| Forest Hunter |
This is reminding Forest of a certain pair of comfy boots hidden in the commanders room...
Nature: 1d20 + 5 ⇒ (16) + 5 = 21
Martial Flexibility to take Throw Anything feat.
Snowball vs touch AC: 1d20 + 12 ⇒ (5) + 12 = 17
| Forest Hunter |
Forest's primary concern is there rehabilitation of the fortress, as it is seemingly a bulwark against a giant invasion into Varisia. The fey's plea reminds him of the letter found in the old commanders room. "Is your mistress Myriana?" He asks, reaching out with one hand to let a few crystals of ice left over from the snowball slip down the back of Kizzy's collar. He suspects the commander may have been bewitched by the woman of which he wrote, and this could well be some kind if trap, but he is interested in finding local allies to help defend the area.
| Ironperenti |
"Yes, she is. She had fallen in love with the Captain of the fort. What was his name..." he pauses for a moment while he thinks, "Lamatar, that's it, Lamatar. She is changing everything around her now that this Lamatar has died. Please come. If she hears you will help maybe it will calm her."
| Isabella Monstrance |
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Isabella's mouth quirks to one side for a moment and then her cheek trembles slightly, in the fashion of someone who is trying hard to control their facial expression.
Finally she chokes out, "I have... sympathies for one who has lost the love of their life."
| Kizzy Ilionescu |
Kizzy arches her back and gasps as the ice slides down her back.
I will deal with you later, mister. Kizzy warns Forest, barely able to hide a smile. She then turns to Yap.
There is no story as heartbreaking as true love lost. And unless anyone else has objections, Kizzy looks about the group, I believe master yap, you have our aid. Aid please continue to pelt Forest with snowballs, lest he let down his guard.
| Runt PbP |
Even as Kizzy announces the line order, Runt is already in motion scurrying after the Pixie. Of course, she is slower than the rest of you her lead is a short one.
| Ironperenti |
The others catch up to Runt and continue to follow the pixie. The little guy just keeps talking though he is normally too far ahead for you to make out much other than just hearing the tiny drone of his voice. He stops quite often and asks, "Can you guys hurry? This is important." What he doesn't understand is that it is cold, wet, snowy, and you are having to break brush because he seems to be flying in a near bee line to the west and there is no trail.
It is cold. You will need to make FOR saves after the first couple of hours.
Luckily everyone has their cold weather outfit (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
A survival check vs DC 15 can give everyone a +2 on their FOR save while moving. When you pause for the evening the same DC can give a +4. Runt has a +10 Survival and Forest has a +8. One roll please, I assume Runt will lead, Forest will support.
You have a tent do you have a magical place to stay such as a rope trick spell? Does anyone have endure elements?
| Ironperenti |
Player status
Abadius 14th, Mid winter
1100, temperature 33, light snow, wind 5-10mph
Group Effects:
Zherxikas 54/54;
Runt 87/87; magic vestment, clayskin 45/45
Kizzy 62/62;
Forest 104/104;
Isabella 69/69;
DC 15 FOR save for the cold. Include your cold weather clothing and survival bonus if Runt and Forest succeed.
| Isabella Monstrance |
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As it becomes clear that the group is going to be moving overland for some distance, Isabella starts to intone a marching chant.
Basically we move at double speed until we stop.
Isabella has Cold Resistance 5, so she is unlikely to be affected by natural cold, but she doesn't currently have endure elements prepared.
| Forest Hunter |
Before they head out, Forest informs the garrison that they are leaving, leaving Vale in charge as per ushe, as well as gathering up the poems captain Lamatar had written about the... nymph? Forest isn't sure what type of fey she might be from what they've heard of her. Regardless, he lets Vale know they'll bring back whatever kind of scouting report they can assemble. He leaves Sato at the fort, since he doesn't know what kind of terrain they'll be facing.
