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Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Two of the party vote to carefully kill off the three remaining humanoids.

Does anyone else have thoughts?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Green is already very dead. Ezren is sickened for 10 whole rounds. Red Reverend is not.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Calm emotions only prevents attacking. It doesn’t do anything else.

The stink isn’t as bad as one expects, several pathfinders have smelled a lot worse on other missions and it doesn’t seem to bother them.

Miriel casually removes the attacking snow yeti’s head, watching it thunk into the crunchy snow. The body falls shortly afterwards. Bella keeps the other three calm even as their brother is brutally executed in front of them.

Finally getting a good look at the Cairn, the group sees…

The standing pillars are inscribed with ancient runes (old taldor faction mission). About three feet below the groups’ feet, through thick blue ice, lies the actual cairn. Everyone now recalls the shovels and picks given to you by the guide.

Round Two: Cold? More like stinky!
Group Buffs: Inspire Courage +2

Round 2
Bella (3 rds concentrating, heroism)
Miriel (-6 HP, immune to stink, bless weapon 6rds, heroism)
Green (dead as crap)
Ezren (2x Fort Saves, green and yellow)
Khellek (heroism, immune to stink)
RBY (demotivated to attack but still stanky)
Red Reverend (2x Fort Saves blue and yellow)

Bold May Act!

Some of you still have DC 13 Fort Saves against stench(es) this round, roll those first please. Failure just makes you sick though, so it’s just a penalty to rolls.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Khellek sounds so dang confident, everyone else feels pretty darn good about their chances this fight. The old bard is probably not prepared for the wave of various stenches that slam into him though as he approaches the snow people.

Ezren tries to overcome the difficult shot he is taking by aiming really hard, but just barely manages to miss his target. Darn jerk.

Cover and no precise shot really hurt that roll.

The three chill enemies move up and surround the bard, all giving him really good sniffs.

Rounds One & Two: Cold? More like stinky!
Group Buffs: Inspire Courage +2

Round 2
Bella (2 rds concentrating, heroism)
Miriel (-6 HP, 3x Fort Saves (last 3), bless weapon 7rds, heroism)

Green (-17 HP)
Ezren (2x Fort Saves, green and yellow)
Khellek (heroism, 4x Fort Saves)
RBY (demotivated to attack but still stanky)

Round 1
Red Reverend (2x Fort Saves blue and yellow)

Bold May Act!

Almost everyone has multiple Fort Saves against stench(es) this round, roll those first please. Failure just makes you sick though, so it’s just a penalty to rolls.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

I’ll add everyone’s individual buffs to the tracker.

Bella keeps her mental pressure upon the calmed down Taers, and flies up a little bit to make it harder to become a pin cushion.

Miriel dashes out to defend her teammate, slashing hard across the snowbeast’s chest. Dark red blood sprays upon the crunchy snow beneath. It responds by flailing punches at her, following those with a bite at her neck!

Slam 1: 1d20 + 6 ⇒ (18) + 6 = 24 for B: 1d4 + 3 ⇒ (3) + 3 = 6
Slam 2: 1d20 + 6 ⇒ (8) + 6 = 14
Bite: 1d20 + 6 ⇒ (12) + 6 = 18

She takes a strong slap to the head, rattling her brain around a bit.

Round One: Cold? I barely noticed.
Group Buffs: NA

Bella (2 rds concentrating, heroism)
Miriel (-6 HP, bless weapon 7rds, heroism)
Green (-17 HP)
Ezren
Khellek (heroism)

RBY (demotivated to attack)
Red Reverend

Bold May Act!

Oh yeah, now that they are clearly seen, Khellek (and probably Ezren) know these are Taer. Neutral Medium Monstrous Humanoids (Cold) with immunity to Cold and Vulnerability to Fire. They also have stench so when you are within 30ft of each one, roll a Fort Save. Failure is sickened though so only a penalty to things.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Belladonna floats forward and her group coordinates following in tow. The foes peek out from cover and are about to attack when she brings the heavy hammer of calmness down upon three of them.

R Will: 1d20 + 4 ⇒ (2) + 4 = 6
B Will: 1d20 + 4 ⇒ (11) + 4 = 15
Y Will: 1d20 + 4 ⇒ (5) + 4 = 9

They seem almost confused as to why they are so chill right now and look around slowly at each other.

The fourth one, moldy green lichen draped over his shoulders, rushes up as planned and hurls a spear at the flying cleric.

