[PFS]DM Elanmorin's Shades of Ice, Part II: The Exiles of Winter (Inactive)

Game Master Rogar Valertis

After surviving an assassination plot against them in Trollheim the Pathfinders travel to Winterthrone where they know the historian Rognvald Skagni is held prisoner. Their mission saving the old man and giving him back a chest with his belongings...

Initiative:

[dice=Calephe]1d20+5[/dice]
[dice=Dragall]1d20+1[/dice]
[dice=Midge]1d20+2[/dice]
[dice=Scuttlebutt]1d20+1[/dice]
[dice=The "tiny" Thundercloud]1d20+2[/dice]
[dice=Zane]1d20+1[/dice]

Perception:
[dice=Calephe]1d20+6[/dice]
[dice=Dragall]1d20+4[/dice]
[dice=Midge]1d20+3[/dice]
[dice=Scuttlebutt]1d20+5[/dice]
[dice=The "tiny" Thundercloud]1d20+3[/dice]
[dice=Zane]1d20+6[/dice]

On the trail


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Liberty's Edge

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Human (Varisian) fighter (two-weapon fighter) 2 AC 16, T 13, FF 13 | hp 22/22 | Fort +5, Ref +3, Will +2 (+1 vs. Fear)

Calephe slips up and slashes out with her kukris.

Kukri: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Kukri: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Kukri Crit Cofirm: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Liberty's Edge

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Male LN Half-Orc (Mystic) Druid (Goliath) 1 | HP 14/14 | AC 15 T 11 FF 14 | CMB +4, CMD 15 | F: +6, R: +3, W: +6 | Init: +1 | Perc: +6, SM: +2 | Speed 30ft | Destructive Smite: 5/5 | Spells: 1st 3/3 | Active conditions: None.

I forgot to add +1 from Scuttlebutt’s bardic inspiration, so would be 21 AC and 12hp Damage if successful hit.

Shadow Lodge

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MAP

Before falling down the Thundercloud tried to counter the insidiously small dragon but unfortunately to no avail.
Although it seemed Zane missed the dragonling with his powerful swing, in fact the movement of air alone was enough to hurt the creature, testimony to the half-orc prowess!
Calephe joined the dance as well, almost skewering the winged lizard-like creature.

Despite the heavy wounds sustained the dragon did not fall. With powerful flaps of his wings it regained altitude disappearing in the mist hiding the ceiling while shrieking in rage...

withdraw

Round 3 - Bold may act

Aralantryx -26hp

Midge
The Thundercloud -11hp, stable
Scuttlebutt
Calephe -2hp
Dragall -5hp
Zane -2hp

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None

Midge glides over five feet across the ice so she's beside Thundercloud. She bends down over him and draws a potion.

Move to get back beside him, since I can't five foot step on the ice. Move to draw a potion. Can't feed it to him until next turn.

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Dragall is waiting with an axe in his hands. When the dragon appears it will hit him if Dragall is close enough.

Where is he, where did he disappear?

Shadow Lodge

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MAP

You may not be able to locate it in the mist above but you can certainly prepare for its ineviatble next attack... :P

Liberty's Edge

Human (Varisian) fighter (two-weapon fighter) 2 AC 16, T 13, FF 13 | hp 22/22 | Fort +5, Ref +3, Will +2 (+1 vs. Fear)

Calephe prepares herself for the creature to attack.

Readied Attack:

Kukri: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Kukri: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Dark Archive

Human male Bard (Duettist) 4/Investigator (Questioner) 1 | HP 27 of 35 | AC 17 / T 12/ F 15 | Fort +2 / Reflex +8 / Will +5 | CMB +3 / CMD 15 |

Scuttlebutt continues his sea shanty and stows his crossbow while slowly moving to the edge of the mist, drawing his rapier as he carefully traverses the ice.

Free action to continue bardic performance for inspire courage, move action to stow the crossbow, move action across the room and drawing his rapier as part of that move.

Four rounds of bardic performance left and lingering performance will tack another two rounds beyond that. Let's pluck this sneaky duck before that.

Liberty's Edge

Male LN Half-Orc (Mystic) Druid (Goliath) 1 | HP 14/14 | AC 15 T 11 FF 14 | CMB +4, CMD 15 | F: +6, R: +3, W: +6 | Init: +1 | Perc: +6, SM: +2 | Speed 30ft | Destructive Smite: 5/5 | Spells: 1st 3/3 | Active conditions: None.

