + 6 ⇒ (1) + 6 = 7
Add +2 for favored enemy
Sense Motive 1d20 + 5 ⇒ (1) + 5 = 6
Damm Double 1s.
"I could describe to you the Uniforms the fallen were wearing if I could remember them." Hootie ventures.

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The Baroness replies to Mavin, "Perhaps the situation merits more of my attention, but you needn't worry about our politics. Here is a travel permit for your expedition, but make sure to stay within 5 miles of Dalun." She scribbles a note on some parchment and marks it with her signet ring.
Baroness Nadya listens carefully to Hootie, then dismisses the Pathfinders. "I appreciate your interest, but as I said, you needn't concern yourself with our affairs." The guards usher you out of the Baroness' presence, although her gaze never leaves the halfling.
You have an opportunity to make purchases if you wish, before venturing further.

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Darak picks up his Axe and re-attaches it to his belt, keeping his uncovered eye on the guards as he does so. He nods to the Baroness in thanks for the permit and turns to leave before remembering something and spinning on his heel.
"Oh Aye Lass. Our Guide Haltani asked us to give you here regards and the like Think she knows ye but she hadn't said nothing specific. Good day to ye."
The Dwarf them stomps out of the Palace grounds and ensures his water-skins and rations are plenty stocked before heading to the tavern to rest for the night.

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Haltani meets up with you just outside of Dalun, ”I didn't find any information about the place you seek, but was able to narrow things down a little. It is most likely north-by-northeast of Dalun, and at least three hours away.”
Haltani’s help provides a +4 circumstance bonus to Survival checks to find Naldak’s Point. Everyone please roll 4 Fortitude saves vs. the cold.

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"Three hours away? Is that less than 5 miles? Our travel permit is only good for 5 miles." Zootloot pipes up when Haltani tells them about what she has found.
Fort Save: 1d20 + 2 ⇒ (20) + 2 = 22
Fort Save: 1d20 + 2 ⇒ (13) + 2 = 15
Fort Save: 1d20 + 2 ⇒ (1) + 2 = 3
Fort Save: 1d20 + 2 ⇒ (20) + 2 = 22

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fort save: 1d20 + 7 + 5 ⇒ (16) + 7 + 5 = 28
fort save: 1d20 + 7 + 5 ⇒ (15) + 7 + 5 = 27
fort save: 1d20 + 7 + 5 ⇒ (2) + 7 + 5 = 14
fort save: 1d20 + 7 + 5 ⇒ (17) + 7 + 5 = 29
Plus five from cold weather clothing
Lyteonira is glad of the furs she bought from the grinning pixie

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Darak nods to their guide and pulls on his thick Jacket over his coat of scales. Hefting his shield and making sure his Axe is secure the Dwarf sets of near the head of the group, his strides may be short but his pace is even.
Fort: 1d20 + 5 + 5 ⇒ (18) + 5 + 5 = 28
Fort: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21
Fort: 1d20 + 5 + 5 ⇒ (2) + 5 + 5 = 12
Fort: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27
"Aye let us be off."

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Fortitude: 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15
Fortitude: 1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28
Fortitude: 1d20 + 4 + 5 ⇒ (3) + 4 + 5 = 12
Fortitude: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21

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Didn't see the request for a survival check at first. Nor sure that I'm the best survivalist but I'll give it a shot.
Zootloot wanders around with everyone else just hoping he can help find the way to Naldak's Point.
Survival: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13

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I missed the Survival too, sorry!
Survival: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17
Mavin bundles her furs to protect against the cold as best she can, working alongside Haltani to navigate toward the site.

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Fort Saves
1) 1d20 + 4 ⇒ (14) + 4 = 18
2) 1d20 + 4 ⇒ (3) + 4 = 7
3) 1d20 + 4 ⇒ (5) + 4 = 9
4) 1d20 + 4 ⇒ (13) + 4 = 17
Survival 1d20 + 5 ⇒ (3) + 5 = 8
I'm so dead........
Whatever Hootie tried to do, it didn't work.

