
DoubleGold |

Uthred knows that this thing can't be a Dragon, it don't look right. It looks like a Dragon, walks, talks and breaths like a Dragon, but it is a machine.
The Dragon
The AC is lower by 4 and so is the Str, it has no Con, but is has hardness 10, alternatively, you can kill it via knowledge engineering dc 22 and shut it down. It has no damage immunities or vulnerablities cause it is a machine, but it still breathes cold.

Uthred son of Uthred |

Use your powerful blow on a crit folks! that'll take care of its Hardness... otherwise use adamantine if you have it...

Uthred son of Uthred |

Uthred started inspired rage song in surprise round so stealth from others would mean they acted before rage begins. Goliath already checked for stealth: I guess we're waiting for Halros and Tulgram now yes?

Halros |

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
Moving quickly up the steps, the half-elf is able to catch the guardian by surprise. He creates the void in his mind allowing his body to simply react to his surroundings.
He rushes right up to the creature and prepares to attack with his adamantine blade.
Take haste, Rage, move to adjacent
Init +10; Senses low-light vision; Perception +13
AC 27, touch 22, flat-footed 20
hp 79
Fort +10, Ref +15, Will +6;
DR 4/— , ER (Cold) 4
Speed 60 ft.
Melee with PA(-3/+6)
+1 agile adamantine elven curve blade +17/+17/+12 (1d10+20/18-20)

Uthred son of Uthred |

I'm guessing if you line yourself up before I start singing, that your Round 1 turn will be 'before' the mechdragon... I'd go ahead and post my round 1 actions if I was you. We know we're here to kill this... Uthred has to wait for Round 2 before acting again but the rest of you can do you enraged Round 1 actions now... (and Halros has a full-attack by the looks of it thanks to his stealthy advance in the Surprise round...)
Tulgram: if you make the DC 15 stealth, how about a party buff in the surprise round?
@DoubleGold: since Tulgram hasn't posted since July 16th can we please assume he just casts Communal Resist Energy (cold) on us? thx

Halros |

Round 1 attacks!
+1 Curved Blade: 1d20 + 17 ⇒ (18) + 17 = 35 Damage, Adamantine, S: 1d10 + 20 ⇒ (8) + 20 = 28
+1 Curved Blade: 1d20 + 17 ⇒ (2) + 17 = 19 Damage, Adamantine, S: 1d10 + 20 ⇒ (6) + 20 = 26
+1 Curved Blade: 1d20 + 12 ⇒ (16) + 12 = 28 Damage, Adamantine, S: 1d10 + 20 ⇒ (7) + 20 = 27
Crit?: 1d20 + 17 ⇒ (15) + 17 = 32 Damage: 1d10 + 20 ⇒ (2) + 20 = 22
Init +10; Senses low-light vision; Perception +13
AC 27, touch 22, flat-footed 20
hp 79
Fort +10, Ref +15, Will +6;
DR 4/— , ER (Cold) 4
Speed 60 ft.
Melee with PA(-3/+6)
+1 agile adamantine elven curve blade +17/+17/+12 (1d10+20/18-20)

DoubleGold |

And Halros makes short work of the Dragon, you can feel the evil from this house being lifted. The old womans walks upstairs with her cane. I can feel it, you did it, you defeated the last of the evil monsters, thank you. Now I can use my magic for good.
You still have 2 more parts to complete though, almost there.

Uthred son of Uthred |

On to the next part! evil will not wait!

DoubleGold |

As a reward she gives you an ultimate potion of healing, (or whatever the best potion of healing in Pathfinder is called, a treasure I added it).
New Map is up.
You come to a snow covered dark forest, with this erie city.

