Quest for the Frozen Flame - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

Rockloom to Red Cat Cave Hexmap

Red Cat Cave map

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Struggle in the Water - Round 2 - continued

Hurik swims his way next to the struggling man. He tries to grab the man to help get him to shore. Hurik loops his arms around the man's shoulders, but his swimming back is stymied by the extra weight.

Suddenly, without any warning, the form of the swimming man changes and becomes that of a hideous equine with slimy, green flesh resembling aquatic plants. The monstrous creature takes a large bite from Hurik's arm that was around the man's shoulder. In addition to the pain of the bite, the monster grabs on to Hurik's arm, immobilizing him in the water.

As the creature stares malevolently at the others in the water, Tharskh feels an overwhelming sense to approach the creature. And you hear him say softly "What a pretty horse!"

Sorry, ambush! Hurik takes 9hp dmg, and has the grabbed condition. Miriani is up to end the round, but the rest of the party can post their next round actions also. It s a Nature check to know about this creature, so post your modifier if you want to attempt.

Creature bite: 1d20 + 13 ⇒ (12) + 13 = 25
Hurik Bludgeoning dmg: 2d6 + 7 ⇒ (1, 1) + 7 = 9
Tharsk Will: 1d20 + 6 ⇒ (12) + 6 = 18

Grabbed:
You're held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik cries out in pain, then Thrask ccomes to his rescue... wait, no he's bespelled?

"It is most definitely not a pretty horse" He says when his mouth is over water.

Nature knowledge recall to see what this is. Modifier +5. Assume he calls out what it is plus if he figures it out ;) that's one action.

And he seeks to pull free Escape roll is action 2. Which I believe is plus 8 whether he uses athletics or unarmed attack roll[/ooc] 1d20 + 8 ⇒ (11) + 8 = 19

Third action will be an attempt to draw his maul, which will require a check to manipulate if he doesn't escape on action 2 , feel free to roll for that if it speeds things up?


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

I've been post-napped!

Unstable in the water, Miriani goes for electricity to shock the horse. She then tries to swim, but mostly flails about.

Electric arc DC 18 reflex
damage: 1d4 + 4 ⇒ (4) + 4 = 8

swim: 1d20 + 0 ⇒ (8) + 0 = 8


Struggle in the Water - Round 2 - concluded

With the foe in the water revealing itself, Miriani calls forth her electrical spell to try to damage the water beast, which cannot avoid her blast and takes full damage.

End of Round 2

Beast Reflex: 1d20 + 12 ⇒ (2) + 12 = 14


Struggle in the Water - Round 3

26 Kheyji
24 Tharskh (mesmerized)
23 Satu (swimming)
13 Hurik (29/38hp remain; swimming)
12 Kelpie (8hp dmg)
10 Miriani (swimming)

Hurik has no idea what the thing biting and grabbing him is, but he knows it's got an advantage against him in the water. He tries his best to pull free but cannot. As much as he'd like to get to his maul, he has to try again to break free.

Tharskh seems out of his mind, and moves closer to the creature, saying something about how much he'd like to ride it. He walks through the waist deep water, and stands staring at the beast.

Satu and Kheyji have actions before the creature goes again.

Hurik Nature: 1d20 + 5 ⇒ (5) + 5 = 10
Hurik Escape, 2nd attack: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7 Critical Fail, but no effect since last action

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji will use one action to attempt to Recall Knowledge (Nature +7). Then she will use Fire Ray to attempt to blast the creature now that she can see it (2 actions). I moved Kheyji on the map to reflect that she had gone up to the shoreline when we first got to the lake; forgot to do that earlier.

Kheyji looks at the creature for a moment and racks her brain for anything she may have seen about something like this.

Then, gathering fire in her hand, she yells, "Hey! Hands off!" before flinging an arc of flame at the horse thing.

Fire Ray: 1d20 + 7 ⇒ (5) + 7 = 12 for potentially Fire Damage: 2d6 ⇒ (4, 3) = 7

This is the third time Kheyji has attempted that spell, and the third time she has missed.


Struggle in the Water - Round 3 - continued

The creature in the water is clearly something that Kheyji knows nothing about. Her memory banks are blank on this type of thing. She casts a fiery bolt from her hands that arcs across the water, but misses the horse-creature, hitting the lake's surface with a hiss of steam, but not damaging anything.