Zane prepares for the wyrmling to sweep down again, and hopes the creature targets him taunting him, "Little lizard you want some more of big axe? You scared of us hiding awway in the fog?"

He is alert and ready to attack

Readied Attack:

Attack, greataxe + bard's inspiration: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage, greataxe + bard's inspiration: 1d12 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

I forgot to roll my Readied Attack.

Readied Attack:
to hit: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
damage: 1d12 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Shadow Lodge

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MAP

For an interminable moment only silence reigns inside the frozen room. Then another enraged shriek announces the dragonling next attack as it sweeps down from the misty clouds above and attacks the isolated Scuttlebutt!

Attack roll (bite vs Scuttlebutt): 1d20 + 7 ⇒ (17) + 7 = 24 -> Damage roll: 1d4 + 3 ⇒ (4) + 3 = 7

The creature's plan works perfectly as it tears a large chunk of flesh out of the bard's shoulder!

Scuttlebutt gains an AoO against the dragonling as long as he has a weapon in hand. For the rest of you: remember the rules for movement in this place

Round 4 - Bold may act

Aralantryx -26hp

Midge
The Thundercloud -11hp, stable
Scuttlebutt -7hp
Calephe -2hp
Dragall -5hp
Zane -2hp

Grand Lodge

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M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Following the sound of the fight, Dragall moved toward the dragon and tried to hit him with an axe.
It's here!

Perception: 1d20 + 4 ⇒ (1) + 4 = 5
to hit: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
damage: 1d12 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Dark Archive

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Human male Bard (Duettist) 4/Investigator (Questioner) 1 | HP 27 of 35 | AC 17 / T 12/ F 15 | Fort +2 / Reflex +8 / Will +5 | CMB +3 / CMD 15 |

Scuttlebutt grits his teeth as the dragon savagely tears into him, but as the wyrm approaches in such close proximity, he stabs forward witb his rapier.

And this is exactly why he switched out the crossbow for the rapier because it's AoO time. And he'll use his last two points from his inspiration pool to add another 1d6 to the attack roll.

Attack + inspiration: 1d20 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8

Ok, I wish to use my shirt/folio reroll with +3 for GM stars on that d20 roll

Attack reroll: 1d20 + 3 ⇒ (19) + 3 = 22

Totally worth it, yay!

Crit confirm: 1d20 + 1 ⇒ (15) + 1 = 16

Damage[/dice: 1d6 ⇒ 3

And in case a 16 confirms the crit...

1d6 ⇒ 4

Shadow Lodge

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MAP

Dragall and Scuttlebutt put an end to the savage Dragonling who lands on the icy ground hissing one last time and puffing cold breath before dying. Seems like the battle has been won and you lived to tell the tale!

@Scuttlebutt: Dragall's blow was enough to kill the dragon. Save your GM reroll if you want, no need to waste it!

You did it! Yet you still need to decide how to deal with Skagni and the Blood Ram tribe as they won't be able to leave Winterthrone freely as they are

Dark Archive

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Human male Bard (Duettist) 4/Investigator (Questioner) 1 | HP 27 of 35 | AC 17 / T 12/ F 15 | Fort +2 / Reflex +8 / Will +5 | CMB +3 / CMD 15 |

"So, we have an obligation to assist Mr. Skagni and the other captives out of here. My first thought is to locate our Varisian friend who helped us into town and see if we can grease his palm to help us get out of town."

Liberty's Edge

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Human (Varisian) fighter (two-weapon fighter) 2 AC 16, T 13, FF 13 | hp 22/22 | Fort +5, Ref +3, Will +2 (+1 vs. Fear)

"That sounds like a good plan Scuttlebutt. Let's give that a try."

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None

Midge pours a potion down Thundercloud's throat.

Healing: 1d8 + 1 ⇒ (5) + 1 = 6

"Are you alright?"

She offers Thundercloud a hand, pulling him to standing.

After that she looks around. She can't see much through the mist, but she can hear her companions talking. Assuming the dragon's dead she slides towards her companions.

"It's risky. But it might work." she adds. "Our friends don't exactly look well-nourished. Think that will be a problem?"

"Oh! And we'll need to get them clothes and supplies, of course."

Grand Lodge

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M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Dragall went looking for Skagni to the previous room. If Skagni is injured use a wand of cure light wounds on him.

cure: 1d8 + 1 ⇒ (3) + 1 = 4

"Mr. Skagni what happened here and how can we help you?"