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His collar turned up against the wind, Darak looks for the best route through the unforgiving snow.
Survival: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16

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Fortitude: 1d20 + 9 ⇒ (14) + 9 = 23
Fortitude: 1d20 + 9 ⇒ (4) + 9 = 13
Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16
Darak: 1d6 ⇒ 1
Hootie: 3d6 ⇒ (4, 1, 5) = 10
Lyteonira: 1d6 ⇒ 3
Mavin: 1d6 ⇒ 5
Therrach: 3d6 ⇒ (6, 5, 4) = 15
Zootloot: 2d6 ⇒ (5, 2) = 7
- Darak - 1 damage
- Hootie - 10 damage
- Lyteonira - 3 damage
- Mavin - 5 damage
- Therrach - 15 damage
- Zootloot - 7 damage
After three hours you feel as if you're in the right area, but just can't find the Dwarven city. And you had better find it fast, as nobody is dealing well with the cold, especially Therrach and Hootie.
All damage is nonlethal, and cannot be healed until you warm up.
Another Fortitude save and Survival check.

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"Wow! It is cold out here!" Zootloot rubs his arms but it doesn't seem to be helping. "Are you sure we're in the right place? This Dwarven city doesn't seem to be here."
Fort: 1d20 + 2 ⇒ (11) + 2 = 13
Survival: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7

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fort save: 1d20 + 12 ⇒ (5) + 12 = 17
survival aid: 1d20 + 2 ⇒ (2) + 2 = 4
" Have none of us a way finder to help find this Naldaks point ". Asks Lyteonira as he racks her little brain for signs to help navigate in this frozen land

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Harch weather, but good company. Let's have a good trip.
fort: 1d20 + 5 + 5 ⇒ (19) + 5 + 5 = 29
fort: 1d20 + 5 + 5 ⇒ (20) + 5 + 5 = 30
fort: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21
fort: 1d20 + 5 + 5 ⇒ (19) + 5 + 5 = 29
survival: 1d20 + 4 + 6 ⇒ (9) + 4 + 6 = 19
Therrach does his best to keep the spirits up

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Hootie grins and tries not to show how much the cold is affecting her.
Cold weather outfit doesn't help?
[Fort Save 1d20 + 4 ⇒ (8) + 4 = 12
Survival 1d20 + 4 ⇒ (18) + 4 = 22
"I can still keep up. Never mind me."

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Cold weather outfit is a + 4 on saves, you should probably include it on your rolls for ease
Darak shakes his head at the Halfling's question, brushing off the odd Ice crystal on his Eye patch and shakig them loose from his fine beard. He seems to be taking to the cold quite well with his mountainous upbringing, though at one point stumbles which causes his toes to freeze.
"Difficult to get warm, may have to use one o' those Clay bricks to warm up if we ain't careful. Just need to get outta the wind." he roars over the Icy wind.
Fort: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21
Survival: 1d20 + 3 ⇒ (9) + 3 = 12

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Fortitude: 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15
Survival: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19
Mavin aggressively shakes the snow from her hair. "Let's find this godsforsaken ruin before all my toes fall off. No patience for this biting Irriseni cold. When we find the place we can warm up around the blackfire clay, and maybe treat this frostbite."

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Yes, the cold weather outfit helps, but you have to include it in your rolls, I don't add it.
After about four hours in the cold, Therrach and Mavin glimpse rugged hills in the distance. An enormous rocky mound protrudes from the ground, covered in ice and snow. On the northeast side of the mound, thick walls of ice cascade down the side of the hill like a miniature glacier. Two shapeless stone monoliths stand near the base of the mound.
This is it, you just have to get through several feet of ice.

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Mavin hustles to the base of the ice wall, removes five chunks of the blackfire clay from her pack, and applies it to the base of the ice. "This should help warm us up, and get us past the ice if we give it time." She then huddles close to the alchemical heat source, trying to keep her teeth from chattering.
Does the blackfire clay provide protection from the cold or otherwise count as "warming up" for healing purposes?

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Darak eyes the solid ice wall and the Monoliths guarding it, a slight tear in his eye as he witnesses a true piece of Dwarven history. Helping Mavin with the blocks of Blackfire, he tries to work out if that will be enough, or that they may need all ten to melt through the ice. Nevertheless, he huddles around with the others, keeping his back to the light and his Waraxe drawn to keep an eye out for intruders.
Survival? How many blocks: 1d20 + 3 ⇒ (12) + 3 = 15
perception: 1d20 + 8 ⇒ (9) + 8 = 17

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Doh! I''m going to need some healing then.
Survival, aid another 1d20 + 5 ⇒ (8) + 5 = 13
Perception 1d20 + 7 ⇒ (20) + 7 = 27
Hootie already starting to feel numb from the biting cold, helps out as much as she can. Looking out for trouble as she does so, She shivers.

