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Throat ripped out for the man, lots of weapons for the beastmen.
random: 1d20 ⇒ 13
Lady Teldra does discover a small bronze coin.

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"May I see the coin?"
Knowledge (Local): 1d20 + 3 ⇒ (4) + 3 = 7
"Hmm....I don't recognize this. Does anyone else?"

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Leaving the bodies behind you continue upwards, taking the lower path for the moment. It is steep going, and cominig down this way is likely to prove precarious.
The route drops next into a wall valley between two small hills. This is known by the locals as "The Wings" The path becomes extremely narrow and turns are hard to manage. But with no direct time pressures the fatigued team takes their time and works their way through the area.
The path continues on, the angle of the slope increasing.
It bisects a small glen near the base of a steep butte on the mountainside. Atop the butte, a wide ledge climbs slowly back up the mountain. The pass continues until it reaches a high ridge atop a staggeringly sheer scarp that spills down into the lowlands. The breathtaking view provides a panorama of most of the lower peaks.
Can I have a fortitude save against the cold and a perception check from everyone please. Remember you are fatigued.

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Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Fort Save: 1d20 + 9 ⇒ (15) + 9 = 24
"Beautiful..." The Maiden is too absorbed by the of the sight of the lowland to pay attention. At least her body regulation training is effective.

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No Fortitude saves required for anybody. Vetis, would you mind splitting the wand charges with me?
As soon as the temperature starts dropping, Jo draws one of the dozen or so wands from her hip and taps herself with it. "Is anybody else feeling a bit chilly all the sudden?"

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Know, local: 1d20 + 5 ⇒ (17) + 5 = 22
"Hmm. This coin... this means the man was a member of the Aspis Consortium. Been a thorn in my side for a while now..."
Perception: 1d20 + 12 ⇒ (12) + 12 = 24 +1 if trap, +2 if human

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"Ah! Aspis. Yes, they tried to lay claim to some ruins in the desert. To think how much damage they would have caused if they reached the goal first." She smiles. "We didn't let them, of course."
"Jo, I have felt cold since we left the cabin. But yes, it's even colder now."

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"The Eye" as the area near the top of the pass is known has a dangerously large build up of ice that threatens to turn into an avalanche. She calls out a warning before you go under it, but there appears no way to avoid the area.

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Of course. Vetis replies to Jo as he guides their sled towards the others to administer the elemental protection.
Ruins in the jungle as well. Veris says in agreement when 'the Maiden' speaks of the Aspis. Twice. They are a pesky breed.
But we should speak quietly if the halfling is right. Move softly and be ready to run.
Just so I make sure I get the environment: we're about to pass through a place that looks like it could easily have an avalanche start, but it hasn't started yet, correct?

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fortitude: 1d20 + 6 ⇒ (15) + 6 = 21
perception: 1d20 + 13 ⇒ (9) + 13 = 22

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It is nothing. Cooperation is in creed. Vetis says. He looks back at Jo, then the other two sleds.
Perhaps I and Jo should go first through this 'Eye'. See if it is safe at all. In worst case of avalanche, I can become a badger and burrow out.

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Vetis leads the way under the unstable slope, and as predicted.... <crash> down it comes, burying the lead sled!
damage: 3d6 ⇒ (5, 5, 1) = 11
Status: Everyone is fatigued.
Jo - 11 damage, buried,
*Zora
*Lady Teldra
*Vetis - 11 damage, buried
*Numair
Maiden

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"Vetis! The snow!" Even though there was nothing she could have done, Charis sitll cries out as the man is buried.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
"We're coming- wait, up there... this was no accident. White, furry creatures near the top of the avalanche. I don't think they want anyone, Aspis or Pathfinder, to continue climbing. Keep your eyes peeled as we dig up Vetis."

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oopse got the damage a bit wrong there. Extra damage, Ref DC for half
extra damage: 5d6 ⇒ (4, 2, 5, 5, 3) = 19
Charis can see a bit of the sled poking out of the snow, that might be a good place to start digging... if you don;t mind going into the soft snow.
Status: Everyone is fatigued.
Jo - 30 damage (ref DC 15 to reduce to 15), buried,
*Zora
*Lady Teldra
*Vetis - 30 damage (ref DC 15 to reduce to 15), buried
*Numair
Maiden