Shortspear: 1d20 + 5 ⇒ (3) + 5 = 8

Well… over the flying cleric.

Initiative
Khellek: 1d20 + 1 ⇒ (14) + 1 = 15
Ezren: 1d20 + 2 ⇒ (17) + 2 = 19
Bella: 1d20 + 5 ⇒ (20) + 5 = 25
Miriel: 1d20 + 7 ⇒ (16) + 7 = 23
The Red Reverend: 1d20 + 1 ⇒ (2) + 1 = 3

Enemy RBGY: 4d20 ⇒ (6, 9, 19, 5) = 39 all at +2 mod

Round One: Cold? I barely noticed.
Group Buffs: NA

Bella (concentrating?)
Miriel

Green
Ezren
Khellek
RBY (demotivated to attack)
Red Reverend

Bold May Act!

Oh yeah, now that they are clearly seen, Khellek (and probably Ezren) know these are Taer. Neutral Medium Monstrous Humanoids (Cold) with immunity to Cold and Vulnerability to Fire. They also have stench so when you are within 30ft of each one, roll a Fort Save. Failure is sickened though so only a penalty to things.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |
Belladonna of Desna wrote:
Are the cyan dots creatures also or are those the eggs?

The cyan dots were my best attempt to cover up the original location of the creatures on the map, if the group had snuck up on them.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Are we using calm emotions or no? If so, which three get hit?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

You may pre-cast as many buffs as you wish, please indicate who is getting extended heroisms. Calm emotions lasts 1 rd/lvl and is only a 20ft radius spread. So at best if cast at the start you would stop up to three enemies for up to seven rounds. It also requires concentration to keep going.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The map is up on slides page one. I placed the group and I placed the four humanoids. Currently only the flying Belladona can see them, as they are hiding with weapons drawn watching the entrance where the group has just come up the slope. I will give another 24 hours from the time of this post to make pre-battle prep and any initial movements or actions. I reserve the right to immediately start initiative or use up a player's first round turn if their action is beyond the scope of prep. There is no surprise round here as both groups are aware of the other's existence. Bless will be allowed to be pre-cast and once combat starts you will have up to 9 rounds remaining on it. The enemies are shown on the map but remember currently only Bella knows their locations and the fog may also limit vision.

Unable to locate the parent of the eggs, Bella does at least notice the humanoids set up in an ambush position around and among the cairn. The hulking shaggy brutes have large sloping heads, icy blue eyes, and an ape-like appearance. Their bodies are covered in thick snow-white fur and their hands end in powerful fists.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Bella doesn’t see any sort of huge lizard creature, but she does notice tiny glimpses of medium sized humanoids hiding in an ambush position up by the cairn. The cairn and creatures and eggs are about sixty feet away from where the group just finished going up the slope.

I’ll need to use my computer to set up the map, and that likely won’t be until Wednesday. But please work on a plan or any buffing until then. The enemy was hiding fairly well, but that perception check was excellent. Remember that fog conditions may apply at this distance. Knowledge check on the humanoids for Bella is local. Anyone else will need to wait until they can see the enemies.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The logical answer is that the footprints belong to the beastmen, but other than that guess they aren’t clear enough to identify.

Ezren and Khellek very clearly recall the identity of the eggs. There aren’t that many species that lay eggs in freezing cold on top mountains and are that big.

The eggs are layed by a Remorhaz, a Huge Magical Beast well suited to these climates. It is immune to both heat and cold effects and can burrow. It has a nasty bite, with grapple and swallow hole. And its worst ability is the fact that the body generates incredible heat.

Heat Ability:
Heat (Su) An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid taking damage. The save DC is Constitution-based.

Anything done while or before approaching?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Current Vision Details: The Maw is shrouded in fog when the PCs arrive. Clear visibility is about 60 feet, with an additional 30 feet counting as 50% concealment and anything after that as 100% concealment.

Belladonna locates dozens of footprints left by an oversized barefooted humanoid. There are possibly more than one, but less than favorable weather conditions make it too difficult to be certain.

How do you proceed?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The path continues along a broad plateau and ends at the edge of a snow-filled gorge. The gorge is named The Maw for the jagged spires of rock that jut through the drifts. Atop the plateau rests the cairn.

