I will be recovering from eye surgery scheduled for Wednesday around noon (EST). I will be generally unable to post for a few days after that, so while I'm recovering, discuss your plans to get into the castle, ideally using the options suggested of forging documents and the arcane mark. If anyone wants to adjust your leveling up options to help with this task, that's okay.
Check the rules for what skill(s) to use for forging documents. Crasius' dragonkin partner can help translate your ideas into draconic. You have an example document and signature/seal to work from. You need to compose the text and determine the skill bonus you're able to get with any aid attempts. I'll roll all the rolls so just let me know the net bonus and the bonus of anyone attempting to aid. A well worded text can earn a bonus or a poorly worded one may get a penalty.
There are a few potential encounters getting to the castle entrance, but I'm gong to waive them as they are not a high enough CR to pose much of a challenge.
Once inside the castle, it will be a few battles leading up to the boss battle that will end the 4th book of the AP.
Baknarla is grateful for the help finding her tribe's potent relic and prepares to return back to the entrance the the crevasse. Before she leaves, she fishes out a well constructed wooden box from her pack and presents it to the group, explaining, "I feared I might need to enter Ivoryglass fortress where you are headed, so I brought some supplies that I hoped would help me get inside without a fight."
Inside the box are pages of foolscap fit for formal papers, pen and ink (the inks are in vials that are enchanted to keep them warm enough to avoid freezing). There is an example of a document taken from a captive Drakeland messenger. The message is in Draconic and has a seal stamped on it. "Use this if you can to forge your own set of papers giving you permission to enter Ivoryglass. If you can make the same emblem as is on the stamp as an arcane mark on your armor or robes where it can be plainly seen, then the golems that patrol the halls will not attack you."
She shows you the ice cave passage to take that continues in the same direction as you have been traveling, explaining it will get you to the base of Ivoryglass. She explains that you will have to travel past a circle of structures around the fortress without arousing suspicion. "Speaking draconic or Triaxian will help and try to disguise your scent if you want to avoid some of the patrolling beasties. That can then get you to the gate and hopefully use your forged papers to get inside."
She knows nothing significant about the interior other than the rumor of the golem guards. She wishes you luck and parts ways.
Looks good. I'll post in Gameplay the next challenge.
I'll be under the knife again in a week to complete the cornea transplant. For a time after that, my posting will be limited so there will be a break for a few days to a week, after which things should be back to normal.
The operation was to both eliminate the cataract in my right out but also transplant a new cornea to correct a genetic defect making my corneas that make them not completely clear. The cloudy lens was replaced successfully, but the cornea transplant did not take and will have to be repeated in a couple of weeks. For now, I'm working with just one good eye.
I encourage everyone to role play welcoming Seke back to the mission and fill her in on where you are and what you are seeking. I expect Rurik has more than enough healing magic to bring everyone back to full hp and am assuming you rest to recover spells and abilities before moving on.
Seke is introduced to Baknarla, of the adlet ancestry, humanoids with heads like wolves, but unrelated to the lycantrope variety. She is a shaman of her people who have been persecuted by the dragons and drakes of the Drakelands.
Once all are healed and rested, she leads on through the Rimekeening Crevasse. In the next ice cave, a pair of frost worms accost the group, but they are defeated after a fierce battle. If you choose, you can role play this battle. It is a CR 14 encounter.
The next section of the passageway has a fork and Baknarla is unsure which direction to explore. She chooses the left fork which leads south for 250 feet before making a sharp right turn that goes northwest for 80 feet before opening into an ice cavern. Another battle ensues when a roper clinging to the roof of the cave attacks. During the battle, the roper brags that she will defeat all and display them in ice like her other victims. Indeed, a glance a the western wall of the cave shows some humanoid figures frozen in a wall of ice.
Once defeated, Baknarla advances eagerly, ignoring her wounds, to look closely at the figures frozen in ice. Two are Triaxian humanoids called ryphorians, but one has a head of a wolf.
She excitedly summons an ice elemental and orders it to retrieve the corpses from the ice. The elemental can move through ice like it was liquid and pulls three corpses out of the wall of ice. One Baknarla identifies as 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.
Sadly, Baknarla now knows he will not return, but she does claim a holy relic he wore, called the Prophet's Pectoral. As reward for helping her find it, she gifts the group his other gear, which includes a +1 dragon bane thawing longspear and a belt of fallen heroes.