Still waiting on Satu, I will run her action tomorrow if no post by then.

Secret Checks:

Kheyji Nature: 1d20 + 7 ⇒ (2) + 7 = 9


Struggle in the Water - Round 3 - continued

Satu pulls out her starknife, and from a safe distance throws the weapon at the horse-creature. The throw hits, and Satu then moves away from the battle area, preparing to dance the next round.

With Hurik already held fast in the monster's jaws, it snaps at him again, grabbing his torso this time, and tearing a new wound there. Hurik is still grabbed. The watery-thing starts swimming off with him held fast.

Hurik takes 11 hp dmg, and is now at 18/38 and still grabbed. Miriani is up next to finish the round. Others can post their next round actions also as needed.

Satu Starknife: 1d20 + 8 ⇒ (18) + 8 = 26
Starknife dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Kelpie jaws: 1d20 + 13 ⇒ (14) + 13 = 27
Hurik Bludgeoning dmg: 2d6 + 7 ⇒ (1, 3) + 7 = 11


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Mirani bobs upward and shoots a blast of water at it. In hopes tht I cn push it away from Hurik.

Hydraulic push, swim

spell attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 3d6 ⇒ (3, 6, 5) = 14 Plus push 5'

athletics: 1d20 ⇒ 11


Struggle in the Water - Round 3 - concluded

Miriani creates a high-powered jet of water that blasts the kelpie, knocking Hurik out of its mouth, and pushing it back several feet. After the spray of forced water subsides, it's clear the kelpie is killed and out of the fight.

End of Combat

That's a lot of damage from one spell! Miriani is the ultimate glas cannon, it seems. Feel free to regroup you like. Recall that the water is only about shoulder deep, so walking instead of swimming is allowed, even if it is at extra difficult terrain rates.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik gasps for air as he comes up, then says "Mirani, if I were ever going to have children I'd name a daughter after you." Gratefully he takes the kelpie's body, and drags it towards the shore and his friends. "I'm going to carve this open and see if it ate anyone we knew."

Suffice to say, the barbarian is bearing many new wounds.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"You children would be courageous and powerful, and thus worthy of the name." She gasps as she drags herself on land and begins prestidigitating the water off of her.

That's the difference between cantrips and actual spell levels.


While Miriani starts trying to shed the water off her furry form, in true cat fashion, a wounded Hurik drags the body of the shaggy kelpie up on the rocks for more investigation. He notes as he does so that the body has many distinctive umber-colored nettles stuck in the seaweed-like hide.

Secret Checks:

Hurik: 1d20 + 7 ⇒ (16) + 7 = 23


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

He eyes the nettles and says "Anyone else know the source of these nettles? Maybe we can use them."

Normally would roll a nature roll but you may already have done that :) if not and if allowed... then my roll is 1d20 + 5 ⇒ (8) + 5 = 13


Hurik has not seen this kind of nettle before, but a quick scan of the area revels a row of bushes bearing similar dark nettles at the waters edge not far from where the team recovers from the fight.

Tharskh ambles over towards the nettle bushes, but his head is still a little foggy from the mesmerism of the kelpie, and he doesn't seem to see anything unusual in that direction. "Nothing here," he says, a bit distractedly.

Secret Checks:

Hurik perception: 1d20 + 7 ⇒ (5) + 7 = 12
Tharshk: 1d20 + 8 ⇒ (6) + 8 = 14

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji puts her hand on Hurik's shoulder and says, "Let's stop you leaking, Tiny," and channels some of Sister Cinder's power into him. His wounds flare with heat and then begin to close.

Healing: 1d10 + 8 ⇒ (6) + 8 = 14

Once she has cast her heal spell, she will try to focus for 10 minutes and get back the focus point she used on her errant fire spell.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

A nod to Kheyji and a look of relief as his wounds heal, "My thanks, I feel a fool for falling for that, yet would likely help another in need." Moving smoothly, Hurik rotates his shoulders, then glances over at the nettles on the bushes on the shore. "These nettles were in the kelpie's flesh."

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

"We were all taken in. I think the instinct to help was the correct one. Fortunately, Miriani was there to take the creature down. We rely on each other; it is what makes the following strong."

