The Snows of Summer (GM Reference)


Reign of Winter

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Dark Archive

I'm not sure if anyone noticed this but Jir and Lask(the Winter-touched atomies) from Q8 they can't flank with each other due to there Diminutive size making there sneak attack kinda useless except from when they come out from being invisable

Rules in core (pg194-195) BIG AND LITTLE CREATURES IN COMBAT


I'd commented on it with the first Atomi attack. They can go invisible three times, so just have them use their invisibility to get two sneak attacks (and the third to flee).

Dark Archive

Yea I knew that much just states in the tactics they flank with each other... which they can't.

Just thought I'd bring it up


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Okay. I've got an odd question. I've got a group that is renown for their paranoia (something about me being evil). Well, I'm willing to bet that when they come across the Snowman "guard" with the No Trespassing sign, one of the spellcasters will think something's up and use Detect Magic.

Seeing it's a magical trap, how would you handle that? I'd think just allowing a blanket "you detect magic" would invalidate the effectiveness of the trap (and you'd think magical trap makers would realize that). But shouldn't the spell give some type of bonus in detecting the trap? (I'm thinking +10 to the roll, but I'm not sure.)

Thoughts?


Let them. They detect and somehow bypass the trap and feeling smug with their smugness, they walk across the frozen Wishbone Creek and fall through the ice.

Then the ice elementals attack.

Contributor, RPG Superstar 2010 Top 4

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Tangent101 wrote:

Okay. I've got an odd question. I've got a group that is renown for their paranoia (something about me being evil). Well, I'm willing to bet that when they come across the Snowman "guard" with the No Trespassing sign, one of the spellcasters will think something's up and use Detect Magic.

Seeing it's a magical trap, how would you handle that? I'd think just allowing a blanket "you detect magic" would invalidate the effectiveness of the trap (and you'd think magical trap makers would realize that). But shouldn't the spell give some type of bonus in detecting the trap? (I'm thinking +10 to the roll, but I'm not sure.)

Thoughts?

I know detect magic and magical traps sometimes are at odds with each other, but sometimes there is a tendendency to provide too much information.

Okay, if they cast detect magic, the first round they're going to detect the presence of magic in the area. Remember it is a sixty foot cone. You don't need to tell them that, they should know their own spells. If another party member is in that cone, their own buff spells can register as magic. The first full round really shouldn't provide much useful data. "There is magic somewhere" is about all you should tell them.

The second round, they're going to detect a number of magical auras. Again, if a party member is standing in the cone, count the auras from their buff spells and possible magic items. Let's say their sensible or you cut them some slack and point that out to them—in the best possible use of detect magic they're going to know is there are two magical auras being detected. That's all they know. They don't know where they're focused on or what those auras actually are.

In the third round, they learn two more pieces of information. That the auras are faint, and that they are focused on the snowman. If they make a successful DC 16 Knowledge (arcana) check, they can identify the school of magic for one of those auras. So, if they make two separate Knowledge checks, they can learn one is from the illusion school, and one is from the abjuration school.

And that my friend, is all they can learn. Spellcraft allows you to identify a spell as it is being cast, not afterwards. After the spell has been cast, technically you're out of luck trying to identify it (though I would allow for common sense of course, enlarge person is pretty obvious even after it has been cast).

So, you don't tell them squat. After three rounds they have two auras and they can make two separate attempts identify each of the schools of magic the auras belong to. You don't tell them it is a trap. The word trap does not come out of your mouth. You don't give them a bonus on anything. You let them draw their own conclusions and let the mechanics of the game do it's job. What they do with that information is up to them.

If they have a rogue, then that rogue can check for traps. It is a high DC, I know. If that rogue finds a trap, that rogue can disarm it. Yep, it is a high DC. Rogues are like doctors—doctors certify death, and time of death, and all sort of legal definitions. Rogues certify traps. Wizards and clerics can tell you there is an aura and what school it belongs to. Yes, a wizard can tell a rogue there is an aura, so maybe he better check for traps, but until that rogue makes their Perception check, you don't say the word "trap", you say the word "aura".

And if they're paranoid after all that, then that's fine. Making them paranoid is part of your job, and you'll have done it well. Let them walk around the snowman and maybe they'll fall through the ice as Ansel suggested.

Edit: They can't detect the sound burst spell effect of the trap. It is an instantaneous effect that has not been triggered. The only active auras are illusion (for the magic mouth), and abjuration (for the use of alarm as a proximity trigger).