Inspecting the other bodies reveals one is wearing the hide of the dragonrider and additional bits of coin and jewelry worth 425 gp.
HIDE OF THE DRAGONRIDER:
PRICE 18,480 GP
SLOT armor CL 8th WEIGHT 25 lbs.
AURA moderate abjuration and enchantment
Crafted from the scaled hide of a black dragon and lined with wolliped fur for warmth, this suit of +1 bolstering (Ultimate Equipment) black dragonhide armor was designed to protect and aid dragonriders of the Dragon Legion in their battles against the evil dragons of the Drakelands.
Hide of the dragonrider grants its wearer a +5 competence bonus on Ride checks, and the wearer does not take an armor penalty from the armor on Ride checks. In addition, when mounted, the wearer can transfer some or all of the armor’s armor bonus (including its enhancement bonus) to his mount as a bonus that stacks with all others. As a free action at the start of his turn, the wearer chooses how to allocate the armor’s armor bonus, and that allocation lasts until the wearer’s next turn. Once per day, the wearer can imbue hide of the dragonrider with resistance against one type of energy, as the energy resistance armor special ability. This resistance lasts for 10 minutes.
Hide of the dragonrider functions as a cold weather outfit, granting its wearer a +5 circumstance bonus on Fortitude saves against the effects of cold weather.
After laying Sarnok to rest properly and resting and healing fully, Baknarla leads the group back to take the other passagway which leads out of the crevasse and into the realm of white dragon warlord Yrax. His fortress, called Ivoryglass, rests on a magical base that floats just above the Vahara Glacier. According to the clues given in Baba Yaga's hut, the other key to take the hut to the next location where the witch queen may be found, a bearskin rug, is somewhere in the fortress. Of course, the fortress also contains a white dragon and his minions.
Before going further, everyone should level up to 12th level. Let me know in the Discussion thread when you have done so and ask any questions you may have.
Wapiti's antlers make a solid hit and the rock-like creature shatters into many lifeless shards.
This is a safe place to rest, heal, and prepare to move on, sleeping if you choose.
Although most of the crystals in this cavern are not of any particular value, large aquamarines worth 7,000 gp in total can be gathered from this chamber.
Next chance I get, I'll narrate the rest of the section of the adventure rather than role playing it out. Then you'll start the 4th and final section of the AP book 4.
Turned out not so bad for us. Our power stayed on. Our street is covered in unplowed snow covered in about a 1/4 inch of ice, so we are not able to drive anywhere for now.
I live in Virginia which is forecast to have both snow and ice storms this weekend. Power outages are likely, so if I don't post for a while, that's the reason.
The combat section of your profile only lists 2 attacks for each weapon. Please update your profile, since I rely on that when I look at what your character can do in a round. That third attack would hit and do another 12 points of damage after DR. The rock has just 10 hp left.
Ingrit and Wapiti are the only PCs who haven't acted this round.
Even if situational, please list all bonuses that apply when you post an attack or damage. One correction, since Crasius has been stunned since the first round, there is no inspire courage bonus available yet You may be thinking of the Lion's Call you initiated, which is a +1 to attack but not to damage. That would put the added damage at 5 + 9 +1 + 1 = 16. To avoid this problem, when you post attack dicebots or damage dicebots, put the bonuses that apply. For example: {dice=Damage, Power Attack, prayer}2d6 + 16 ...
Do the same with any bonuses that apply to the attack. You only have to document bonuses or penalties that would change the bonus to the normal weapon stats. So your attack should be written {dice=Lance, Lion's Call}1d20 + 16 + 1 ... I'm not sure what the other +4 is from but it won't change anything this go.
So the first attack hit for 23. The second attack is a crit which does 26 + 48 = 74. You made third attack, but since haste has not been cast, you only get the two attacks. Each attack has 10 subtracted from DR, so damage is 13 + 64 = 77.
I want to make sure I understand Thorizmond's damage totals. On his profile, the damage for the impact lance is listed as 2d6+6. On his attacks posted above, the amount added is 2d6 + 18. Why +18 rather than +6? Once I understand that, I'll post the results.
Dragonkin have 10 ft reach, so I'll apply the bite to the creature.