DoubleGold |

Assuming you all head that way.
You move over to the water, the shallow water that you could walk through and only have it up to your ankles. You hear something but see nothing. Then 3 ice trolls and 3 winter wolves materialize in front of you like they were invisible

Halros |

Halros feels the magic wash over him, and in an instant he as assumed the void of his training. 1/day, can use an immediate action to rage
Will Save: 1d20 + 6 + 7 ⇒ (10) + 6 + 7 = 23 +1 if caster is evil
The world clarifies from the void, and Halros sees the creatures for what they are: Nothing. "They are simply a test for the weak of mind. Let us continue on."
Init +10; Senses low-light vision; Perception +13
AC 23, touch 19, flat-footed 16
hp 79
Fort +10, Ref +14, Will +6; (+7 against magic)
DR 4/—
Speed 30 ft.
Melee with PA(-3/+6)
+1 agile adamantine elven curve blade +16/+11 (1d10+20/18-20)

Uthred son of Uthred |

Will, heroism, ally disbelieved already: 1d20 + 6 + 2 + 4 ⇒ (8) + 6 + 2 + 4 = 20
ally telling you it's an illusion
"Ja! I think I now see that they are not real! thanks ELF!!!"

DoubleGold |

Yep, added that in Uthred. and by PFSRD 20 rules, it ain't suppose to be cumulative, but you have been adventuring enough that you would trust each other that I made it cumulative. Next person will now have a +8 bonus.

DoubleGold |

goliath save: 1d20 + 18 ⇒ (9) + 18 = 27
which brings the next person to a +12
other saves: 1d20 ⇒ 1 pretty much, don't roll a 1
Tulgram still believes but save: 1d20 ⇒ 6 so on round 2 he disbelieves and any damage he would have received are healed since wasn't real in the first place.
You all then hear some fine music coming from the northern most house.

Uthred son of Uthred |

Still hasted, the party heads there amazingly fast. Uthred can heal whoever took a hit...

DoubleGold |

Uthred and the group head to the house, you are at the front door. That is some fine music. No words, just sounds.

Halros |

The half-elf steps up beside the Skald, and lays his hand on the man's shoulder. "Let's move carefully. I am no longer able to respond to an ambush the way I might have before. I trust your eyes"
Halros has let his rage go, and was fatigued for 2 rounds before returning to normal

DoubleGold |

The heroes wait at the door and they continue to hear music.
Around the corner walking in the snow path come three beautiful women, all redheads, not playing the music and unarmed. Nice music, isn't it? Don't worry they don't bite. We don't see guests her very often and neither do they, as the forest is spooky and dangerous.

Uthred son of Uthred |

Spell Kenning (Su) ability to replicate the spell 'Arcane Sight'
With his new magical sight, he peers intently at the door and the incoming red heads!
Perception, heroism, acute senses, heightened awareness: 1d20 + 0 + 2 + 20 + 2 ⇒ (18) + 0 + 2 + 20 + 2 = 42
Spellcraft, Heroism: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
School divination; Level alchemist 3, arcanist 3, inquisitor 3, investigator 3, magus 3, occultist 3, psychic 3, sorcerer 3, witch 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range personal
Target you
Duration 1 min./level (D)
Description
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.
Arcane sight can be made permanent with a permanency spell.

DoubleGold |

Uthred can see the the women are fey, but not harmful. No magic coming from the music. Heroes move inside to enjoy the music.
The women ask Would you care to join us for a home cooked meal and a glass of wine. The music player are dawn pipers, they look like Ifrits in a way, and normally dawn pipers can be aggressive or bad (CN mostly) but these ones are friendly.
The table is large enough to accompany everyone and they have fine china. The women introduce themselves as ELZBETHE, O L I P H ETTA, AND MARI. The pipers are relax and play the music then stop. They then introduce themselves and their names are so weird, you couldn't pronounce it, and there are some drunk humans in there too. Err, lads, we...guests too. We set out to hunt again when the White Witch and her golem in gone. Forest is bad out here, you had to clear out a lot of enemies to get there. We were lucky to not run into any, but we didn't know they were out there, now we stuck here till witch is gone.
The women also talk It is nice to have some fine heroes like you around here. Luckily the witches army don't come near here, or rather they haven't, but we can't go far and there is a first for everything.

