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Rimkeening Crevasse C1

With Rurik's blessing, Crasius' first and last arrows draw blood. The nearest frostcrawler is seriously wounded. 36 damage, total damage up to 85.

Thorizmond, Ingrit, Wapiti are up.


Rimkeening Crevasse C1

On the Table:

Breath Weapon Damage, Electricity: 7d6 ⇒ (3, 1, 2, 2, 4, 6, 3) = 21
DC 22
Ingrit Reflex: 1d20 + 12 ⇒ (2) + 12 = 14 Takes 21, absorbed by Resist Energy
Thorizmond Reflex: 1d20 + 12 ⇒ (20) + 12 = 32 Takes 10, absorbed by Resist Energy
Wapiti Reflex: 1d20 + 7 ⇒ (8) + 7 = 15 Takes 21, absorbed by Resist Energy
Target:1=B,2=W: 1d2 ⇒ 2
Breath Weapon Damage, Electricity: 7d6 ⇒ (4, 6, 5, 3, 2, 5, 4) = 29
Absorbed by Resist Energy.

Behind the Screen:

FC1: 1d4 ⇒ 4
FC2: 1d4 ⇒ 3

On The Table:

Spear 1: 1d20 + 17 ⇒ (2) + 17 = 19
Spear 2: 1d20 + 12 ⇒ (2) + 12 = 14
Spear 3: 1d20 + 7 ⇒ (12) + 7 = 19
Bite: 1d20 + 10 ⇒ (6) + 10 = 16

Ingrit's first 2 arrows strike the nearest frostcrawler. 40 damage. The fire harms it but does not extra damage.

Wapiti's horns don't penetrate the thick scales of the monster.

Thorizmond's first two arrows also strike true. 28 damage.

The cave crackles with electricity as both frostcrawlers send bolts of lightning toward the front line of attackers. Although the sparks play over Ingrit, Wapiti, and Thorizmond, Rurik's magical energy resistance absorbs it all, keeping everyone safe.

Baknarla makes many attacks with her spear and even tries to bite the frostcrawler in front of her, but she seems to be experiencing a strong case of nerves as all her attacks get blocked by the thick skin of the creature.

Round 2
Crasius
Thorizmond
Ingrit
Wapiti
Rurik

FC1 (49 lethal)
FC2
Round 3
Baknarla

The Paizo site may be down for a few days, so post when you can.


Rimkeening Crevasse C1

Thanks. I'm aware of the down time. I'll get something up today.


Rimkeening Crevasse C1

I've been dealing with a sick cat these past few days. Should get things moving again on the weekend.


Rimkeening Crevasse C1

For those in the Gameplay thread, we are waiting on actions from Thorizmond and Ingrit/Wapiti. Note the buffs available from Crasius and Rurik.


Rimkeening Crevasse C1

Take your time. Let me know if you have any questions about the current situation. I can tell you that future books (five and six) will take the group to different worlds possibly different realities.


Rimkeening Crevasse C1

Round 1

Buff: Inspire Courage: +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Thorizmond
Ingrit
Wapiti
Rurik

FC1 (9 lethal)
FC2

Round 2
Baknarla
Crasius


Rimkeening Crevasse C1

Behind the Screen:
DC 20
Crasius: Knowledge (Arcana): 1d20 + 11 ⇒ (9) + 11 = 20
Rurik: Knowledge (Arcana): 1d20 + 6 ⇒ (5) + 6 = 11
Thorizmond: Knowledge (Arcana): 1d20 + 8 ⇒ (7) + 8 = 15

Only Crasius recognizes something about these creatures. He may read the general information spoiler and one other.

General information:
These appear to be very similar to a behir, although with features likely related to the frigid environment. Some differences may exist between what is known to denizens of Golarion and creatures of Triaxis.

Temperamental and avaricious, the behir spends most of its time slithering through the sandy hills and desert cliffs that make up its territory, preying upon all creatures who dare to enter its hunting grounds. The creature’s six pairs of powerful, clawed legs remain folded against its sides most of the time, only extending in combat to grapple foes or carry the behir forward in a terrifying, low-slung gallop, or else when climbing the sheer cliff faces common to behir lairs.

The average behir is 40 feet long and weighs 4,000 pounds. In addition to the two prominent horns on its head, many have additional decorative spines at regular intervals along the central ridges of their backs.

While territorial and bestial in its fury, the behir is neither stupid nor necessarily evil, though its self-centeredness and tendency to lay claim to everything visible from its high lairs frequently bring it into conflict with other races. As such, a behir can often be bought off or reasoned with by those brave negotiators willing to get close enough to make their pitch. In these cases, a behir’s tendency to attack first and ask questions later (or not at all) means that anyone seeking to strike a deal must bring powerful incentives and impress the behir immediately with his offer.

Damage Resistance:
None.

Immunities:
Electricity

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
Breath weapon (20-foot line, 7d6 electricity damage, Reflex DC 20 for half, usable every 1d4 rounds), constrict (2d6+9), rake (6 claws +14, 1d4+6), swallow whole (2d8+9 bludgeoning damage, AC 16, 10 hp)

Spell-Like Abilities:
None.