Talsune's glaive chips away at the creature's hard exterior and he managed a bite as well. 7 damage.
Rurik heals Barknarla. She looks stronger and healthier although still with some wounds.
Retcon: Ingrit's warning causes the rock to miss its attempt to wound Wapiti.
If not for the Misfortune effect from Seke, the original slam attack roll would have still hit, although it would have done less damage. Good teamwork. Rurik can ret-con his spell.
Wapiti's hooves fail to harm the creature. Ingrit's warhammer hits and does some damage. 8 damage.
The rock attacks Wapiti and takes a big chunk out of him. And the noble creature's body becomes partly encased in interlocking crystals. 48 damage plus entangled. Next turn: An entangled creature can attempt a Strength check (DC 22) as a full-round action to break free. Check Wapiti's HP header. It shows damage but I suspect that was from the last battle and would be healed by now, I expect.
Round 4
Crasius (stunned)*
Talsune
Ingrit
Wapiti (48 lethal, entangled)
Thorizmond
Barknarla (47 lethal, fortune)
Seke
Rurik
Crystal (45 lethal, misfortune)
* DC 22 fortitude save needed to remove stunned.
By now you know the rock creature has an AC of 17, DR 10/- (which I'm interpreting essentially has Hardness 10, so the Adamantine warhammer bypasses the DR. It is vulnerable to Sonic damage. Good luck.
Rurik heals Barknarla, although she is still wounded. Seka gives her the benefit of a fortune hex. Then Talsune wallops the rock with his glaive, but the hard surface blunts some of the effect. 8 damage gets past DR.
DC 22
Strength:1d20 + 4 ⇒ (20) + 4 = 24
Retcon: misfortune rerolls from attacks on Barknarla
Slam:1d20 + 18 ⇒ (16) + 18 = 34
No change.
Barknarla is the icon with the wolf profile.
Thorizmond hits the rock square on with his lance, but has trouble doing his usual damage due to the hardness of the rock. 15 damage.
Ingrit and Talsune break free from the stunned state brought on by the subsonic hum of the creature. Only Crasius is still out. Talsune can attack or take other actions.
Barknarla struggles mightily against the crystallization spreading over her and shatters the forming encasement. she is no longer entangled.
Rurik's magical burst of sound is not a strong as it can be, but the creature recoils and takes a bit more damage 3 pts than might otherwise be dealt to a normal creature.
Wisdom or Intelligence roll, DC 15:
You suspect this creature might also be damaged more by bludgeoning damage than other types of physical damage.
The crystalline creature attacks Barknarla, causing another serious wound 31 damage. This time, her flesh is covered in crystals, restricting her movement entangled condition.
All PCs are up.
Round 3
Crasius*
Talsune*
Ingrit*
Wapiti
Thorizmond
Barknarla (69 lethal, entangled)
Seke
Rurik
Crystal (14 lethal)
*: Make a DC 22 Fortitude Save to escape the stunned condition.
Rurik was stunned in the initial save. His place in the initiative is after Seke and before the crystal. Sorry about that.
The hum causes stun. It is a sonic mind-affecting effect with a DC that is Constitution based. So Thorizmond's special ability against fear is not helpful versus the hum.
Crasius, Talsune, and Ingrit remain stunned by the subsonic hum of the crystal.
Wapiti awaits instructions that don't come.
Thorizmond shakes off the effect and tries to rally his comrades. Wapiti takes this as inspiration to charge the rock. His antlers strike but the hard surfaces turns away most of the damage. 2 damage done.
Baknarla shifts to one side and attacks the crystal with her spear and even tries to bite it. She does a little damage, but even with her mighty spear, she fails to get it into places that cause much harm to the strange creature. Total of 5 damage.
Thanks. It's always tough losing an animal who's shared life for over a decade. I'm recovering and am going to try to get a post up in the next 24 hours.
As an old friend flies into the area, the crystal begins to move, taking on a vaguely quadrupedal form with a head full of sharp crystals that resemble fangs.
It moves slowly but reaches Baknarla and starts to attack her. She is ready and stabs it with her spear, but the hard shell of the creature resists much of the damage. 4 damage done after DR.
The creature then bites the adlet shaman, doing a lot of damage with the bite. 38 to Baknarla.
The crystal starts to spread as if to engulf her, but she fights off the attempt to trap her.