Near the top of the slope, a broad plateau wraps around the mountain. Near the middle of the plateau rises a squat, 30-foot-square stone rostrum, upon which stand four columns of dark gray stone. One of the columns is broken and lies half-buried in the nearby drifts of snow. In the center of the rostrum rests a five-foot-tall beehive-shaped nest built of ice and cairn stones seemingly frozen around a clutch of eight massive bluish-gray speckled eggs, each the size of a brandy cask.

Perception Checks


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Khellek makes it up the slick slope.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Miriel and Bella make it up the slick slope. The dogs whine as their friends leave them.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Miriel takes care of the puppies. Mostly. They seem pretty happy so it should be fine.

The sleds are righted, the reins and harnesses untangled, the items knocked loose are repacked and the pathfinders set back off heading up the mountain.

8) The Maw: Just past the scarp the path becomes impassable by sled. Here a tiny footpath winds up a steep slop covered with boulders (Climb DC 10).


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Red Reverend begins digging near the sound of the voice and unearths Miriel from the snow prison. Belladonna finds one of the good puppies who gives her a happy lick on the face!

The other two puppies are crushed to death.

NL: 1d6 ⇒ 6

Though their deaths may be greatly exaggerated.

The two tires old men show up and help dig the remaining two dogs out.

Two dogs have 6 HP of NL damage, other than that all is well. Right the sleds and keep moving?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Everyone injured feels better now. Which was only three dogs and Miriel, but at least it is something.

Belladonna and Red Reverend hear a muffled prayer from the snow, that’s probably a good place to dig! They also are pretty sure where the dogs are located.

Who digs up whom?

Khellek and Ezren have some trouble getting moving, but eventually the dogs get the message and start pulling the sled slowly.

It’ll take about a minute to get over there, so you can attempt to dig out someone on the second round of attempts, if you want. It is really cold though, maybe just take a nap? : P


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

DC 12 Handle Animal to Mush the Dogs over, if you can do that with take ten, the sled starts moving.

Belladonna hollers where she is, but Miriel so far stays quiet in her icy tomb. Maybe she didn’t make it?!?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

I did some light digging and there aren’t any posts by Yoshi’s player on any of their PCs since June 17th. I hope they are ok.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Belladonna notices movement up the slope. Waaaay up the slope, like from where the avalanche originated. Several white furred humanoid creatures scurrying away.

She and Red Reverend have a decent idea where to start digging, but aren’t exactly sure where Miriel has gone. The snow is deathly quiet where she may have fallen. Three of the eight dogs also appear to be under the snow as well, but their locations are easy to find as they are still attached to the sled ropes. They are also yipping for help.

It appears that channelling would work regardless of being able to see anyone, LoH would definitely work. How are Ezren and Khellek getting over to help? Dogsled? Walking? Other?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The avalanche hits. Hard. It’s amazing how heavy snow can feel.

Red Reverend sees the ground. Then the sky. Then the ground. Then the sky. He just holds on for dear life after that until… he unclenches and looks around, realizing the sled he is sitting on has gently come to rest on top of the snow.

Bella is tossed from the sled instantly when the snow hits. She lands hard and rolls instinctively to lessen the blow. The snow drags her a bit farther, but she feels a hard surface below her and attempts to stand. Her head bursts through the snow and sky is seen!

Miriel is also tossed, but doesn’t manage to roll when she lands. Mainly because her head hits something really hard and she blacks out for a second. When she wakes a moment later, a sticky substance is dripping down her forehead and everything is a lot darker than it should be.

Bludgeoning Damage: 3d6 ⇒ (2, 3, 4) = 9

From the back, the only thing that Khellek and Ezren sees is a white wall wiping out their team.

Perception Checks from everyone but Miriel. Miriel is currently buried, she can dig herself out with a successful DC 25 strength check, made once every minute. Every minute she remains buried, she takes 1d6 NL damage. Anyone buried can be dug out by allies, assuming the digging is in the right area.

Dog Rolls:
Reflex DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
Reflex DC 15: 1d20 + 5 ⇒ (1) + 5 = 6
Reflex DC 15: 1d20 + 5 ⇒ (10) + 5 = 15
Reflex DC 15: 1d20 + 5 ⇒ (2) + 5 = 7
Reflex DC 15: 1d20 + 5 ⇒ (5) + 5 = 10
Reflex DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex DC 15: 1d20 + 5 ⇒ (13) + 5 = 18
Reflex DC 15: 1d20 + 5 ⇒ (10) + 5 = 15


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Bella manages to spur her dogs just a little more than Miriel, and as the avalanche approaches the two sleds pull even.

