[PFS_CORE_Aerondor] 02-19 Keep of the Huscarl King (Shades of Ice part III) (Inactive)

Game Master Aerondor

Map

init:

[dice=Farlen]1d20+2[/dice]
[dice=Khagrom]1d20+4[/dice]
[dice=Stratacast]1d20+2[/dice]
[dice=Amri]1d20+1[/dice]
[dice=trouble]1d20+9[/dice]

Chronicles


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Lantern Lodge

Silent tide map

Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society’s destruction; who will find it first?

Lantern Lodge

Silent tide map

You start in Winterthone where the Society has learned of a dangerous weapon that the Shadow Lodge is trying to get their hands on...

After rescuing a scholar, one Rognvald Skagni - an expert on the northern nations he expressed alarm that the ancient weapon could fall into such hands and has urged you to follow the Shadow lodge team and ensure the weapon does not fall into the wrong hands.

Knowing that the Shadow Lodge agents had a head start, the sage provided specific directions to the resting place of Ranulf the Huscarl
King and of the greataxe said to slumber with his bones to help the Pathfinders catch up to their foes, but there is little time to waste.

The Ulfen have a saying: “No blade is as sharp, no demon as cruel as the winds that walk their way down the Icestair.”

At the border of Irrisen and the untamed wilds of the Realm of the Mammoth Lords, the meaning of those words becomes clear as the barren, snow-covered plains stretch to the horizon.

Four days’ travel now lies between the eastern edge of Irrisen and the shattered remains of the Huscarl King’s keep. To the east, sinuous snow drifts give way to rocky foothills from which pines and scrub brushes claw for life. In the distance, the massive creatures that give this land its name shuffle along at a ponderous speed, still impossibly huge even from far away.

Skagni’s map marks a clear and straightforward path, but the snow makes for slow travel. The Shadow Lodge agents have a head start, but persistence through the harsh environment and adherence to the strict map may yet make it possible to catch them before they reach the Keep of the Huscarl King and gain access to the mighty weapon held within.

Please let me know any purchases you want to make before you left Winterthrone. Obviously it is going to be cold.

Lantern Lodge

Silent tide map

know(local) DC10:

The denizens of the Realm of the Mammoth lords are Kellids, considered primitive by many in the Inner Sea, but respected for their hardiness.
DC15:

Your route goes through the domain of a Kellid tribe called the Snowmask Clan. Unlike many of the other migratory Kellid tribes, this clan has never abandoned its territory.
DC20:

The Kellids of the Snowmask Clan are cunning warriors, favoring ambush whenever possible. Their familiarity with the region allows them to use terrain and natural features to their advantage.
DC25:

Among the Kellid tribes of the Realm of the Mammoth Lords, the Snowmask Clan is known for members’ appreciation of great stories. One of their hospitality rituals is sharing tales with any who would be their guests. Failing to participate in this custom is a grave offense. Additionally, they rely on cave paintings to record the history of their tribe.
You may also purchase a scroll that provides translations for some of the more commonly used symbols if you wish. 5gp

know(history) DC10:

An Ulfen warrior once carved out a small “kingdom” for himself in the western regions of the Realm of the Mammoth Lords, earning loyalty from local Kellid tribes.
DC15:

The Ulfen warrior Ranulf was known as the Huscarl King, as he had once served as one of the Emperor of Taldor’s personal guards. After he established his keep, it was attacked by a powerful white dragon who the Huscarl defeated in a battle so fierce that legends claim Ranulf ’s beard was frozen during the fight. Despite ruling for almost 30 years after the battle, Ranulf died with no heir.
DC20:

Ranulf was known for his flaming greataxe, Jedrek’s Shard. Rumors persist that it was buried with him at his death when his Kellid followers caused an avalanche to cover the keep under a mountain of ice, rock, and snow, but the retreat of a glacier has now made the tomb accessible again for those brave enough to venture through Snowmask territory.
DC25:

While most assume that Ranulf ’s decision to collapse the keep atop his grave was an egotistical plan to keep his fabled weapon out of the hands of others,some sages whisper that Ranulf ’s reign was also a vigil. The great Ulfen’s keep was meant to protect not only his land, but all of the north from something that once dwelt deep beneath his castle; the avalanche that buried him and Jedrek’s Shard was also meant to stop others from exploring what lies beneath.

Roll your checks, and let me know any final purchases

The thick cluster of pine trees ends abruptly at the top of a low hill. At the bottom, the snow is littered with the aftermath of battle. Broken shields and spears jut from the snow like fractured bones, and blood colors the ground around a sprawl of bodies, many still seemingly locked in combat.

