| GM Pablo |
You can actually do the healing before Turtleback ...regardless winter is descending and it is snowing...brrrr.
You will need to go 1 day north to Fort Rannick and then go to Hook Mountain (about 10,000 foot at the peak) to get to the Kreeg lair. That journey could take 2-3 days and will involve mountain climbing.
You get a nice hot meal in Turtleback and can do shopping if you want. Any supplies you may want in particular?
Buchart
|
You can actually do the healing before Turtleback ...regardless winter is descending and it is snowing...brrrr.
You will need to go 1 day north to Fort Rannick and then go to Hook Mountain (about 10,000 foot at the peak) to get to the Kreeg lair. That journey could take 2-3 days and will involve mountain climbing.
You get a nice hot meal in Turtleback and can do shopping if you want. Any supplies you may want in particular?
Well, I don't think we have enough gold to do any real shopping. At least I don't. I guess I'll just buy some really warm clothes! I also need to have a bard look at the sheet music.
| GM Pablo |
Sekkimm has no problem finding the first level spells he is looking for.
In the general store there are many items which may be of intereest.
Cleats 5 gp 2 lbs.
Cleats: Useful on any terrain where traction may be a concern, cleats are shoes with spikes or hooks attached to the soles. Cleats reduce the penalty for walking over slick surfaces by 50%; for example, walking across ice normally costs 2 squares for every square of movement, but with cleats it costs only 1.5 squares for every square. Cleats cause damage to any type of finished flooring.
Cold-weather outfit 8 gp 7 lbs.
This outfit is designed for mountaineering or hunting and traveling in icy climates. It includes a coat of wool or thick animal fur, a linen shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some regions, the outfit may be composed primarily of fur and animal pelts. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Snowshoes 5 gp 4 lbs.
These high-tension nets of rope or sinew in wooden frames are lashed to the feet to spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement (1 square plus a 1 square penalty) per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled. Snowshoes may supplement another outfit.
Climber's kit 80 gp 5 lbs.
These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.
HEALER'S KIT
Price 50 gp; Weight 1 lb.
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
Buchart searches for a bard, but is directed to the temple where the local organist has a look.
The songs contained in the book appear worthless unless a PC succeeds at a DC 20 Perform (any musical instrument or sing) check. The book and the wondrous music contained within are worth 5,000 gp to a collector, musician, or noble.
The organist uses a harpsichord to play the music.
If the music is played with a successful DC 30 Perform check (using singing or any musical instrument), whether or not the musician is still in the Shimmerglens, all creatures within a 30' spread become so enraptured by the beauty of the music that they gain a +2 morale bonus on all attack rolls and skill checks for 24 hours. This can only work one time per listener.
| GM Pablo |
You wont have enough to do that right now
There is a big jump in cost between +2 and +4
Retail price
Price 4,000 gp (+2), 16,000 gp (+4),
crafting is 50% so you would need 6.000gp for Sekkimm to upgrade your +2 headband.
Maybe after you relive the Kreegs of all their wealth...they hauled almost all of the Fort Rannick Supplies back to their lair already.
To supplement you can craft potions of Fox's Cunning
The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.
A frilly cold weather outfit works perfectly with the gloves! 8gp
Buchart
|
Cleats, cold weather outfit, Climber's kit.
I want to try to make a deal with the magic shop keeper for the +2 headband of vast intelligence he has. Is it still available or did Fernleaf buy it? Thought he already had one for some reason. Wish list? What is the shopkeeper's name? Is our discount still in effect?
Buchart
|
I have a nice scarf already, I shall purchase cleats, snowshoes, climb kit (what are tampons?...oh crampons...) cold weather clothing, and a healing kit...is our hero'e discount still good?
How's Bucky coming along with the guy playing his organ?
I like my scarf, as well, Rolande! It adds a bit of flair to our adventurers outfits! The music is worth quite a bit of gold! And actually, crampons are ice cleats.
I guess the cleats are something else that adds to your movement. Improved crampons?
| GM Pablo |
I am adding to everyone (on treasure sheet) - including Shelalu (except one Cold weather outfit which Sekkimm already has.
Cold weather outfit X6
Cleats X7
snow shoes X7
Climbing gear X7
Healers Kit X2 (Buchart and Cela)
743 -25% discount = 557.25 gp
Sekkimm receives another Sending from Lady Shiela Heidmarch
"Reinforcements on the way from Magnimar. Expect in two weeks. Is the Fort still secure? Update mission status. Your house is fine and construction started."
You can reply in 25 words or less.
With that are you ready to head to Fort Rannick?
Sorry Cela no drops of Fury - Fernleaf can craft as needed.
Buchart
|
I am adding to everyone (on treasure sheet) - including Shelalu (except one Cold weather outfit which Sekkimm already has.
Cold weather outfit X6
Cleats X7
snow shoes X7
Climbing gear X7
Healers Kit X2 (Buchart and Cela)
743 -25% discount = 557.25 gpSekkimm receives another Sending from Lady Shiela Heidmarch
"Reinforcements on the way from Magnimar. Expect in two weeks. Is the Fort still secure? Update mission status. Your house is fine and construction started."You can reply in 25 words or less.