Fort VS Cold: 1d20 + 15 ⇒ (9) + 15 = 24
Survival (Aid Runt): 1d20 + 8 ⇒ (4) + 8 = 12
| Runt PbP |
Before starting the march, Runt casts an extended (by quicksilver so only one level) heroism to bolster her moral.
fort save, heroism: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Runt has only mundane protections vs. the cold (other than heroism) and quickly begins shivering (nothing like a nat 1 to ruin your day).
| Ironperenti |
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It is unlikely the cold will affect Isabella. If she misses her save then she will take 1d6 cold damage which she will most likely block. If she misses her save and I roll a 6 then the cold has managed to get to her and she will begin suffering some of the results. Not overly likely but possible.
With marching chant you can make it to Bitter Hollow in two days. Drat, I was hoping to take some toes off you guys. A little trench foot followed by frostbite. Wouldn't it be fitting if you had like 8 toed Runt and one eared Forest?
| Runt PbP |
When she knows they are near to Bitter Hollow she casts a greater magic weapon on her falchion, heroism on herself, magic vestment on her shield, and enchantment foil on herself.
All are boosted by 1 CL by alchemical components except enchantment foil.
| Ironperenti |
At some point in all of his talking, "I really wish you guys could fly. That would make this so much easier. Anyway, I wasn't thinking about how long it would take you to travel there but I did consider the fact that you can't get over the water to the Shimmerglens. So, I thought I would lead you to the long bridge that the people in Bitter Hollow made. Hopefully my mistress's fey have not run all the folk out of there. I don't think it has spread that far but you never know. I've been gone for a few days."
| Runt PbP |
Note: Runt is on a riding dog. You want me to make a fort roll for it too?
| Isabella Monstrance |
Then Kizzy will definitely be taking Marching Chant as her new 2nd level spell!!
Kizzy will sing an inspirational cadence that helps them keep a steady pace!
I already had it prepared! Since bards only get a limited suite of spells, consider if you want that one or something else!
| Runt PbP |
fort save for dog: 1d20 + 5 ⇒ (16) + 5 = 21
Ironically, Runt's dog (like my own yellow lab) seems to be enjoying the frigid weather, dragging Runt through snow drifts it seems determined to romp through.
| Isabella Monstrance |
Still waiting for Runt's survival roll to see if we get that +2 bonus on the Fort save. Looks like Forest did make an Aid on that roll, giving Runt a +2 on the skill check.
| Runt PbP |
survival, heroism: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Not her day! Maybe let the dog take the lead?
| Isabella Monstrance |
Fortunately, the survival check is DC 15!
Fort save, cold weather gear, bonus from survival: 1d20 + 9 + 2 + 2 ⇒ (2) + 9 + 2 + 2 = 15
Isabella shrugs off the cold weather due to the combination of good trail planning by Runt and Forest, an extra layer of clothes, and her own natural resistance.
When she realizes that the hike is going to take an extra day, she prepares for the following day appropriately, with a communal endure elements spell in addition to another marching chant.
| Ironperenti |
This sets up the scene as you travel. It takes two days and with a tent you can get out of the elements and reset your FOR save. Admitted I have hand waved much of the survival aspect of these situations but up until now we did not have the temp drop and winter come on in full force. I believe you did buy cold weather gear and so that should include a tent. But do you have a way to make a fire to warm up through the evening? Wet wood and icy conditions are horrible for making a fire. This allows your saving throws to reset. I am going to modify the rules a little because I think they are a little too harsh. For dealing with cold it started at a DC 15 FOR save the first 2 hours and is checked every 2 hours but goes up +1 for every previous missed check. You are traveling for 8 hours so that means you need to make 3 other saves. You get +2 from the survival check and +2 for your good clothes. Any save missed you take 1d6 non-lethal damage and if you take damage from that then you will be fatigued. Note if you are fatigued and you get fatigued again you get exhausted.
The group continues to trudge after the pixie who is obviously aided by magic of some sort for he does not seem bothered by the cold. Everyone else on the other hand can feel it seeping into their bones. Every hour the thick clothing feels as if it will make you overheat except in your feet and hands which feel cold as ice. Runt started off feeling the cold and is working hard not to curl in on herself. Luckily her trusty riding dog is enjoying the weather for now and continues bounding forward (the dog is considered to have cold weather clothing and gets the +2). Everyone else trudges on.
