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Pastries?
LOL! You inspired me do a little research for this. :-)
____________________________________________________________One of the Erutaki elders approaches Berosius. His belt identifies him as a shaman from the Miusunnit tribe. As he approaches, his hand fishes around his pouch for a small package. Given the extreme trouble he has retrieving the simple item, Berosius easily identifies this man's curse.
He sets the package on a nearby table and unwraps it, saying: "We dry edible seaweed and then grind it into a powdery substance similar in texture to the flour often used in the south. We use it to create crackers and other edibles that either don't freeze or are perfectly edible while frozen. The secret is to infuse the batch of 'seaweed flour' with ground seeds and the oil of an ice pepper."
He re-wraps the package and offers it to the halfling: "Ice peppers warm the belly for long journeys. Since you have agreed to help us, it is only fitting that we send you off well-fed."
So, not a pastry. But you now have baked treats.
____________________________________________________________
Another elder comes up to Kelson and gives the bard a container similar to a wine skin. It holds a buttery substance made from blubber mixed with local herbs. It is meant to be used the way that cooks use bouillon--when put in water and heated, you can make a rich broth. With a grandmotherly smile she says: "This warms the soul."
Then, winking at Mareq, she adds "Also good for fertility!"
____________________________________________________________
The spicy crackers, the broth, and the walrus jerky that Harrow received before, are sufficient provisions for the party and all the sled dogs for the entire trip.
Bonus: You can mix the jerky, pepper crackers, and broth together to make a hearty, spicy stew! The level of spicy-heat in the stew is easily controlled by how many crackers you add.
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"The Miusunnit are the largest Erutaki clan in the stilt-city of Aaminiut. Their ancestral claim grants them control of the marshes."
(Source: People of the North, page 12)
The most famous product of the marshes is the ice pepper; when pickled, this piquant fruit turns a snowy white and its heat is intensified. These rare peppers command a great price.
(Source: The Hungry Storm, page 72)
The rest was improvised from general cooking knowledge and browsing recipe websites.

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I guess we're heading to the shirne! :-)
The trip to the shrine takes 12 days. Since you've numerous ways of dealing with the cold, no Fort saves needed. Whew!
Many Erutaki revere the giants they call "Winter's Favored" and leave gifts of food and hand-sized carvings of animals at modest shrines scattered across the tundra. This particular shrine sits on a small hill under a lone pine tree, which towers above the other greenery nearby. Weathered stone steps lead to the top of the hill, cut into the rock untold ages ago.

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Heh...cool research! I feel fully immersed!
Harrow takes a bite of each of the items they receive. Though not as tasty as Sir Didymus's treats, he can see the wisdom in having food they can eat in all weather. Plus, Harrow just likes to eat.
"Not bad..." he says between mouthfuls.
Once they arrive at the shrine, Harrow takes the lead moving toward it. It feels good to climb the steps and get some blood pumping to his legs.
perception: 1d20 + 15 ⇒ (1) + 15 = 16

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Harrow notices a couple of large creatures feeding on the offerings in the shrine. They have a distinctly ursine look about them.
1d20 + 14 ⇒ (9) + 14 = 23
1d20 + 14 ⇒ (5) + 14 = 19
They notice Harrow approach. They look up, and growl at the half-orc.

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Harrow looks up and slows down.
"These be mates," he says. "And biggest white bears Harrow ever see."
knowledge nature: 1d20 + 7 ⇒ (19) + 7 = 26

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When Harrow speaks, their growls become more aggressive. Their hackles stand on end. The begin to move towards you.
They're animals; they're not evil. They're just doing what comes naturally.

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"Hmmm...perhaps we should move around them. Maybe give them some walrus jerky?"
Moving around them will be challenging, as they are at the shrine where you've been asked to leave offerings for Winter's Favored.
Are you trying to handle animal? Are we fighting? Some other solution? No wrong answer here. :-)

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Harrow shrugs.
"Harrow not know how get animals to stop. If no one else have way, Harrow use blades."

