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Ice Cavern C2

Waiting for Rurik. I'll 'bot him if no post in 24 hours.


Ice Cavern C2

Behind the Screen:
DC 25
Will: 1d20 ⇒ 2

The crystal is unable to resist Seke's misfortune hex.

Rurik break out of his stunned state. Rurik can take his normal actions for this turn. Then the crystal is up.


Ice Cavern C2

I'm back. Sorry for the delay and thanks for your support and patience.


Ice Cavern C2

On the Table:
AC 17
Spear 1: 1d20 + 17 ⇒ (8) + 17 = 25 Hit
Damage 1: 1d8 + 7 ⇒ (6) + 7 = 13 3 damage

Spear 2: 1d20 + 12 ⇒ (7) + 12 = 19 Hit
Damage 2: 1d8 + 7 ⇒ (5) + 7 = 12 2 damage

Spear 3: 1d20 + 7 ⇒ (17) + 7 = 24 Hit
Damage 3: 1d8 + 7 ⇒ (2) + 7 = 9 no damage

Bite: 1d20 + 10 ⇒ (19) + 10 = 29 Hit
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 + Cold: 1d6 ⇒ 4 No damage


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.

Seke
Rurik*

Crystal (11 lethal)

Round 3
Crasius*
Talsune*
Ingrit*
Wapiti
Thorizmond
Barknarla (38 lethal)

*: Make a DC 22 Fortitude Save to escape the stunned condition.


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Ice Cavern C2

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.


Ice Cavern C2

Sorry for the delay. One of our cats is dying and I will be consumed with that for a day or two. I'll get back to posting as soon as I can.


Ice Cavern C2

On the Table:
AC 17
Baknarla:
Spear 1: 1d20 + 17 ⇒ (10) + 17 = 27
Damage 1: 1d8 + 7 ⇒ (7) + 7 = 14
4 damage gets through DR

AC 25
Crystal:
Slam: 1d20 + 18 ⇒ (9) + 18 = 27
Damage, P & S: 7d8 + 9 ⇒ (7, 1, 8, 5, 3, 1, 4) + 9 = 38
DC 22
Baknarla: Fortitude: 1d20 + 9 ⇒ (15) + 9 = 24

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.

Round 2
Crasius*
Talsune*
Ingrit*
Wapiti
Thorizmond*
Barknarla (38 lethal)
Seke
Crystal (4 lethal)

* 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.


Ice Cavern C2

Post when you are ready. Don't worry about waiting for Wapiti.


Ice Cavern C2

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.


Ice Cavern C2

Behind the Screen:

DC 21
Crasius: Knowledge (Dungeoneering): 1d20 + 5 ⇒ (2) + 5 = 7
Seke: Knowledge (Dungeoneering): 1d20 + 8 ⇒ (20) + 8 = 28

No one present knows what this humming rock is.

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.


Ice Cavern C2

I was editing the previous post when my one hour ran out. This continues the post.

Initiative:

Baknarla: Initiative: 1d20 + 12 ⇒ (17) + 12 = 29
Crasius: Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Rurik: Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Talsune: Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Thorizmond: Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Behind the Screen:
Seke: Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
CC: Initiative: 1d20 - 5 ⇒ (2) - 5 = -3

On the Table:
DC 22
Baknarla: Fortitude: 1d20 + 9 ⇒ (15) + 9 = 24
Crasius: Fortitude: 1d20 + 9 ⇒ (3) + 9 = 12
Ingrit: Fortitude, cold environment: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19
Rurik: Fortitude: 1d20 + 10 ⇒ (3) + 10 = 13
Talsune: Fortitude: 1d20 + 12 ⇒ (6) + 12 = 18
Thorizmond: Fortitude: 1d20 + 13 ⇒ (3) + 13 = 16
Wapiti: Fortitude: 1d20 + 10 ⇒ (16) + 10 = 26

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.


Ice Cavern C2

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.


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Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

I will update the active status.


Ice Cavern C2

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.


Ice Cavern C2

Ingrit's arrows puncture the frostcrawler and put an end to it.

Melee over.

After treating the wounded, and resting a bit, everyone continues through the crevasse.

You can rest and refresh spells if you want/need.


Ice Cavern C2

On the Table:
Target:1=I,2=3=Wapiti: 1d3 ⇒ 3
AC 29
Bite: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d6 + 11 ⇒ (1, 6) + 11 = 18
Grab: 1d20 + 24 ⇒ (16) + 24 = 40
Constrict Damage: 2d6 + 11 ⇒ (5, 5) + 11 = 21
Baknarla
Spear 1: 1d20 + 17 ⇒ (9) + 17 = 26
Damage 1: 1d8 + 7 ⇒ (6) + 7 = 13

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.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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


Ice Cavern C2

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


Ice Cavern C2

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


Ice Cavern C2

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.


Ice Cavern C2

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


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

Looking forward to having you back.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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.


Ice Cavern C2

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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Ice Cavern C2

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.


Ice Cavern C2

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."


Ice Cavern C2

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.


Ice Cavern C2

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)


Ice Cavern C2

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.


Ice Cavern C2

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


Ice Cavern C2

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.


Ice Cavern C2
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.'


Ice Cavern C2

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.


Ice Cavern C2
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.


Ice Cavern C2

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.


Ice Cavern C2

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.