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Post by reefwood on Apr 18, 2014 14:06:07 GMT -5
Trailblazing Through Tusks (Hold of Belkzen) Mission BackgroundWinter has blanketed Belkzen as the Pathfinder Society prepares to establish a new lodge in the northeastern Tusk Mountains. Builders and supplies, as well as mercenaries for added protection, have been brought into Urgir. The caravan must depart in one week to ensure it can complete the slow, long journey to Whisperfall Pass before the spring thaw transforms the Flood Road and neighboring valleys into raging torrents of snowmelt. A team of field agents will be sent ahead to blaze a trail for the caravan and report any findings. Mission Objectives1) Reach Whisperfall Pass in one week: 1a - Map the Flood Road from Urgir to northern Belkzen. 1b - Navigate the open plains, hills, and mountains east to Whisperfall Pass. 2) Assess hazards along the route. 3) Record and predict weather activity. 4) Gauge the level of orc hostility and deter any threats. Bonus) Locate the hidden Pathfinder lodge of Whitefall. Mission DetailsVenture-captain Haav'ork Black Moon has divided his field agents into two groups. One group will take the lead in protecting the caravan when it departs in one week. The other group will depart immediately in order to map the route while taking notes on the weather, potential threats, and any other items of note. Chronicler Leda Oinio has prepared a teleportation case in which to place the findings, and at the end of the week, she will recall the item to herself in Urgir. Haav'ork also hands over a sealed letter. It contains instructions for finding a hidden Pathfinder lodge called Whitefall. The letter must remain sealed until Whisperfall Pass is reached and must be destroyed if capture or death seem imminent. [OOC: You have one week to reach Whisperfall Pass. From there, you may begin to search for Whitefall. There is actually a good chance we won't have time for this bonus part, and in that case, this may be the start of the next adventure. Also, the Pathfinder Society wants to keep knowledge of Whitehall an absolute secret until it is secured. This due to concern that orcs (or even dragons or other parties) may seek to claim it for their own.]The journey is estimated to be at least 250 miles as the crow flies, but the winding hills and twisting mountains will likely extend the total distance to over 300 miles. The Pathfinder Society has purchased thoroughbreds specifically bred for swiftness and trained for arduous rides. Southern Belkzen is cold and covered in only a dusting of snowfall, but the temperature will drop and the snow level will rise along the journey north, which could wear down and will slow down the horses. It will be important to record and predict the weather, so the caravan knows what to expect.[OOC: Thoroughbreds are built for speed and stamina. They can handle hustling and forced marches better than normal horses and have a speed of 60 ft at a light load (up to 228 lbs). Medium load drops them to 35 40 ft. A riding saddle weighs 25 lbs (or riding bareback imposes a -5 penalty to Ride checks), so the rider and equipment cannot exceed 203 lbs in order to ride at top speed. This may require leaving equipment behind or putting it on other PCs' horses. The horses are trained to attack humanoids and animals but not monsters. They can wear light armor, which will be provided at no cost if desired but would add 20-50 lbs (padded to chainshirt).
In order to reach Whisperfall Pass in time, you will most likely need to ride more than 8 hrs per day (forced march) or use double movement (hustle) – both of which may result in damage, fatigue, and exhaustion but can be remedied by healing. This means your horses may require multiple doses of low level healing per day.
Fortitude saves are required to resist nonlethal damage in cold weather. Cold-weather outfits or furs provide a bonus (+5 or +2) to this save. The 1st-level spell Endure Elements eliminates the need for these saving throws and lasts 24 hours. Protecting each PC and horse would require 10 castings of the spell per day (70 castings per week), which a 5th-level caster might be able to do by using all her spell slots (including bonus slots), or a 10th-level caster could probably do by using her 1st and 2nd level spell slots (including bonus slots). A 1st-level scroll costs 25 gp. A 1st-level wand (50 charges - not enough for one week) costs 750 gp.
Snowfall may affect visibility, ranged weapon attacks, movement, and certain skill or ability checks. Snow depth slows creatures by different degrees based on their size. A square that costs a Medium creature 4 squares of movement will cost a Small creature 6 squares but a large creature only 2 squares. If a creature does not have enough speed to pay the movement cost in a single move action, the creature may move 5 ft as a full-round action. Snowshoes (5 gp, 4 lb) reduce the movement penalty by half (i.e. 2 square cost becomes 1.5 square cost, 4 square cost becomes 2.5 square cost, etc) but can only be used by humanoids, not horses. Very deep snow may require a Strength check to move.