Husarq |

"Perhaps they ARE the Winters Favored. Werebear giant nature spirits," says Husarq as he draws al-Saif. "Give them the offering."
He grins, his fangs showing. He intones deeply, "NAR!" and al-Saif bursts into flame. "If that doesn't work, let's kill them."

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"Here chase this!"
ROFL! I don't mind sharing with you that you're meant to fight these dire polar bears. But that was a nat 20! :-)
The polar bears rear up, getting ready to charge. But, Kelson, manages to enrapture the beasts. As he holds up a piece of walrus jerky, one of the dire bears has a flashback to when he was a circus cub. He jumps up onto a boulder and balances on one leg.
The saumen kar (Winter's Favored) who had been observing from cover/concealment steps forth. He tilts is head to the side as he regards the party with a curiosity.
"You are strange creatures. You do not follow the "kill or be killed" nature of the polar region. What is your business at my shrine?" He pauses for a moment. It is evident that he has more questions on his mind.
"And, how did you get Shaktu to do that?!?" He gestures to himself by bringing a hand to his chest. "Ainamuuren cannot get Shaktu to stop pooping on the steps to the shrine."
Shaktu lets out a staccato growl that sounds almost like laughter.

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Sense Motive: 1d20 + 11 ⇒ (17) + 11 = 28
I imagine these guys won't care for being told their work needs help. So we have to step lightly.
"Greetings, sir," says Berosius. "We are Pathfinders. The Erutaki asked us to come. They fear the dangers of the North and wish us to give you an offering of food in thanks for your long vigil on their behalf. They revere you as something between heroes and gods."
"We bring seal meat and some surprisingly tasty seaweed crackers. Will you permit us to offer them at the shrine?"
Diplomacy: 1d20 + 19 ⇒ (8) + 19 = 27

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"We come for a debt of honor. It is possible that one of our own has unwittingly released that which you so carefully entombed at the Pilungak village. We come to rescue her and to fix what she may have broken."
"As for the bear, I will have to let my companion Kelson explain that. Even the spirits are mystified."

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"We did not feel the need to kill the animals defending their territory. We didn't need the bear meat as we have plenty of seal and walrus meat for our journey. As they were just pooping on your shrine perhaps we did you a favor!"

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When Berosius tells the giant of the Pilungak excavation, he scowls and asks if the ice rune is still intact. Since you don't know for sure (and you beat the diplomacy DC) he shows you what the ice rune looks like by pointing it out among the many runes branded into his flesh.
"I shall go to Pilungak as well. I can accompany you, if you wish. Regardless, I will go to investigate the run myself!"
Again, because you beat the diplo dc, he'll come with. You don't have to accept his aid, but his presence could be useful.
__________
"As they were just pooping on your shrine perhaps we did you a favor!"
"Perhaps you did," the sauman kar responds hopefully. "Perhaps they will be better shrine guards..."
Then, the polar bear rolls over onto his back, begging for Kelson to rub his belly.
The giant facepalms and adds: "I'll just leave Shaktu here..."

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Harrow chuckles at the turn of events. He always did enjoy slapstick comedy, and the dancing polar bear was too much.
"We like all help we get," the half-orc says to the guardian.
"We here to help. Half-ling's honor."

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You travel with the giant. It takes a little over a week to reach the excavation site, but with the saumen kar nearby, no creatures threaten your way.
If you had taken the "thin ice" route, you have to face a handful of monstrous humanoids and you have no option to befriend the Winters Favored.
__________
The excavation site sits on a broad plain near the edge of the ice pack. A wide pit dug into the snow and permafrost exposes the top of an ice crystal formation that extends from the ground. A symmetrical series of icy channels are connected to the crystal, forming a geometric pattern marred in several places by digging. At the edge of the pit, several tents and tables have been torn apart, with papers and tools scattered everywhere. A dark, powdery dust lies in patches on the snow, forming a thin crust that seems to resist the wind. Several humanoid bodies lie in the wrecked camp.
The it is about to hit the shan, so you all can have one action to determine what's up here.