Uthred son of Uthred |

"So what's next for us, Mister Guide!"

DoubleGold |

The women respond to Uthred We will talk about that after dinner, directions is all we can give you And they give you directions after dinner, but in the mean time, you all enjoy your meal, it is very good.
Goliath is charming, but around here, nobody know much about the witch, they don't have info to give you other than she is a pretty blonde/white haired white skinned witch and where she lives. They don't know what is out there other than fey, and they never cared or were brave enough to get close enough to identify any of the fey creatures.

Goliath Maul |

Goliath is all business. He eats politely but too much association with their group could endandanger these nice people. When he see they seem to be trying to keep a bit of distance from danger he respects that and let's them remain at arms length.
"Thank you for your hospitality. You have been quite kind and I hope the danger does not find you here. I would however warn you the the lands grow much more unsettled so be on alert."

Halros |

"It has been a nice respite from the dangers that lurk in the winter. You have been very kind. We will press on- and you should stay safe. If all is well, perhaps we will dine together again under more celebratory conditions."

DoubleGold |

You all head out and enter into the Witch's cave. It is narrow. It twists and turns, and you are sure this cave will open up into an opening.Need a marching order, 5 feet wide, so who first, who second, and so on?

Halros |

I'll either take lead, or follow Goliath/Saber- depending on his preference.

Halros |

I think we are stuck single file in a 5 ft corridor. I hate squeeze rules...

DoubleGold |

Heroes move on into the cave as it opens up, it has icecycles on ceiling. You see the witch and an ice golem.
init: 2 + 1d20 ⇒ 2 + (7) = 9 enemies
init: 8 + 1d20 ⇒ 8 + (12) = 20 Halros
init: 3 + 1d20 ⇒ 3 + (16) = 19 Goliath
init: 1 + 1d20 ⇒ 1 + (16) = 17 Uthred
init: 1d20 + 8 ⇒ (4) + 8 = 12 Tulgram map is up, and so are all the heroes.

Uthred son of Uthred |

Knowledge Arcana on the enemies, Heightened Awareness, Heroism: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20
Uthred sings a song of lightning and raging grappler. He then bellows to his friends, "Kill the golem! hug the witch!"
Uthred then blows a long note from his horn and begins to sing with a deep guttural voice!
Move action- Inspired Rage: +4 morale bonus to STR & CON, +3 morale bonus to Will Saves. Rage Powers: Lesser Elemental Blood - +1d6 electricity dmg on melee attacks; Raging grappler rage power: As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.
The song quickens the blood, despite the long, slow notes...
Standard action- Haste to himself and 7 more people.. first ones to post to claim it first!! TO BATTLE!!!

Halros |

Before the group makes the final advance, Halros pulls out his wand of shield and taps it against himself.
UMD, DC20: 1d20 + 8 ⇒ (16) + 8 = 24
He quickly stows the wand and regrips his sword- ready to advance at the tip of the spear. He hears the warsong of Uthred and feels the magical energy overtake his muscles- heightening his speed and quickness.
Halros steps into the room, and makes eye contact with the witch, sensing her evil presence.
This is the moment of truth for all of our training...
He focuses on the void, and the room grows darker in his vision. He sees only this unnatural creature and his very soul becomes bent on her destruction. Rage
He rushes at her, bringing down his blade across her chest and torso.
Swift: Rage. Move: 20 ft. Standard: Attack
+1 ECB: 1d20 + 17 ⇒ (14) + 17 = 31 against flat?
Adamantine, Slashing: 1d10 + 20 ⇒ (3) + 20 = 23 +3 if magic user
Init +10; Senses low-light vision; Perception +13
AC 31, touch 22, flat-footed 20 (+1 if adjacent to 2 or more enemies)
hp 79
Fort +17, Ref +22, Will +13;(+1 to all saves from an evil caster)
DR 4/—
Speed 60 ft.
Melee with PA(-3/+6)
+1 agile adamantine elven curve blade +17/+17/+12 (1d10+20/18-20)x

DoubleGold |

Halros is able to slash up the witch before she can react and it hurts.
Uthred, you get 2 pieces of info about each one, what do you want to know?
The witch reacts to Uthred's singing, I will make sure nobody remembers your deaths since you want an honorable one. You'll be lost and forgotten and bodies buries so noone finds them.