Spell Casting:
None.

Special Abilities:
Grab (Ex) A behir’s grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole.


Rimkeening Crevasse C1

Initiative:

Baknarla Initiative: 1d20 + 12 ⇒ (19) + 12 = 31
Crasius: Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
FC1: Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
FC2: Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
Rurik: Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Thorizmond: Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

On the Table:

Baknarla
Spear 1, charge: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
Damage 1: 1d8 + 7 ⇒ (2) + 7 = 9
AC = 23 this turn

I moved tokens on the map to the mouth of the cave.

Initiative
Baknarla
Crasius
Thorizmond
Ingrit
Wapiti
Rurik

FC1 (9 lethal)
FC2

As everyone gets into the mouth of the cave, they see it only extends back about 50 feet, with the back 20 feet occupied by two huge creatures. At first glance, they appear as white scaled dragons, but they have no wings and many legs, a large head full of sharp teeth with two horns that curl back like ram's horns.

Baknarla reacts first, calling out something in Triaxian as she advances with her spear. Talsune quickly translates, "She says they are frost crawlers protecting an egg. Expect fierce resistance." Monster Lore to follow in a separate post. Her spear drives into the chest of the nearest frost crawler, staining the ice near by bright red. 9 lethal.

Bold are up. Assuming Crasius inspires courage on this first round, add +2 to +2 morale bonus to hit and damage.


Rimkeening Crevasse C1

Ingrit notices an ancient pictogram carved above initial cave entrance. According to Baknarla, the pictogram is the personal sigil of Sarnok, and it is a sign that he went this way.

Glaciers are normally sparsely inhabited, although some animals may cross glaciers en route to other places more hospitable. One such creature is a dire ram. This giant, feral ram is nearly as long as two humans are tall. Its coat is whitish-brown and its horns are dark brown.

Ingrit spots the corpse of such a creature that was apparently bitten in two, with the head and one forward haunch left behind after it fell into a crack in the ice. Ingrit also notices fur singed as if by high heat, possibly by electricity.

The group then comes upon a side cave and decides to investigate.

The cave is 20 feet above the floor of the main tunnel. I'm going to say it does not require a climbing roll to reach the cave mouth, but the way up is difficult terrain. Everyone, including Wapiti can reach the cave mouth. Click on the map link and place yourselves just inside the cave mouth at the top of the map, and roll initiative. Specify any spell effects or buffs in place before you move.


Rimkeening Crevasse C1

Thanks for playing. Sorry it wasn't sustainable. We'll say that Pemta opted to explore Triaxis with her dragonkin once the conflict with the dragons is ended or some other reason for her not continuing into the next stage.


Rimkeening Crevasse C1

Looking forward to having you back.


Rimkeening Crevasse C1

Seke: Advance your PC to 10th level and add additional magic items to make the total value of your magic items and gear equal to 105,000 gp. Assume you gained experience and items helping Jadrenka.

See this gameplay post and do what's given under the spoiler when you are ready to rejoin.


Rimkeening Crevasse C1

Seke:
Jadrenka scrys using a special mirror left by Baba Yaga that is attuned to the locations of the various riders under her geas to aid her. The image shows the group in the presence of several large creatures that look like humanoid dragons as well as a humanoid with a head of a wolf. They are in a region of ice, like a glacier. Baba Yaga also left a scroll of Greater Teleport which can allow Jadrenka to teleport her to the others. When you are ready to rejoin the group, post what you do after arriving via teleport to the present situation in the gameplay thread.


Rimkeening Crevasse C1

The Dragon Legion dragonkin help transport all to the edge of the place near the entrance to the crevasse as directed by Baknarla. After seeing the carriers of the Mantle of Mantle of the Riders of Baba Yaga safely to the location, they depart after wishing the heroes good fortune.

The Rimekeening Crevasse cuts deeply into the Vahara Glacier, and runs from the edge of the glacier to Ivoryglass. The crevasse is a holy place to the adlets; they believe the sound of the wind whistling through the crevasse to be the howls of their ancestors, and only during rare sacred rituals do they approach close enough to hear these wails. It is forbidden for outsiders to even set foot inside the crevasse, but Baknarla is willing to break the taboo to find Sarnok’s grave and help her people.

She guides the heroes to the edge of the vast fracture, which stretches off into the distance in both directions. The rift is about 500 feet wide at this point, but it narrows sharply as it descends into the glacier. Freezing winds whistle through the crevasse, producing an eerie wailing that at times seems to sound like the lonely cry of a grieving woman.

The crevasse drops almost 200 feet below the surface of the glacier. There are some climbing checks, but I'm going to hand wave them on the assumption that Talsune and Nevra can help get everyone past these hazards.

The bottom of the crevasse is narrow and cluttered with sharp rocks and jumbled, snow-covered boulders. Several hundred feet along the crevasse is the jagged maw of an ice cave in the cliff wall.