Please put your icons on the map, you can be anywhere you want

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"What the devil happened here?"

knowledge history: 1d20 + 8 ⇒ (6) + 8 = 14

Farlen briefly shares any relevant history he recalls.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom is happy the wand he ordered from his lodge arrived before he had to go. He greets his allies, remembering the simple briefing notes they all got before heading out on the trek.

He trundles along, wrapped tightly in warm clothing but feeling the cutting wind sapping his strength already. He pats his pocket, the one with his new wand. We'll see how it goes, this is just a backup. I'm tough dangit. But why'd it have to be cold!"

He looks up at his allies happy to have a decent crew. The tough one up front, yeah we can work together. Doesn't say much but should be able to provide a nice distraction for the enemies so I can sneak around behind 'em. Tha' one there, always in his magic book. At least he don't look weak. How is he not cold? And lastly, the odd lil human and his snake. How is that thing still alive out here?!? Prolly have to use the wand on it first.

Khargrom is a well trained, well drilled professional soldier of 70 years age. For a dwarf, he is of average height with a lithe build and moves quietly when he walks. His clothes, chosen for subtlety, are a dark mottling of grey, black and tan colors though currently more oriented towards warmth then stealth. Hung from his belt are finely crafted a battleaxe and warhammer. Slung over his back is a bedroll and backpack. His dark brown hair and beard are an impressive length, but always secured tightly by brown leather ties.

Knowledge: Local: 1d20 + 5 ⇒ (9) + 5 = 14

He whispers to his allies, "These look like they may be Kellids, native to the area. Musta been a recent battle. Might be some still hanging on. I'll go check em out." Slipping his bedroll and blanket off to the ground to lessen the jingling sounds, he moves up quietly just in case anyone is looking to keep the battle going. Take 10 on stealth for 18, if allowed. Double Move 20 ft.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

A human man wearing simple furs and leather joins up back in Whitethrone, "I hear the society can get me out of this cold and closer to the moderate forest climate if I helped out. My name is Stratacast, I took the name when I joined a circle of druids, but I'm still pretty new. Part of my training is to see many climates of the world, and I have to tell you, this climate is not my favorite."

***At the current location***

"Looks like some kind of fight. Doesn't look like either side really won either." Statacast says as his snake stays next to or in front of him.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen frowns as he looks at the mess. Whispering "Could be an ambush. Just be careful, Khargrom.

Farlen, though a reader and obviously a magic practitioner, seems stout enough being tall and muscular. He wears colorful clothes under his warm travel gear. His red hair is neatly cropped short and he keeps his gear and appearance clean and tidy. His speech has been mostly colloquial Taldon. He has Chelish heritage, but his mannerisms are not right for Chelaxian.

"I will detect magic when we get closer. It may tell us if we are seeing things straight." also at a whisper.

Lantern Lodge

Silent tide map

There are roughly a dozen corpses, half are Kellids (with axes and wooden shields). The lower half of each of their faces is painted white in a haphazard sprwl of colour, from the upper lifp to just above the larynx.

know(local) DC20:
Snowmask warriors.

The other bodies wear more civilised clothes, including heavy winter coats. They have been stripped of weapons, although you can make out padded armor below the winter coats.

survival DC15:
You see some bootprints leading off in the direction you are heading. There are also some crudely shod prints of another set of humanoids that flank the main trail.

Perception checks with your next post please.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

survival: 1d20 + 9 ⇒ (14) + 9 = 23
perception: 1d20 + 7 ⇒ (5) + 7 = 12

Stratcast kneels in the snow and brushes some of it away, "Look, boot-prints in the same direction we are headed. And look at these, looks like one group is following another; different boot-marks and their trail is flanking the main one."


N Medium Animal | HP 15/15 | AC 15 T 13 FF 12 | CMB +3/+7 CMD 16/13 | F: +4, R: +6, W: +1 | Init: +3 | Perc: +1, SM: +1 | Speed 20ft Climb 20ft Swim 20ft || Active conditions:

perception, scent: 1d20 + 1 ⇒ (20) + 1 = 21

Stratacast's snake sticks its tounge out to the cold air to taste it's nearby surroundings.

Anyone have a good snake name for a constrictor?

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Thank you Stratacast. Very good work spotting those tracks." " a group went off the same direction we are headed. We should be cautious."

perception: 1d20 ⇒ 15

Farlen pulls out his wand of mage armor and taps himself. "Protecto."