Shadow Lodge

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MAP

As Scuttlebutt gets back to Winterthrone Market Square the rest of you tries to help the former captives and Skagni. The malnourished Ulfens helped themselves to the Shadow Lodge's stored supplies. They are still skeletal but at least they don't risk to die of starvation on the spot.

Now he's eaten and has been healed Skagni is better able to provide answers to your questions:"This so called Shadow Lodge aims to bring ruin to the Pathfinder Society. To that end they travelled to a place called the Keep of the Huskarl King, a fortress that stands in the Realm of the Mammoth Lords. They are searching for some sort of "weapon". I don't know what it is, but I know that should the Lodge get the weapon hidden there, they might cause serious problems for the Pathfinder Society and among the nations of the north. I've read of this "weapon" in the transcriptions of ancient verbal tales passed down in the northern tribes of the Realm of the Mammoth Lords and I'm sure that it’s something to be feared. Fortunately for you I've also spent several years studying the very Keep those miscreants are trying to raid and I can draw you a map to its location. I don't believe I need to stress you need to stop the Shadow Lodge getting their hands on that ancient weapon, right?" so saying Skagni starts to work on the map, while you thoroughly search the underground areas of the lodge.

After a good deal of searching you find a series of journals and letters detailing a Shadow Agent named Caggrigar’s journey to the Worldwound with an elite team of other Shadow Lodge agents. It seems they left a man named Vermund, one you identify with the crazed druid you killed before fighting the goblin slavers, but he was given that dubious honor only after another shadow agent named Melkorka Skur took the remaining reliable agents and set out for the Keep of the Huskarl King.
A single, unfinished letter from Caggrigar to someone named “the Spider” in Almas talks about the “great power” contained within the keep that the Shadow Lodge could “harness and train” to take down the Grand Lodge in Absalom once and for all. The end of the unfinished letter mentions the failure of “our illustrious leader” and hints at support should the Spider wish to usurp control of the lodge entirely.

Scuttlebutt:
You get back to the Market Square without further problems, easily avoiding Winterthrone's patrols. Once there you spend some time searching for your Varisian friends. Soares Lupei is surprised to see you again and quickly ushers you inside one of his vagons, out of sight from the place's guards. "Well met again my friend. Escuse me for my brusque manner but as you know prudence is an high virtue in a place like Winterthrone. Anyway... what can I do for you?"

Roll diplomacy

Dark Archive

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Human male Bard (Duettist) 4/Investigator (Questioner) 1 | HP 27 of 35 | AC 17 / T 12/ F 15 | Fort +2 / Reflex +8 / Will +5 | CMB +3 / CMD 15 |

Scuttlebutt addresses the merchant in Varisian in a far-fetched hope to enhance his sincerity. "Friend Lupei, I come to you again to seek your aid for myself and my traveling clan. The six of us have picked up ten more unexpected 'mouths to feed' and are need of assistance to make an exit from the city with these people. I ask if this is a service that you may have the capability to help with. Compensation via payment or agreed-upon services is, of course, available. However, I acknowledge what I ask is no small task and I would not be offended if this were something you would wish to decline, your family deserves to see you on your return home. And we would be grateful for any direction you could provide in that case."

Bard charisma powers and inspiration pool, don't fail me now!

Diplomacy plus inspiration: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (2) = 19

I will go with that roll result. I have only a 50-50 chance of doing better with my reroll and the chance of getting a worse roll is too much.

Liberty's Edge

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Male LN Half-Orc (Mystic) Druid (Goliath) 1 | HP 14/14 | AC 15 T 11 FF 14 | CMB +4, CMD 15 | F: +6, R: +3, W: +6 | Init: +1 | Perc: +6, SM: +2 | Speed 30ft | Destructive Smite: 5/5 | Spells: 1st 3/3 | Active conditions: None.

Zane helps treat the newly released captives, and waits on Scuttlebutt’s return.

Dark Archive

1st Level Male Wayang Vigilante (Warlock) ¦ AC:17 TAC:13 FFAC:13 ¦ HP:9/9 ¦ F:+1 R:+4 W:+3 ¦ Init:+2 ¦ Perc: +3 (Darkvision) ¦ CMB: 0 CMD: 12 ¦ Move Speed: 20' ¦ Spells: 0:3 1: 2 1 ¦ DC: 1/1 L&S: 1/1 SS: 3/3 ¦ Endure Elem.
Midge wrote:

Midge pours a potion down Thundercloud's throat.