For your stop and making the fire it will be a DC 20 to get a fire started without something special. If you have your own dry kindling then you get a +2 to the roll, if you use the spell spark you get a +5, if you come up with something else I'll let you know.
| Runt PbP |
On line 106 in the treasure tracker we bought camping gear for the group. I think it included cold weather gear. Note: (communal) endure elements is a second level cleric spell so Isabella could protect the most vulnerable of us.
Since the trip is taking so long, Runt will not be casting spells on herself until they get near the town. Once the bridge comes in sight she will do her full suite of spells
| Isabella Monstrance |
On line 106 in the treasure tracker we bought camping gear for the group. I think it included cold weather gear. Note: (communal) endure elements is a second level cleric spell so Isabella could protect the most vulnerable of us.
Since the trip is taking so long, Runt will not be casting spells on herself until they get near the town. Once the bridge comes in sight she will do her full suite of spells
Since the hike is 2 days, on day 2 Isabella prepares communal endure elements for the team. See here.
| Ironperenti |
I'm modifying back toward the real cold rules a little. I noticed the cold weather gear gives a +5. Therefore, long exposure is really the main threat. So, instead of the DC increasing if you miss a save, it will increase every 2 hours regardless.
From 1100 to 1300 is your initial travel. That is when Runt experiences her fatigue. The travel picks up from there.
The group continues through the cold forest following the pixie. He continues to chatter the entire time and stops periodically to wait for the group. The snow continues, travel is slow, and the sun moves ever closer to the horizon. Since you got a late start you push past sundown which is not too hard with many having lowlight vision and good light sources from the casters. Finally, you stop for the evening. Kizzy literally collapses onto her pack and Runt almost wants to do the same. Forest and Isabella set about setting up the camp, Runt muttering and moving slowly but helping. It is all Kizzy can do to stay awake.
(How do you make a fire?)
Player status
Abadius 14th, Mid winter
1300-1500, temperature 33, light snow, wind 5-10mph
Group Effects: marching chant
Runt 87/87; FATIGUED, magic vestment, clayskin 45/45
Kizzy 62/62;
Forest 104/104;
Isabella 69/69;
Forest FOR16: 1d20 + 11 + 5 + 2 ⇒ (12) + 11 + 5 + 2 = 30
Runt FOR16: 1d20 + 12 + 5 + 2 ⇒ (16) + 12 + 5 + 2 = 35
Isabella FOR16: 1d20 + 9 + 5 + 2 ⇒ (12) + 9 + 5 + 2 = 28
Kizzy FOR16: 1d20 + 4 + 5 + 2 ⇒ (17) + 4 + 5 + 2 = 28
Player status
Abadius 14th, Mid winter
1500-1700, temperature 30, light snow, wind 5-10mph
Group Effects: marching chant
Runt 87/87; FATIGUED, magic vestment, clayskin 45/45
Kizzy 62/62;
Forest 104/104;
Isabella 69/69;
Forest FOR17: 1d20 + 11 + 5 + 2 ⇒ (5) + 11 + 5 + 2 = 23
Runt FOR17: 1d20 + 12 + 5 + 2 ⇒ (15) + 12 + 5 + 2 = 34
Isabella FOR17: 1d20 + 9 + 5 + 2 ⇒ (3) + 9 + 5 + 2 = 19
Kizzy FOR17: 1d20 + 4 + 5 + 2 ⇒ (3) + 4 + 5 + 2 = 14
Kizzy non-lethal: 1d6 ⇒ 5
Player status
Abadius 14th, Mid winter, Sundown 1730
1700-1900 , temperature 24, moderate snow (2-4" accumulation overnight), wind 5-10mph
Group Effects: marching chant
Runt 87/87; FATIGUED, magic vestment, clayskin 45/45
Kizzy 62/62; 5/62 nonlethal; FATIGUED
Forest 104/104;
Isabella 69/69;
Forest FOR18: 1d20 + 11 + 5 + 2 ⇒ (4) + 11 + 5 + 2 = 22
Runt FOR18: 1d20 + 12 + 5 + 2 ⇒ (5) + 12 + 5 + 2 = 24
Isabella FOR18: 1d20 + 9 + 5 + 2 ⇒ (11) + 9 + 5 + 2 = 27
Kizzy FOR18: 1d20 + 4 + 5 + 2 ⇒ (5) + 4 + 5 + 2 = 16
Kizzy nonlethal: 1d6 ⇒ 2
Player status
Abadius 14th, Mid winter, Sundown 1730
1900 , temperature 24, moderate snow (2-4" accumulation overnight), wind 5-10mph
Group Effects:
Runt 87/87; FATIGUED, magic vestment, clayskin 45/45
Kizzy 62/62; 7/62 nonlethal; EXHAUSTED
Forest 104/104;
Isabella 69/69;
| Forest Hunter |