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Ironically? I overestimated their paranoia. I have no idea why... though part of it is how I jokingly call this my "Skyrim" campaign. When they met the talking elk? It rolled a natural 1 for Bluff. I was waiting to have ANYONE mention "I'm going to roll Sense Motive..." but no. Not a single player did.

Not only did they never sense motive, they willingly told the "elk" EVERYTHING about themselves. And when the GMPC Paladin was acting suspicious and refused to say anything? The thief out-and-out said "he's our paladin!" (The only "lie" was when they called the other player their "golem" as he's in shining mithral full plate - part of the back story of the character has him paying off a long-term loan to the Dwarves for the materials for the armor. The group's switched from a previous campaign so they're higher than 1st level anyway.)

And then they blithely approached the snowman. Well, two of them did. They both got stunned, at which point the medium ice elementals (that I upgraded the encounter to be) proceeded to have fun using them as punching bags. ^^;;

Still, thank you for your response. I appreciate your comments on this, especially as it will come in handy for the other magical trap later in the first book! :)

Dark Archive

Pathfinder Adventure Path Subscriber

With regards to the trail to the winter portal, has anyone worked out the distances between encounters? Given the unforgivable environment, it'd be really nice to know how long it takes a group to get from encounter A to encounter B, not to mention back out again. Setpiece encounters, random encounters and the environment all team up to make a triple threat against the ickle firsties, so it'd be great to know just how far they have to go - and how far they have to go to get back to Haldren.


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I have a string that is marked off every two inches. Using that and ballparking gets me…

Heldren <-> A: 6 miles

A <-> B: 1 mile

F <-> G: 2/3 mile

G <-> H: 1 mile

I <-> J: 1-3/4 mile

K <-> L: 1/9 mile (~500 feet)

O <-> P: 2/3 mile

Everything else is somewhere between 1/3 and 1/2 of a mile.

The snowfall doubles the movement cost for overland travel. Thus, a party with a speed of 30 feet normally moves 1-1/2 mile per hour, while a party with a normal speed of 20 feet moves at 1 mile per hour. Those numbers can be doubled if the party hustles.

Assuming at least one member of the party moves at 20 ft. due to racial speed, armor, or encumbrance, times are:

Heldren <-> A: 3 hours/1 hour on horseback (party likely hustles this)

A <-> B: 1 hour

F <-> G: 40 minutes

G <-> H: 1 hour

I <-> J: 1 hour, 45 minutes

K <-> L: 5 minutes (100 ft./minute)

O <-> P: 40 minutes

Everything else falls between 20 and 30 minutes.


I approximated but got pretty close to Thanis' figures.

My group got several random encounters as they got part way to the hut before retreating to Heldren. Then got to the hut and took the lady back. Then made the trip to the portal.

All in all there were random encounters with-
Ogre on two different occasions
6 goblins
Gray ooze
Giant bee (that was embarrassing)
5 stirges

I think they were disappointed they didn't get a polar bear...

Multiple trips was due to the lack of a cleric.
By the way I found the Winter Portal very difficult to run. The movement anf sight restrictions (that also applied to the sprites) made the whole thing a nightmare that I had to revise to avoid PCs frustration.
I also had no idea what to really do with the fey when spells and spell likes ran out.

I cleared the snow for Teb which made it very anti climatic (especially with 3 martial classes including 2 paladins smiting) . Session was near the end and I wanted to get the Black rider in)
Also it wasn't clear to me how his tree disguise wouldn't stick out

Has anyone else run the portal yet? How did they do it / what happened?

Horizon Hunters

My group made it to Wishbone Creek. The Wizard (spellslinger) is having a tough go of it. He can't hit anything with his pistol and the -6 to hit (-4 to ranged attacks from wind, -2 to Dex from fatigue). I realize it is a ranged touch attack, but his only meaningful shot was a crit that killed one of the Ice Elementals.

The Zombies at the massacre site got butchered by the Barbarian, after their initial assault coming out of the carriage.

The Wizard (spellslinger), not wishing to wait on the Inquisitor to lay the dead to rest, headed off into the woods alone. The Barbarian caught up and convinced him to wait for the others about a quarter mile in. Unfortunately no random encounter occurred.

The "Crowmas Trees" proved interesting. The party was surprised, but only one fell victim to the numbing cold for one round. Two Fey were killed in the fight and one fell to a Color Spray by the Magus. The Inquisitor questioned the Sprite in front of a small fire, but only received limited information (I decided he didn't know very much other than there are some humans in a house on the ridge). He was tossed in the fire to burn. He was Evil, and disrespectful, so the Inquisitor "judged" him "guilty". It was kind of funny.