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Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
Despite being warned, Vetis is still taken aback by the full speed and ferocity of the avalanche.The Kellid manages to dodge the worst of the hard snow slamming down atop him, but he fears Jo, and the poor dogs, may not be so lucky.
Vetis hears faint cries, but the voices are muffled by the snow above. He considers responding, but thinks better of it. I have to get out of here first; air is precious and I don't know how bad the Gorumite landed.
Fun fact I just realized: it's not until beast Shape III that you can burrow! So unless snow counts as 'earth' for earth glide (as an earth elemental), Vetis is gonna try to stay conscious for a bit.
First minute, nonlethal: 1d6 ⇒ 3
Second minute, nonlethal: 1d6 ⇒ 4
3rd minute, nonlethal: 1d6 ⇒ 5
4th minute, nonlethal: 1d6 ⇒ 5
5th minute, nonlethal: 1d6 ⇒ 1
6th minute, nonlethal: 1d6 ⇒ 5
7th minute, nonlethal: 1d6 ⇒ 4
8th minute, nonlethal: 1d6 ⇒ 4
9th minute, nonlethal: 1d6 ⇒ 4
10th minute, Con check: 1d20 + 1 ⇒ (11) + 1 = 12 or LETHAL: 1d6 ⇒ 6
11th minute, Con check: 1d20 + 1 ⇒ (7) + 1 = 8 or LETHAL: 1d6 ⇒ 5
12th minute, Con check: 1d20 + 1 ⇒ (17) + 1 = 18 or LETHAL: 1d6 ⇒ 2
13th minute, Con check: 1d20 + 1 ⇒ (16) + 1 = 17 or LETHAL: 1d6 ⇒ 4
14th minute, Con check: 1d20 + 1 ⇒ (9) + 1 = 10 or LETHAL: 1d6 ⇒ 2
15th minute, Con check: 1d20 + 1 ⇒ (5) + 1 = 6 or LETHAL: 1d6 ⇒ 1
At that point I'm 18/47 hp with 35 non-lethal damage. More saves if needed.

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"Should i use magic flame to try to melt the snow , as I am known as mistress of the flame, or do you think it will injure those beneath?"

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You think flames would probably not hurt the folk buried, but may speed the excavation process. There seems to be a lack of rules in actually getting folk buried in an avalanche out, so I've made some up in the discussion thread.
Status: Everyone is fatigued.
Jo - 30 damage (ref DC 15 to reduce to 15), buried (7)
*Zora
*Lady Teldra
*Vetis - 15 damage; buried (7)
*Numair
Maiden

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"I am so ill-prepared for this!"
Zora starts digging towards Jo.
Str Check: 1d20 + 0 - 1 ⇒ (4) + 0 - 1 = 3

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Lady Teldra uses produce flame to help speed the digging process.

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Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Strength Check: 1d20 + 2 ⇒ (15) + 2 = 17
"I don't see them...does anyone see where they were?"

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perception: 1d20 + 13 ⇒ (2) + 13 = 15
to try to determine where they are in the snow

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Lady Teldra spots a trail of debris leading to a spot and then starts melting now with her produce flame in the general area.
Zora joins in, but with little success.
Scratch the perception check, that will just slow things down and this is PBP
Status: Everyone is fatigued.
Jo - 30 damage (ref DC 15 to reduce to 15), buried (7)
*Vetis - 15 damage; buried (6)
*Numair
Maiden
*Zora
*Lady Teldra

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Vetis feels strange shifting above. I can hear you comrades! But there's so much snow up above. And still where is Jo?
Bracing himself, the Kellid begins making a move. No: I am not a helpless child out in his first winter. I have faced drakes and demons. Snow will not stop me!
Questions GM:
If I turn into a fire elemental, will that melt some snow each minute? Would a check be needed?
If not, can I cast while buried? In that case, Vetis will cast Flame Blade to start to melt/cut away at the ice and snow (2nd level so 2hp)
If no to both of the above, He'll just try to push through
Strength check: 1d20 ⇒ 14
Using the above rolls before I knew how this was working, Vetis take 3 nl damage int he first minute

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Fire elemental would have been fine to get yourself out. But I think flame blade would work for you too. In the interests of keeping moving, knock off the flame blade and lets continue.

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Fair enough!
When the blade of energy melts enough snow so that Vetis can see the rest of the Pathfinders digging him and Jo free, the Druid gets up and brushes himself off. He looks at the snow mound he just emerged from.
Well, could have been worse. At least only he two of us hurt instead of eveyone
Vetis pulls out a wand to alleviate some of his wounds, then offers it to Jo as he looks to see if the dogs are hurt. Every one of you okay?
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (7) + 1 = 8

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"Whew! I am glad you are ok. Now, let's get moving before those creatures decide to move on to more deadly tactics, shall we?"
Zora tests the snow to see if the way ahead is safe.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24

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The fatigued team continues their climb, but they are almost done. Just past the scarp the path becomes impassable by sled. Here a tiny footpath winds up a steep slop covered with boulder.
A whopping climb of 10 required, given you have ropes, that would go down, and no reason not to take-ten on it so...
The path continues along a broad plateau and ends at the edge of a snow-filled gorge. The gorge is named The Maw for the jagged spires of rock that jut through the drifts. Atop the plateau rests the cairn. It is difficult to see very far as the top is clouded in mist. You can see clearly for about sixty feet, and then vaguely for another thirty.
Put yourselves on the map, squares are 15'

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I assume our icons should be smaller?
Charis is awestruck by the beauty of it all; mankind striving against the limits of nature, the silence of it all. Except for the temperature it reminds her of home.

