A's Shades of Ice Part 3 (Inactive)

Game Master Angie H

Skagni's map, roll20 map


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Take 2...

I guess it's time to level up!

Also, since there hasn't been much cool gear to find, let's pick a magic item or two. WBL has you at 16,000 gp for level 6, so pick something(s) you'd like, and we'll have you find them in the Shadow Lodge.


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

Right, seems to work this time ;^) And yay for level-ups!


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

About items... a Pearl of Power (lvl 2) is 4000gp. I think that would be rather useful for Matheus and would leave his wealth at 13460. But I'd really rather find some weird and funny item that's still somewhat useful, so I guess I'll keep looking for a bit longer.


No reason not to do both


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

16,000!!! Wowza! Half upfront on a snakeskin tunic @8,000gp. Another 2,330gp for a +1 shortbow. 20 +1 flaming arrows @ 3,501. Total: 13,831, leaving 2,169gp which he will stow in his haversack.

Also, his new rogue's talent is 'Trap Spotter' giving him a passive perception check hidden by the DM for any trap within 10'


Yeah, it seems like a big windfall all at once, but I've been bad about letting you guys level up and acquire stuff. That's the problem with these Pathfinder Society "mini" adventures....they're meant to be one-day things, and you're not really getting stuff or gaining levels. But it's no fun to just stay stuck at the same level all the time.

Don't worry, I'll just make the encounters much harder to compensate for all your cool stuff. ;)


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

Right... I'd like to take that 2nd level Pearl of Power and a lesser Rod of Giant Summoning for Matheus. That'd sets his wealth at 16460G. Although that is a bit over the level (I could argue his CLW wand has lost 40% of its charges and thus its value). I could drop some of Matheus's gold reserves if that'd help (donate it to the prisoners for them to buy some clothes and provisions) to make ends meet if that'd be agreeable?


Sure, that works for me.


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

Thank ye.

Right, a quick 101 on druidic overland travel magic Matheus has prepared and will use during our journey:

- Nature's Paths: "The target instinctively knows the shortest, easiest, and fastest way through the wilderness. For the purpose of determining overland speed, the target treats any trackless terrain as though there were a trail or road." Which basically means that when Matheus leading, we cover as much ground slogging through deep snow as a regular person would on an unpaved road (and any sort of animal track or cart path we find counts as a proper paved highway. The caravan had too many people to benefit from this but for the three of us (and a couple extras and/or mounts we might pick up), it is sufficient.

- Tailwind: "You compel the wind to push the targets in a direction of your choice. The subjects can hustle during local and overland movement without risk of fatigue." Same as before, we can proceed at a brisk jog for 6 hours every day, doubling the overland travel speed we have, without getting the least bit tired. It doesn't last long enough to cover our full daily travel time, one assumes, but it's still a considerable speed boost. Assuming it matters from the adventure's point of view in the slightest, of course, how fast we get to our destination ;^)

- Sylvan Hideaway: "When this spell is cast on a natural, unworked surface, it creates an extradimensional underground space large enough to comfortably hold two creatures of any size per caster level. The room is sealed by a 5-foot-square camouflaged trap door that can be locked from within. The door and room are made of the same material of the material component used to cast the spell. You can choose the shape and configuration of the room when you create it; however, any furnishings (tables, beds, etc.) in the room are made of the same material as the room and cannot be moved once created." Here, I have a few options but I kinda like this - when we camp for the night, Matheus can create this extradimensional hole in the ground with a hidden trap door, that has some basic furniture for us. And while we weren't too bothered with the cold, it'll at the very least be a bit warmer inside, out of the wind. Some few creature comforts, particularly since we thus far have so little in the way of supplies and camping gear.

- Survival skill. With Matheus's skill level, foraging for food will be trivial, even with penalties from the harsh terrain, although doing that would take some time, or slow our travel speed (that is boosted by the spells above, though...). Also, getting lost or avoiding natural hazards should be a breeze.

And then there are those class abilities Matheus can't unfortunately share... he never slips on ice, and even the softest powdery snow carries his weight as if it was solid stone.


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

Quick 101 on Ner in overland travel:

- Snow is often taller than he is.

- His movement rate is 20' or 2 miles an hour in regular conditions.

