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Moved Demario
Meran stops singing. Their enemy doesn't look too good, and she realized she's running low on Bardic Inspiration. She moves up and tries to grab the lantern that has been set on the floor.
GM let me know what you need for rolls for me to attempt to grab the lantern or if I can even try.

GM Fuzzfoot |

Sorry - I wrote a response on Friday, but I must have hit the wrong button. Meran - you need acrobatics to move through an opponets square, and then another if you want to avoid AoO from moving away from him again. Otherwise, picking up the lantern is just a move action.

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Meran decides that tumbling around the room isn't her strongest skill, and steps aside to let someone else have a chance to grab the lantern. She grabs the railing and vaults over.
Acrobatics: 1d20 ⇒ 16
edit: Realized I probably need to jump the railing to do that. I guess I'm rolling acrobatics after all.

GM Fuzzfoot |

Bengeirr swings again at Pau, using his smite ability.
Attack: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Damage: 1d12 + 1 + 3 ⇒ (7) + 1 + 3 = 11
Luckily, Pau easily dodges the attack.
Round 4: (Bold may act)
Meran (3 dmg), Pau, Narnel, Grog, Kildrek, Demario
Bengeirr (25 dmg)

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Meram stopped singing. How do I pick up but not alert everyone outside? Oh, got it!
Narnel bends down, presses his face close to the grate in the skylight and picks up Meran's song where she left off.
Inspire courage 1/5 for day

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Pau swings a right left combination at Bengeirr.
Inspired attack 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Inspired damage 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Inspired attack 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Inspired damage 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Possible crit Inspired attack 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Inspired damage 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

GM Fuzzfoot |

Pau, upon hearing Narnel take up the song, let's his fists and feet fly as if each had a mind of it's own. Bengeirr takes hit after hit, and falls into a deep coma, followed quickly by death.
Combat over.
You search the loft and recover the lantern, that it is still burning. The oil is at about 1/4 full capacity. You also discover that the goods stolen from Skelg’s vault are stored here. There are carpets, urns, sculptures, and other works of art, weighing a total of 800 pounds and worth 3,000 gp. There is also a box containing 2 potions. Skelg will want all of these items returned to him (with the exception of the potions, which he’ll gladly part with.)
For those interested, Bengeirr also wore half-plate armor and carried a masterwork greatsword.

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After Bengeirr falls, Narnel renews his message on Grog then whispers:
I'll stay up on the roof to keep a look out. I'll let you know if anyone comes due to the fight.
Then he goes near the front of the warehouse and watches for anyone that approaches the door.

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Whew! He was kinda tougher than I thought he mighta been, huh? Kildrek will ready his wand in case anyone requests a bit of healing.

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Meran carefully picks up the lantern. She studies it closely. I wonder if I can put it our or if we need to keep it burning.
Various rolls that might apply
Know Religion: 1d20 + 2 ⇒ (19) + 2 = 21
Know Arcana: 1d20 + 2 ⇒ (1) + 2 = 3
Is it a dark lantern? Can I close the front or is already closed?

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Kildrek will revive one of the guards should the party wish to ask him any questions. One charge will do it?

GM Fuzzfoot |

The lantern can easily be extinguished and re-lit as you like. It also does have shutters to control the beam. With a bit of research (once you have vacated the premises, no doubt), you find the following properties:
The lantern also opens portals under the right circumstances.
To activate its powers requires a special lamp oil that only the white witches of Irrisen know how to create. It can hold enough oil to burn for 8 hours, although it currently has only 2 hours of oil remaining. When lit, the lantern burns with a cold light, and if the burning oil is used as a weapon, it does cold damage instead of fire damage.
As a standard action, the wielder can focus the beam on a single living creature, which creates a small portal from the frozen north to the creature’s body (Will save DC 15 negates). Cold energy leaks through this tiny portal, exposing the creature to a permanent cold environment (see Cold Dangers in the DMG, Chapter 8, for details.) If the Beacon is focused on the creature for multiple rounds, the portal opens further. A second failed save worsens the exposure to severe cold, and a third failed save causes extreme cold.
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A guard is revived. Ask him your questions.

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"Do you know anything about the curse that was put on Skelg, the Ripper? Talk fast or we will have to bash you again!"

GM Fuzzfoot |

"Curse? I don't know about a curse, but I know that Bengeirr aimed that lantern at him and laid him low. I don't know what it does... not really sure Bengeirr did either. But I know he was happy to see Skelg suffer."