Forest uses his sword to chop a bark-covered branch a little thicker than his thumb from a dead tree. He normally would not use a sword for this, but Isa's magic had made the adamantine blade more-or-less impervious to normal wear and tear. Stripping the bark, he starts shaving off bits of wood from the branch. The outer layer is wet, but the inner core is quite dry, and he quickly assembles a pile of dry wood shavings. More chopping with the sword - which despite its impervious blade is nevertheless awkward as the sword is not balanced for chopping - he assembles an array of branches and logs from available dead trees. He crafts an 'updside-down' fire, putting kindling on top, then branches, then increasingly larger logs towards the bottom. This creates a long-burning fire that produces a large amount of heat as the flame works its way down the stack. He strikes his flint with the blade of the sword. Instead of a small spark, a huge wave of flame washes over the wood. "Huh." He says, standing up. "That'll do it, I guess."
Survival to gather woods: 1d20 + 8 ⇒ (18) + 8 = 26
I guess the answer to our fire woes lies in whether Z is still with us or not fire was his job lol... Marital Flex to take AWT > > Item Mastery > > Energy Mastery. Cast Burning Hands twice upon the woods.
| Runt PbP |
Runt will cast heroism on herself before helping with the fire and camp.
survival, heroism: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Though it seems Forest has the situation well in hand.
| Ironperenti |
I have not heard from Z in PM or on here so I am going to assume he kept going south to Turtleback Ferry. Hopefully he is well and rejoins us and you will be able to rejoin with him there. If we don't seem him for a bit I'll say he moved further south to the town of Ilsurian to study with another wizard.
Forest is able to prep a fire and get it started as well as dry out some additional limbs for getting the fire larger. With that it is a matter of feeding larger pieces in at a slow pace so they dry and then burn. With tents and a fire, everyone is able to shake off the worst of the cold and get some rest.
The next morning, with Isabella able to prepare properly the trip is much easier. Though the trailbreaking is still a pain, her marching chant keeps everyone moving right along. Better still is the use of endure elements which although you are moving through the wet cold woods it feels like an early spring day, not too hot and not too cold.
You arrive at Bitter Hollow about an hour and a half before sunset. The small hamlet has one large building and several small cabins scattered about it. Just past the dwellings you see the bridge Yap mentioned disappearing into the distance.
"There's the bridge. It'll take about another day at your current speed. Do you want to continue and push through or will you be stopping at Bitter Hollow?" He asks.
| Runt PbP |
"Let's see what this town is up to. Maybe they have some news about the fey."
If the group decides to stop, Runt casts her spells, including a false life spell for 1d10 + 5 ⇒ (1) + 5 = 6 temp HP.
| Forest Hunter |
"Let's stop for now. No use stumbling around in the dark looking for fey." Forest says, glad indeed he opted to leave Sato behind. He goes to find shelter with a fire to get Kizzy out of the cold and wet.
| Kizzy Ilionescu |
As they make camp for the night, Kizzy is barely able to move, the cold has numbered her limbs and mind. So momentarily considers helping with spells or inspiration, but the cold has numbed her to the core and she simply lays down for a moment to rest...
Civilization... please at least for a night.
| Ironperenti |
The group approaches the largest building. Outside is a sign with a gator sitting on what seems to be a bird's nest. You enter to find the building warmed by a fireplace across the large common room. The bar is to the left as you enter with a staircase leading up to the second floor off to the right. Although tables and chairs are setup throughout the commons there are also shelves and tables of merchandise apparently for sale. Behind the bar is a pleasant looking bearded man.
