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                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   Know Geography or Know Local DC 20, DC 15 bc Forest is from this general area in his background:  The Shimmerglens have long been shrouded in mystery, for these
 Like all swamps there are islands of solid ground surrounded by shallow dark water. Because of their proximity to the river the Shimmerglens do tend to have a slight current moving toward the river. The Wicker Walk (this is the bridge Jim mentioned): Built by the founders of Bitter Hollow in a successful attempt to encourage trade with the gnomes of Sanos Forest, the Wicker Walk is a local marvel. The three-mile-long boardwalk is hung regularly with long-burning pitch lanterns, and its often-creaking boards offer the only completely dry path across the Shimmerglens. Know Geography or Knowledge (local) DC 30, DC 25 for Forest:  “Whitewillow” is a section of the Shimmerglens said to be particularly close to one of the portals to the First Realm of the Fey.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   I am so sorry. If I ever go more than a day without posting and you need my input, give the blog a nudge. It means I've lost sight of it. "So be it. See you intrepid types on the other side." Lockerbie says and jumps into the water easily swimming to the other side 30' away and walking up the steps. Three sinspawn, that look a little different than the one you saw in the cage above, swim out to get the lacedon but he is out of the water before they can close on him. They do not pursue up the steps but look at Lockerbie and then back at you.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   Clem smiles as Kizzy sits down as any man would do, "Well it wasn't supposed to be braved nor fearsome. I've gone huntin' in this area for as long as I can remember and never ran into anything like this. I don't normally go into the White Willow portion of the swamp much but I was looking for beaver. They build up dammed areas in and around the swamp. White Willow was so named for the white willows. Catch them at the right time of season and the area is gorgeous with the tree leaves ranging from yellowish to a bright white. No more. The trees seem to be dying but they have retained their leaves. Everything is dark. The trees have blackened, the water black, there seem to be things lurking just out of your vision, and the whispers. It didn't bother me at first but after a day of hunting beaver in the area, I couldn't get the whispers out of my head. My boat got a leak three times that day and I finally left after something large bumped he bottom of boat so hard it nearly threw me into the water. If you're going into the swamp, I recommend somewhere else other than White Willow. There's nothing there but shriveled trees and dark spirits." Clem says regarding his most recent excursion.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   "You don't say?" Jim says to Runt. "I don't recommend going out there, but you do look like a capable company." Then he turns to address Isabella, "There are rumors of swamp giants on the move, the leaky boats are being blamed on the fey," He turns to Yap, "no offense good sir." He then turns back to Isabella, "Otherwise, it's mostly the bleak looking trees, the feeling that they are moving, normally out of the corner of the observer's eye, similar things in the water that dive and swim away quickly when you look at them. Most unnerving are the whispers. Clem over there, wouldn't come out of his room for three days when he came in a week gone. Said he couldn't get the whispers out of his head."  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   Map updated. "Desna bless you man and your companions, it's no night to be out. I have plenty of rooms so no need to mind that. They're not much, four walls and a cot really but their dry and each has a small fireplace. Have you eaten today? Pick a table and grab a seat. I'll bring out some stew and we can talk about what's been going on." You get the feeling Jim here talks with everyone and tries to feed them as well. He comes out to the table you pick and hands out some wooden bowls and spoons before ladling some hot stew into each from a black pot. "Just a minute." He says as he takes the pot back and is soon seated at your table. "I assume you must be askin' about the queer behavior of the fey beyond the bridge. Heard about that already have you. Well, the sad thing is, nothing you have heard probably stands up to the truth. Most say it's coming out of the White willow area which was one of the more beautiful spots to travel but they say it's twisted now. The trees look like their dying, and they move if you can believe it. Giant spiders are the norm there as are all manner of ill-tempered swamp dwellers. It's further out but word has it there are boggards on the prowl. Large bands of them. Several of the hunters here have spoken about barely avoiding a confrontation. One or two boggards are bad enough but a band of them? They say strange things have been happening to boats and such as well. Rafts come unbound, swamp boats get leaks. It's like the White willow area has gone rotten and it's trying to take the rest of the swamp with it. I'm sorry, I should have asked, where are you headed?" Yap speaks up rather sheepishly, "White Willow."  