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Knowledge: Local: 1d20 + 5 ⇒ (17) + 5 = 22

Survival: 1d20 + 2 ⇒ (20) + 2 = 22

Perception: 1d20 + 8 ⇒ (7) + 8 = 15 (Traps +1, Stonework +2, Stonetraps +3)

Khargrom points out the white markings on the khelid warriors, “snowmask warriors.” Picking up the trail he adds, ”some went this way, maybe two groups of them cause these footprints look like they are apart from this group.”

Lantern Lodge

Silent tide map

Khargrom and Farlen notice some hidden treasure on a couple of the non kellid corpses. Snakey notices something else entirely, scenting trouble!

Trouble breaks from the nearby forest in a lightning like streak of mean coloured fur. It heads straight for Khagrom and goes for his throat. Which of course is heavily protected by a solid Dwarven Beard (tm) which it cannot get through.

rolls:

no surprise due to snakey, so right into init
Farlen: 1d20 + 2 ⇒ (7) + 2 = 9
Khagrom: 1d20 + 4 ⇒ (17) + 4 = 21
Stratacast: 1d20 + 2 ⇒ (3) + 2 = 5
Amri: 1d20 + 1 ⇒ (20) + 1 = 21
trouble: 1d20 + 9 ⇒ (16) + 9 = 25

and charge!
who: 1d4 ⇒ 2
attack Kha: 1d20 + 2 ⇒ (1) + 2 = 3

Status, bold may post
Khargrom
Amri
Farlen
Stratacast

Trouble.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom steps behind the beast and grunts, "get tha' snake in here so I can aim for the sweet spot, anyone know what this furred critter is?" He pulls out his warhammer and takes a swing.

5-ft step (if diff terrain he has nimble moves feat), Move to draw warhammer, standard to attack.

MW Warhammer: 1d20 + 5 ⇒ (8) + 5 = 13 for Bludgeoning: 1d8 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen moves closer and points his outstretched arm palm out at the beast. "Zappo." A bolt of acid streaks at the thing.
acid bolt with precise shot: 1d20 + 4 ⇒ (18) + 4 = 22
dmg acid: 1d6 + 2 ⇒ (5) + 2 = 7
"Back off beast"
What check is required to identify this thing, Knowledge nature, knowledge arcana?
knowledge nature: 1d20 + 8 ⇒ (12) + 8 = 20

Lantern Lodge

Silent tide map

Farlen is pretty sure this is a wolverine. Khargrom takes revenge upon the creature for messing with his beard. That sounded like it hurt. So did the acid for that matter. <sizzle>

Froth flies from its mouth as it enters a horrific rage. That beard looks in danger now.

Status, bold may post
Amri
Stratacast

Wolverine 13 damage
Khargrom
Farlen

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Well, I would try wild empathy except wolverines can't stop raging once they start so I doubt he would be willing to retreat.

Stratcast moves forward and punches the wolverine on the head, "Calm down, we aren't going to kill you."

unarmed strike: 1d20 + 3 ⇒ (14) + 3 = 17
non-lethal damage: 1d3 + 3 ⇒ (1) + 3 = 4

If the creature is still standing, he orders his snake to attack as well.


N Medium Animal | HP 15/15 | AC 15 T 13 FF 12 | CMB +3/+7 CMD 16/13 | F: +4, R: +6, W: +1 | Init: +3 | Perc: +1, SM: +1 | Speed 20ft Climb 20ft Swim 20ft || Active conditions:

Will attack only if the wolverine is still standing.

bite: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 + 3 ⇒ (5) + 3 = 8
grab if bite hits: 1d20 + 7 ⇒ (14) + 7 = 21

Lantern Lodge

Silent tide map

Stratacast thumps the wolverine, annoying it further, and then Snakey wraps it in a loving embrace, which it doesn't like at all.

Technically it was not supposed to rage until its next action, but you knew that was going to happen, and thus diplomacy would not be an option. However it doesn't get the bonus hp until then, so... combat over.

The wolverine is quickly put down by your accompanying snake, who finds the cold probably quite unpleasant.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Stratacast commands its snake to heel to prevent it from killing the wolverine. He then checks to make sure the animal isn't bleeding out.

heal, take 10, guidance: 10 + 4 = 14 Someone mind aid anothering that to make it 15?

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom slips his warhammer back to his belt and leans down once he sees what the druid is trying to do. "Let me try to help ya there, Strata."

Heal Aid DC 10: 1d20 + 2 ⇒ (2) + 2 = 4

Sadly though, he doesn't manage to put pressure on the right spot. Probably a bit worried about those gnarly teeth that almost ripped his beard clear off.