Survival checks will be made to record and predict the weather.]The Flood Road is a dry riverbed most of the year. A route for trade and travel mostly used by orcs, but plenty of other daring or intrepid or foolhardy folk have also braved it. Orcs are often aggressive, if not outright hostile, toward outsiders. Even to other orcs. Though, they sometimes stay clear of imposing groups or leave alone those given approval by an orc council. The Flood Road connects Urgir (Black Sun) in the south with Wyvernsting (Empty Hand) in the north and continues even further into the Realm of the Mammoth Lords. This northernmost leg lies in dragon territory. The fiery beasts seem to hibernate during the harsh winter and supposedly accept tribute for safe passage during the warmer months.[OOC: The Flood Road is a small canyon 50 to 200 ft wide and half as deep. Portions of it expand and collapse over time, creatures sometimes use it as shelter or hunting grounds, wandering lesser clans use it as a meeting point and have been known to claim stretches of it as their own, and it is even rumored that bandits lie in wait for vulnerable travelers.
Craft (cartography), Profession (cartographer), or Intelligence checks will be made to draw a detailed map.
Knowledge (engineering) checks (or any applicable Craft of Profession) will be made to assess the stability of the Flood Road.
Knowledge (geography) will be used to determine when to turn east toward Whisperfall Pass.
Survival checks will be made to navigate a route through the open plains, hills, and mountains.]Finally, Haav'ork impresses upon the group that they are representatives of the Pathfinder Society in an volatile land. They must be bold and show their strength as needed but should do so in a wise and tempered manner. Striking out against the lesser rival of a ruling clan may hold no consequence, but killing a respected orc could result in dire reprisals. Of course, it can be difficult to determine where to draw the line in this place of burgeoning, messy politics where might still often makes right.
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Post by reefwood on Apr 24, 2014 12:21:03 GMT -5
[OOC: One significant thing to reiterate -since it may have been lost in the weeds- is that the new Pathfinder lodge will be the new homebase for Venture-Captain Haav'ork Black Moon and his field agents. You all had been stationed in Absalom working out of the Grand Lodge and were sent on missions all over the Inner Sea region, but once your venture-captain has his own lodge, you will be more rooted to this area. Don't expect to be restricted to Belkzen - not by any means - but don't expect to go too far anymore either. This mission will focus on Belkzen as you travel through the country from south to north and then east through Whisperfall Pass, but here's a little more info on notable spots that are relatively close:
Whisperfall Pass - This is the only relatively easy route (west-to-east) through the north-to-south Tusk Mountains in northeastern Belkzen. The lodge will be built neat the east end, which emerges along the border of Ustalav to the south and what was once Sarkoris to the north.
Tusk Mountains - Most of the Belkzen stretch of this mountain range is claimed by the Stormspear clan. However, red dragons control the northern peaks from their cave lair of Raschka-Tor ("fire mountain" in orc) and accept tributes at Covenant Rock in the plains near the Flood Road. Also, the Defiled Corpse clan has carved out a portion to the south around the Cenotaph - a massive black pillar of stone whose gates once stood open to accept hordes of warriors and beasts during the rise of a lich lord but have been sealed since his defeat 900 years ago.
Ustalav (fog-shrouded land of gothic horror) - A cracked and cursed nation. Long divided into 16 counties that often serve only their own interests and still tainted by six centuries of rule by a lich lord. The river you took to Belkzen runs along its southern border, and this where you were attacked in the Ghostlight Marsh.
Worldwound (expanding demonic invasion) - This is where the nation of Sarkoris once stood until Aroden died and black flame erupted from its center - twisting the land and ushering in waves of demons. The blight has spread over the past century, and the majority of people who remain are enslaved chattel or vile servants of their demonic masters.
Realm of the Mammoth Lords (lost land of the distant north) - This region sits between Belkzen and the arctic Crown of the World. Warrior tribes roam the plains in pursuit of great beasts while fending off giants and ever more vile threats. The western half of this land was conquered 1,400 years ago by the otherworldly witch called Baba Yaga, and the Worldwound has been encroaching upon its eastern border for 100 years.]
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Post by icnivad on May 2, 2014 13:20:03 GMT -5
[OOC: Thoroughbreds are built for speed and stamina. They can handle hustling and forced marches better than normal horses and have a speed of 60 ft at a light load (up to 228 lbs). Medium load drops them to 35 ft. A riding saddle weighs 25 lbs (or riding bareback imposes a -5 penalty to Ride checks), so the rider and equipment cannot exceed 203 lbs in order to ride at top speed. This may require leaving equipment behind or putting it on other PCs' horses. The horses are trained to attack humanoids and animals but not monsters. They can wear light armor, which will be provided at no cost if desired but would add 20-50 lbs (padded to chainshirt). Hah. Taj is 270 lbs naked. 443 with gear. Maybe that's why they took him off this mission; he's not really a skirmisher. Torvald shouldn't have that problem, though. Sounds like rapid transportation is going to be key to this mission. Some some thoughts: At the risk of pulling out one of Nim's old tricks, Phantom Steed is a 3rd level Sor/Wiz spell, and at CL 10, has a base speed of 100 ft, lasts 10 hours, and will never get tired. Torv can cast spells at CL8, which gives it 80 ft for 8 hours if no one can cast Sor/Wiz spells at a higher level. Another trick which might help is a Ring of Sustenance, which costs 2500 GP and allows a character to get by on 2 hours sleep a night. This gives us an extra +6 hours a day for travel if everyone gets one. Does anybody in our group have Craft (cartography) or Profession (cartographer)? If not, I can drop a point into it.