Fawfein almost pulled it off with the Talking Stag, but the Inquisitor used his Stern Gaze and Sense Motive to realize the ruse. The Barbarian took out the stag with one critical hit. Fawfein was knocked unconscious and questioned like the previous captured Fey. He revealed very little more, only that the White Witches would cover the world in ice...

The Snowman trap got the Barbarian and Inquistor, but only for minimal damage.

The Barbarian decided to check the ice with his spear as he crossed and identified 2 of the soft spots. He was surprised by the first of the two Ice Elementals. After the (spellslinger) took out one of them with a critical, the other fell quickly. By then the Barbarian was across, and had a rope for others to hold onto. All made it across dry except for the Wizard (spellslinger) who found one of the soft spots the Barbarian didn't and failed his save. Luckily for him, the rules state cartridges (all of his ammo) are unaffected by water.

They fished him out of the creek (he had the rope to hold onto, preventing him from being pulled under the ice) and made a fire to dry his clothes out (he put on the 3 dresses found at the massacre site until his clothes dried).

And that is where they sit waiting on the laundry to dry. It's going to take 4 hours (I rolled a d4).

One question. How do all the Diminutive Fey fly in the severe wind? I mean, it's not even possible for their size based on the wind chart. I guess I just assumed they were unaffected by the weather since they are immune to cold, but the flight and ranged attack penalties should still work against them just like the PCs, right? Having missed this in my first session, I know it is only a matter of time before someone asks if the Fey are suffering the same penalties.


It's not severe wind. It's a low wind with snowfall. The severe wind is right around the Winter Portal itself.

Horizon Hunters

Wow, ok. Well I screwed that one up. In the section Traveling Conditions before part one it says it's snowing in the forest. Snow effects visibility like Rain, which in turn effects visibility like severe wind. That's how I read it per the CRB. Did I miss something? Does it say otherwise somewhere? I double checked last night and saw nothing to tell me otherwise. My Players will be pleased if the mistake was mine.


I think it's poor wording on behalf of Paizo.

Visibility is affected by the snow by causing a -4 to Perception checks and to ranged attack rolls.

Snow can extinguish flames. It impedes ranged combat. It reduces perception checks. It does not state it reduces the ability of the fey to fly.

Horizon Hunters

Tangent101 wrote:
I think it's poor wording on behalf of Paizo.

Agreed.

Tangent101 wrote:
Visibility is affected by the snow by causing a -4 to Perception checks and to ranged attack rolls.

I agree here as well.

Tangent101 wrote:
Snow can extinguish flames. It impedes ranged combat. It reduces perception checks.

Again, agreed.

Tangent101 wrote:
It does not state it reduces the ability of the fey to fly.

However, look at "Snow"

PRD wrote:
Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches of snow on the ground.

Now look at "Rain"

PRD wrote:
Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and Perception checks as severe wind.

Now look at "Severe Wind"

PRD wrote:
Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.

Also the "Wind Effects" Table

PRD wrote:
Severe 31–50 mph –4/— (Checked Size)= Small (Blown Away)= Tiny (Fly Check)= –4

So.... I look through the book, Part 1 Traveling Conditions doesn't elaborate so I assume that Snow has ALL of the effects above, because if you follow the prompts in each individual entry Snow >Rain >Severe Wind >Wind Effects you should see where my issue is.

All that being said, I believe the wind should NOT be severe. I don't think it was intended that way for the first leg of the module. Yet with no mention to the contrary, what am I left to assume? And how am I supposed to know it's only a Light Wind?

To say every time it snows there is severe wind is absurd. But it's equally absurd to say that every time it snows there is light wind.

Meanwhile, I have some pretty frustrated players. I will knock the wind down to light and attribute it to being "deeper in the forest", but I would still like to know how I was supposed to figure that out reading the rules/module as written... Of course, if I'm supposed to know that I attribute all the Severe Wind penalties EXCEPT the wind itself, I'll feel like a dumba$$. And if I have simply overlooked the Light Wind information in the module I will also feel like a dumba$$, but I'm pretty certain it doesn't explain anything pertaining to wind in the first book. Please tell me where if so.

Anyway, I've figured out how to handle it, I just wish it were a little more clear. As I look ahead to the Portal, I don't see that it mentions Severe Wind. All it says is "A heavy wind blows snow...". To wit I say "There is NO Heavy Wind on the Wind Chart, so how am I supposed to determine the penalties!!"