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Kelson feeds the polar bear some apple biscuits.
"Nice buddy...here ya go..." He rubs the bears belly. "When we get back we'll play fetch OK?"
- - -
Kelson looks around the dig site.
what happened here?
Perception: 1d20 + 12 ⇒ (20) + 12 = 32

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Harrow raises his weapon as he looks around.
Something not seem right...
perception: 1d20 + 15 ⇒ (17) + 15 = 32

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With multiple perceptions in the 30+ range... From a distance you can see a number of creatures have crawled up from the excavation pit. The dig crew has formed some kind of makeshift barricade, and the creatures are assaulting it.
Kuokei flies off at top speed to the barricade. The worry is evident on his face.
Will post map soon. Yesterday was ridiculously busy, and I need a moment to catch my bearings.

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Creatures outlined in green are allies.
Creatures outlined in red are enemies.
Creatures outlined in yellow are besieged excavation workers.
Since the mummies are attacking the excavation workers, you all can go first. What do you want your giant friend to do? Attack the mummies or work on fixing the rune?

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Harrow pauses as pure revelation pours into his mind. Though he doesn't know what these are, Ragathiel does.
knowledge religion: 1d20 + 7 ⇒ (16) + 7 = 23
"Blackfrost mummies! They tough and put poison and cold on you! Kill 'em with fire!"
The half-orc uses his Bane ability to better fight undead, then casts resist energy to better shrug off the cold. He then moves toward the action.
swift bane, cast spell, move forward.

Husarq |

Husarq grins at the situation, especially when he hears Harrow shout to kill the mummies with fire. ”This is the multiverse’s gift to me for a life lived well and unmercifully!” shouts the efreeti. "Thrall! Send me behind the first two. NOW!"
Mareq concentrates and tears apart the wall between dimensions, sending his master into the rift, only for him to reappear behind the first two mummies.
Cast Dimension Door on Husarq; reappearing at the midpoint between the first two and second two mummies.
Husarq laughs as he steps through the dimensional rift, feeling the surge of power. Every time I feel the aether of another plane, I grow stronger! exults Husarq. I must have Mareq teleport me more, to ensure he can never overpower me again.
Looking about him and ascertaining his position, the efreeti pulls the largest bauble from his necklace of golden orbs and crushes it his hands. There is a brief <tink> sound as the orbs shatters, followed by a loud <whump!> and a massive explosion of fire!
Necklace of Fireballs II, 6d6
Fire dmg, 20ft radius, DC14: 6d6 ⇒ (2, 6, 1, 2, 2, 1) = 14

Husarq |

Husarq willingly fails his Save.
Save for Necklace: 1d20 + 7 ⇒ (6) + 7 = 13 FAIL!
A microsecond after the initial blast, the rest of Husarq's necklace explodes, as well. The efreeti smiles, basking in the flames.
two 4d6 balls DC14: 8d6 ⇒ (1, 6, 4, 3, 1, 2, 6, 6) = 29
two 2d6 balls DC14: 4d6 ⇒ (6, 6, 6, 2) = 20

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Berosius hustles forward to stand just ahead of Harrow, holding aloft the bloody rose of Milani.
"In the name of the Everbloom, I consign you to the darkness from which you came! Fall back and begone!"
Channel Positive Energy (Will save half (DC 19): 4d6 ⇒ (4, 6, 5, 1) = 16