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   The group approaches the largest building. Outside is a sign with a gator sitting on what seems to be a bird's nest. You enter to find the building warmed by a fireplace across the large common room. The bar is to the left as you enter with a staircase leading up to the second floor off to the right. Although tables and chairs are setup throughout the commons there are also shelves and tables of merchandise apparently for sale. Behind the bar is a pleasant looking bearded man. As you approach the bar you see the bearded man is wiping out a pint cup. "Good day," he says, "My name's Jim and who might you be?"  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   I have not heard from Z in PM or on here so I am going to assume he kept going south to Turtleback Ferry. Hopefully he is well and rejoins us and you will be able to rejoin with him there. If we don't seem him for a bit I'll say he moved further south to the town of Ilsurian to study with another wizard. Forest is able to prep a fire and get it started as well as dry out some additional limbs for getting the fire larger. With that it is a matter of feeding larger pieces in at a slow pace so they dry and then burn. With tents and a fire, everyone is able to shake off the worst of the cold and get some rest. The next morning, with Isabella able to prepare properly the trip is much easier. Though the trailbreaking is still a pain, her marching chant keeps everyone moving right along. Better still is the use of endure elements which although you are moving through the wet cold woods it feels like an early spring day, not too hot and not too cold. You arrive at Bitter Hollow about an hour and a half before sunset. The small hamlet has one large building and several small cabins scattered about it. Just past the dwellings you see the bridge Yap mentioned disappearing into the distance. "There's the bridge. It'll take about another day at your current speed. Do you want to continue and push through or will you be stopping at Bitter Hollow?" He asks.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   I'm modifying back toward the real cold rules a little. I noticed the cold weather gear gives a +5. Therefore, long exposure is really the main threat. So, instead of the DC increasing if you miss a save, it will increase every 2 hours regardless. From 1100 to 1300 is your initial travel. That is when Runt experiences her fatigue. The travel picks up from there. The group continues through the cold forest following the pixie. He continues to chatter the entire time and stops periodically to wait for the group. The snow continues, travel is slow, and the sun moves ever closer to the horizon. Since you got a late start you push past sundown which is not too hard with many having lowlight vision and good light sources from the casters. Finally, you stop for the evening. Kizzy literally collapses onto her pack and Runt almost wants to do the same. Forest and Isabella set about setting up the camp, Runt muttering and moving slowly but helping. It is all Kizzy can do to stay awake. (How do you make a fire?) Player status
 Forest FOR16: 1d20 + 11 + 5 + 2 ⇒ (12) + 11 + 5 + 2 = 30
 Player status
 Forest FOR17: 1d20 + 11 + 5 + 2 ⇒ (5) + 11 + 5 + 2 = 23
 Player status
 Forest FOR18: 1d20 + 11 + 5 + 2 ⇒ (4) + 11 + 5 + 2 = 22
 Kizzy nonlethal: 1d6 ⇒ 2 Player status
  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   have you looked at path of glory greater? path of glory: You cause four 5-foot squares (one of which must be your space) to glow with dim illumination. Starting on your next turn, as a swift action you can extend the glowing area by an additional four 5-foot squares; each new square must be adjacent to a square that was previously glowing. Allies that end their turns on a glowing square (including one who falls unconscious in the square) are healed of 1 point of damage. greater: This spell functions as path of glory, except as noted above, and a square provides 5 points of healing instead of 1. At 1 round per level you could give everyone 50hp in 10 rounds. If you all get trounced by something that is an excellent recovery spell.