Ok, that is all ;) Thanks for reading.


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Note that rain does not state that it affects flying as severe wind, only the other stuff.


In the map for A2, the compartment section of the carriage only takes up 1 square...maybe 1.25 squares. How do 2 zombies fit?!?

I'm kind of scratching my head though seriously as I have 2 PCs standing in front of the door. So 1 zombie's not gonna get an attack in until they kill the other...I highly doubt either one will be able to acrobatics through the PCs.

Horizon Hunters

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Turin the Mad wrote:
Note that rain does not state that it affects flying as severe wind, only the other stuff.

I did finally come to that conclusion Turin, I just wish some of this stuff was spelled out a little more clearly I guess.

But what about when they get to the Portal? Still no wind? Or is it Light, the fictitious "Heavy Wind", or severe?


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If it says heavy wind with not further details, I'd probably call it Strong wind. I'd also say that penalties wouldn't stack with the ones from Snow.

If I didn't handwave it away entirely. That fight has the potential to be brutal and very frustrating. Not just hard, but a long slow slog with no one able to hit or even find each other.

Horizon Hunters

Pendin Fust wrote:

In the map for A2, the compartment section of the carriage only takes up 1 square...maybe 1.25 squares. How do 2 zombies fit?!?

I'm kind of scratching my head though seriously as I have 2 PCs standing in front of the door. So 1 zombie's not gonna get an attack in until they kill the other...I highly doubt either one will be able to acrobatics through the PCs.

I noticed this too, as did my player opening the door... He questioned it, but we just rolled with it. Though, I had the second Zombie move through the first Zombie's square and out into the snow where he was promptly mowed down by the Barbarian's AoO.

Horizon Hunters

thejeff wrote:
If I didn't handwave it away entirely. That fight has the potential to be brutal and very frustrating. Not just hard, but a long slow slog with no one able to hit or even find each other.

Well, at least my players will have some idea of what to expect when it gets to that point... ;)


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Pendin Fust wrote:

In the map for A2, the compartment section of the carriage only takes up 1 square...maybe 1.25 squares. How do 2 zombies fit?!?

I'm kind of scratching my head though seriously as I have 2 PCs standing in front of the door. So 1 zombie's not gonna get an attack in until they kill the other...I highly doubt either one will be able to acrobatics through the PCs.

The zombies get a surprise attack and bullrush the PCs. Then they attack as normal.

Alternatively, use the "squeeze" rules and have the zombies suffer penalties to hit and a/c.


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@Pendin Fust

The way I ran the Zombie encounter was as follows, I treated them at first like survivors that was locked in the carriage. Told the player that opened the carriage that two survivors fall out of the carriage and into the snow in a rush to get out. Asked if he wanted to back up and give the survivors room, which he did. Then I had the zombies stand up, had everyone within site roll a dc15 perception check to notice they didn't look just right and their slow movements. The ones that did make the check I allowed them to have an action in the surprise attack round.

I have a group of six players so I had a third zombie stand up from one of the bodies that were laying around and attack from the rear.

It was a pretty easy combat for the players but the rear zombie did get in a few scratches first.

Horizon Hunters

So, do the DC 15 (+1 per check) Cold Checks ever stop increasing? Seems like if the party stops, uses Survival and makes a nice campfire, heals up from the nonlethal damage/fatigue, that the DC should reset... That's how I'm running it. Or is the DC just supposed to increase indefinitely?

Also, looking ahead to the portal, I'm a bit confused as to what weather effects are occurring where. Seems to be Heavy Snow everywhere in area P, with the only wind being the actual Portal itself. Is this accurate? The weather conditions seem very unclear to me. Is there anywhere that wind ever effects the party? Perhaps I just assumed there was a lot of wind, but I can't seem to clarify where if so...

I admit I was confused with the cold weather/snow rules and the wind rules, but since I have clarified that, I haven't found really anywhere that wind is a factor except the portal itself. Then it says the area around the portal only has a light dusting of snow and no movement penalties... What gives?

Finally, are the snow penalties supposed to stack with the wind penalties (if in fact there is any wind)?


Yep, DC resets.


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Actually, DC prefers to call them "reboots" or "money-making schemes..."


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Tangent101 wrote:
Actually, DC prefers to call them "reboots" or "money-making schemes..."

Dude, that's Cold.


Irnk, Dead-Eye's Prodigal wrote:
Tangent101 wrote:
Actually, DC prefers to call them "reboots" or "money-making schemes..."
Dude, that's Cold.