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Zootloot scoots right up to the clay. "Oh, this is nice." He looks at the large wall of ice. "But do you think it will get us through this block?"

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Knowledge(engineering),bardic knowledge: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Fort: 1d20 + 2 ⇒ (12) + 2 = 14
After getting warmed up Zootlook starts examining the bricks. "I'm not sure exactly how to use these but I might have some ideas to make them more efficient."
Not sure if my knowledge roll was high enough.

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Fort save 1d20 + 4 + 5 ⇒ (18) + 4 + 5 = 27

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Fortitude: 1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24
Looking oddly at the Gnome, Darak places the blocks where Zoot directs them, making sure to stay by them to warm up their booted foot.

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Hootie shuffles closer for the warmth as well....

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All damage is nonlethal and cannot be healed until you warm up.
Zootloot notices a dirtier patch of ice that has lots of impurities in it--and thus a lower melting point. Additionally, he applies the clay at ground level so that the heat will pass over more ice as it rises, and starts with a small amount then slowly adds more, causing the melted area to collapse into a tunnel and trap even more heat in the ice.
However, just he finishes up, a large wolf jumps out of the snow and laughs before speaking, "Did you know that your companion is the jadwiga Uliyara, niece to Baroness Urgalaena of Saarbotten? Obviously not! She has deceived you, and who knows what harm might have befallen you because of her betrayal, had I not appeared. Surrender her to me, and continue your exploration in safety."
Zootloot's efficiency allows everybody to warm up, rather than just some of you. Spend the appropriate number of wand charges, and you will be at full hp for this encounter.

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Wand of Cure light wound 2d8 + 2 ⇒ (8, 5) + 2 = 15
"So what you pile of Mangy Fur? She's with us now and you'd have to get through us to get to her!" as she nocks an arrow ready to fire at a moment's notice.

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Zootloot turns at the wolf's appearance. "A talking wolf? That is unusual." With his suspicions high Zootloot tries to get a sense of whether the wolf is lying or not.
Sense Motive on wolf: 1d20 + 1 ⇒ (12) + 1 = 13

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Wand of CLW: 3d8 + 3 ⇒ (5, 8, 1) + 3 = 17
I takes a defensive pose, between the Wolf and our companion.
Stand down, and leave!
intimidate: 1d20 - 2 ⇒ (6) - 2 = 4

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Darak looks sideways at his companions and then back to the Wolf, slowly drawing his Axe, thoroughly confused by their current situation. Shrugging their shoulders to loosen them he admires his comrade's ferocity but doesn't wuite understand it.
"So ye lied to us?" Darak says to Haltani in his usual roar, "no wonder ye told the Baronness hi! What else have ye hidden from us eh, were you really behind the Ulfen attack?"

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Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Mavin, her skin just recently restored by the magic of her wand, draws her glaive and rounds on the wolf. "You think I just trekked through miles of snow and froze my fingers off just to be interrupted by a scheming monster? I dont care who our guide is, she got us here safely, and that makes her far more trustworthy than some two-faced wolf. We'll see how much you like the frigid air here when I skin that thick coat off your flesh, because I am done with this!"
Intimidate: 1d20 + 10 ⇒ (12) + 10 = 22

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clw wand: 1d8 + 1 ⇒ (7) + 1 = 8 "We are in the lands of Dalan and the Baroness Nadya of that land knows our guide. It would not do well to upset the Baroness Nadya by abandoning our guide to any wolf no matter how well spoken"

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"Heya Puppy. You heard me and my companions. Come get some."
Intimidate, Aid another 1d20 + 2 ⇒ (15) + 2 = 17

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Initiative (Hootie): 1d20 + 4 ⇒ (13) + 4 = 17
Initiative (Lyteonira): 1d20 + 2 ⇒ (15) + 2 = 17
Initiative (Mavin): 1d20 + 3 ⇒ (15) + 3 = 18
Initiative (Therrach): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Zootloot): 1d20 + 5 ⇒ (19) + 5 = 24
Initiative (GM): 1d20 + 7 ⇒ (2) + 7 = 9
Round 1
Effects none
- Zootloot - 7 nonlethal
- Mavin -
- Hootie -
- Lyteonira -
- Rigrory -
- Therrach -
- Darak - 1 nonlethal
As soon as people reach for their weapons, the wolf attacks.
Zootloot, Mavin, Hootie, and Lyteonira are up.