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Husarq willingly fails his Save.
ROFL! Due to their vulnerability to fire, those 4 mummies are simply ended.
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Given how quickly you're chewing through them, the Winters Favored giant will simply start working on the excavated rune.
You're pretty sure that an "endless" supply of mummies will come out (eventually) if the rune isn't dealt with.
__________________________________________________
Kelson buffs the party, hasting everyone.
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Harrow calls upon Ragathiel to strengthen his attacks against these undead.
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Berosius channels.
Mummy will save: 1d20 + 8 ⇒ (17) + 8 = 25
Mummy will save: 1d20 + 8 ⇒ (9) + 8 = 17
Both of the mummies in the channel lurch as though struck. One of them loses an ear.
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One mummy moves to Husarq and Mareq. Knowing nothing of the eidolon's reach evolution, the mummy walks right into an AoO:
AoO: 1d20 ⇒ 13; Husarq Damage: 2d6 + 20 + 1d6 ⇒ (4, 2) + 20 + (6) = 32
Its jaw falls off, but it remains standing.
slam: 1d20 + 14 ⇒ (1) + 14 = 15, Miss!
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The other mummy moves to Berosius and Harrow:
slam: 1d20 + 14 ⇒ (8) + 14 = 22
Berosius, before I roll damage and such, do you have anything to prevent this attack from hitting? I realize you're getting +1 to your AC from haste. Anything else?
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Kuokei, the owl, seeing Berosius in trouble, dive bombs the mummy. This is one of the benefits of the RP during the sailing part of the mission. They literally call out that Kuokei will defend you! :-)
Owl Vengeance!: 1d20 + 10 ⇒ (8) + 10 = 18; Damage: 1d4 + 2 ⇒ (3) + 2 = 5
The loyal owl tears into the mummy's head a little. Unfortunately, the mummy takes no damage. He also provides a potential flank.
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The last 2 mummies double move to get to the excavation team.
__________________________________________________
This is now round 2.
The party is up, again!

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Berosius, before I roll damage and such, do you have anything to prevent this attack from hitting? I realize you're getting +1 to your AC from haste. Anything else?
Nope. Shoulda levitated first.

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Harrow raises his blade high in the air and lets it fall on the mummy attacking Berosius.
"YOU NOT HURT HALF-LING BEST BUDDY!" the half-orc bellows.
+1 cruel keen nodachi (adamantine, power attack, furious focus, studied target, bane): 1d20 + 13 + 2 + 2 ⇒ (15) + 13 + 2 + 2 = 321d10 + 15 + 2 + 2d6 ⇒ (9) + 15 + 2 + (5, 2) = 33

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Harrow ends the mummy. But not before Berosius is injured. However, Milani protects the halfling from the worst of it.
Damage: 1d8 + 7 + 1d6 ⇒ (6) + 7 + (5) = 18
Berosius fort save vs chilling touch: 1d20 + 6 ⇒ (16) + 6 = 22
Berosius fort save vs poison 1 of 2: 1d20 + 6 ⇒ (20) + 6 = 26
Berosius fort save vs poison 2 of 2: 1d20 + 6 ⇒ (10) + 6 = 16
Whoa! Nice saves! The chilling touch slows you per the slow spell. The poison does 2d6 HP (initial effect) and 1d2 CON damage (secondary effect) up to 6 times (once per minute for 6 minutes).
__________
After having gone nova on multiple mummies a moment ago, Husarq can see that two more are about to break through the makeshift barricade protecting the excavation team. Through the cracks in the barricade, he can see that most of them are currently unconscious--or possibly worse.

Husarq |

Husarq can see that the mummies are about to break through the barricade and slaughter the remaining archeologists. Not that Husarq cares. It might be interesting to watch them bleed to death into the white white snow.
But then the others would likely complain. And he'd hear no end of it. And he'd possibly get so annoyed he'd kill one of his companions, just to shut him up. And that always ends badly. He remembers killing General Amahd-Surak during the campaign against the shaitan, the day before the efreet armies broke through the outer breastworks of the Great Dismal Delve. That efreeti was such a whiner. But the Sultan had liked him. And THAT meant a whole raft of trouble for House Shamiri later.
Sigh.
"I shall rescue those idiotic Prime fleshbags. I suppose," says Husarq grudgingly. He moves immediately to strike at the nearest mummy at the barricade.
Hasted Power Attack: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 Slashing dmg: 2d6 + 17 ⇒ (2, 4) + 17 = 23 Fire dmg: 1d6 ⇒ 6 Bleed: 1d6 ⇒ 4
If that hits, the stored Siphon Might goes off. Siphon Might DC18: 1d6 + 4 ⇒ (6) + 4 = 10
Mareq, seeing an opportunity, unleashes the fire in his blood. Burning Hands on the mummy.
Burning Hands DC16: 5d4 ⇒ (1, 3, 1, 4, 3) = 12
Mareq then retreats from the mummy before it can close the ten foot gap and attack him.