GM Fuzzfoot |

"Five weeks ago, Skelg raided the funeral ship of Haldyr Bjornsson, our Ulfen jarl of Varisia. He rescued Haldyr’s wife, an ice witch named Natalya who was about to be sacrificed on her husband’s funeral pyre, and looted the ship. He left Natalya aboard Haldyr’s ship to sail where she wished. Bengeirr was Haldyr’s son and came to avenge the pillaging of his father’s ship and recover the stolen funeral items."
"I don't know how to reverse the effects, if it can even be done.?

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"Bengeirr was more interested in looking for items than the location of his father's wife? She had the ship and presumably his father's body with it."

GM Fuzzfoot |

Why don't we move on... we can always retro a question later if need-be, although really this guy just doesn't know anything. If you are stuck for what to do next, maybe make some Int checks or Gather Info? Maybe also read back through the posts, as I think there may be a clue or two there you could find.

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When The rest of the group gives up and tells Narnel what happened Narnel says:
Wasn't there something about a portal and ship having to do with the Tapestry in the Rippers house? Maybe that is the where we need to bring the lantern?

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Int Check to see if he remembers more about the ship: 1d20 + 2 ⇒ (2) + 2 = 4
Nope, he's out of clues here. Someone else has to take this the rest of the way. Hint-Look back at Rippers Story.

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"Seems like finding that ship would be the next course of action. We could find a tavern and ask around for clues about it, if nothing else."

GM Fuzzfoot |
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I'll help a little...
So you go into the tavern across the street and ask around, but no one seems to know anything about this ship. Finally, you decide to follow Narnel's suggestion, and go back to Skelg's house.
As you look around, you see again that the tapestry in the hall now depicts an Ulfen longship on a rolling sea, mostly encased in an iceberg (it was a meadow scene with shepherd and flock before)
Examining the picture closely, you notice that a large lantern ring hangs from the mouth of the dragon figurehead, but no lantern hangs there.

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Kildrek will take a look at the tapestry a bit closer, wondering if it has two sides or the like. At least this here one shows a lantern hook on this here ship, maybe that'll help you guys figure somethin' out about all this stuff.

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"I bet if we place the lamp there, another portal will open. We need to be ready for trouble as soon as we step through..."

GM Fuzzfoot |

As the light shines on the depiction of the ship, the colors begin to swirl and spin into a large circle. A portal opens in the middle of the tapestry!
On the other side, it feels cold, but you can't see anything.

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Only one way to tell where this goes
Narnel jumps through the portal, club in hand and immediately starts looking for a place to hide on the other side.

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"Can someone use magic to get some light in here? I can't see my hand in front of my face,"Pau calls out.

GM Fuzzfoot |

You could have taken time to grab cold weather gear.
As you step through the portal, you find yourself in a strange ice-cave. Sunlight filters through the walls and ceiling, and three braziers give some warmth to this otherwise chilly space. Directly ahead of you, a tunnel leads through the ice, sloping steeply downward. Behind you, a shimmering portal hangs on what appears to be a main mast embedded in the ice. Following the mast downward, you can barely make out the blurry outline of a ship’s deck below.

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Demario puts buys and puts on a set of cold weather gear. He steps through the portal and his teeth start to chatter at the frigid cold.
Really, it has to be a frozen hell?! Let's hurry up so I can get back to the warmth of where we were.
He grabs his crossbow and readies it in case trouble shows up.

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Pau follows the rest of the group through the portal. "Let's finish this quickly.". He takes a scan around the room.
Perception 1d20 + 8 ⇒ (5) + 8 = 13

GM Fuzzfoot |

The environment is cold. Everyone please make a Fort save. Demario and Grog are protected, so they get +5 to the roll.
The sloped tunnel is slippery, but after a long curve it suddenly opens into another cave at the rear deck of a ship. More braziers keep the worst of the cold at bay, but a wall of solid ice blocks access to the foredeck. A large drum stands on the deck, and behind it is a trapdoor leading into the hold.

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Kildrek would get cold weather gear also, being advised to do so.
Fort: 1d20 + 6 + 5 ⇒ (12) + 6 + 5 = 23
That there looks like a way in, eh? Kildrek will make his way slowly to the trap door.

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Fort 1d20 + 5 ⇒ (4) + 5 = 9
"Staying warm is a mindset," Pau lectures the others as he bravely steps into the portal. "Good lord, its cold," he groans as he steps out the other side.