If Stratacast still needs help, he'll eventually get it:
Heal Aid DC 10: 1d20 + 2 ⇒ (3) + 2 = 5
Heal Aid DC 10: 1d20 + 2 ⇒ (8) + 2 = 10

After that is resolved, Khargrom heads back over to the corpses, looking through them for what caught his eye before.

Lantern Lodge

Silent tide map

Stratacast wraps up the wolverines wounds and leaves it in the bushes, where either it will recover, or something else will eat it.

After looting the bodies... you realise one of the kellid's is actually still alive, but seriously injured and near death.

Stable at a high negative hp value

checks: 4d20 ⇒ (8, 7, 14, 18) = 47

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom motions to the group, "Any of ya able to use this healing stick I got? Last group of pathfinders couldn't at all, it was terrible! Anyway, one of these Kellids is alive. I figure we could get some good info if we bring him back from the edge. Plus, it's probably the right thing to do or something and I doubt even if hostile they would give us much of a fight."

Wand of CLW is the 'healing stick' he is referencing.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

"One of them is alive...barely. I don't have any healing magic prepared, but I can use a healing wand if we have one. Otherwise I can carry him with Rocky's help to a safer location to recover." Stratacast says as he eyes the Kellid's wounds.

As he places the wolverine in the bushes, "Well, it will either recover or get eaten, but such is the risk a predator takes when it attacks stronger prey. I'll let nature take its course from here. Thank you, sir dwarf."

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Yes, here you go. Tap him with this."
Farlen hands his wand of cure light wounds to Stratacast.
"Maybe this lucky soul can tell us what happened here."

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Staracast taps him until he wakes up.

Lantern Lodge

Silent tide map

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

One tap later and the kellid opens his eyes. He is still horribly wounded, and won't be able to do anything other than move slowly.
0 hp

He says something, but it is hard to make out.

Anyone speak Hallit?

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen has linguistics. Can that be used to piece together his speech meaning?
linguistics to understand: 1d20 + 8 ⇒ (5) + 8 = 13

Else he will use his amulet to cast comprehend languages to understand. It doesn't help with talking back though.

"Speak slowly please." "Do you know common?" "What happend here?"

Farlen turns to Stratacast, "Maybe we should respectfully search for clues as to what happened here. Maybe detect for magical auras?"

Lantern Lodge

Silent tide map

He can't really understand you, but with the help of the comprehend languages spell you get the gist of what happened here. A group of "defilers" - the terms also seems to include you - came here and refused to leave.

While grateful for not being left to die, he looks at the sky and lets you know the best part of a day has past. While he urges you to leave, he is in no position to insist on it.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Staracast assesses his wounds, "He won't make it if we leave him the way he his. Should we heal him once more to get him on his feet or carry him to shelter?"

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom agrees, "Yeah, use my healin' stick this time to spread out the burden on our resources. Let's get moving and start looking for shelter. If we get stuck outside at night we'll have to use my other new magic stick just to survive. I don't care if he don't want us around, we gotta stop them shadow lodgers to get that weapon, that's just bad for everyone."

CLW: 1d8 + 1 ⇒ (3) + 1 = 4 (1 charge used, 41/50 remain)

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Amiri, do you know this man's language? Ask him what he wants us to be to help him. Also, should we bury the dead?

Farlen thinks this will be another moral delimna he will have to live with the consequences of.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

I don't think amiri is with us since we have 4 players.

Lantern Lodge

Silent tide map

Amri is the forth is she not? But she speaks only common.

Once healed a little more the kellid scows at you... although who knows with these folk, maybe that was a friendly smile. And takes his leave.

Having little else to do you head off after the tracks. You make your way across foothills and open swaths of tundra, following your map and the tracks. In the distance you spot occasional giant sloths, and later on some massive elk. Towards evening there is even a woolly mammoth in the distance.

perception DC10:

You hear a horn to the south in the distance.

if you made the first check and make a second DC 10 perception check:

You hear an answering horn from the north-east - more or less the direction you are heading.

The gradual shift into rockier terrain is now more apparent than ever. Large, round stones evoke cobblestones as they form a layer of ground, although the hard-packed snow is still visible between. Ahead, an ancient ring of boulders juts from the ground to form a ring. The wind’s erratic path around the massive rocks has blown the snow into large, haphazard drifts.

And provide another perception check at the end of your next post please

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

perception: 1d20 + 7 ⇒ (8) + 7 = 15
perception: 1d20 + 7 ⇒ (4) + 7 = 11

Staracast stops walking with the group for a moment, "Horn calls. One from the south first, then returned by one to the north-east...where we are headed."

perception: 1d20 + 7 ⇒ (4) + 7 = 11

Oh, I thought my joining saved you from having a pregen.