Perception DC 20:
You see an ancient pictogram carved above the cave entrance. According to Baknarla, the pictogram is the personal sigil of Sarnok, and it is a sign that he went this way.

Inside the cave, the sound of the howling wind quickly dies down. The roughly circular passage is just over 50 feet in diameter. It slopes downward at a steep angle to the west, and all surfaces inside the cave are rimed with icy frost, making the terrain slippery.

Baknarla helps the group get down the ice covered slope by summoning a greater ice elemental, which she orders to help Wapiti down the passage. The dragonkin riders can fly everyone else down.

About 200 feet down the tunnel, a large, cracked recess opens in the southern wall, about 20 feet above the floor of the main passage and about 20 feet wide at the opening.

You can explore this passage or continue on the main crevasse bottom.


Rimkeening Crevasse C1

Seke departed while the group was in Book 3 adventures in the Maiden, Mother, Crone complex. I think I ruled that when the group finished and had the key to the hut's next destination, Seke chose to remain with Jadrenka. We could say that Seke begins to suffer the effect of the Geas put from the Mantle of the Three Riders. Jadrenka scrys and determines where the others with the mantle are and uses a spell to transport Seke to the location. She will arrive somewhere near the others. They will discover her as they work their way through the crevasse that the Adlet is going to lead the group through. I'll send a PM when the connection is imminent.


Rimkeening Crevasse C1

Seke: you are welcome to return. We'll just have to work out a reasonable explanation for how you ended up where the players are now. I don't think that will be a problem, but I'll have to review where Seke was when she left the group.

Pemta: Do what you think best. The group is strong with PCs right now, especially with Crasius partnered with a dragonkin. And if we add Seke, that will be another PC.


Rimkeening Crevasse C1

This next section of the AP is a bit of a railroad, but it provides reasonable access to the location of the next of Baba Yaga's keys. I'm prepared to hand-wave two of the four combats in the AP to speed things up and focus on the most challenging battles and the discovery of an important treasure. That will then lead to the next section.

The group will level up to 12 completing the current section.

I'm going to be playing games at a local Pathfinder/Starfinder Society con so my posting may be scant until after the weekend.


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Rimkeening Crevasse C1

A being from a another dimension appears but just as quickly reverts back. For a moment, Crasius looks completely different!

Baknarla explains. She speaks Triaxian and one of the dragonkins translates. "the stars have spoken about the coming of ones from beyond the sky who will give our people, the Vahara Glacier adlets, back our lands."

She explains that Yrax has harshly oppressed her people and driven them out of their traditional tribal territory. Baknarla believes that the the Golarian natives, as aliens to Triaxus, are destined to defeat Yrax, allowing the adlets to reclaim their ancestral domain.

Unfortunately, most of the other shamans in Baknarla’s tribe do not share her beliefs, and her tribe has
shunned her, so she went seeking “the destined ones” on her own. Believing she has finally found them, Baknarla has a plan that can both help the visitors defeat Yrax and aid her own people. One of her people’s most holy sites is a place called the Rimekeening Crevasse, located in lands that the dragon has driven the adlets from and forbidden them from returning. Although it is taboo for outsiders to set foot in the crevasse, Baknarla is willing to guide the group there, hoping
they will help her find the last resting place of a legendary adlet hero named Sarnok.

Sarnok was a mighty warrior-shaman who lived long ago and slew more than one dragon with his magic spear. He was also renowned for his wisdom, bringing about peace treaties between the adlet tribes and several Drakelands realms. The old tales say that one day Sarnok set out to explore the depths of the Rimekeening Crevasse and was never seen again, but that he will return some day to guide his people to glory once more.

If Baknarla and the group can locate Sarnok’s grave, the adlet hopes to find a holy relic of the hero that she can bring back to her people to restore their hope and her own position in the tribe. At the same time, Baknarla believes they will find Sarnok’s legendary spear, which they can use to slay Yrax. Furthermore, Baknarla believes there is a hidden way from the crevasse into Ivoryglass. Once the group has the spear, it can then approach Ivoryglass through the crevasse, thereby avoiding the soldiers that patrol the glacier surrounding the palace.


Rimkeening Crevasse C1

Ingrit's arrows finish off the last standing ursikka. It collapses and the snow around it turns crimson. The adlet pokes her spear into the abdomen of each stricken monster as insurance and then stands to face her saviors.

When approached, she has many wounds from her fight with the ursikkas, but she seems unconcerned. "Hail great warriors of prophecy! I am Baknarla. Thank you for saving me. I am honored that the Destined Ones have judged me worthy. Welcome to the realm of the Adlets. We have much to discuss."


Rimkeening Crevasse C1

On the Table:
DC 20
Ursikka 1: Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
Ursikka 2: Reflex: 1d20 + 10 ⇒ (17) + 10 = 27

Rurik's magic strikes off center and the beasts avoid some of the damage. Each saves so each takes 11 damage. Although the flames did not kill the two monsters, the one that was already badly wounded is nearly defeated.