"Are you alright?"

She offers Thundercloud a hand, pulling him to standing.

With the potion, Thundercloud is up now and at 4 hps.

Waking back into consciousness with a gasp, Minuro/Thundercloud gratefully accepts Midge's help in standing back up.

Glancing about as he does so and not hearing any further sounds of combat from the rest of the group, Minuro/Thundercloud replies, "Thanks, Midge- so has that dumb lizard-bat-thing gotten taken cared-of already?"

If told the details of what happened after he got chewed upon, Minuro/Thundercloud will congratulate both Dragall and Scuttlebutt for their killing blows upon said dragon.

Midge wrote:


After that she looks around. She can't see much through the mist, but she can hear her companions talking. Assuming the dragon's dead she slides towards her companions.

"It's risky. But it might work." she adds. "Our friends don't exactly look well-nourished. Think that will be a problem?"

"Oh! And we'll need to get them clothes and supplies, of course."

Following after Midge and upon seeing the tiny dragon's corpse, Minuro/Thundercloud adds in with, "Maybe we could feed that stupid lizard-bat to the folks in the cavern? Wonder if it'd make a good stew for them..."

Anything of note to be found in the cold ice-room? Also, Thundercloud's got an extra endure elements memorized, so at least Skagni won't hafta worry about being under-dressed for the occasion. ;)

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None
The "tiny" Thundercloud, PbPVer wrote:
Glancing about as he does so and not hearing any further sounds of combat from the rest of the group, Minuro/Thundercloud replies, "Thanks, Midge- so has that dumb lizard-bat-thing gotten taken cared-of already?"

"The wyrmling?" she confirms with a smile. "Yes. Though I didn't see how."

Shadow Lodge

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MAP

Scuttlebutt:
Lupei listens to Scuttlebutt's words with a concerned expression but when the bard finishes explaining himself he sighs:"Well my friend, honor dictates I help you once again, and besides Desna loathes those who would deny other people's freedom. We'll be staying here for 2 more days. For now keep these peopel hidden but bring them here, disguised as slaves in 2 days time. We'll make it seem like a normal transaction and then we'll depart the city. My Desna guard our footsteps, though. As for payment... my price will be 1 gold piece for each one of you but these people can join us free of charge. Saving them is enough payment I say"

By ability or maybe through sheer luck your plan works out. You keep a low profile hiding inside the Sahdow Lodge consuming your enemies resources until the appointed date then lead the blood ram tribe's survivors and Skagni to Lupei vagons. You made it seem like you are selling the ulfens to the Varisian and since slavery is treated like a legitimate trade in Winterthrone no one seems bothered by the act. And so you rejoin Lupei and his people. He makes a grand show of purchasing slaves to sell in Kaer Maga and to hire you as additional guards and in a couple of hours you leave the frigid city of Winterthrone behind you. You spend the next day travelling with the Varisians but you know your duty leads you elsewhere once you are near the border with the Lands of the Linnorm Kings you thank Lupei for his help, say your farewells to Skagni, the Ulfens and Varisians and leave. Your next destination the Realm of the Mammoth Lords... and then the Keep Of The Huskarl King!

Well, you completed part 2 of the Exiles of Winter, now all is left is part 3. We'll start again after Christmas but in the meanwhile I'll make sure to complete your CS. Expect them for tomorrow evening at the latest!

Shadow Lodge

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MAP

Starting part 3 of this 3 part series. Keep in mind most encounters will happen outside in the frozen north and we'll be using the rules for harsh climates you already know.

The Ulfen have a saying: “No blade is as sharp, no demon as cruel as the winds that walk their way down the Icestair.” At the border of Irrisen and the untamed wilds of the Realm of the Mammoth Lords, the meaning of those words becomes clear as the barren, snow-covered plains stretch to the horizon. Four days’ travel now lies between the eastern edge of Irrisen and the shattered remains of the Huscarl King’s keep. To the east, sinuous snow drifts give way to rocky foothills from which pines and scrub brushes claw for life. In the distance, the massive creatures that give this land its name shuffle along at a ponderous speed, still impossibly huge even from far away. Skagni’s map marks a clear and straightforward path, but the snow makes for slow travel. The Shadow Lodge agents have a head start, but persistence through the harsh environment and adherence to the strict map may yet make it possible to catch them before they reach the Keep of the Huscarl King and gain access to the mighty weapon held within.
Despite the urgency of your chase you took the time to buy provisions from wandering hunters as not doing it could have meant an early and frozen grave...