Kheyji takes a look at the nettles.

Secret roll or open? +7 modifier for Nature if secret.


After healing most of Hurik's wounds, Kheyji sits to focus her magic energy on recovering her fire spell from Sister Cinder. As Hurik points out the nettles in the seaweed-coat of the kelpie and points out the nearby bushes, Kheyji studies them loose nettles more closely. He can only shrug as she doesn't recall seeing these kind of plants before.

Nature for certain actions is not a secret check, but Recall Knowledge action using Nature would be. Already rolled.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"Oh, I'd miss the big guy. He's so useful for carrying heavy things and all." But she does say this with a smirk. Very different from the fierce intensity she had during the actual fight.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik actually chuckles. A rarity for the sometimes grim fellow


Up to you if you want to look around some more or head back towards the following and guide them to camp lakeside.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji will look around for anything else of note. In particular, she keeps an eye out for other kelpies.

I'm guessing this is maybe a Perception check?

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


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Looking around, Kheyji's eye is drawn towards where Tharskh is looking at the copse of nettle-bushes. Even though the hunter has not found anything, Kheyji goes to look as well. She does see, hidden by the bushes and the lake's surface, a cave opening just at the waterline. It appears to burrow beneath the bank a bit. But its clear that she would have to get wet to investigate further, and the water appears deeper here.

Just FYI, Searching with Perception is a secret check. I am disregarding your roll and hiding the actual result. It was a good one!

Secret Check:

K P: 1d20 + 7 ⇒ (20) + 7 = 27


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"I just got dry." she says with a sigh. "But we need to check it out." She'll wade in, but doesn't enter first.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik, Maul ready this time, takes lead. "I may need some light. "


A low, thorny shrub bearing the distinctive umber nettles hands over the mostly submerged entrance to an underground cave. The water leading into the cave is deeper than wading, or even standing, will allow. The bottom is maybe 10' below the surface, so entering will require actual swimming.

Tharskh offers to light a torch, if no one else has means of illumination, and offers to enter the dark cave with Hurik, if he wishes.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"What say the rest of you?" Hurik wants the opinions of the ladies as well, as he reports their options.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji nods. "Let's go in. Oh, here, let me see that." She touches Hurik's maul and focuses for a moment, whispering something, and the head begins to glow like a torch.

"There you go."

She casts Light on Hurik's maul.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"My thanks, Godsmouth Kheyj" And in he goes swimming and helping the others

Athletics to swim. If need be he'll let someone hold onto him to help though that may raise his difficulty? 1d20 + 8 ⇒ (7) + 8 = 15


With his hammer illuminated, Hurik swims into the submerged mouth of the cave, moving slowly and carefully. Inside, he finds a dry lair, surrounded by bones and other signs of a carnivore nest. More of the kelp-like hide of the horse-thing is piled here as well. IN among the foulness of the kelpie nest is a backpack that seems to be full of items. It looks as if it has been there for weeks, or perhaps months, but the decaying leather has protected the contents both from the kelpie, and the dampness of the small cavern.

Inside the pack, Hurik finds a small stone with runes carved on it, a bottle full of an oily liquid, a small alabaster pendant of an angel, and a lump of amber.

There does not seem to be any threats in the small cave, nor any other exits or items of interest.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani will look the items over and see what she can figure out about them.

... once we are back on dry land.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"if the thing laid eggs I'd break it," A hint of that cold heart from the dragon blood that sometimes takes him. He shows Miriani the pack, but she defers until they're on land.

"Wet Fur is not fun eh?" A gentler smile. And unless others wish to remain, he'll prepare to go with them anew out. "We should warn the other tusks of this threat in this area."


Miriani examines the items found in the backpack carefully, spending a bit of time looking for magical dweomers. She finds that, except for the chunk of amber, the other items all have magical properties.

The sorceress is able to tell that the liquid is in fact an oil of potency. She cannot determine the properties of the other two items. The angel pendant seems to not be an arcane item at all.

Added these things to the Loot Tracker. The chunk of amber is worth 5gp. Others can try to identify magic, if they are trained in the appropriate skills

Secret Checks:

runestone: 1d20 + 5 ⇒ (2) + 5 = 7
oil: 1d20 + 5 ⇒ (13) + 5 = 18

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Can Kheyji attempt to glean anything about the angel pendent using religion?