In fact, it is so weakened, Talsune lops its head off with a swipe of his glaive.

Crasius hits the other one with three arrows, seriously wounding it. 60 to #1.

Ingrit is up. The ursikka is AC 24 and has 56 hp left.


Rimkeening Crevasse C1

On the Table:
AC 23
Bite: 1d20 + 21 ⇒ (10) + 21 = 31
Bite Damage: 2d6 + 11 ⇒ (2, 4) + 11 = 17
DC 22 Reflex, entangled: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31
Cold Damage: 2d6 ⇒ (2, 4) = 6
DC 22 Reflex, entangled: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27
Cold does 3 but Adlet is immune.
Adlet: AOO vs AC 24
Spear 1, entangled: 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 21
Damage 1: 1d8 + 7 ⇒ (5) + 7 = 12


Ret-con: All three of Ingrit's shots hit. 53 damage.

As the ursikka moves toward Talsune and Crasius, the dragonkin strikes with his glaive. 19 damage.

Thorizmond's lance fails to penetrate the tough hide of the ursikka.

Nevra has enough reach to do a full attack with a 5-foot step on Ursikka 2, but both attacks fail to do damage.

The other ursikka bites the adlet once more before rushing to the defense of its mate. Ret-con: the first ursikka only did 16, as Adlets are immune to cold damage. This bite does 17. As the ursikka moves away, the adlet tries to stab it with her spear but misses.

Bold are up.

Round 1
Rurik

Round 2
Ingrit
Crasius

Adlet (117 lethal)
Ursikka 2 (119 lethal)
Pemta
Thorizmond
Ursikka 1 (12 lethal)


Rimkeening Crevasse C1

Corrections noted. I'll update the gameplay when I can, but I'll be out of town Thursday and Friday and won't likely make a post until Saturday.


Rimkeening Crevasse C1

On the Table:

AC 20
Ursikka 2 Reflex: 1d20 + 10 ⇒ (4) + 10 = 14

AC 24
Spear 1: 1d20 + 17 ⇒ (12) + 17 = 29
Damage 1: 1d8 + 7 ⇒ (4) + 7 = 11
Spear 2: 1d20 + 12 ⇒ (5) + 12 = 17
Spear 3: 1d20 + 7 ⇒ (13) + 7 = 20
Bite: 1d20 + 10 ⇒ (9) + 10 = 19

Target:1=A,2=C,3=I: 1d3 ⇒ 1
AC 25
Ursikka 2
Bite: 1d20 + 21 ⇒ (9) + 21 = 30
Bite Damage: 2d6 + 11 ⇒ (2, 3) + 11 = 16
DC 22 Reflex: 1d20 ⇒ 17
Entangled Rounds: 1d4 ⇒ 2
Cold Damage: 2d6 ⇒ (2, 3) = 5
DC 22 Reflex: 1d20 ⇒ 8
Target:1=C,2=I: 1d2 ⇒ 1

Talsune's acid stream hits the nearest Ursikka with a sickening sizzle. 36 to Ursikka 2.

As Wapiti ranges south of the fight, Ingrit gets off a flaming shot that his a burns the same beast. 29 to Ursikka 2 (total 65). Only one ranged shot if the mount moves mores than a 5-foot step.

The adlet is armed with a spear and knows how to use it, stabbing at the ursikka several times although only drawing blood with one attack. She also almost gets her teeth into one of the Ursikka's arms. 11 damage to Ursikka 2.

The wounded Ursikka bites the adlet and then turns to rush at Crasius. The bite drizzles deadly cold saliva on her, entangling her and affecting exposed skin with deadly cold. Bite does 16, saliva does another 5. The adlet was already injured and she is now taken over half damage.

Bold may act.
Round 1
Pemta
Thorizmond

Ursikka 1
Rurik

Round 2
Ingrit
Crasius
Adlet
Ursikka 2


Rimkeening Crevasse C1

Initiative:

Crasius: Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
Pemta: Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Rurik: Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Thorizmond: Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Ursikka 1: Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Ursikka 2: Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Adlet: Initiative: 1d20 + 12 ⇒ (6) + 12 = 18

Initiative Order (bold may act)
Ingrit
Crasius

Adlet
Ursikka 2
Pemta
Thorizmond
Ursikka 1
Rurik

Trees provide cover from ranged attacks, but do not impede movement. All terrain is normal.


Rimkeening Crevasse C1
Ingrit wrote:
Wouldn't they have likely had things like potions of Overland flight available?
Rules on Potions wrote:
It [a potion] can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.

Overland Flight is at least 4th level with a target of Personal, which is a creature, but in this case, the target in the spell description must mention 'creature' or 'creatures.'


Rimkeening Crevasse C1

I just realized that Overland Flight is personal and cannot be cast on someone other than the caster. So Thorizmond and Wapiti/Ingrit will be carried by two dragonkins each with a harness suspending the large four-leggeds between them. Assume when the trouble on the ground is spotted, they fly low and the harness release them close to the ground. To speed things along, assume Wapiti/Ingrit and Thorizmond in the locations shown on the map. Each can take a single action this round. Sorry for the retcon.