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   This sets up the scene as you travel. It takes two days and with a tent you can get out of the elements and reset your FOR save. Admitted I have hand waved much of the survival aspect of these situations but up until now we did not have the temp drop and winter come on in full force. I believe you did buy cold weather gear and so that should include a tent. But do you have a way to make a fire to warm up through the evening? Wet wood and icy conditions are horrible for making a fire. This allows your saving throws to reset. I am going to modify the rules a little because I think they are a little too harsh. For dealing with cold it started at a DC 15 FOR save the first 2 hours and is checked every 2 hours but goes up +1 for every previous missed check. You are traveling for 8 hours so that means you need to make 3 other saves. You get +2 from the survival check and +2 for your good clothes. Any save missed you take 1d6 non-lethal damage and if you take damage from that then you will be fatigued. Note if you are fatigued and you get fatigued again you get exhausted. The group continues to trudge after the pixie who is obviously aided by magic of some sort for he does not seem bothered by the cold. Everyone else on the other hand can feel it seeping into their bones. Every hour the thick clothing feels as if it will make you overheat except in your feet and hands which feel cold as ice. Runt started off feeling the cold and is working hard not to curl in on herself. Luckily her trusty riding dog is enjoying the weather for now and continues bounding forward (the dog is considered to have cold weather clothing and gets the +2). Everyone else trudges on. For your stop and making the fire it will be a DC 20 to get a fire started without something special. If you have your own dry kindling then you get a +2 to the roll, if you use the spell spark you get a +5, if you come up with something else I'll let you know.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   At some point in all of his talking, "I really wish you guys could fly. That would make this so much easier. Anyway, I wasn't thinking about how long it would take you to travel there but I did consider the fact that you can't get over the water to the Shimmerglens. So, I thought I would lead you to the long bridge that the people in Bitter Hollow made. Hopefully my mistress's fey have not run all the folk out of there. I don't think it has spread that far but you never know. I've been gone for a few days."  
 
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   You have gained a level. Congrats. Is Zherxikas still with us? He has not posted in a bit. This would be a good time for him to go in a different direction if he is not responding. So instead of following the pixie he could complain about it being too wet and too cold and continue on to Turtleback Ferry where he could be found later if need be.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   "Well now, I'm sure I don't know miss since I'm the only one like me that I know of. As to being civilized, I see it as simple self-preservation. There are five of you and only one of me. Even if I were tempted to take a bite it would go poorly for old Lockerbie don't you say? Therefore, it seems in my interest to behave myself and see if I can't get something out of the arrangement." the lacedon says as he enters the pool room.  
 
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   It is unlikely the cold will affect Isabella. If she misses her save then she will take 1d6 cold damage which she will most likely block. If she misses her save and I roll a 6 then the cold has managed to get to her and she will begin suffering some of the results. Not overly likely but possible. With marching chant you can make it to Bitter Hollow in two days. Drat, I was hoping to take some toes off you guys. A little trench foot followed by frostbite. Wouldn't it be fitting if you had like 8 toed Runt and one eared Forest?  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   Player status
 DC 15 FOR save for the cold. Include your cold weather clothing and survival bonus if Runt and Forest succeed.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   The others catch up to Runt and continue to follow the pixie. The little guy just keeps talking though he is normally too far ahead for you to make out much other than just hearing the tiny drone of his voice. He stops quite often and asks, "Can you guys hurry? This is important." What he doesn't understand is that it is cold, wet, snowy, and you are having to break brush because he seems to be flying in a near bee line to the west and there is no trail.  speed:  The team is moving at about 1/4 speed. Normally 24 miles a day so due to breaking brush (1/2 move) and ice/snow/mud (1/2 move) you think you will get about 6 miles in an 8 hour period. You could force march to get more miles in during the day.  Geography DC 20:   You think Yap is leading you to the small thorp of Bitter Hollow about 22 miles away as the crow flies.  Cold:  It is cold. You will need to make FOR saves after the first couple of hours. Luckily everyone has their cold weather outfit (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.) A survival check vs DC 15 can give everyone a +2 on their FOR save while moving. When you pause for the evening the same DC can give a +4. Runt has a +10 Survival and Forest has a +8. One roll please, I assume Runt will lead, Forest will support. You have a tent do you have a magical place to stay such as a rope trick spell? Does anyone have endure elements?  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   "So be it. Follow me. Ohh, you can be callin' me Lockerbie." Lockerbie then turns and leads the way out along the narrow bridge. You soon enter a thirty-foot-square chamber with a cistern filled with dark water taking up most of the floor. Troughs of this dark water run east, west, and south through hallways alongside five-foot-wide walkways. Soggy