Religion: 1d20 + 7 ⇒ (15) + 7 = 22


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:
DM DoctorEvil wrote:

Miriani examines the items found in the backpack carefully, spending a bit of time looking for magical dweomers. She finds that, except for the chunk of amber, the other items all have magical properties.

The sorceress is able to tell that the liquid is in fact an oil of potency. She cannot determine the properties of the other two items. The angel pendant seems to not be an arcane item at all.

Miriani is also trained in Nature. It's actually her primary skill as a primal caster.


Kheyji spends 10 minutes or so with the angel pendant, and can sense its divine energy over time. She knows this is a crying angel pendant which can be used up to make a botched attempt at something, into less of a failure.

Not deterred, Miriani studies the last runic rock, focusing her primal magical energy this time. After several more minutes of silent study, she can determine this is a ghost touch inscribed runestone which can be used to attach that enhancement property to an already magical weapon.

Altogether, the studying takes more than an hour and the rest of the group is getting a little anxious to report back to the rest of the following.

I had just used Arcana for Miriani, because it was her highest ability, but will allow checks from other traditions also. Updated the loot tracker. Remember you can only use the items that are assigned to you on the Tracker, so if you want those things, you should call it out.

Secret Rolls:

Miriani Nature: 1d20 + 4 ⇒ (18) + 4 = 22


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"Let us report back... we dare not leave our tribe unattended too long."

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji nods. "Agreed. We've been gone long enough already."


The encounter with the kelpie disguised as a Kellid man leaves the party a little shaken, and perhaps a bit less trusting. They do have some shiny new loot from the encounter, and everyone made it back ok.

The scouts return, bringing the following forward to the edge of the now-safe lake. There the dour mood of the people improves considerably. Many recall the annual trek to these shores where some relaxation was held, and the following could bathe and fish and collect useful reeds. But Letsua and the elders share the news with you. The following can only rest here one day, not the weeks they usually spend. With the Burning Mammoths still pursuing, it is not the time for recreation.

Letsua also tells you he is breaking up the group a bit. He reassigns Tharskh from your scouting party to be a rear-guard and keep the elders informed of the movement of the enemy camp. He offers Satu the choice of going or staying.

"I have one to send to you to add to your ranks. He may be a bit unproven as you were, but I trust he will fare you well, especially when we get to Red Cat Cave. I shall send him to your tent soon."

He continues "You have done well guiding us quickly to Gleaming Sun Lake. We have gained ground on the Mammoths behind us. We must now make for the Grandparents with similar haste." You all recall that the Grandparents is really a long narrow valley where the following often spends the last few days before turning north of the summer. Again, you have a general knowledge of the location and how to get there.

The grandparents are area D on the hex map. When ready, you should begin scouting ahead once again. You have a full days to recoup, resupply, or rest up missing HP etc as you will.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

A figure strides into the tent dressed in otter skin winter clothes over a set of light armor with a large wolfhound at his heels and with a hand motion the dog stops and sniffs the room. He removes his otter skin hood to reveal the face of a young man with a ruddy complexion that quickly bursts into a smile. His backpack sprouts a set of javelins, and he has a rapier in a sheath at his waist.

"I am Diurn; my friends call me Dee. I have been tending the mammoths and fortunately Wolf and I have recently proven ourselves worthy to join you on your journey. And, as an aspiring songsinger your deeds need to be part of the oral history of the people. You will need to catch me up on the details before you forget them so I can commit them to memory."

Diurn to points to his head as he mentions memory. Then he draws out a flute. "I can also play the flute."


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Indeed, Hurik is quite on guard near the lake watching over his people to make sure the Kelpie or it's kin do not return.

He wishes Tharskh well, and knows that with the ranger as rear guard, they will be well protected there.

"The narrow valley of the grandparents could be dangerous if others get the high ground on us. Something to watch for I think..."

Then he hears of the newcomer, who soon makes himself known

Quote:
"I am Diurn; my friends call me Dee. I have been tending the mammoths and fortunately Wolf and I have recently proven ourselves worthy to join you on your journey. And, as an aspiring songsinger your deeds need to be part of the oral history of the people. You will need to catch me up on the details before you forget them so I can commit them to memory."