For those on the ground, trees on the map provide cover. Terrain is normal. There is snow on the ground but not so deep as to cause movement problems.


Rimkeening Crevasse C1
Crasius Leone wrote:
Talsune will move to be 30 ft away from the creature to just be in Point Blank Shot.

Tokens moved on map.


Rimkeening Crevasse C1

Thorizmond is flying with overland flight which means he has to move at least 20 feet to keep flying. He starts the round 180 feet away so he will need to double move just to get to 60 feet. He cannot make more than one attack per round and keep flying, so he'll have to move for now.

I've put those on Dragonkin mounts at 60 feet, which is one move action into the round. Ingrit and Throizmond are 100 feet away after a double move. The spell allows movement at 60 feet.

There are a couple of sorcerers on dragonkin mounts as well, but I'm going assume they hold back from the fight unless needed.

Crasius' mount can take another move action since he can do his bard thing while the mount moves.


Rimkeening Crevasse C1

The white-furred creatures, which the locals call Ursikkas, has very tough, leathery hides covered in thick fur. Pemta's arrow strikes one but the arrow doesn't penetrate.

I'll get a map up later today. For identification purposes, call the one Ingrit hit #1 and the uninjured one (so far) #2.


Rimkeening Crevasse C1

The arrow pierces the thorax of one of the white-furred predators. 12 damage.


Rimkeening Crevasse C1

Behind the Screen:
DC 2
Crasius: Perception: 1d20 + 16 ⇒ (7) + 16 = 23
Ingrit: Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Re: humans, +6; Re: Cold, +2
Wapiti: Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Pemta: Perception: 1d20 + 19 ⇒ (11) + 19 = 30
Rurik: Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Thorizmond: Perception: 1d20 + 11 ⇒ (18) + 11 = 29

Pemta is first to see the fighting creatures at 180 feet below.

Assuming one round has gone by as everyone flies closer, those on dragonkin mounts can reach them in one round using two move actions or get to within 60 feet with a single move action. Ingrit, Wapiti, and Thorizmond fly at 40 so after a double move, they are 100 feet away. Everyone may take a turn before I narrate the ongoing fight. Remember that if your mount moves the rider is limited to a single action.


Rimkeening Crevasse C1

This is what the big things look like.


Rimkeening Crevasse C1

Behind the Screen:
Ursikka
DC 25 for PCs 20 for sorcerers
Crasius: Knowledge (Arcana): 1d20 + 11 ⇒ (4) + 11 = 15
Rurik: Knowledge (Arcana): 1d20 + 6 ⇒ (15) + 6 = 21
Thorizmond: Knowledge (Arcana): 1d20 + 8 ⇒ (7) + 8 = 15
Sorcerer 1 Knowledge (Arcana): 1d20 + 9 ⇒ (2) + 9 = 11
Sorcerer 2 Knowledge (Arcana): 1d20 + 9 ⇒ (10) + 9 = 19

Adlet
DC 25
Crasius: Knowledge (Local): 1d20 + 5 ⇒ (18) + 5 = 23
Ingrit: Knowledge (Local): 1d20 + 6 ⇒ (6) + 6 = 12
Pemta: Knowledge (Local): 1d20 + 15 ⇒ (15) + 15 = 30
Thorizmond: Knowledge (Local): 1d20 + 14 ⇒ (11) + 14 = 25

Nobody in the group recognizes the large pair, but Pemta and Thorizmond know of wolf-like humanoids known in arctic areas as Adlets. Both can read the general information. Pemta can read 2 other spoilers. Thorizmond can read 1.

General information:
Adlets are cunning hunters of the arctic wilds. Tall, sinewy, nimble, and very quick, they see themselves as the true inheritors of untamed arctic lands, and are offended by any other humanoid species that attempts to settle in such regions. Although not normally evil, adlets are very aggressive and warlike. They also have no social taboo against cannibalism, and their practice of eating their dead rather than burying them only further builds misconceptions about their morality.

Deeply religious, adlets worship the power and cruelty of nature, seeing divinity in the lash of the blizzard’s wind, the ferocity of the polar bear, and the immensity of the towering iceberg. Many become oracles or druids, but all adlets know their place in the natural world. One in every dozen adlets is a shaman: an adlet with the advanced creature template and the ability to summon a greater ice elemental or 1d4+1 large ice elementals (see Bestiary 2 114) and commune with nature once per day each as spell-like abilities. An adlet is 6 feet tall and weighs 250 pounds.

Damage Resistance:
None

Immunities:
Cold

Resistances:
None

Spell Resistance:
None

Weaknesses:
Vulnerability to fire

Special Attacks:
Frozen Breath (Su) An adlet’s breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds as a swift action, it can exhale, filling a 10-foot-radius spread around it with frigid air that deals 2d6 points of cold damage and staggers those in the area with numbing cold for 1d6 rounds. A DC 21 Fortitude save negates the staggered effect but not the cold damage. The save DC is Constitution-based.