As you approach the bar you see the bearded man is wiping out a pint cup. "Good day," he says, "My name's Jim and who might you be?"
| Forest Hunter |
Forest walks over to the bar. He starts to lean against the bartop, but stops and straightens. He wouldn't want his plate to damage to bartop. "Hail, Jim. I am Forest Tanner." There is an imperceptible pause before he gives a last name as he decides it's not so wise to give away one's full name so near to fey lands. "Ilsurian ranger, if you know where that is. But today I hail from fort Rannick. My companions and I are passing through." He looks back at the three (or is it four? Is Yap here?) others. His gaze lingers for a moment on Kizzy and he feels warmth in his cheeks. "We're looking for lodgings for the night. We can pay, and we'll be on our way tomorrow. There's four of us, more or less." He watches the purveyor of the establishment, untrusting of those who live so close to (supposed) feylands. He's still not convinced the former commander wasn't under some kind of enchantment. "By the by, we'd be mighty grateful of any news of note in the area." He adds as an afterthought.
Sense Motive: 1d20 + 2 ⇒ (20) + 2 = 22
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Diplomacy: 1d20 + 13 ⇒ (16) + 13 = 29
Use Martial Flex > > Advaced Weapon Training > > Versatile Training Heavy Blades, which let's him use his BAB in place of ranks in diplomacy and ride. The fighter has to make a Diplomacy roll once in a while, doesn't he?
| Ironperenti |
Map updated.
"Desna bless you man and your companions, it's no night to be out. I have plenty of rooms so no need to mind that. They're not much, four walls and a cot really but their dry and each has a small fireplace. Have you eaten today? Pick a table and grab a seat. I'll bring out some stew and we can talk about what's been going on."
You get the feeling Jim here talks with everyone and tries to feed them as well. He comes out to the table you pick and hands out some wooden bowls and spoons before ladling some hot stew into each from a black pot. "Just a minute." He says as he takes the pot back and is soon seated at your table.
"I assume you must be askin' about the queer behavior of the fey beyond the bridge. Heard about that already have you. Well, the sad thing is, nothing you have heard probably stands up to the truth. Most say it's coming out of the White willow area which was one of the more beautiful spots to travel but they say it's twisted now. The trees look like their dying, and they move if you can believe it. Giant spiders are the norm there as are all manner of ill-tempered swamp dwellers. It's further out but word has it there are boggards on the prowl. Large bands of them. Several of the hunters here have spoken about barely avoiding a confrontation. One or two boggards are bad enough but a band of them? They say strange things have been happening to boats and such as well. Rafts come unbound, swamp boats get leaks. It's like the White willow area has gone rotten and it's trying to take the rest of the swamp with it. I'm sorry, I should have asked, where are you headed?"
Yap speaks up rather sheepishly, "White Willow."
| Runt PbP |
"Magnimar!" Runt replies proudly. "We are going to try to get to the bottom of this mess, with the help of our friend here. We just liberated the dam and were on our way home when we found out about this and decided to help."
| Isabella Monstrance |
Isabella is a bit tired upon arrival at Bitter Hollow, in spite of the magical protections making the journey survivable. Mostly she's worried about the state of her companions, who had to put up with the biting cold on the first day before they made proper preparations for overland travel. She is delighted to take a seat and have some stew.
As she pokes at the warm stew with a wooden spoon she asks, "What kind of ill-tempered swamp dwellers besides boggarts? Thunder lizards? Lizardfolk? Wisps?"
| Ironperenti |
"You don't say?" Jim says to Runt. "I don't recommend going out there, but you do look like a capable company." Then he turns to address Isabella, "There are rumors of swamp giants on the move, the leaky boats are being blamed on the fey," He turns to Yap, "no offense good sir." He then turns back to Isabella, "Otherwise, it's mostly the bleak looking trees, the feeling that they are moving, normally out of the corner of the observer's eye, similar things in the water that dive and swim away quickly when you look at them. Most unnerving are the whispers. Clem over there, wouldn't come out of his room for three days when he came in a week gone. Said he couldn't get the whispers out of his head."
| Runt PbP |
Runt gulps the food down, then remembering who she was vs. who she is, slows it down a bit and takes less sloppy spoonfuls. She still has trouble holding a spoon right, though, and grips it like it might be grabbed from her any second and even slowing herself down she eats faster than the others.