A somber nod, "Greetings, Diurn. I am Hurik Frozenheart." He figures the others will introduce themselves, "I think survival will matter more than our tales, but... I suppose it will help those in the future to know of our way taken and challenges faced. You are welcome." He's not rude, but clearly cautious having felt the sting of trickery recently.

Quote:


Diurn to points to his head as he mentions memory. Then he draws out a flute. "I can also play the flute."

The somber barbarian snerks at this, caught off guard, then finally grins, the proverbial ice broken by the idea of beating the kelpie or some other foe to death WITH the flute, "A flute? I... you play the flute? I..." A chuckle, "Ah, forgive me. I do not mean to mock. If it lifts spirits, then I cannot doubt it's worth. Welcome indeed."

Darn likable bards, waving their charisma around... ;)


Dog (Archetype: Good Boy) AC 16| Fort +7, Ref +5, Will +5 |HP 15/20 | Speed 35'| Melee jaws +7 [+2/-3], Damage 1d6+2P Per +7; low-light vision, scent (imprecise) 30 feet

The large dog wags his tail and looks at the new "pack" he has been assigned to, sniffing the air suspiciously.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani turns the corner, late to meet the new guy, then freezes at the sight of an unfamiliar dog. She turns and runs, triggering his chase instinct. His waggy tail meant he thought she was playing, but the catfolk apparently doesn't read Dog. She leaps up thirty feet into a tree, clinging for dear life.

Sorry for hijacking your dog. I thought this would be a good setup.


The new scout introduces himself to the rest of the group, and the team spends the next day resting, recuperating, and getting to know each other. It is bright and early the following day, that the team must set out again to pick their way towards the Grandparents. The camp is dourly packing up again, looking wistfully at the relaxing lake waters, but knowing they must get to Red Cat Cave before the others do.

Take a look at the hex map and let me know which route you take. While the Broken Tusks spend a day at the lakeside, the Burning Mammoths get a little closer, but are still far off. Recall that hill and forest hexes take longer to navigate than plains.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik shakes his head, "Miriani, come down, and stop making a fuss. You are too brave to act so. We need everyone's head in this on picking a path." He can be a bit somber at times.

He ponders the best path, "What do you say to going north east, then finding a place to cross the river if we can... we shall have to look out for more of those kelpie things but does seem quickest to go North East, then sometime before we enter the hills cross the river, then travel just outside the northside of the forest before going more or less straight for a time."


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

She will start to make her way down, then use magic to leap down. She seems wary of the dog, but not panicked any more.

"We're leading for the group. If we don't find a ford that the whole tribe can take, then there's a problem. In the forest we might be able to find fallen logs that are natural crossings. Or we can use logs to float people across who can't swim."

Given her awkwardness in the water, it makes sense that she is concerned about the crossing. But the ribe following also has young and old ones who would also have issues.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn calms down his loyal lupine companion and introduces Wolf to Miriani. "Wolf is herding dog. And I think he knows you are a part of what he will think is the herd. Something he needs to protect."

He thinks a moment and adds "I think we may want to treat the river as an opportunity and not an obstacle. Some peoples make boats out of logs and use furs and sap to seal any holes if they don't use a single log. They even like their water transports so much, they carry them around natural obstacles to use on other waterways. They make flat pieces of wood to propel these things faster than any one man can typically walk if many people use them together. Maybe we can do the same. But staying in the clear terrain is an excellent plan. If we want to make watercraft, though, we need tools to get wood out of the middle of the log so it can float and carry us, an axe may be the easiest."

I am assuming bardic lore includes the concept of dugout canoes.

He points to the map. "If we go the watercraft way, me may want to go south of the river till we can cut down some trees and possibly take the river farther than the northern fork that seems to twist a lot. Or we can go to a spot of dense trees you already visited before."


Diurn is new the group, so his idea of dugout canoes or other means of water transport are sound, except that the scouts must bring the entire following, all their baggage, and the herd animals, including very large mammoths with them as they travel. So, floating the river is not a viable option given the situation.

The river crossing does not cost any extra movement points like hills or forests do, so assume there easily identified fording points in any given hex.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

She addresses Wolf, "I am not a herd animal. You will not herd me." then she turns back.

"You know, I heard that there were some gentle crossing up ahead. We should go with Hurik's plan."

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