Spell-Like Abilities:
Constant—pass without trace
At will—ray of frost
3/day—fog cloud, sleet storm
1/day—ice storm, wind walk (self only)
If it is a shaman, it would have additional spell-like abilities

Spell Casting:
If it is a shaman, it has shaman spells

Special Abilities:
Arctic Stride (Ex) An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.


Rimkeening Crevasse C1

I'm going to assume no objections means everyone is agreed to take on the challenge of killing the dragon.

The commander shows the group a map and points out Ivoryglass, the fortress of the white dragon warlord Yrax, 200 miles northwest of Spurhorn. Having agreed to attempt to kill Yrax, the commander provides a dragonkin to carry Rurik, and two more ridden by sorcerers with wands of Overland Flight to give Ingrit, Wapiti, and Thorizmond a way to fly as well.

The group leaves under cover of night and begins the long journey. The moon is near full, so they have some light to help them spot landmarks. During the first night, they spot movement in a snow covered meadow area. A closer look reveals two huge creatures attacking a lone humanoid. The attacking creatures resemble large preying mantises with white furn and black chitinous claws, three-part jaws of sharp teeth, and a pair of iridescent eyes. The bodies are about 20 feet long and their heads are 25 feet above the ground.

The humanoid is medium sized, covered in shaggy white fur, with a head like a winter wolf. It has robes, a spear, and other indications of a sentient, intelligent ancestry.

The dragonkin agree that they group should help the individual against the predators. The odds otherwise are not good for the humanoid's survival.

I'll roll for lore categories next post.


Rimkeening Crevasse C1

It will be good to have the extra NPCs for taking on a dragon.


Rimkeening Crevasse C1

Since the dragonkin all use similar weapons, I figure that one was too valuable to include in swag for the PCs. It is worth about 17,000 gp if anyone wants to swap something of equal value for it.

Here is the description:

RIMEBLADE PRICE 16,955 GP
SLOT none CL 8th WEIGHT 4 lbs.
AURA moderate evocation [cold]
This +1 frost scimitar has been forged from a single piece of razor-sharp, superhardened ice. A rimeblade automatically resizes itself to match the size of its wielder, and if a rimeblade is damaged, the wielder can cause the blade to melt away and reform with full hit points as a full-round action. This ability cannot be used if the weapon is destroyed.

Once per day on command, the wielder can transform a rimeblade into a beam of ice-cold flame called rimefire. The weapon is still wielded as scimitar, and attacks with the bladelike beam are melee touch attacks that deal 1d8+3 points of cold damage (regardless of the wielder’s size). Because the beam is immaterial, the wielder’s Strength modifier doesn’t apply to damage. In addition, a creature that takes cold damage from the rimefire beam is covered in clinging frost and is entangled for 1 round. The rimefire beam lasts for 1 minute, after which the weapon returns to its normal form.

In addition, once per day as a swift action before an attack, a rimeblade’s wielder can cause the blade to glow with a pale blue radiance. On a successful attack, the rimeblade deals an additional 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. This effect ends after a single attack, regardless of whether the attack is successful or not.

The one recovered from the battle would be a large weapon, so only Thorizmond or one of the dragonkin could effectively wield it.

Any of the weapons listed as reward options could be medium or large depending on the size of the person claiming it.


Rimkeening Crevasse C1

Correct. In addition to healing that Rurik can do, the Dragon Legion healers will go to work on any wounded after this incursion. You don't have to leave for the next location immediately. Once the group decides if they will try to kill the dragon leader or just try to get the key, things will proceed. Also be sure to divy up the loot.

Note that the dragonkin paired with PCs will probably not go with on this next section unless the PCs are going to try to kill the dragon.


Rimkeening Crevasse C1

The death of General Malesinder causes a total collapse of leadership in the Drakelands army. Order breaks down as bickering officers each struggle to assume command, and desertion is rampant. The siege is broken, and the Drakelanders beat a hasty retreat. The Dragon Legion takes immediate advantage of the turmoil, and the chaotic withdrawal soon turns into a rout as jubilant Dragon Legionaries harry the fleeing mass of Drakelanders.

A search of Malesinder’s tent reveals solid evidence that the Drakelands force that attacked Spurhorn was only a small portion of an even larger barbarian army amassed by the dragon warlord Yrax. The siege of Spurhorn was only a precursor to a much larger invasion of the Skyfire Mandate and perhaps even the Allied Territories.

When the group returns to Spurhorn, Commander Pharamol is grateful to the PCs but troubled by the information they uncovered. Although the threat to Spurhorn has been removed, the entire Skyfire Mandate faces an even greater danger. But there may yet be hope. Pharamol believes that much of Yrax’s barbarian army only serves the dragon out of fear. If the draconic warlord could be killed, the barbarian armies would likely flee back to the wilds and the border would remain secure. The off-worlders have already done much for the Dragon Legion by helping repel the assault on Spurhorn, but Commander Pharamol asks them for their help once more—this time to travel to Ivoryglass and kill Yrax himself!