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Harrow moves rapidly toward the mummy to his north.
"Here Harrow comes to save day!" he exclaims.
double move

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Whoa! Nice saves! The chilling touch slows you per the slow spell. The poison does 2d6 HP (initial effect) and 1d2 CON damage (secondary effect) up to 6 times (once per minute for 6 minutes).
But I'm not poisoned, right?

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As thoughts of nuisances and social niceties flow through their heads, Husarq and Mareq double team the mummies threatening the crew. Though their fire is particularly effective, their target still stands. However, one of its arms falls off burning like charcoal.
Harrow double moves.
Berosius is most definitely not poisoned.
Kelson is up!

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Kelson starts a roaring song of Andoran freedom. Then casts gliiterdust and tries to get as many enemies as he can.
+2 hit/damage
"My eyes have seen the glory of the coming of Talmandor, he trampling out the vintage where the grapes of Thrune wrath is stored..."

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Mummy save vs Glitterdust: 1d20 + 8 ⇒ (3) + 8 = 11
From Kelson's current vantage point, I think he can only get one mummy. However, that creature is now blind! (And also feels a strange stirring in its unbeating heart thanks to Kelson's patriotic tune.)
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The blind mummy flails about.
Mummy save vs Glitterdust: 1d20 + 8 ⇒ (17) + 8 = 25
At the end of its turn, it makes a save and is no longer blind.
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Both of the mummies that had been assaulting the barricade turn and attack Husarq. They both slam twice delivering 33 HP of damage.
Slam: 1d20 + 14 ⇒ (15) + 14 = 29, Damage (slam + cold): 1d8 + 7 + 1d6 ⇒ (4) + 7 + (5) = 16
Slam: 1d20 + 14 ⇒ (10) + 14 = 24, miss
Slam: 1d20 + 14 ⇒ (8) + 14 = 22, miss
Slam: 1d20 + 14 ⇒ (17) + 14 = 31, Damage (slam + cold): 1d8 + 7 + 1d6 ⇒ (4) + 7 + (6) = 17
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Husarq has to make four fortitude saves--two saves for each successful slam.
Fort save vs poison: 1d20 + 9 ⇒ (15) + 9 = 24
Fort save vs chilling touch: 1d20 + 9 ⇒ (6) + 9 = 15
Fort save vs poison: 1d20 + 9 ⇒ (8) + 9 = 17
Fort save vs chilling touch: 1d20 + 9 ⇒ (8) + 9 = 17
All successes! We may as well roll the second set of saves since two consecutive saves are required for the poison:
Fort save vs poison: 1d20 + 9 ⇒ (6) + 9 = 15
Fort save vs poison: 1d20 + 9 ⇒ (7) + 9 = 16
Success! No poison, no slow effect. :-)
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Next round.
Hearing the mummies slam into Husarq, Kuokei heads that way, ready to provide a flank.
The party is up, again!

Husarq |

Won't the Haste counter the Slow effect? Or actually the reverse. the Slow counters the Haste already in effect.

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Won't the Haste counter the Slow effect? Or actually the reverse. the Slow counters the Haste already in effect.
Yep! But you made the Fort save. So, no effect whatsoever. The monster stats give you a fort save because the "chill" gets into your body and "slows" you per the slow spell. But you were able to resist it.
I hear what you're saying; slow dispels haste. But, as I interpret this creature's ability, the slow-like effect doesn't happen till after you fail the save.

Husarq |

Husarq wrote:Won't the Haste counter the Slow effect? Or actually the reverse. the Slow counters the Haste already in effect.Yep! But you made the Fort save. So, no effect whatsoever. The monster stats give you a fort save because the "chill" gets into your body and "slows" you per the slow spell. But you were able to resist it.
I hear what you're saying; slow dispels haste. But, as I interpret this creature's ability, the slow-like effect doesn't happen till after you fail the save.
OK, cool. Thanks.

Husarq |

As thoughts of nuisances and social niceties flow through their heads, Husarq and Mareq double team the mummies threatening the crew. Though their fire is particularly effective, their target still stands. However, one of its arms falls off burning like charcoal.
What happened to the Siphon Might save (DC18)?