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DO NOT continue reading unless you are prepared for spoilers...you have been warned.
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So #3-19: The Icebound Outpost.
Any suggestions for this scenario that you would suggest? I've played it and will be GM'ing it soon.

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The party went towards the room with the twins (A2), skipping the trap and haunt room (A4). The battle was pretty messy for my group due to slipping on the ice.
They next fought the slaver (A5). I followed the tactics, after the companion was killed the slaver went for help. Then it got ugly. I used the slaver's obscurring mist and the party failed the percentile roll to hit 5 out of 6 times. The slaver just used spells, then tripped. Since the rogue had no tactics for this fight, he attacked tripped characters with his sap. The healer and inquisitor were tripped and knocked unconcious by the rogue.
The fight versus the scrollmaster was a cake walk. During/after which the party used up their remaining spells and healing. And were surprised by the final encounter.
I set up the ambush in the courtyard (A3). Immediately the half the party ran for the ratfolk. He got hit one time and fled past the trap. One PC failed the Perc check to hear him, ran to A4 to see if he fled there, and was affected by the haunt. The other PC heard the ratfolk , followed him, and was caught by the trap. The remaining 2 characters didnt do so well, were near death, and decided to escape. The guy in trap got free and fled. The guy hit by haunt fled as well.
Quite a few weapons and a wand were left behind when the party fled. They had also used up 14 wand charges during the scenario.

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I'm surprised to hear your groups had such a hard time with this one. When I played it, it was pretty much a cake walk, but we also played with 7 players at the table.
When I GMed it, we only had 4 or 5 players (I forget now - was a couple of months ago), and they had a relatively easy time with most of it. The one tough part...
... was the final ambush. I had forgotten that the ranger's favored enemy was dwarves until we got there, and I realized that the group's two front liners were both dwarves. Ouch. One of them went down hard in the first round, not just unconscious, but within 1 HP of death. The other one and the rest of the group managed to win the fight, though the ratfolk got away pretty easily, which had them scared that he'd come back.

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Perhaps you might want to read this.
Yeah, that's the older thread I mentioned in my earlier post. I was just too lazy to look it up. :p

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Serum wrote:Perhaps you might want to read this.Yeah, that's the older thread I mentioned in my earlier post. I was just too lazy to look it up. :p
Sorry about that...I did a search but must had mispelled the scenario's name or something, my bad.
Can an Admin merge the threads?

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kinevon wrote:** spoiler omitted **** spoiler omitted **
At least he doesn't have Greater Trip. That, and Combat Reflexes together can be ugly. I know, I have a PC with both of those and Greater Disarm. And an absurd Dexterity.

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Preparing this scenario for this weekend.
The stealth rules require cover or concealment to even be able to stealth. He has cover from the wall. No ranks in Stealth skill, Dex +1, ACP of -4 (masterwork chainmail) or -3 (masterwork chainmail plus armor training) makes his Take 10 Stealth a 7 or an 8 depending on Tier.
Even figuring in the distance penalty on Perception, that is DC 11 low tier and 12 high tier.
Is Skell supposed to be that easy to see?