* Those who were stunned by the crystal hum aura, must make a DC 22 Fortitude save to end the stunned condition. Once a save is made, the character is immune to the hum for the rest of the fight.
Seke: take your action in the melee that is starting. I moved her token a bit closer so she can take a move action and perhaps a standard action.
Seke:
There is a save that will have to be made at the start of her next turn, so use this turn to communicate something about the carnivorous crystal to help them in combat. At the start of her next turn, Seke will have to roll a DC 22 Fort save to avoid being stunned as others are. They'll get another save at the start of each turn and once you save, you are immune and won't have to make any more saves.
For reasons to be revealed soon, I'm still putting the spoilers here.
General information:
Spelunkers tell tales of carnivorous crystals that subsist on minerals found underground, but can attack living things to absorb the minerals in their bodies and their gear.
Damage Resistance:
DR 10/—
Immunities:
Immune cold, electricity.
Ooze traits: Oozes are immune to critical hits, flanking, precision damage, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, stun, and visual effects. See weaknesses for an exception to the immunity to critical hits.
Resistances:
fire 20
Spell Resistance:
None.
Weaknesses:
Vulnerable to sonic
Brittle (Ex) Bludgeoning and sonic attacks can inflict critical hits on a carnivorous crystal. A successful critical hit from such attacks causes the carnivorous crystal to split, even if the attack causes no damage. The crystal remains immune to precision-based damage, such as damage from sneak attacks.
Special Attacks:
Crystallize: A creature entrapped by a carnivorous crystal’s attack must succeed at a DC 22 Fortitude save each round or become helpless. If a helpless creature fails this save, it becomes petrified as its body crystallizes. In 1d4 hours, the petrified victim shatters and a new carnivorous crystal emerges from the remains. The save DC is Constitution-based.
Entrap (DC 22, 1d10 rounds, hardness 10, hp 10): The creature has an ability that restricts another creature’s movement, usually with a physical attack such as ice, lava, mud, or webs. The target of an entrap attack must succeed at a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must succeed at a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it succeeds at a DC 20 concentration check. An entangled creature can attempt a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is 5 greater. Destroying the entrapping material frees the creature.
Razor sharp: A carnivorous crystal’s slam attack deals devastating piercing and slashing damage, and threatens a critical hit on a roll of 18, 19, or 20.
Spell-Like Abilities:
None.
Spell Casting:
None.
Special Abilities:
Subsonic Hum (Su) An active carnivorous crystal gives off supernatural sonic vibrations. Any living creature starting its turn within this aura must succeed at a DC 22 Fortitude save or be stunned for 1 round. A creature that successfully saves cannot be affected by the same carnivorous crystal’s subsonic hum for 24 hours. This is a sonic mind-affecting effect. The save DC is Constitution-based.
Special Qualities:
Freeze (Ex): The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, a patch of fungus, or the like). The creature can take 20 on Stealth checks to hide in plain sight as this kind of inanimate object.
Split (Ex): The creature splits into two identical copies of itself if subject to certain attacks or effects. Each copy has half the original’s current hit points (rounded down). A creature reduced below the listed hit points cannot be further split and can be killed normally.
Moving past impressive columns of ice stalagmites/stalactites, the group proceeds through the cavern. Near the far end, it branches off into three narrow fissures. Baknarla suggests seeing whether these led anywhere. Just then, Ingrit notices a large purple crystal like amethyst lodged near the floor of the cavern at the point where the cavern splits into two fissures.
As she tells the others what she sees, the area throbs with a near infrasonic hum at appears to be coming from the crystal. Crasius, Ingrit, Rurik, Talsune, and Thorizmond are stunned and stand still, unable to act immediately.
Round 1
Barknarla
Crasius (stunned)
Talsune Stunned
Ingrit (stunned)
Wapiti
Thorizmond (stunned)
Crystal
Monster Lore Rolls in next post, but no sharing until you can act in melee order.
Baknarla moves closer but does not want to hurl her spear at the rock as she has no back-up weapon. She readies an attack should anything come in poking range of her spear. "Pulara, what IS that?" Then she notices no one else is moving. "What are you all afraid of? It's just a humming rock!" Then more quietly to herself, ... that I've never seen or heard stories of.