DC10 Knowledge (local):
The denizens of the Realm of the Mammoth lords are Kellids, considered primitive by many in the Inner Sea, but respected for their hardiness.

DC15 Knowledge (local):
Your route goes through the domain of a Kellid tribe called the Snowmask Clan. Unlike many of the other migratory Kellid tribes, this clan has never abandoned its territory.

DC20 Knowledge (local):
The Kellids of the Snowmask Clan are cunning warriors, favoring ambush whenever possible. Their familiarity with the region allows them to use terrain and natural features to their advantage.

DC25 Knowledge (local):
Among the Kellid tribes of the Realm of the Mammoth Lords, the Snowmask Clan is known for members’ appreciation of great stories. One of their hospitality rituals is sharing tales with any who would be their guests. Failing to participate in this custom is a grave offense. Additionally, they rely on cave paintings to record the history of their tribe.

Rolling 25 or more on this check will laso give you a nice bonus for something else

DC10 Knowledge (history):
An Ulfen warrior once carved out a small “kingdom” for himself in the western regions of the Realm of the Mammoth Lords, earning loyalty from local Kellid tribes.

DC15 Knowledge (history):
The Ulfen warrior Ranulf was known as the Huscarl King, as he had once served as one of the Emperor of Taldor’s personal guards. After he established his keep, it was attacked by a powerful white dragon who the Huscarl defeated in a battle so fierce that legends claim Ranulf ’s beard was frozen during the fight. Despite ruling for almost 30 years after the battle, Ranulf died with no heir.

DC20 Knowledge (history):
Ranulf was known for his flaming greataxe, Jedrek’s Shard. Rumors persist that it was buried with him at his death when his Kellid followers caused an avalanche to cover the keep under a mountain of ice, rock, and snow, but the retreat of a glacier has now made the tomb accessible again for those brave enough to venture through Snowmask territory.

DC25 Knowledge (history):
While most assume that Ranulf ’s decision to collapse the keep atop his grave was an egotistical plan to keep his fabled weapon out of the hands of others, some sages whisper that Ranulf ’s reign was also a vigil. The great Ulfen’s keep was meant to protect not only his land, but all of the north from something that once dwelt deep beneath his castle; the avalanche that buried him and Jedrek’s Shard was also meant to stop others from exploring what lies beneath.

You make way across foothills and open swaths of tundra for the early part of the first day’s journey. The huge creatures that give this land its name (but also giant elks and sloths) do not approach you directly but they linger just out of range and seeminly study you from afar.
Just after noon, the trail leads through a patch of dense evergreens that end atop a low hill. On the ground below, the evidence of battle is immediately apparent.

Before we continue, each one of you needs to roll 4 fortitude saves, representing 4 hours on the chase through the snows. Use the rules below for DCs.
Keep in mind the average daytime temperature in The Realm of the Mammoth Lords during this adventure is just below freezing, and the average nighttime temperature hovers around –10 degrees Fahrenheit. I suggest you stop and make camp during night-time...

Cold Environment Rules:
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.

An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).

In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Liberty's Edge

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Human (Varisian) fighter (two-weapon fighter) 2 AC 16, T 13, FF 13 | hp 22/22 | Fort +5, Ref +3, Will +2 (+1 vs. Fear)

Calephe digs into her bag. She pulls out a wand and waves it in front of Midge. "I got a new wand. The fellow told me it was to Endure Elements. Can you take a look and tell me if I got gypped? You can use it on anyone who needs to endure this horrible cold weather."

Grand Lodge

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M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

"Calephe's smart thinking when buying that wand. How did I not buy such a wand? Hmm! I did not think, again!" I'm so stupid!

Knowledge (history): 1d20 + 4 ⇒ (12) + 4 = 16

"Guys did you know that an Ulfen warrior once carved out a small “kingdom” for himself in the western regions of the Realm of the Mammoth Lords, earning loyalty from local Kellid tribes. The Ulfen warrior Ranulf was known as the Huscarl King, as he had once served as one of the Emperor of Taldor’s personal guards. After he established his keep, it was attacked by a powerful white dragon who the Huscarl defeated in a battle so fierce that legends claim Ranulf ’s beard was frozen during the fight. Despite ruling for almost 30 years after the battle, Ranulf died with no heir."