Lantern Lodge

Silent tide map

We have a player, who has opted to play a pregen. But he has gone silent.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

If necessary, I can run the pregen to save you the extra work. Just let me know. I'm guessing she won't be doing much until necessary regardless.

Khargrom follows the tracks, leading the way into the cold and deeper cold. When Stratacast points out the sounds of horns he grunts, "Smart, he's telling them we are heading up. Let's hope his tribe doesn't attack on sight."

Perception: 1d20 + 8 ⇒ (4) + 8 = 12 (Traps +1, Stonework +2, Stonetraps +3)

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

"You think its the Kellid we healed? Did he carry a horn?" Stratacast replies to Khargrom.

Did we see a horn on the man?

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

"Well ya, he didn't want us to go north. He went south which is the direction we heard the first horn. That's my guess at least. Doesn't matter though, we gotta do what we gotta do."

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Does our trail pass through boulder ring?
Farlen turns to Stratacast, "Horns you say? Maybe the warrior we saved has set his tribe after us and our rivals. Maybe it is just a coincidence. But boulders ahead could be an ambush. Let us be aware and vigilant."
perc: 1d20 ⇒ 6

Lantern Lodge

Silent tide map

The man did not have a horn.

The trail skirts just around the outside of the ring of stones. According to your map there should be a cave for shelter not too far from here.

@Khar If you could roll Amri for me that would be helpful. If the player comes back he can take over then.

STill need perception from Amri and Strat

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

I already rolled, got an 11. It was the third perception check at the bottom of my post. I'll go ahead and roll for Amiri though since I'm on and posting.

perception, Amiri: 1d20 + 5 ⇒ (9) + 5 = 14


N Medium Animal | HP 15/15 | AC 15 T 13 FF 12 | CMB +3/+7 CMD 16/13 | F: +4, R: +6, W: +1 | Init: +3 | Perc: +1, SM: +1 | Speed 20ft Climb 20ft Swim 20ft || Active conditions:

Guess I can roll for Rocky too since he spoted the last encounter.

perception, scent: 1d20 + 1 ⇒ (16) + 1 = 17


“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

Amiri eyes the map, "Should be a cave close we can shelter tonight."

Lantern Lodge

Silent tide map

As you go past the snowy Yes, but not on the map they picked circle, three figures erupt from the snow and charge toward you.

blue vs Khar: 1d20 ⇒ 15
green vs Far: 1d20 ⇒ 9
red javelin vs snakey: 1d20 ⇒ 4
damage, Khar: 1d8 + 4 ⇒ (8) + 4 = 12
damage Farlen: 1d8 + 4 ⇒ (3) + 4 = 7

Status, bold may post:
Amri
Stratacast
Snakey
Farlen 7 damage
Khargom 12 damage

Barbarians

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Stratacast charges Red and delivers a side kick to the man, trying to knock out and not kill, but he almost falls over as he isn't used to the terrain. "Can't we talk about this?"

unarmed strike, charge: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

He then orders Rockey to bite Purple.


N Medium Animal | HP 15/15 | AC 15 T 13 FF 12 | CMB +3/+7 CMD 16/13 | F: +4, R: +6, W: +1 | Init: +3 | Perc: +1, SM: +1 | Speed 20ft Climb 20ft Swim 20ft || Active conditions:

Rocky slithers towards the kellid while trying to bite and wrap him.

bite purple: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d3 + 3 ⇒ (2) + 3 = 5
free grab on hit: 1d20 + 7 ⇒ (2) + 7 = 9

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom steps to the side, pulls his warhammer and takes a hack at the warrior, "I don't think they'll listen my friend, battle is their language! GET SOME!!!"

5-ft step, Move to draw Warhammer, Attack Blue.

MW Warhammer: 1d20 + 5 ⇒ (4) + 5 = 9 for Bludgeoning: 1d8 + 2 ⇒ (4) + 2 = 6

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Oh yeah, I meant blue instead of purple. It's a dark shade and I'm colorblind, my bad.


“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

Amiri, seeing her allies injured by the cowardly ambush simply let's loose a scream of rage and steps up, pulling her oversized bastard sword and slashing it with the intent to slaughter her enemy, "AAAAHHHHH!!!!"

Rage as a free, 5-ft step, Move to draw weapon, Standard to attack blue, Current AC 13, 5/6 rage left.

Large Bastard Sword: 1d20 + 5 ⇒ (14) + 5 = 19 for Slashing: 2d8 + 9 ⇒ (1, 2) + 9 = 12

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