Uthred son of Uthred |

golem: weaknesses / resistances (incl.DR / energyresists / SR)
witch: AC / CMD

DoubleGold |

Uthred finds out the golem is weak against fire, cold immune, Hardness 10 and SR 5
Witch: AC 20, touch 14, fl at-footed 18, CMD 16
The rest of the heroes are up

DoubleGold |

botting Goliath thanks to his profile showing stuff, he waits till the ice golem moves up. By the way I messed up, Hardness 5, not 10, SR still 5
Goliaths turn:
5ft step
Attack: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 2d8 + 23 ⇒ (7, 3) + 23 = 33
Attack Fortuitous: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 2d8 + 23 ⇒ (4, 8) + 23 = 35
Assuming one of the above attack hits. Pushing assault breaks the charge and keeps the creature away from Goliath. Goliath follows up with a full round attack.
Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d8 + 23 ⇒ (7, 5) + 23 = 35
Attack Haste: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 2d8 + 23 ⇒ (6, 8) + 23 = 37
Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d8 + 23 ⇒ (7, 3) + 23 = 33
Saber then attacks
Attack: 1d20 + 13 ⇒ (3) + 13 = 16
Damage SB: 1d6 + 12 ⇒ (6) + 12 = 18
Grab: 1d20 + 18 ⇒ (15) + 18 = 33
Attack: 1d20 + 13 ⇒ (11) + 13 = 24
Damage SB: 1d6 + 12 ⇒ (4) + 12 = 16
Grab: 1d20 + 18 ⇒ (20) + 18 = 38
And the rest of the attacks hit the witch and down her easily.
Treasure On her they find 1,000 gold and an air elemental gem.
The heroes travel on and at the end of the path they reach the dancing hut. Clear opening for at least 60 feet around the hut, front door is closes and snow is not deep at all. What do you do?

Goliath Maul |

"This is clearly the goal. Let's remember to keep our heads about us. From what I hear the witch is basically a god and is likely far beyond our means.'
Thank for the bot GM.

DoubleGold |

As you are all just waiting there on the porch, out of the front door comes a humanoid bird like creature. It doesn't speak a word or make any hostile moves, it just stares at you guarding the door. Arcana can Identify it.

Uthred son of Uthred |

Knowledge Arcana on the enemies, Heightened Awareness, Heroism: 1d20 + 14 + 2 + 2 ⇒ (20) + 14 + 2 + 2 = 38

DoubleGold |

uthred knows it is a Female advanced kikimora. You can learn 4 pieces of info about it. If you want to make it a friend rather than fighting it, I would suggest using 2 of them for languages and personalities. It ain't easy making it a friend, but it ain't very hard either.

Uthred son of Uthred |

ok will use 2 for that - thx
special attacks
special qualities

DoubleGold |

Languages: Aklo, Common, Giant, Russian, Skald, Sylvan
Personality: These creatures are dreamers. Many times they have master, sometimes they do not. What they protect, they dream is theirs. If one was a butler for instance, they wish they were the home owner. Ones with a master are usually lost without one, and this one seems lost like his master disappeared or died. These creatures, don't like combat, but will fight to protect what they are told to protect. These creatures are mischievous and like to talk about the deeds they have done. They prefer Aklo language but will talk with any language they know.
At will -forced quietuM ( D C 18), invisibility (se l f o n ly),
mending, prestidigitation
3/day-breakAPG (DC 18), charm animal (DC 18), deep slumber
( D C 20), pain strikeAPG ( D C 20)
l/day-major image ( D C 20), make whole, summon swarm
Hidey Hole: They can create an extra dimensional space only they can enter. They enter through a sigil. They can exit through another sigil within the same room. They can see in and out of the sigils and place objects up to 50 lbs within them. They cannot attack within the sigil.