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None

Shivering from the cold already, Midge turns her big wide eyes on Calephe. "That's the real deal. And YOU are my hero!" Midge happily casts endure elements on everyone from the wand. All six of us are going forward? That's six charges used. Endure elements for 24 hours each. "Yeah! Much better!" Midge's teeth stop chattering.

Untrained Local, Max DC 10: 1d20 + 1 ⇒ (12) + 1 = 13 Max DC 10

"Yeah," Midge remarks, nodding along with Dragall. "I hear extreme cold's not good for the act of making heirs, if you know what I mean!" She chuckles then scrunches up her face in thought. "Kellids? Oh! That's what they call the denizens of the Realm of the Mammoth lords. They're considered primitive by many in the Inner Sea, but respected for their hardiness."

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None

-10 F? Man, I wish we had that weather where I live today. It hasn't been that warm in weeks.

"Whoah! Look at those mammoths!" Midge exclaims happily as they travel. "It's watching us! Neato!"

At noon, Midge looks at the ground. "Whoah! Looks like a battle happened here!"

Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Survival: 1d20 + 1 ⇒ (16) + 1 = 17

Shadow Lodge

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MAP

Thanks to Calephe's wand (and Midge casting) you manage to avoid the sharp bite of cold for your first day of travel among the snows of the frozen north, but that's doesn't lessen the chilling impact of the scene that presents itself before your eyes...

The thick cluster of pine trees ends abruptly at the top of a low hill. At the bottom, the snow is littered with the aftermath of battle. Broken shields and spears jut from the snow like fractured bones, and blood colors the ground around a sprawl of bodies, many still seemingly locked in combat.

Midge notices the corpses number 10 in all, and are of two distinct groups. Five are native Kellids who carried axes and wooden shields. The lower half of each Kellid warrior’s face is painted white in a haphazard sprawl of color from the upper lip to just above the larynx.

DC20 Knowledge (local):
These warriors were members of the Snowmask Clan, a fearsome group of barbarians known for protecting this region of the Realm of the Mammoth Lords from all outsiders.

The other combatants wear more “civilized” clothes, including heavy winter coats. These non-Kellid dead have been stripped of their weapons and any other valuables, leaving them in only their clothes and padded armor.

DC15 Heal check:
One of the Kellids is still alive, but barely

DC15 Survival check:
In the snow there's a series of boot-shod footprints leading off in the same direction you are headed, followed by the more crudely-shod prints of another set of humanoids that followed shortly thereafter, flanking the trail left by the first group

Midge studies the trail in the snow learning about the 2 sets of footprints...

Dark Archive

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Human male Bard (Duettist) 4/Investigator (Questioner) 1 | HP 27 of 35 | AC 17 / T 12/ F 15 | Fort +2 / Reflex +8 / Will +5 | CMB +3 / CMD 15 |

for the knowledge checks at the beginning of the scenario:
Knowledge local+inspiration: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (3) = 30
Knowledge history+inspiration: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (6) = 24

The four fort saves with a bulky seven pound cold weather outfit encumbering him:
Fort save + cold weather outfit: 1d20 + 1 + 5 ⇒ (11) + 1 + 5 = 17
Fort save + cold weather outfit: 1d20 + 1 + 5 ⇒ (9) + 1 + 5 = 15
Fort save + cold weather outfit: 1d20 + 1 + 5 ⇒ (19) + 1 + 5 = 25
Fort save + cold weather outfit: 1d20 + 1 + 5 ⇒ (7) + 1 + 5 = 13

new knowledge local check at the battle scene
Knoweldge local+inspiration: 1d20 + 9 + 1d6 ⇒ (7) + 9 + (5) = 21

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None

"Oh! How horrible!" Midge gasps, covering her mouth with her hand. She looks devastated to see all the carnage.

After a few deep breaths, she removes her hand and takes a look at the scene before her. "Looks like the Shadow Lodge ran afoul of the locals." Midge remarks. "See here? And here? These boot-shod prints are who we're following. They head off in the same direction we've been travelling. But these prints, here and... here. These guys are wearing crude footwear. They're following the trail left by the Shadow Lodge, in a flanking formation."

Midge shivers in apprehension. "That's all I can tell from... this."