  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   "Yes, she is. She had fallen in love with the Captain of the fort. What was his name..." he pauses for a moment while he thinks, "Lamatar, that's it, Lamatar. She is changing everything around her now that this Lamatar has died. Please come. If she hears you will help maybe it will calm her."  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   Yap steps aside and lets the snowball go by, "Nice try big guy. Maybe another time but we need to talk. My mistress, she is… ill. Very ill. Death would have been a kindness. The land sickens with her heart, and it cannot be cleansed until her misery is purged. I cannot do this myself. Please, you must help her! You are friends with her human lover, yes? He wouldn’t leave her like this! I can take you to her—maybe you can do something. I have tried everything to cure her forlorn heart, but to no avail. She wails and moans in Whitewillow, and the trees and plants and nixies and frogs and everything are dying or worse! I can take you there! Please!”  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   Identification Know Nature DC 14:  Pixie, a small fey, usually armed with a bow, sword or both, agile and hard to hit. Flies as fast as a bird. Identification Know Nature DC 19:  Special pixie dust arrows which can charm targets, casts illusions, dispel magic, lesser confusion, and entangle. Improved Invisibility at will. Identification Know Nature DC 24:  Medium damage reduction overcome by cold iron, Weak spell resistance, can cast shield, detect alignments, and detect thoughts.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   Reefclaw K Dungeoneering DC 11:  Reefclaws are aberrations with the front half of a lobster and the back half of an eel. They are 3-4 feet in length (small size). They use both claws to attack (2 attacks per round) and are extremely territorial. Reefclaw K Dungeoneering DC 16:  Reefclaws have poison glands in the claws which weakens their prey (str dmg). They try to grab their prey (grab attack) and hang on while crushing with their claws (constrict) and letting the poison take effect. They can see in the dark (darkvision and lowlight). Reefclaw K Dungeoneering DC 21:  Reefclaws have minor resistance to cold (5), are known to fight well after most animals would succumb to their wounds (ferocity) and lash out wildly when killed often injuring those who did the deed in melee (final attack after death blow).  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   A small man with large gossamer wings appears on a branch nearby (20' high, 30' away). He is dressed in breeches and a vest but seems unbothered by the weather. He waves, "It's me. In retrospect, probably not the best way to introduce myself. I'm Yap, and if you are the ones who freed the fort, I need your help."  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   The team packs up gathering anything of value and begins the long journey back. Two miserable days later in the early afternoon the group walks up on Fort Rannick. The repairs are still solid, and you can see new work even though the rain, now mixed with sleet, has not stopped. There is even a guard at the gate, but he quickly recognizes who you are and with the aid of another he gets the gates opened wide. Vale is glad to see everyone still in one piece. It is good news about the giant being vanquished though the ogres on the dam and the damage done does not bode well. They've managed to clean up all the mess in the fort so there are plenty of bedrooms for everyone. The bad thing is they need more wood to make bedframes, and they are yet to materials for mattresses, so you will need to sleep in your bedrolls. The good news is, it's dry and it's warm. If you have questions of Vale or wish to take additional actions at the Fort please let me know. The next morning there is a hardy breakfast even if the selection is a little limited. Still, all you can eat flapjacks and roasted ham is much better than trail rations. The team heads out soon after breakfast. Winter has definitely decided to come on. It is snowing and a crust of ice had formed overnight. The trees are weighed down with ice and you can hear the crack and pop of limbs as you travel. The second day out of the fort, Forest is hit with a snowball and from the trees you hear someone say, "Hey you, big guy."  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   The team makes its way out to the top and looks over the valley below. The water spills in a steady stream from each of the large skulls on the front of the dam. Head back and check on engineering work? The mayor was going to send up a team and asked if you would ensure it was safe. Perhaps he thinks he has someone who can do the job.