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This is a spoiler-filled resource thread for the second volume of the Quest for the Frozen Flame Adventure Path, Lost Mammoth Valley by Jessica Catalan.
The GM Reference thread for the first volume, Broken Tusk Moon, is here.
The GM Reference thread for the third and final volume, Burning Tundra, is here.

yellowpete |
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The first book describes Ivarsa as chasing down the Broken Tusks in search of the secret pass to Lost Mammoth Valley. But then in book 2, she had already interacted with Venexus and Ashen Swale a year prior, which of course would require her to already know the location of the valley. Not sure what to make of that in terms of her motives.

Leon Aquilla |
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Woof, that is a huge plothole. I think that was inserted to explain why she can teleport small groups of Burning Mammoths into the valley to inconvenience you...but yeah, it doesn't make sense. She would have noticed the big honkin' flame in a tumbleweed around Venexus' wrist.

yellowpete |
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Yeah, I think it probably introduces more problems than it's worth (unless book 3 somehow depends on it, but I doubt it). I'll just explain the presence of the Burning Mammoths in Lost Mammoth Valley with Ivarsa flying over the blockage and the caves and gaining the ability to teleport some of them over that way.

dharkus |

1st question of many, i'm sure:
area B2, it says the inscription on the cairn is written in "Common" - does this mean Hallit, or Taldane? it was presumably written by Vare - an ex-mendevian crusader, but the "Common" of the Realm of the Mammoth Lords is Hallit
Vare also only speaks "Common" - but she was a mendevian Crusader for 30yrs, where the common language was likely taldane?
Vare also doesn't even know halfling, which is weird!

dharkus |

just spotted another mistake, this one is definite! the text describes the creature in B8 as "It has the heads of a woolly ram, a snow leopard, and a white dragon" - however the picture for it on the immediate previous page is clearly an arctic wolf, a grizzly? bear, and a white dragon
2/3 are different!
the main section of the body is the bear too

dharkus |
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it seems pretty likely that the map for B13 was cut off on the right side, for some reason, as the central area is cut off, and the text describes 2 outcroppings that provide easier access to the cave, saying there's 3 lvls above the ground level (5, 10 & 20ft above), but the map only shows 2 (1 outcropping)!

dharkus |
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the text in B18 says, "Commander Montgrim offers to ally with the party if the scouts help his company defeat their foes: the tatzlwyrms in area B13, the “ghosts” in area B17, and the necromancers in area B24. Once complete,
the soldiers reclaim the forest and prepare to either march to join the party’s following or welcome them to the forest." and then a bit late it also says, "After the party defeats Turkek and her minions in area B32, Commander Montgrim, Moro, Nuphri, Timini, and Yosef join the party’s following as lieutenants. The other 30 soldiers join as followers."
so is just the 1st 3 needed, or all 4 places that need to be defeated, for them to join?

dharkus |
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just noticed something major missing from the Primordial flame - spell att & DCs!
the artifact casts the spells itself, activate is command, interact - so you don't need to be a caster to use it, so that means it need its own att/DC stats!
it has a counteract mod for another use, but it'd be completely OP to have a lvl 8-10 have a +35 spell att mod...
perhaps it could scale off the PC's class DC/Spell DC?

yellowpete |
By the normal rules for magic items as I understand them, the Primordial Flame should have a modifier/DC appropriate to its level if not otherwise mentioned, but you're right that this would be disruptively powerful.
In Venexus' statblock, it lists DC 25, equivalent to the DC of her innate spells. That seems alright, so maybe it should just always be the spell DC of whoever is holding it.

dharkus |

found another error - this time with a map's size! B32c if way too small for 4 huge zombie hulks, + my PCs take up 9 total sqs due to 2 large animal companions - the current area is total of roughly 19 usable squares - and i need approx 45 to fit the 4 huge + the PCs... it works if you double both dimensions, which makes it approx 76sqs

jpasette |
Might be a silly question, but has anyone seen any +1 striking runes anywhere in their read-throughs? I feel like my player (running this as a solo adventure with a GM PC) should have a +1 striking weapon at about level 4 or 5, but I'm not seeing that floating around anywhere. Am I missing something?