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None
Scuttlebutt. wrote:

for the knowledge checks at the beginning of the scenario:

[dice=Knowledge local+inspiration]1d20+9+1d6
[dice=Knowledge history+inspiration]1d20+7+1d6

The four fort saves with a bulky seven pound cold weather outfit encumbering him:
[dice=Fort save + cold weather outfit]1d20+1+5
[dice=Fort save + cold weather outfit]1d20+1+5
[dice=Fort save + cold weather outfit]1d20+1+5
[dice=Fort save + cold weather outfit]1d20+1+5

new knowledge local check at the battle scene
[dice=Knoweldge local+inspiration]1d20+9+1d6

I cast endure elements on everyone. You don't need to make the saves against the cold.

Dark Archive

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Human male Bard (Duettist) 4/Investigator (Questioner) 1 | HP 27 of 35 | AC 17 / T 12/ F 15 | Fort +2 / Reflex +8 / Will +5 | CMB +3 / CMD 15 |
Midge wrote:
Scuttlebutt. wrote:

for the knowledge checks at the beginning of the scenario:

[dice=Knowledge local+inspiration]1d20+9+1d6
[dice=Knowledge history+inspiration]1d20+7+1d6

The four fort saves with a bulky seven pound cold weather outfit encumbering him:
[dice=Fort save + cold weather outfit]1d20+1+5
[dice=Fort save + cold weather outfit]1d20+1+5
[dice=Fort save + cold weather outfit]1d20+1+5
[dice=Fort save + cold weather outfit]1d20+1+5

new knowledge local check at the battle scene
[dice=Knoweldge local+inspiration]1d20+9+1d6

I cast endure elements on everyone. You don't need to make the saves against the cold.

Whoops, so much stuff to read and catch up on; many thanks for the wand tap!

Dark Archive

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Human male Bard (Duettist) 4/Investigator (Questioner) 1 | HP 27 of 35 | AC 17 / T 12/ F 15 | Fort +2 / Reflex +8 / Will +5 | CMB +3 / CMD 15 |

"Snowmask tribe members, definitely the Snowmasks...," Scuttlebutt murmers as he surveys the grisly scene before him. He then relates the information known to him about the Snowmask tribe and the history of the area.

"And now the plots of the Shadow Lodge threaten these innocent tribal folk. This has to stop." He turns away from the dead for a moment, his morality still not quite accustomed to the senseless slaughter that his chosen line of work occasionally presents to him.

Grand Lodge

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M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Heal: 1d20 - 1 ⇒ (9) - 1 = 8

Dragall looked at the bodies of the dead and said, "What a slaughter!"

Liberty's Edge

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Human (Varisian) fighter (two-weapon fighter) 2 AC 16, T 13, FF 13 | hp 22/22 | Fort +5, Ref +3, Will +2 (+1 vs. Fear)

Heal: 1d20 ⇒ 15
Survival: 1d20 + 5 ⇒ (14) + 5 = 19

Calephe looks over the scene, and suddenly starts to run into the carnage. "There's someone still alive over here!" She rushes next to that person.

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None

Looking surprised, Midge also runs over to wherever Calephe found a survivor.

Shadow Lodge

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MAP

Calephe realizes the Kellid warrior's death is approaching fast! Unless he's healed quickly he's not long for this world...

If you successfully heal him:
The Kellid returns to consciousnes by violently jerking himself upright then he falls in the snow again and starts to breath heavily. After a while he calms down and looks upon you without fear yet with lingering suspicion. He starts talking and adresses you... but only in his native tongue! Unless you can find a way to communicate, learning something from him could prove pretty difficult...

Dark Archive

1st Level Male Wayang Vigilante (Warlock) ¦ AC:17 TAC:13 FFAC:13 ¦ HP:9/9 ¦ F:+1 R:+4 W:+3 ¦ Init:+2 ¦ Perc: +3 (Darkvision) ¦ CMB: 0 CMD: 12 ¦ Move Speed: 20' ¦ Spells: 0:3 1: 2 1 ¦ DC: 1/1 L&S: 1/1 SS: 3/3 ¦ Endure Elem.

Thundercloud would've cast his customary Endure Elements on himself already (now part of his routine procedure in the frozen parts of Golarion) so that's one charge saved for Calephe's wand. :)

Assist Heal: 1d20 + 1 ⇒ (18) + 1 = 19.

Assist Survival: 1d20 + 1 ⇒ (8) + 1 = 9.

If worst comes to worst, Thundercloud will offer to cast Infernal Healing via the scroll or have someone (like Midge, Scuttlebutt, or Dragall) use his wand of CLW upon the injured Kellid man; would the injured man also have need for some Endure Elements or would he be perfectly fine in this weather?