Well, it IS Reign of Winter after all! ^_^


Everybody is a clown. How do you expect to win the war with an army of clowns?


PhelanArcetus wrote:
Everybody is a clown. How do you expect to win the war with an army of clowns?

Last clown to make it across the minefields gets a special batch of brownies?


Thanks for the advice!

I ended up having the first zombie attack, the 2nd bull rush and subsequently got shunted to the side. So it worked out in that respect.


What percentage chance are you using for random encounters? How often are you checking?

Unless I just missed it, I didn't see that spelled out anywhere. I've been checking once per day with a 25% of an encounter.


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The listed numbers are 25% per three hours. Using my numbers from above, that's a check between E and F, I and J, and the runup to P (assuming the party goes the entire journey in one trip).


Thanks, that's what I was looking for. Not that my players will much appreciate the increased danger; their only random encounter thus far has been a yeti, and someone died from it. :O

The Exchange

Ok so I have a question. Has anyone tried running the Hestrig Orlov encounter as anything but a fight. It says she lacks the Wisdom to flee or surrender however at the same time her background information about being bloodlined to a white dragon and that the White Witches killed said dragon has made her question why that is... I almost want to run that as them walking in on a woman reading her books and defending herself but not immediately attacking. Is there any chance the PCs could get her to stand down? Hell it sounds like she may make a great ally for revenge if played smartly. Anyone have advice on this?


I think the writers and developer did a great job of seeding NPCs throughout these adventures that could be used as backup PCs or cohorts. As written, Hestrig is hostile, but it's easy enough to change her just as you describe. You might drop hints earlier (such as in town) about "that lady who's more interested in reading than a fight" or something to that measure.


You should make her somewhat resistant to attempts to sway her though as white dragons are supposed to be the most feral of the bunch.

RPG Superstar 2009, Contributor

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DocSun wrote:
Is there any chance the PCs could get her to stand down?...it sounds like she may make a great ally for revenge if played smartly. Anyone have advice on this?

The best route for giving PCs in-character knowledge of this situation would be...

Spoiler:
...to have Hatch the house domovoi who once lived in the Pale Tower supply it to them. They get to meet him at Nadya's home and that little fey is a storehouse of insider information if the PCs think to converse with him. Provided, of course, they can fully win him over and gain his trust...which is a challenge all on its own. Keep in mind, Hatch is super-loyal to Nadya and her family now. She essentially rescued him from certain death when Nazhena cast him out in a fit of rage. The little guy used to have free run of the whole place when he acted as a "custodian" of sorts. As such, he holds the key to defeating (or winning over) many of the potential adversaries in the Pale Tower.

In the specific case of Hestrig, it would be very easy to say Hatch was present when she made her initial discovery about her bloodline. Or, Hestrig could also have questioned Hatch about Nazhena's mother and the white dragon she defeated long ago. After all, the fey is long-lived enough he'd have been around during that entire timeframe. So, she could have interrogated him to gain an even greater understanding of her ancestor than the books in the tower library would ever contain.


But that's just my two cents,
--Neil

The Exchange

Neil Spicer wrote:
DocSun wrote:
Is there any chance the PCs could get her to stand down?...it sounds like she may make a great ally for revenge if played smartly. Anyone have advice on this?

The best route for giving PCs in-character knowledge of this situation would be...

** spoiler omitted **
But that's just my two cents,
--Neil

O_O That sir is a brilliant Idea. I completely forgot about the little guy. And it makes perfect sense too. I usually don't connect the dots like that I just see him as a possible way to get keys and some minor help but that changes how I view him completely. Awesome!

RPG Superstar 2009, Contributor

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DocSun wrote:
O_O That sir is a brilliant idea....I usually don't connect the dots like that...that changes how I view him completely.

It's always been my goal in writing for the APs to give GMs lots of "pieces" within the story which you can move around, reassemble, and draw upon to run the adventure in many different ways. That's especially true with the NPCs. How you use them is up to you, but they're meant to present "layers within layers" of storytelling potential with all of their varied backgrounds and relationships with one another. That's the intention, at least. :-)


Also, Thanks Neil! I've not been so excited to run an AP as this for a long time...really well done!

How about your thoughts on running this as an evil campaign? My real life group has decided they want to do this evil style...anything come to mind that you would do?

RPG Superstar 2009, Contributor

Pendin Fust wrote:
How about your thoughts on running this as an evil campaign? My real life group has decided they want to do this evil style...anything come to mind that you would do?