But even with the increased speed, it’s obvious they won’t make it completely unscathed.

One round of actions to ‘brace’ for impact. Guidance or other spells/abilities that could help a reflex save would be useful here. Once that action is taken, go ahead and roll said reflex save.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Yeah, not waiting on anything. I got busy and then forgot to update. Thanks for the bumps. The slightly lesser weight does not aid these checks.

Ezren, with some good help from Khellek, manages to literally reign in the dogs and pull their sled to a stop.

Miriel and Belladonna chose the other option, trying to outrace the rushing storm of snow falling down the mountain. They have a little success, mainly because the dogs seem fairly concerned about their own lives.

Ezren and Khellek are safe, stopping before the edge of the avalanche. Miriel and Bella and Red Reverend need two more successes in the next two rounds (so 2 successes out of 4 checks) to get out of the worst part. Go ahead and do two rounds of rolls. Inspire Competence won't work now due to the range, but RR can still try to aid his driver.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Ezren executes excellent erudition related to his handling of the dog commands. The sled slows down, almost to a stop but still barely moving (one more successful brake command will stop Ezren’s sled).

The avalanche thunders down the slope, still quite a risk for the lead two sleds and maybe still threatening a dusting for the rear sled.

Round Two: all are up!


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Miriel fails to adjust her speed and continues heading towards the middle of the avalanche.

Red Reverend attempts to help Bella, but his whistle is ignored by the dogs. Belladonna’s commands are similarly ignored.

Khellek uses his almost magical inspiration and then also aids his driver’s next attempt.

Ezren, +5 on your first Handle Animal check. +3 on your second (if you end up making 2 checks this round).

Ezren is up!


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |
Ezren_Core_Lvl7 wrote:
Khellek the historian wrote:

Khellek starts off trying to slow down his sled, while calling out to Bella "You can do this!"

[dice=slow down DC12]1d20+2

And starts an inspire competence on Bella for +3 to her handle animal checks.

Correct me if I'm wrong; I thought Ezren was driving?

Glancing back, it does appear that Ezren took over driving. Let me know what y’all think. If agreed, we can retcon Khellek’s action to be an Aid and an Insp Comp, or something else.

Regarding knowledge checks, I have basically given all the info the book has about avalanches. Khellek’s modifiers are nasty high.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |
Khellek the historian wrote:
Is a break/full stop a move action (so we can try two) or a standard action (so just one, but we can also do a move action), or a full round action?

Full Stop is a full round action. A brake or a mush is a move action. Dog sled rules are on the slides. Jumping out would be the same consequence as falling off or being thrown off.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Miriel first, Bella second, Khellek third.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

GM Screen:
1d10 ⇒ 5

The beautiful vista is quite a thing to behold. Even so much so that only one of the party members even realizes danger is rushing towards them.

Miriel glances to her right, up the slope and sees the telltale signs of shifting snow which indicates an...

...AVALANCHE!!!

The avalanche is 100 ft wide, 2500 ft up the slope and moving at 500 ft a round (so, 5 rounds or 30 seconds until it hits).

Doing a quick bit of math in his head, Khellek and Ezren quickly advise that the avalanche is almost perfectly headed towards where the dogsleds will be in thirty seconds. This very suspicious fact that it is perfectly aimed at the group is quite quickly overwhelmed by the fact that avalanches can be incredibly deadly.

Khellek also knows more.

An avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take at least some damage from the avalanche and are buried; characters in the slide zone might be able to get out of the way and avoid being buried. Being buried leads to its own set of problems, of course.

Mechanically, you have five rounds to act. If you take no actions, in five rounds, all three sleds will be hit by the bury zone. The easiest solution to save the sleds and dogs is a full stop made in the first two or three rounds (depending on sled position), but that is also a hard DC to hit. Simply speeding up or slowing down may be easier to do and may also remove the sled from danger if enough speed is added or enough braking done. Also logically, the front sled has a better chance of outpacing the avalanche by speeding up. And the rear sled has a better chance of slowing down to avoid it. The middle sled has an equal chance either way, but harder regardless. Also, no take 10's here due to the danger. Other actions or spells or abilities may very well affect the outcome, so it isn't just about Handle Animal checks.

Note for Spellcasters:
Riding in the dogsled gives you the Vigorous Motion condition.

Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you’re casting) or lose the spell.