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Dragall will come to injured Kellid man and use his Wand of cure light wounds on him.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

"Are you ok? Can you speak?"

Grand Lodge

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M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

When Dragall realized that he did not understand the man he cast Comprehend Languages.

Dark Archive

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Human male Bard (Duettist) 4/Investigator (Questioner) 1 | HP 27 of 35 | AC 17 / T 12/ F 15 | Fort +2 / Reflex +8 / Will +5 | CMB +3 / CMD 15 |

"Dragall, wait on your spell a moment. I know quite a number of dialects. Give me a second to listen to him."

Scuttlebutt speaks over ten languages and picked up Hallit and Skald when he last leveled up while in the northern lands.

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

"OK!"

Paizo Employee

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Female Halfling Celestial Sorcerer 4 | HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9 | Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None

Midge sighs in relief as Dragall heals the poor man. As he speaks Midge raises an eyebrow.

"I've got no clue what he's saying."

Liberty's Edge

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Human (Varisian) fighter (two-weapon fighter) 2 AC 16, T 13, FF 13 | hp 22/22 | Fort +5, Ref +3, Will +2 (+1 vs. Fear)

"I'm afraid I don't speak Kellid." She tries to look nonthreatening, and takes a step back.

Shadow Lodge

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MAP

Dragal taps the dying kellid a couple of times with his wand and the man seems to get better, but not enough to get back to consciousness, so the half orc taps him a third time...

CLW (Dragall): 1d8 + 1 ⇒ (8) + 1 = 9

.. and the man regains his senses, talking in his own tongue. The pathfinders seem at loss at first but Scuttlebutt shows his mastery of Hallit and translates the warrior's words. The man raises to his considerable height and then speaks again to the bard:

Hallit:
"Seems like I owe you my life, strangers. At first I thought you were with the other foreigners but you clearly are not: why spending valuable magic on one who was nearing Pharasma's door if you were with the people who had sent him there in the first place? My name is Daron of the Snowmask Clan and I'd like to know your names and your purpose here in the lands of my people"

Liberty's Edge

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Male LN Half-Orc (Mystic) Druid (Goliath) 1 | HP 14/14 | AC 15 T 11 FF 14 | CMB +4, CMD 15 | F: +6, R: +3, W: +6 | Init: +1 | Perc: +6, SM: +2 | Speed 30ft | Destructive Smite: 5/5 | Spells: 1st 3/3 | Active conditions: None.

When Calephe and Midge are using Wand of Endure Elements

Zane will shake his head saying, "Thank you Midge and Calephe for offering this aid. I will use my own spells, so that your wand can last longer."

He will then proceed to cast Endire Elements (cold) each morning.

====================

He waits for the translation from the bard then looking at the tall Kellid will say, "Greetings Dorn of the Snowmask Clan. I am Zane Shivers of Brevoy, and am in your lands fighting these treacherous Shadow Agents", pointing at the corpses of the dead more "civilized" combatants.

Shadow Lodge

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MAP

As Scuttlebutt translates Zane's words the warrior considers the rest of you carefully:"So you are enemies of our enemies... that's good and... look out! A kuekuatsheu" he exclaims, pointing you at a big wolverine running in your direction through the snow...

Initiative:
Calephe: 1d20 + 5 ⇒ (15) + 5 = 20
Dragall: 1d20 + 1 ⇒ (20) + 1 = 21
Midge: 1d20 + 2 ⇒ (11) + 2 = 13
Scuttlebutt: 1d20 + 1 ⇒ (9) + 1 = 10
[dice=The "tiny" Thundercloud]1d20+2[/dice]
Zane: 1d20 + 1 ⇒ (1) + 1 = 2
Wolverine: 1d20 + 2 ⇒ (19) + 2 = 21

The wolverine advances towards you at full speed coming dangerously close to your ankles and showing no signs of wanting to stop.

Round 01 - Bold may act

Wolverine

Dragall
Calephe
Zane
Midge
Scuttlebutt
the Thundercloud

Liberty's Edge

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Human (Varisian) fighter (two-weapon fighter) 2 AC 16, T 13, FF 13 | hp 22/22 | Fort +5, Ref +3, Will +2 (+1 vs. Fear)

[/b]"Zane can you make it not angry with us?"[/b]

If Zane says he might not be able to calm the creature.
Calephe pulls out her kukris, and slashes at the creature.

Kukri: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Kukri: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

If Zane might be able to calm the creature, she'll hold the above action until it's clear that calming the animal won't work.

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