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   It seems to have worked. Or at the very least, you assume the roaring sound is that of water rushing through the dam. Each alcove seems to have drained its occupant, just the bearded devil may have been healthy enough to survive the process. When asked it does say it felt its life force being pulled away and that it could see the dam as if hovering above it. After it took part of his energy and drained away the last of the pit fiend water began to spill from the skulls on the face of the dam.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   I put Runt in the room with the alcoves. Although there is a portcullis, it would seem the magic circle inscribed on the floor is really what holds the creatures in place, at least outsiders. A native of the plane could likely walk in and out of the circle so perhaps that was the need for the portcullis, to keep slaves in or something.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   As far as the mage and cleric can tell the creatures only need go into the siphoning circles so the portcullis blocking each alcove could be opened. Runt summons a beast (a dretch perhaps) and once the creature walks into the circle the runes around them burst into light as do all the runes running back to the replica of the dam. There is a grinding sound and feel as something happens in the dam and then a great roaring noise can be heard, the sound of it so loud it makes it hard to speak to one another.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   "That's interestin'. Didn't know the part about paralyzin' though I dare say I discovered most of the other stuff out on me own. Not that I'm a danger to good folk such as yourselves, of course. I'm more of what you may call a practical undead." He says and smiles what is probably supposed to be an ingratiating smile but with his transformed teeth and inhuman tongue which seems to have a mind of its own it is anything but ingratiating.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   "Aye, I've been down here about a year now I t'ink. Me wife, she'll be missin' me, she was a good woman that one. And yesss, there is something you could get for me. You can reach my ship from the sea stair up above. I had a brooch of my wife, and I'd love to see it recovered. Even more, I'd like it returned to my Liza Jane. But there's a pair of them reefclaws have taken up residence in me ship and I can't get it. I'm sure a group of adventurers like yourselves could manage it though." He smiles in a creepy fashion and his excessively long tongue slips out and licks his lips seemingly unbeknownst to him. Then Aurie asks her question to which he answers, "Ohh aye, I know what's been takin' people and it ain't me. There's plenty of drowned sailors in the harbor for the likes of me. Safer that way don't you know. But there's darker things than I down here. As a matter of fact, I'll make you a bargain. Recover my locket and I'll tell you what they are and where they are. Why, if you'll take the locket back to my Liza, I'll even help ye fight the things." he says with another gruesome smile.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   "No, I must say that my appetites preclude me from bein' able to sail on a topside vessel. And don't worry missy, I'll keep me distance from you all," with this he takes a step back from Shathee. "I just know you adventuring types have a tendency to swing first and ask questions later. I wanted to keep me head on me shoulders if you know what I mean."  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   You can't hear it from here but you know it continues to rain outside. With every minute the supernaturally induced storm adds to the pressure on the damaged dam. The accidental spillway, since it is not engineered as such, will slowly pull at the edges around it and will eventually tear the dam apart from there. All can see that possibility and those with engineering know it is true. In order to save the dam and the valley below you will need to release pressure which will cause more flooding down river but will at least keep everything downriver from getting washed away by the great waters pent up in the Storval Deep.  
 
            
              
                 DM / GM / The man behind the curtain 
              
              
                
                   
	
		   "Lassie, I was bit by one of them watery undead and in the throws of the fever I ran my ship into this here pylon. So, I've been hidin' out here ever since." The thing says while hanging precariously under the bridge. Then with Shathee's apology and explanation it says, "Tis understandable lad, and I know I'm not the sweetest thing to look upon, you see." The blue creature says cautiously climbing up to the top of the bridge. (he speaks like Captain Barbosa) Identification by Kn Religion DC 11 the details are for the 31:  It is a lacedon also known as an aquatic ghoul. Its skin is as tough as leather, it can paralyze with a touch all but elves, it can see in the dark same as a dwarf, its more resistant to channeled energy than your regular undead, its bite can infect someone with ghoul fever, and it can swim as fast as a man can move on the land. 
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