Uthred son of Uthred |

Uthred quietly hums an old Ulfen song under his breath, enacting a friendly enchantment for peaceful talks. He reaches under his vest and also taps himself with a diplomacy enhancer...
Switching to the Aklo language, he bows to the creature, and smiles while addressing her, <AKLO>"We come in peace, Great Owner of the Dancing Hut! we have been sent by the Black Rider to find Baba Yaga, because she is missing. With your permission, we would like to use the Hut to liberate Baba Yaga to end Elvanna's threat to the entire world. Will you help us and allow us to stay into YOUR Hut to help free Baba Yaga?"<AKLO>
Diplomacy, Heroism, Raiment of Command, Tap Inner Beauty: 1d20 + 16 + 2 + 5 + 2 ⇒ (7) + 16 + 2 + 5 + 2 = 32

DoubleGold |
1 person marked this as a favorite. |

He lets you inside and gives you a tour.
Inside the house is a bone golem, but you all have no problem destroying it. Really the final battle of the game and the witch and her golem is much harder.
Treasure spectacles of understanding, migrus locker, elixir of love and 6,000 gold to split among the party.
Once the P C s have explored the Dancin.9 Hut, they can u s e
t h e keys given to them b y t h e Black Rider in "The Snows
of Summer"-the lock of hair from a frost giant's beard
and the plague doctor's mask-to take the hut to its next
de stination. From the information given to them by the
Black Rider, the PCs should know that they must place
the two keys into the hut's cauldron (in area Ni) and stir
the ever-bubbling stew inside it, which will transport
the hut to the location associated with the two key s . A PC
who succeeds at a D C 2 0 Knowledge (arcana) or Use Magic
D evice check can also identify the proper use of the keys .
If the P C s came to an accord with Zorka, she can inform
them of the proces s as well.
IfNPCs such as Nadya or Ringeirr are still accompanying
the P C s , they must now come to a decision-either return
to their normal live s in Irrisen, or stay with the PCs on
their j ourney to parts unknown, p o s s ibly with little hope
of ever returning home . The PCs might also wish to avail
thems elves of the library or the map room, but time is
not on their side . The PCs have s cored a maj or victory
against the White Witches , but now Queen Elvanna is
all too aware that Baba Yaga has surviving agents who
are moving against her. The enormity of what they've
done-killing a White Witch and hij acking the Dancin.9
Hut-will soon warrant a response from Elvanna herself,
and it would be best not to tarry long in Whitethrone .
With enemie s in their wake and enemie s on the horizon,
the multiverse may s eemed arrayed against them-but
for now, the P C s are in the p o s s e s sion of one of the most
powerful artifacts oflegend .
Once the P C s drop the two keys into the cauldron and
stir the stew within, the room around them shimmers
and change s . Although it may not be apparent to the
PCs at first, the hut has traveled to a new location,
leaving Whitethrone behind . They can explore their
new destination-and the Dancin.9 Hut's new layout-in
the next volume of the Reign of Winter Adventure Path,
"Maiden, Mother, Crone ."End of book 2 Please post chronicle info if you haven't already. I'm wanting to take a break from Gming from Thankgiving to Christmas and with gameday going on, book 3 won't start after Christmas, you can have another DM pick up where I left off.

Uthred son of Uthred |

Thanks for the game DoubleGold!
Please apply book 1 and 2 to this character please:
Name: PDK
Character Name: Vina Sitha
Class/Levels: Druid (Supernaturalist) 2
PFS ID: 4456-11
Faction: Grand Lodge
Day Job: N/A