- He uses his Endure Elements class ability every morning as he has been doing.

- He doesn't have any other spell like abilities but he often hums 'Bizaunkratz' song he barely remembers from childhood.

- His total weight with all of his equipment is 50lbs if he can travel on something or someone.

- He will aid another on Matheus survival check whenever possible of a +4 on Matheus roll. Ner's skill is +9 so usually only failing on a roll of 1.


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

For funsies, Matheus can now shapeshift, so in, say, elkform, he could carry Ner for 4 hours a day (Artic druid is slow to progress in Wild Shape) However, he's limited to Medium animals, so I doubt there's any form he could take that could carry both Ner and Petronia. Unless we use Ant Haul again ;^) Elkform + Ant Haul + Longstride would get us 60' or 6 miles a hour, 12 as long as Tailwind lasts, though tundra + Nature's Paths drop that to 3/4 normal. So 4h of 8 mph, then slowing to 3mph when Ner has to walk.

Or Matheus could offer Ner a Longstride and forget the wildshaping, so we'd all have 30' movement speed for most of the day's travel time.

I kinda doubt the adventure really rewards us of getting to our goal a day or sooner than the assumed date. But it'd fun to RP these little advantages one's class offers ;^)


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements
Matheus Winterglade wrote:
For funsies, Matheus can now shapeshift, so in, say, elkform, he could carry Ner for 4 hours a day ... ;^)

Take a quick look at my last gameplay post before you transform :)


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

Well, that'd sort out the weight issue if Angie allows the bag to take living things inside it :-)


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

I'm certain living things can't breath inside but as travel with his head stuck out - Yoda-ing it if you will, I await Angie's judicial call.


Skinwalker Brawler/6 | HP 35/52 | Init +6 | AC21/F17/T15 | F+6 R+9 W+2 | Perc +11/12 SM +7/8 | Martial Flexibility 5/6 | Active Conditions:

Wow, I missed all the discussion up until now. I didn't know I got to go up a level or get cool things! I guess I know what I'm doing today other than cleaning out my fridge where cucumbers have gone to die.

I did have Oksana replace Petronia's gear that was lost so technically she would have a backpack now but I hate to go and change Ner's awesome post so I'll think on things today while I contemplate what cool items she'll want :)


That's hilarious! If Petronia is happy to carry Ner, no reason why not.

The only trouble I can see is that sometimes the adventure will need you to seek a particular shelter, so if you bypass that, you'll miss important story. So if this is the case, I'll nudge you to skip the sylvan hideaway.


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

Sure, if we find a suitable campsite at the right time, no reason to use a spell. Should reduce optional nightly ambushes and hostile encounters, though, as the spell makes our campsite impossible to see from a distance and tricky to find even if someone stumbles to the right place :-)


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements
Petronia Fangborne wrote:
I did have Oksana replace Petronia's gear that was lost so technically she would have a backpack now but I hate to go and change Ner's awesome post so I'll think on things today while I contemplate what cool items she'll want :)

Ner, with his other equipment, weighs 45lbs. He can move 11 lbs to a side pocket if he gets rid of the sling bullets (which no one has been in need of). That leaves 34lbs of space in the haversack and the entire weight remains 5lbs to you. If it works we may only need the one pack.


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

@ Tivli - What are Bubbles pronouns? I've been using she/her but I don't remember if you said?


Human Ranger / Level 6

She/her or they/them!


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

On the road today... it seems I won't be getting time to post before tomorrow.


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

Angie, can we get a call on Tivli's last post? It will inform Ner's next action.


Human Ranger / Level 6

Ner, I just posted Bubbles' action :)


Ner, did that answer your question?


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

Perfectly - thank you


Sorry all, migraine, will post in all games tomorrow.


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

Get well soon.


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

yes, I hope you feel better soon


Skinwalker Brawler/6 | HP 35/52 | Init +6 | AC21/F17/T15 | F+6 R+9 W+2 | Perc +11/12 SM +7/8 | Martial Flexibility 5/6 | Active Conditions:

Feel better, Supreme Leader!

Also, this weekend is Canadian Thanksgiving and it's my parents' 50th anniversary so I will be AFK from Friday to probably Wednesday. So please bot Petronia as needed.