"Sounds bad. Say, you have a better way of getting there than slogging it. Our friend here is getting a bit impatient with us seeing as how we are on foot and all."
She finishes her stew first and stares at it as if it vanished by some supernatural means. Dropping her spoon and grinning with the realization that she had money and money buys things, she asks, "Don't suppose anyone makes sweets here?"
| Kizzy Ilionescu |
Finally warmed and enjoying the stew, Kizzy pauses as she listens to Jim's stories. She leans into Forest for a moment, then draws out her harp, and takes a seat near the fireplace. She begins with a few soft calming songs of warm summer days and the joys of youth.
Perform: 1d20 + 22 ⇒ (9) + 22 = 31
The chill still has her off, but she believes it is a good performance. She will go and speak to Clem between songs.
I heard you braved the swamp, how fearsome! Would you tell me, so that I and my companions might be safe?
Diplomacy: 1d20 + 21 ⇒ (11) + 21 = 32
| Ironperenti |
Clem smiles as Kizzy sits down as any man would do, "Well it wasn't supposed to be braved nor fearsome. I've gone huntin' in this area for as long as I can remember and never ran into anything like this. I don't normally go into the White Willow portion of the swamp much but I was looking for beaver. They build up dammed areas in and around the swamp. White Willow was so named for the white willows. Catch them at the right time of season and the area is gorgeous with the tree leaves ranging from yellowish to a bright white. No more. The trees seem to be dying but they have retained their leaves. Everything is dark. The trees have blackened, the water black, there seem to be things lurking just out of your vision, and the whispers. It didn't bother me at first but after a day of hunting beaver in the area, I couldn't get the whispers out of my head. My boat got a leak three times that day and I finally left after something large bumped he bottom of boat so hard it nearly threw me into the water. If you're going into the swamp, I recommend somewhere else other than White Willow. There's nothing there but shriveled trees and dark spirits." Clem says regarding his most recent excursion.
| Forest Hunter |
On her way back to the bar, Forest flips Kizzy a platinum coin with a wink. He stretches as much as he can in his armor and yawns. "Gettin' a bit tired of boats and water. I prefer an honest fight on solid land." Honest being relative. Rangers aren't above ambushing enemies. Still, he is grateful for the information. He doesn't know much about these kinds of things, but he suspects that evil giant snake mom they fought in Turtleback could cause that kind of degradation, and she's still out there somewhere... "Where would one get a boat around here?"
Is there any knowledge rolls we can make to try and diagnose the problem with the area from what he's saying?
Knowledge: ?: 1d20 ⇒ 16
| Ironperenti |
The Shimmerglens have long been shrouded in mystery, for these
trackless swamps are said to lie quite close to the First World of
the Fey, particularly where they border Sanos Forest. Capricious
and sometimes malicious creatures are known to harass travelers
in this domain. The Wicker Walk between Sanos Forest and the
hamlet of Bitter Hollow was built expressly to offer travelers a way
to cross through the swamps without annoying the area’s denizens,
but stories still abound of nixies laying traps to confuse and baffle
travelers, of nymphs seducing men and women and leaving them
besotted and lost in the marsh, or of sprites stealing supplies and
replacing them with rotten fish, poison mushrooms, or disturbing
little dolls made of clay and string.
Like all swamps there are islands of solid ground surrounded by shallow dark water. Because of their proximity to the river the Shimmerglens do tend to have a slight current moving toward the river.
The Wicker Walk (this is the bridge Jim mentioned): Built by the founders of Bitter Hollow in a successful attempt to encourage trade with the gnomes of Sanos Forest, the Wicker Walk is a local marvel. The three-mile-long boardwalk is hung regularly with long-burning pitch lanterns, and its often-creaking boards offer the only completely dry path across the Shimmerglens.
“Whitewillow” is a section of the Shimmerglens said to be particularly close to one of the portals to the First Realm of the Fey.