Eesh. You know I hate to admit it, but I'm such a straight arrow when it comes to good vs. evil storylines...i.e., I'm more of the belief that it's best to have your players portray heroic good guys with their PCs...or at least, non-evil guys who get thrust into circumstances where they become heroes whether they intended to or not. So, coming up with ideas on how to run Reign of Winter as an evil campaign is difficult for me. I can usually make allowances for one evil PC in a game I'm running, but even then, usually with an eye towards an eventual redemption by the end of the campaign. To me, an all-evil party is just too fractured for good intra-party dynamics unless they're all Lawful Evil. That rarely happens, because most of the time when players want to play evil, they don't want any repercussions for their actions...which means they want to go all Chaotic at times.

I guess for someone who wanted to run an evil party through Reign of Winter, my suggestion would be...

Spoiler:

...to play on the same angles as the conflict between Baba Yaga and Kotschtchie...or even the rivalries between her many grandaughters among the jadwiga. Evil vs. evil, basically. All wrapped around a struggle for power. By the end, make it so that Baba Yaga respects or senses a kindred spirit in the PCs. A good suggestion for at least one of your players would be to run a winter witch who escaped Irrisen to venture into the wider world, but now gets pulled back into her homeland when Elvanna's coup eradicates her family. Maybe her father served in the Iron Guard? And so on. That kind of "hook" should give a winter witch destined to return and free Baba Yaga a much stronger reason to venture through the winter portal. Maybe the same if there's an Iron Guard defector traveling with her as a bodyguard. And a dissenting Ulfen warrior bent on vengeance. Or a barbarian with giant-blood who leans towards the faith of Kotschtchie. Even someone with an evil fey bloodline could work. Basically, enough alliances between them all to come together and recognize and counter the threat Elvanna presents.

But that's just my two cents,
--Neil


Thanks Neil...I'm like you, this will actually be my first "evil" campaign I'm running. I like heroics.


Page 10 says that PCs can suffer from hypothermia, and if it's not remedied, can additionally suffer from frostbite. It references Core Rulebook page 442. But I can find nothing in the Core Rulebook about what frostbite actually does - it just says characters can suffer from frostbite or hypothermia - treat as fatigued.

What should frostbite actually do? I know what it does in the real world, but how should it be implemented in Pathfinder?

Horizon Hunters

alientude wrote:

Page 10 says that PCs can suffer from hypothermia, and if it's not remedied, can additionally suffer from frostbite. It references Core Rulebook page 442. But I can find nothing in the Core Rulebook about what frostbite actually does - it just says characters can suffer from frostbite or hypothermia - treat as fatigued.

What should frostbite actually do? I know what it does in the real world, but how should it be implemented in Pathfinder?

As I understand it, any time a PC fails a Cold Check and takes nonlethal damage they technically have suffered from hypothermia/frostbite. The effect of which is the fatigue condition.

That's how I understand it, and the way I'm running it.


From Snows of Summer:

"Those who have taken nonlethal damage from exposure suffer from
hypothermia (treat as fatigued), and if this condition is not remedied, they also suffer from frostbite (Core Rulebook 442)."

That definitely implies that frostbite has some additional effect, but like Alientude, I can't find anything describing what frostbite does.

Some clarification would be awesome!


The way I'm currently running it, if they get fatigued and it's not remedied, they become exhausted at the next failed check.


Oh yeah, also. . .

Again, from SoS:
"As the PCs approach the Somir Valley and the magic portal within it, however, the temperature drops even more, and it’s likely that the PCs will need to stop more frequently to warm themselves before pressing on."

Does it become the next category of cold (severe cold)? Or does this not happen until the party goes through the party into Irrisen? How often do they need to make checks past High Sentinel Lodge, but before they go through the portal?

Horizon Hunters

Danneth Sky wrote:

Oh yeah, also. . .

Again, from SoS:
"As the PCs approach the Somir Valley and the magic portal within it, however, the temperature drops even more, and it’s likely that the PCs will need to stop more frequently to warm themselves before pressing on."

Does it become the next category of cold (severe cold)? Or does this not happen until the party goes through the party into Irrisen? How often do they need to make checks past High Sentinel Lodge, but before they go through the portal?

I'm assuming it just drops to the next level of cold. Check every 10 minutes...


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Don't forget: the PCs get a Perception check (DC 23) to see if they detect being scryed upon by the mirrors. Of course, the first time they get to roll to detect is when they encounter the soulbound doll, but that likely gets a -4 to the roll thanks to the snow! ;)

If you want to be especially evil, just say "you sense something watching you" without specifying the mirrors or the like.

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