"Initiative"
Round 1
Khellek
Miriel
Bella
Ezren
Red Reverend

Avalanche


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The group resumes sled dogging it up the mountain to Khellek’s dismay. Fortunately though, keeping a safer pace makes it easy to avoid slipping off the high path and they move on to the next section.

6) The Wings: The pass drops into a small valley between two small hills. The path becomes extremely narrow and turn maneuvers are near impossible.

That’s it, nothing really here. Maybe it’ll be a problem coming down though?

7) The Eye: Near the top of the pass, the angle of the slope increases. It bisects a small glen near the base of a steep butte on the mountainside. Atop the butte, a wide ledge climbs slowly back up the mountain. The pass continues until it reaches a high ridge atop a staggeringly sheer scarp that spills down into the lowlands. The breathtaking view provides a panorama of most of the lower peaks.

Perception Checks please!


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Even though in a hurry, the group does a quick check through pockets and finds a small bronze coin held tight in the Chelaxian’s grip. They don’t disturb it, but do recognize it as an Aspis Membership coin.

Back to the sleds then. And now they know someone is ahead of them.

Same speed? Same order?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Nothing else? Just making sure.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The body sized piles seem less to be ‘burials’ and more to be ‘covering up the bodies’. There are no grave markers or other indicators of it being a proper burial.

With that in mind, the pathfinders investigate the bodies a bit. Two of the piles hide the bodies of hideous beastmen, white-furred simians native to the peaks (taer). The third holds a human, perhaps of Chelish descent, killed by a gaping bite wound between his neck and shoulder.

No magic emanates from any of the bodies.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Short update, exiting another busy stretch.

The group takes the high road, even if it is a little stressful on the tighter path. About an eight of a mile in, almost everyone notices an unusual dark patch on a snow bank. Braking to check it out, they see a blood trail leading off into a patch of boulders. Bella and Ezren manage to follow the faint path and find three body sized snow mounds.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Bella wraps her rope around her waist, then slings a loop around the chain and leaves the tail end in a teammate’s hands. She warily walks across the bridge.

No one attacks. The bridge doesn’t collapse. And she doesn’t fall off.

Seems pretty safe, so everyone manages to make it over in a similar fashion. Even the dogs walking the sleds across make it safely.

——————

5) The Talons (no map note): Here the pass splits into adjacent routes, a higher path with a slow incline, and a wider steep path that plunges below it across a series of ice dunes. The upper path sits between 10 to 40 feet above the lower path. The higher path is only 10 feet wide.

Which path and what base speed? Everyone also make perception and survival checks with your posts.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The ice bridge appears to have been around for a long time and could support quite a bit of weight.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Taking the lead as expected by herself, Miriel flies solo with no passengers.

In the second dogsled, The Red Reverend and Belladonna probably spend a large portion of it in deep theological discussion about their various churches. Ah, those clerics. Yakking it up again.

The two old humans take up the final sled and probably talk about prunes or the weather or something.

With a yell and a twitch of the reigns, the three sets of dogs start pulling. Slowly at first but ramping up to a somewhat decent pace. The trail at the start is really easy, which may help calm the nerves of the drivers. Plenty of open space to practice turns, slows and speedups.

After a bit, it becomes... not second nature, but not awkward at least. Then the beauty of the land becomes more apparent. Clear blue skies with just a few thin clouds allow copious sun to shine down, making everything a glistening landscape. Snow and ice cover everything, but the mountainous view is breathtaking. Along with, of course, the lack of oxygen.

Fortunately it only takes about two and a half hours to get to the harder parts shown on the map. After a short rest of water and food for dogs and peoples, the group digs into "The Dragon" portion of the path.

1) The Tail (map note - take it easy here): This section of the pass is flat, but rocky. Basically just really bumpy and jarring. But the slower speed of the group prevents any issues.

2) The Haunches (map note - ready to turn at bottom of hill): This section of the pass has a steep incline that slows the sleds up. But what goes up must come down, and after that is the expected steep decline. Picking up speed as you come down the hill, each musher receives a dose of adrenaline as they frantically try to make two small turns to avoid drifting off the side of the trail down a steep embankment. Fortunately, your earlier training paid off and this is easily accomplished (take 10 works here fine).

3) The Spine (map note - slalom): In this section, large boulders block a straight line path through. But just as before, gentle turns work well enough to get through.

(It has taken another hour to get this far. We are four hours into the trip, for those tracking long term buffs.)

Up ahead though, everyone sees a dangerous looking icebridge and after some frantic braking action, the group pulls over to check it out.