TAVelcro |

REALLY need some help here.
B18 mentions 5 lieutenants that will join the Broken Tusks and even what they are / names
"Commander Montgrim (LG male dwarf military veteran 5) leads the soldiers alongside his four lieutenants: Moro (LG nonbinary half-orc battlemuse 4), Nuphri (LN female catfolk spellshield 4), Timini (CG female gnome guerilla 4), and Yosef (NG male human tactician 4)."
I cannot for the life of me find what the stat blocks are for a military veteran, battlemuse, spellshield, guerilla, or tactician.

Leon Aquilla |
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The Lieutenants all use stats per the GM Guide on organizations.
Might be a silly question, but has anyone seen any +1 striking runes anywhere in their read-throughs? I feel like my player (running this as a solo adventure with a GM PC) should have a +1 striking weapon at about level 4 or 5, but I'm not seeing that floating around anywhere. Am I missing something?
There's a smithy in the Iomedaen camp and they've been known to have runes on their weapons so I sold them there.

TAVelcro |
1 person marked this as a favorite. |

The Lieutenants all use stats per the GM Guide on organizations.
Quote:There's a smithy in the Iomedaen camp and they've been known to have runes on their weapons so I sold them there.Might be a silly question, but has anyone seen any +1 striking runes anywhere in their read-throughs? I feel like my player (running this as a solo adventure with a GM PC) should have a +1 striking weapon at about level 4 or 5, but I'm not seeing that floating around anywhere. Am I missing something?
I looked but dont see any stat block. I only see them under the Npc section but that section doesnt list the classes mentioned in tha AP at all <ie, battlmuse, gurella>

OpperVandyLandVampire |
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Leon Aquilla wrote:I looked but dont see any stat block. I only see them under the Npc section but that section doesnt list the classes mentioned in tha AP at all <ie, battlmuse, gurella>The Lieutenants all use stats per the GM Guide on organizations.
Quote:There's a smithy in the Iomedaen camp and they've been known to have runes on their weapons so I sold them there.Might be a silly question, but has anyone seen any +1 striking runes anywhere in their read-throughs? I feel like my player (running this as a solo adventure with a GM PC) should have a +1 striking weapon at about level 4 or 5, but I'm not seeing that floating around anywhere. Am I missing something?
I think that's because they're not expected to face the PCs in combat. The description of veteran or tactician are supposed to help you understand their roles as NPCs, not refer to a given stat block. It's the same as in Broken Tusk Moon, where Grandfather Eiwa is a "LG male human seer 4" or that Panuaku is a "hunter 2" while Merthig is a "hunter 8" all while the Hunter NPC from the GMG is a 7th level creature. These aren't mistakes or errors, but intentional omissions to not spend page space for statblocks that aren't intended for combat.
If you need a statblock for some reason though, I would go with a Captain of the Guard (level 6, so maybe weaken it) from the GMG for Montgrim with some combination of Palace Guards (GMG 206), Virtuous Defenders and Hellknight Armigers (Character Guide 120, 122). Switch a weapon out, change an alignment, or maybe even toss in the Mastermind for the tactician.

H2Osw |

I emailed customer service about the map issue. I doubt anything will get done about it, however, I've clumsily erased the trap boxes off of the Calamity Cave map. I have 2 version. One I removed the land bridge area and included it as a asset. The other is just the map without the trap locations. Both version should seamlessly layover the pdf to foundry import. I'm not an expert at doing this sort of thing so my apologies for the novice level work with cloning and removing things.

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1 person marked this as a favorite. |

I emailed customer service about the map issue. I doubt anything will get done about it, however, I've clumsily erased the trap boxes off of the Calamity Cave map. I have 2 version. One I removed the land bridge area and included it as a asset. The other is just the map without the trap locations. Both version should seamlessly layover the pdf to foundry import. I'm not an expert at doing this sort of thing so my apologies for the novice level work with cloning and removing things.
You are the absolute GOAT. This is way better work than what I was able to do. Much appreciated!