With that are you ready to head to Fort Rannick?
Sorry Cela no drops of Fury - Fernleaf can craft as needed.
Buchart bought a climbing kit, not a healing kit. Rolande bought one, though, and now that I look at it I'll have one as well! So, Cela, Rolande and Buchart have healing kits.
Oh, well! We might as well spend gold we don't have!
Buchart
|
OK! Buchart can you craft a wand of Endure Elements?
375gp - I will mark from party treasure as this will make the trip much easier than making dozens of survival checks.Sekkimm did you copy these into your Spell book?
Scroll of cone of cold
Scroll of hold monster
Scroll of telekinesis
Sure! Why not! Cela, I'll need your spell casting ability to pull this off, though!
| GM Pablo |
Unless you have more to do....
You reach Fort Rannick without major problems except the snow is getting deeper with every hour that passes and the trip took a few more hours because of the snow and now ice. The muddy roads are starting to freeze. You arrive and see that every day that has passed the Fort looks more secure.
Discussing what sounds like the grim news of Commander Latimier with Jarkardos and Vale sends a shiver in their normal stoic demeanor. Who knows what horrors the Kreegs have inflicted on their beloved Commander? They tell you that reaching the base of Hook Mountain is no huge problem, but the last few miles include several frightening climbs. They advise you to leave your horses here as they will only be a hindrance in the mountains. Their mood of the entire fort improves noticeably when word quickly spreads that reinforcements are on the way.
In the morning the entire fort turns out to send you off and wish you safe travels and good hunting. As you prepare to leave Jarkardos cautions "The Kreeg leaders are strong, be prepared for a fight. Thank you for taking this dangerous mission. I hope he still lives. Regardless, take vengeance for my brothers and Commander. You can save the next generation countless lives by dispatching the Kreeg threat."
In the driving snow you spend two days trekking through snow, cold and ice, maneuvering up and down the trails to the base of Hook Mountain. You see no ogres or other dangers or they flee from you - apparently even they don't want to be out in this weather. Using the wand of endure elements (or spells ) you are easily able to tolerate the cold. The first day you find a suitable overhang that breaks the wind and allows you to use your campfire bead to warm and dry your clothes. The winter gear you purchased is very useful stopping most of the slips and falls.
At the end of the next day you find a small cave (too small for Ogres).
In the morning you start the ascent.
Survival checks please!
| GM Pablo |
Rolande is able to spot a hunting trail (even with the fresh snow) that looks like it winds it way up the mountain. Your not sure if this will go all the way up, but it will remove at least one of the more treacherous climbs.
You make your way around the hunting trails pounded flat by the Kreegs and several switch backs make their way up the 10,000' mountain. Over the next three hours you climb and scramble up using the mountain climbing gear and find your ice cleats very useful. The snow continues the entire journey making it difficult,
Everyone make a DC 15 Climb, Survival or Acrobatics check (your choice)
+2 from Cleats and +2 from climbing gear = +4 if you have one of these skills of +10 or more - you do not need to roll you make it automatically.
Shalelu makes the roll automatically (+12 acrobatics)
| GM Pablo |
As you finally crest the last craggy outcrop about a half-mile from Hook Mountain's 10,000-foot-high peak, you find a gaping cave belching forth foul black smoke.
Constant flurries of windborne snow and frost lash at a gaping hole in the side of Hook Mountain
here. Smoke pours forth from the cave entrance, only to be instantly dispersed by the wind.
New Map Hook Mountain Clan Hold.
Buchart
|
Spell list updated for assault. It's time to make a plan!
Anyone want to go in invisible and have a look around? It would be nice to have an idea of the lay of the land, and numbers! I'll cast Invisibility on Fernleaf so he has seven minutes to scout around.
| GM Pablo |
Fernleaf stealthily investigates the cave entrance.
Constant flurries of windborne snow and frost lash at a gaping hole in the side of Hook Mountain here. Smoke pours forth from the cave entrance, only to be instantly dispersed by the wind.
Two Kreeg fighters stand guard at the mouth of the clanhold, swathed in furs and leathers.
They appear to be keeping a sharp lookout.
At the mouth of darkness, jagged spurs of bone protrude from the stone on either side of the cave entrance, each towering twenty feet in height apparently the ribs of some monstrous behemoth. The Kreegs have decorated the bones with crude scrimshaw carvings , incorporating the
seven-pointed Sihedron Rune into the markings in many locations.
| Rolande Deerborne |
Not sure that a large Lion would make them instantly think intruders. My thought was kitty looking for shelter or meal, then realize there are Ogres its facing then it runs away. Drawing them out or at least one could allow for Fernleaf to backstab the remaining one. Tactical risk but unless anyone else has a better plan to get us by these goons or take them out silently without raising the alarm. What I wouldn't give for dimension door.