4) The Heart (map note - TIE OFF AND WALK IT): A dangerously narrow bridge of solid ice spans a fifteen foot wide ravine that splits the pass. A weathered chain, secured to large boulders at either end of the bridge, hands suspended about three feet above its surface.

What do you do?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Letting you all know I am still here. Had a rough stretch at work this last week and then the holiday weekend and today I caught up on a lot of house stuff. Tomorrow I should be able to carve out some time to progress the story.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

With the drivers chosen, the group sets off with a happy wave. Everything is gonna be alright!

I need to know two things, where is Red Reverend riding and how fast do you want to go? The sleds can go between 3-15 mph.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The handler/contact/narrative foil looks at the group, holding the reins given up by Belladonna, ”Alright, two drivers so far. You all need a third. And then whoever is left pick a passenger spot.”

Khellek driving Ezren. Miriel driving an empty sled. Only two PC’s remain to make their spots clear.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Oh yeah, brake is the correct word. Our scenario author or editor didn’t catch it though. (I also didn’t catch it until you pointed it out)

Khellek has no issues. Belladonna fortunately (or unfortunately for the mission) doesn’t even get her sled to move. The dogs seem to howl in laughter.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Rysam hands the reigns over to Khellek and hops onto the passenger part for the lesson, ”Alright, the commands are ‘mush’, ‘break’, ‘right’ and ‘left’. Mush is speed up and you snap the reigns, break is to slow down and you pull back. You can also do a hard break, that’s just pulling back super hard. But the dogs don’t like that one. Then right you pull on the right side and left you pull on the left. The reigns and voice commands are both necessary too. Ready to try?”

He guides each of you through the process, having everyone who drives practice a little, until comfortable with the basics.

”Ready to go?”


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Everyone has a pretty bad adaptation to the high altitude and feel a step slower than they should be.

I am quite sure the scenario writer expects the whole group to be fatigued for this scenario. Or they didn’t know how altitude stuff works… Lucky y’all don’t have a barbarian at least.

Muriel offers two prepared endure elements to the group. Khellek advises he has been blessed by a shaman and should be fine. He goes into great detail about the ceremony. Way too much detail for the time you all have. :P

Your contact waiting outside has three sleds hooked up with six yipping/singing dogs each. He holds the reins of one sled out, ”Aight, which driver wants the first lesson?”

Y’all can still adjust prepared spells if needed.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Khellek is right. It will be up to you who is picked for the drivers and passengers.

Dog sled rules on how to use them are also on the slides pgs 2-3 for easy reference.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Everyone not currently fatigued from the altitude please make 10 Fort Saves, one for each hour spent at the cabin overnight. The first DC is 16, each one after will be 1 higher. Red Reverend and Khellek do not need to make these checks.

The oldest human wakes up, hoping to feel rested. And he does, sortove. The headache forming the prior evening has faded. But the air he breathes just doesn’t seem to be enough and anything physical just seems harder to do.

Red Reverend may be feeing the same way but is certainly hiding it better.

Any prepared spell adjustments before hopping on the dog sleds?

Your host seems to be happy you are leaving at daybreak and excuses himself early from breakfast to go get the dogs hooked up. He also has a pack of supplies set out for you.

The PCs receive the following equipment: 1 dogsled and 6 trained dogs (riding dog; hp 13) per every 2 PCs, 2 days rations per PC, 1 map of the Dragon (I’ll get this map posted when I get to a computer), 1 set of heavy furs to help protect from the cold, and 1 heavy pick.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

”They use weapons so I’d guess are more man than beast, but I know nothing more of their culture or tactics.”

He turns to Belladonna, ”Sure, go ahead and take some firewood. It’s wise to be prepared. As for stopping points, you will just have to make good choices with your own senses of survival. I assume as seasoned pathfinders you should have at least some of those skills by this point.”

Any objections to staying the night and starting at daybreak?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Your contact waves you to go ahead with the tea, ”Well, as I mentioned before, you may run across beast men. They’ll try to kill you. Other than that, you already mentioned most of the risks. So will you be leaving at daybreak?”


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The cook eyes the group, furtively glancing at each person who comes in, ”Yeah no, I ain’t going out there.”

The other two shrug, ”No thanks, ain’t our job.”

Rysum gives a tiny frown and then adds, ”See? No one really wants to go up the mountain. But if you do go, the dogs are the fastest and thus safest way to do it.”

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