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From the comments about visibility, I assume the map in question is the one in Slide 3?
It is beautiful, yes? Vetis says as he pauses next to Charis, noticing her rapt face as she gazes around. But that is nature: she demands the greatest trials for the deepest wonders.
Vetis peers ahead, though finds himself unable to fully pierce the fog from a distance. So, this must be what it's like from the other side.
When we reach the cairn, be as respectful as you can. I am not thrilled to be graverobber. The bones should get all the dignity we can give.

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Yeap slide 3. Sorry for the short posts, been a busy day at work.
For a moment the mist swirls and parts..
Near the top of the slope, a broad plateau wraps around the mountain. Near the middle of the plateau rises a squat, 30-foot-square stone rostrum, upon which stand four columns of dark gray stone. One of the columns is broken and lies half-buried in the nearby drifts of snow. In the center of the rostrum rests a five-foot-tall beehive-shaped nest built of ice and cairn stones seemingly frozen around a clutch of eight massive bluish-gray speckled eggs, each the size of a brandy cask.
Then in closes in again. Just as it does so, you notice movement and some odd creatures (which are very much likes the ones you found buried with weapon wounds in the snow piles further down the mountain).

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Figures in the mist. Vetis whispers. Be ready.
He casts Barkskin on himself, while trying to think if he recognizes the sort of eggs that may be laid in such a nest.
Know NAture to ID the eggs?: 1d20 + 12 ⇒ (20) + 12 = 32

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Charis nods and readies her longbow.
"How unfortunate...perhaps they are trying to defend their nest."

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"They attacked us first, they should be punished!"

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"Calm down... I have many a friend who didn't start out that way. We might have to dispatch them, but let's try to avoid conflict if we can."

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"In the end, how much does it really matter whether the creature is a friend or enemy? What's truly important is its potential to help or harm us." Jo straps on her shield and draws a large sword, "For example, animals are unlikely to provide aid--unless it's as sustenance. On the other hand, they are quite capable of causing us harm." Really, people? They're just animals, and we're in a hurry!

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Vestis does not think the eggs are from a normal animal.
know(arcana) to identify them

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Beasts are more varied than you think. the Kelli's replies to Jo. But I am not naive. There is value in knowing what creatures live near; a known foe may be met better than a mystery.
I do not recognize this nest. Unfortunate. Like we too often do, we must wander blind.
Vetis moves cautiously forward with the party.

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To keep things moving, I have advanced you up to a point you can see movement in the mist in the distance.

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Jo whispers to Vetis, "We need no one's permission to speak," then raises her voice for all to hear, "More importantly, will you let us pass unhindered? We mean you no harm, and hope you feel the same toward us."
She rests the tip of her bastard sword on the snow before continuing, "And if by chance you are willing to offer aid, we would of course respond in kind."

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It seems that they either don't speak Taldane or are just not interested in talking.
The figures charges, and more can be seen through the flickering mists. They close with a speed bordering on the supernatural, and around them the air is disgustingly pungent.
init
LAdy Teldra: 1d20 + 2 ⇒ (3) + 2 = 5
Jo: 1d20 + 1 ⇒ (4) + 1 = 5
Zora: 1d20 + 6 ⇒ (9) + 6 = 15
Numair: 1d20 + 6 ⇒ (9) + 6 = 15
Maiden: 1d20 + 5 ⇒ (11) + 5 = 16
Vetis: 1d20 + 7 ⇒ (2) + 7 = 9
baddies: 1d20 + 2 ⇒ (18) + 2 = 20
attacks on Lady Teldra @+8: 2d20 ⇒ (1, 14) = 15
damage: 1d4 + 3 ⇒ (4) + 3 = 7
Status: Everyone is fatigued. Bold may post
Jo - 1 damage
*Zora
*Lady Teldra - 7 damage; Two Fort DC 13 saves or be sickened.
*Vetis -
*Numair
Maiden
Creatures
NB: Getting within 10' of one of them means you must make a Fort DC 13 save or be sickened. If you are close to two, then you must make two, etc.

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Numair shrugs wearily.
"Then die..."
He summons a ball of flame, and tosses it at Magenta.
Flaming Sphere: 3d6 ⇒ (1, 3, 2) = 6 Fire damage. DC 20 Reflex negates.