Human Ranger / Level 6

Happy Parents' anniversary!


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

50th - congratulations to them!


Yes, that grey thing is the hole, in the ground near the base of the bridge


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements
Angie H wrote:
It's not 100% clear on the page I linked to. It looks like getting a saving throw at all is the bonus that magical items get. Anybody have thoughts about that?

After reading the rules carefully I would be inclined not to give a save bonus. The object receives a bonus on hardness and hit points for 'each' +1. That is the bonus of a magical weapon with no caster level


Skinwalker Brawler/6 | HP 35/52 | Init +6 | AC21/F17/T15 | F+6 R+9 W+2 | Perc +11/12 SM +7/8 | Martial Flexibility 5/6 | Active Conditions:
Angie wrote:
Petal's gauntlets aren't on the list, so here are their stats: +1 Gauntlets stats: Hardness=12, Hit points = 10

That's why I thought they were toast because you said they had 10hps. Not that they will be much good broken. What happens to the magic when they're broken?

Also, you had written grapple/grab so of course my brain quit reading after I saw grapple


Yeah, I then corrected myself and said that your things had 20 HP, not 10. I've managed to not only confuse myself, but everybody else.


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements
Petronia Fangborne wrote:
That's why I thought they were toast because you said they had 10hps. Not that they will be much good broken. What happens to the magic when they're broken?

The broken trait means it gets -2 to hit and only criticals on a 20 for x2damage. I think you already crit on a 20 for x2 damage so the penalty is really -2 to hit. To repair it you need to find someone with the Craft Magical Arms and Armour feat


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

The broken condition also states Mending spell from someone with caster level equal to the broken item's creator suffices, and Fist of the Pit requires CL of 6. Meaning Matheus could repair the item with a cantrip.


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements
Matheus Winterglade wrote:
So... summoning 3 Simple Giant Dire Badgers who are also Geniuses (+6 Int from Harrowed Summoning this time around). Luckily they aren't allowed to be so smart that they'd not be willing to die for their summoner ;^) Dropping them around the enemy, two on the right side, one on the left, so two of them get flanking bonuses to their attacks. They are large, so could I have 3 2x2 square tokens on the field, please?

I think each of your badgers get a flanking bonus. From the rules on flanking: "When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."


Human Ranger / Level 6

Matheus's badgers attacked by bite and 2 claws! Can Bubbles do that??? She has bite and claw stats, but I thought she had to choose one or the other. If so she'll really join the fight next round :)


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

Full attack action lets a creature strike once with all its various attacks (Bite, claw, whatever it may have), but that means it can't move or do anything else that round. For standard attack action, you'll have to pick one attack out of all available.


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

Oh, and for Angie's benefit, these particular critters have (in addition to dire badger base stats):

size = large
+8 bonus to Str and Con (Augmented summons and the simple giant template)
+6 bonus to Int (Harrowed Summoning dice rolls, not that it matters, I suspect)
-2 to Dex
+3 Natural AC
Natural attack damage dice up one step


Large badgers added to map, feel free to adjust their position.

Check out their damage - I can't find HP for giant dire badgers, but the one that made 3 hits took a lot of heat damage.


So, into the hole or no?


Human Ranger / Level 6

Oh Tivli's going in as soon as she's sure Petronia doesn't need more healing.


The tunnel is very uniform at about 5 feet in diameter. So walking hunched over is fine.


Petronia - the gauntlets are broken, but Matheus can fix it with a cantrip. You two just need to RP it.


Skinwalker Brawler/6 | HP 35/52 | Init +6 | AC21/F17/T15 | F+6 R+9 W+2 | Perc +11/12 SM +7/8 | Martial Flexibility 5/6 | Active Conditions:
Angie H wrote:
Petronia - the gauntlets are broken, but Matheus can fix it with a cantrip. You two just need to RP it.

Good to know they can be mended. When they camp for the night, she'll get Matheus to help her. Although it is more likely that she bemoans the loss of her gauntlets because she doesn't know what kind of magic Matheus can do.


No other ways out of the cave - it's a dead end.


Male Halfling Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

Would the 'Mend' cantrip work on these coins?


Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |
Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

I doubt it would create single coins out of a mass of metal - it's onyl 0th level spell, so it's not a miracle-maker.

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