This will be a challenging mission and Commander Pharomol makes it clear he will keep his promise to give the group the two-headed eagle that they came to find even if they do nothing more for the Dragon Legion. Fate, however, might require them to go to the enemy stronghold anyway, for everyone remembers the riddle of the Dancing Hut keys clue for the second key was an elephant tusk and a small hand mirror, dropped atop a bearskin rug. If they agree to try to take out Yrax, they will have not only the gratitude of the Dragon Legion, but support for the mission as well.

For all the PCs have done, Pharamol is more than willing to give them his rare two-headed eagle right now, but he points out that leaving the bird here in Spurhorn might be easier and safer than bringing it with them to Ivoryglass. He will gladly hand over the eagle to them on their return.

As the ones who killed General Malesinder, the group is allowed to take any/all of the following items recovered from various enemies through the course of the siege: a suit of +2 copper dragonhide banded mail, a javelin of lightning, a page of spell knowledge (draconic reservoir), restless lockpicks, a lesser strand of prayer beads, and four truefrost elixirs.

Trueforst Elixir:
TRUEFROST ELIXIR PRICE 1,500 GP
SLOT none CL 17th WEIGHT —
AURA strong transmutation
This glowing violet liquid is ice-cold regardless of the surrounding temperature. This elixir allows a character to bypass the cold immunity or cold resistance of creatures she attacks with her magic. For 6 rounds after drinking a truefrost elixir, a character’s spells, spell-like abilities, and supernatural abilities that deal cold damage become supernaturally cold, and the damage caused by these effects is not subject to being reduced by a creature’s cold resistance. Creatures with cold immunity take half damage from such attacks. Truefrost elixir has no effect on cold damage from weapons, on non-cold-based effects, or against creatures without immunity to cold or cold resistance.

If any item(s) is/are not useful to anyone in the party, feel free to request something of approximately equal value to see if such an item is available.


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Rimkeening Crevasse C1

Although the general's armor and scales are tough to penetrate, the powerful bows of Ingrit and Crasius drive deep into her flesh, and with Crasius' last arrow, she ceases to be a threat to the Dragon Legion.

Talsune roars and then praises Crasius for his archery and oracular skills. Rurik attends to the wounded before regrouping for the return to Spurhorn fortress.

Melee ended. I'll post the activities that follow this successful mission and set things toward the next section. Good job!


Rimkeening Crevasse C1

On the Table:
Cold: 12d6 ⇒ (5, 2, 6, 6, 4, 6, 2, 4, 6, 1, 1, 3) = 46
DC 22
Rurik Ref: 1d20 + 5 ⇒ (20) + 5 = 25
Talsune Ref: 1d20 + 9 ⇒ (4) + 9 = 13
Thorizmond Ref: 1d20 + 7 ⇒ (8) + 7 = 15

Behind the Screen:
1d4 ⇒ 1

I've already 'boted Rurik once this battle and I'm not sure what Pemta would do, so I'll let their players post their actions when they can and let the General have her next turn, so we can keep this moving.

The general catches her breath quickly and sends out another blast of frigid cold air mixed with ice shards. The cold affects Talsune, Thorizmond, and Rurik. Rurik is partially shielded by the Talsune and the centaur 23 cold damage but the other two suffer the direct brunt of the cold. 46 cold to Talsune and Thorizmond.

Everyone is up for the next round. Pemta and Rurik can retcon something for last round.


Rimkeening Crevasse C1

Thanks for your patience and well wishes. I've dealt with the death of many pets in my time, but it never gets easier. For now, Jupiter is not experiencing any problems, so we will enjoy his company while we can.


Rimkeening Crevasse C1

On the Table:
DC 20
General Reflex: 1d20 + 12 ⇒ (8) + 12 = 20

Crasius' arrow glances off the General's armor. The dragonkin's breath baths the general in acid, but it is not a direct hit, as the she manages to shift sideways enough to send the acid splashing off one flank. 15 Damage. 80 so far.

Pempta wrote:
I'll want Pemta to dismount, Ride DC 20 to make it a free action otherwise move action?

You can’t use fast mount or dismount on a mount more than one size category larger than yourself. Pemta is small, the dragonkin is large.

Just Rurik and Pemta to go this round. Sorry for the delay.


Rimkeening Crevasse C1

Thanks for weighing in everyone.

I know I owe the gameplay a post, but I am dealing with bad news about a cat we've had for 12 years now diagnosed with cancer. He'll be with us for a while, but it's a bit of a struggle to be creative while coming to terms with this. I'll post as soon as I can.


Rimkeening Crevasse C1

I'll think about these points. I'm also thinking about the other players who may not get to contribute at all if the Boss is killed in one attack at the start of combat. There are a lot of characters now who can do mega damage in one round between Thorizmond and Wapiti's charges and Ingrit and Crasius' getting 3 and 4 shots a round, it can make combat end quickly.