Wapiti can act. He can clearly sense danger. If Ingrit is riding him, he would risk her falling off if he moves more than his speed in the round.
The squares of the last map were supposed to be ten feet instead of five, so that fight should have had more space for everyone to fight in. Sorry about that.
After the frostcrawlers are dead, Baknarla stabs them a few more times to be sure and then smashes the egg, not wishing these megavermin to reproduce.
The cave turns out be be a safe place to rest, so the group sets watches and sleeps, but nothing disturbs the rest. Although no direct sunlight illuminates the tunnels under the ice, a faint glow in the ice above suggests it is once again daytime.
Moving on, the tunnel branches but a little exploring reveals both directions come back together. The tunnel continues on for 250 feet, and is quite wide, about 60 feet across. Then this stretch ends except for two smaller passages that run in opposite directions.
Baknarla is unsure which way to go but the walls to the SW widen and glisten with something intriguing. The passageway in was five feet wide at the narrowest, making Thorizmond and Wapiti squeeze a bit, but it widened after that to a breathtaking sight.
Mineral deposits glowed faintly, making it possible to the chamber without added light low light levels. The chamber was about fifty feet at its widest and about twice as long. Near the far end, it branched off into three narrow fissures. Baknarla suggested seeing whether these led anywhere.
I'll make a decision this weekend. I'll probably run one more encounter in the crevasse before moving on. It's a different kind of challenge from the previous one.
One of the monsters in the AP for this section has some unusual special abilities and may make for an interesting challenge, since the usual way of defeating such things (to have Thorizmond charge and the archers fire away until it is killed) may not work as well
Still, it will take some time to play through so if people are anxious to get on with the next phase of the adventure, we can move past these and just narrate the important discoveries.
The usual term for a post that is made while you are working on your own is to say your post was Ninja-ed. Your post was two minutes after mine. No problem.
I meant to post the discussion of what parts to play in the discussion thread, so put your opinions there as to what to do next.
There are 3 more encounters in the book. The first two have the potential to be pretty challenging with one of them having some treasure. Then there is one more in the last room before exiting the crevasse. How much more fighting are you interested in doing in this section?
Two of the monsters would, I think, be relatively straightforward, given the amount of damage you can give out with your archery. The third is not so easily dispatched and may be a fun challenge, but I'll leave it up to the group how much more to do in this section.
Sorry for the delay getting back on track. Busy week with some time spent on family medical concerns.
Ingrit's arrows and then Wapiti's gore attack has the remaining frostcrawler reeling, at least as much as a many-legged abomination can reel.
Unable to breath again and in any case aware that it's lightning breath did not seem to harm the intruders, the remaining frost crawler attacks Ingrit and Wapiti. Its normal strategy is the bite an opponent and hold onto it with his mouth while constricting and raking the victim in preparation for swallowing it.
It sinks its teeth into Wapiti's shoulder and draws him into a coil of its sinuous body, constricting him. 18 damage from the bite, 21 from the constrict.
Ingrit should make a ride check (DC 15) to jump clear and land on her feet. Failure means she falls prone. Crit fail means her feet get tangled in the stirrups and she gets included in the constrict damage. Wapiti is grappled. DC 31 to break free. I'm going to rule he cannot attack with his antlers, only hoof attacks while grappled.
Baknarla moves surprisingly fast, climbing over the striken frostcrawler and stabbing the other with her spear. 13 damage. The 2nd frostcrawler has taken 102 damage. It is near death.
Everyone is up. Remember your bless and Inspire Courage bonuses. Anyone firing a ranged attack at the frostcrawler takes a -4 to hit unless you have precise shot.
Thorizmond's third shot is a hit but not a critical hit. Sorry I missed that. Add 11 more damage to FC1
Crasius did not add the +1 for the bless spell. It doesn't change a miss into a hit, but it does add damage to each hit.
Crasius sends two more arrows into the monsters body, killing it.39 damage
Thorizmond wounds the mate of the dying frostcrawler. 13 damage from first shot.
Since Wapiti would have to move over the body of the dying monster, I'm going to rule that is difficult terrain and that makes the charge action unavailable. Ingrit can take all her shots with a -4 and Wapiti can move and attack once. Or she can take her shots at no penalty and Wapiti can remain where he is. Can use the same rolls as before.
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.
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.
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
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.
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.