If that is still fun for all, then I'm okay with it, but I wonder if Pemta or Rurik will feel left out if the battles all end in one or two rounds with little chance for them to make a significant contribution.

On the other hand, if I power up opponents, it can create other problems of balance.

It must also be remembered that if we let the two PCs bond with Dragonkin, the party becomes even more powerful with two dragon breath attacks at the start of most combats and more as the weapon replenishes. .


Rimkeening Crevasse C1

Remember that if you are fighting in mounted combat, if your mount moves more than 5 feet, you are limited to a standard action and cannot use a full attack action. The general is near the ground, so having the dragonkin land without moving more than five feet would allow Crasius' full attack. The dragonkin can still use his breath weapon. Let me know if you want to ret-con to that or keep flying and only count the first attack posted above.

Ingrit's arrow glances off the general's well-armored body and Thorizmond misses entirely.

Entangled Condition:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity.

Since the ice forms around the character but does not anchor her/him to the ground, half movement is possible but not charging. The condition lasts just one round.


Rimkeening Crevasse C1

On the Table:
Perception: 1d20 + 18 ⇒ (10) + 18 = 28

Target,1=I,2=N,3=T: 1d3 ⇒ 3 Thorizmond AC 10
Rimeblade 1: 1d20 + 21 ⇒ (7) + 21 = 28 (touch attack)
damage, special: 1d8 + 3 + 4d6 ⇒ (7) + 3 + (5, 6, 1, 6) = 28 Cold

Target,1=I,2=N,3=T: 1d3 ⇒ 2 Nevra AC 11
Rimeblade 2: 1d20 + 16 ⇒ (10) + 16 = 26 (touch attack)
damage, special: 1d8 + 3 ⇒ (3) + 3 = 6 Cold

Target,1=I,2=N,3=T: 1d3 ⇒ 1 Ingrit AC 15
Rimeblade 3: 1d20 + 11 ⇒ (4) + 11 = 15 (touch attack)
damage, special: 1d8 + 3 ⇒ (3) + 3 = 6 Cold

Target,1=I,2=N,3=T: 1d3 ⇒ 1 Ingrit AC 20
Bite: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Target,1=I,2=N,3=T: 1d3 ⇒ 3 Thorizmond AC 21
Claw: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

General Malsinder's ice scimitar shimmers and transforms into a glowing blue blade of magical energy. She swings it at Thorizmond first and the blade passes straight through his armor and chills his body to the bone with stinging cold. Functions as a touch attack, does 28 cold. A rime of ice crystallizes around Thorizmond limiting his movement for a time and the shock of the cold staggers him. He has the entangled and staggered conditions for one round.

The blue glow fades but the blade is still immaterial. She directs it next through Nevra and then Ingrit. 6 cold to Nevra, 6 cold to Ingrit. They too find their movement limited by the thin casing of ice that forms on their bodies. Entangled for 1 round.

She then directs a bite at Ingrit and claws at the centaur. Both hit. 5 normal damage to Ingrit and 5 to Thorizmond.

All cold damage is before any resistance is applied.

Everyone is up for round 2/3 actions


Rimkeening Crevasse C1

Purely for balance, I might suggest the multiplier for charge be limited to x2 and not apply to the hoof. I think RAW the results are kosher. If we keep things as they are, it will mean I will have to modify most battles to blunt the possibility of such an attack one-shotting the boss. If both of these had gotten past the AC, the damage would have killed the general without any other damage from other PCs added in. The creature is CR 12, which is one level above current PC level. And this version of the dragonkin is already fortified above even adding the advanced template to the normal dragonkin, which is CR 9.

If you agree with this, it will start after this battle concludes.


Rimkeening Crevasse C1

On the Table:
DC 20
Reflex: 1d20 + 12 ⇒ (6) + 12 = 18

Flame Strike Damage: 11d6 ⇒ (6, 6, 4, 2, 6, 4, 5, 3, 6, 3, 1) = 46
DC 19
Reflex: 1d20 + 12 ⇒ (15) + 12 = 27


Behind the Screen:
1d4 ⇒ 1

General Malesinder snarls in anger, surprise, and pain as Talsune's acid makes a direct hit that she cannot avoid. 20 damage.

Thorizmond's lance and hoof hit, but the tough old dragonkin has additional magic protection over and above her thick, tough scales, and the formidable attack fails to injure her.

Ingrit's first arrow is likewise turned away by the scales and magic, but her second and third arrows find weaker points and penetrate for damage. 22 damage. Total so far is 42

'Botting Rurik.

Rurik calls down divine flames from the sky, momentarily lighting up the camp area. The general sees this coming, however, and leans sideways to avoid some of the wrath of heaven. 23 damage for total 65 so far.


Rimkeening Crevasse C1

Those riding a dragonkin can position yourself in whichever square you choose, in case you want to be closer to the target. I would not consider that a move action to shift your position on your mount. You can, of course, also dismount.