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Post by Rabbit on May 2, 2014 13:42:30 GMT -5
Sounds like rapid transportation is going to be key to this mission. Some some thoughts: At the risk of pulling out one of Nim's old tricks, Phantom Steed is a 3rd level Sor/Wiz spell, and at CL 10, has a base speed of 100 ft, lasts 10 hours, and will never get tired. Torv can cast spells at CL8, which gives it 80 ft for 8 hours if no one can cast Sor/Wiz spells at a higher level. Another trick which might help is a Ring of Sustenance, which costs 2500 GP and allows a character to get by on 2 hours sleep a night. This gives us an extra +6 hours a day for travel if everyone gets one. Does anybody in our group have Craft (cartography) or Profession (cartographer)? If not, I can drop a point into it. I plan on making both my fighter and his cleric cohort adept at riding. Also I was going to give the cleric skill points in Craft (cartography), which actually fits her nature/open-road back story.
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Post by reefwood on May 5, 2014 11:10:52 GMT -5
Sounds like rapid transportation is going to be key to this mission. Some some thoughts: At the risk of pulling out one of Nim's old tricks, Phantom Steed is a 3rd level Sor/Wiz spell, and at CL 10, has a base speed of 100 ft, lasts 10 hours, and will never get tired. Torv can cast spells at CL8, which gives it 80 ft for 8 hours if no one can cast Sor/Wiz spells at a higher level. Phantom Steed is a great trick. At 8th-level, you wouldn't be able to ride more than a standard 8 hours (64 miles) with a single casting, but the increased speed of 80 ft will help make up for that, and you can always cast it again. By contrast, the thoroughbreds have a speed of 60 ft (48 miles in 8 hours), which means they can Hustle at 120 ft (96 miles in 8 hours), but maintaining that would require low-level healing every hour. Another thing to keep in mind is that Phantom Steeds don't have many hit points (15 hp at 8th-level), so a single hit could potentially destroy it, and a single area spell could wipe out everyone's mounts. But again, it is something that can be cast again, whereas, you can't do much with a dead thoroughbred (except maybe reanimate it). Looks like providing mounts for the party will require 5 castings (or 6 if Rabbit takes a cohort) which requires 50 minutes of casting time (or 60 minutes if Rabbit takes a cohort). Another trick which might help is a Ring of Sustenance, which costs 2500 GP and allows a character to get by on 2 hours sleep a night. This gives us an extra +6 hours a day for travel if everyone gets one. Another good trick. Even if your Phantom Steeds get destroyed, you could make up some time by traveling extra hours on foot. Plus, sleeping less in a dangerous land is never a bad thing.
Does anybody in our group have Craft (cartography) or Profession (cartographer)? If not, I can drop a point into it. I plan on making both my fighter and his cleric cohort adept at riding. Also I was going to give the cleric skill points in Craft (cartography), which actually fits her nature/open-road back story. For a Phantom Steed, I'd say the Ride checks that are still applicable are: Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action. Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required). Soft Fall: You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action. Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.
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Post by Rabbit on May 8, 2014 12:24:20 GMT -5
[OOC: Thoroughbreds are built for speed and stamina. They can handle hustling and forced marches better than normal horses and have a speed of 60 ft at a light load (up to 228 lbs). Medium load drops them to 35 40 ft. A riding saddle weighs 25 lbs (or riding bareback imposes a -5 penalty to Ride checks), so the rider and equipment cannot exceed 203 lbs in order to ride at top speed. This may require leaving equipment behind or putting it on other PCs' horses. The horses are trained to attack humanoids and animals but not monsters. They can wear light armor, which will be provided at no cost if desired but would add 20-50 lbs (padded to chainshirt).
In order to reach Whisperfall Pass in time, you will most likely need to ride more than 8 hrs per day (forced march) or use double movement (hustle) – both of which may result in damage, fatigue, and exhaustion but can be remedied by healing. This means your horses may require multiple doses of low level healing per day. So figuring out specific weights is going to be a factor that can greatly affect our mission. I also foresee it being something we could spend a lot of real time at the table trying to figure out early on. If people have time to do some work ahead of game day I'd suggest we all know the weight of our characters/items, and also have an idea of what you might be willing to leave behind to lighten the load. Another thing we'll be figuring out early on at the table is how to deal with the elements. I think everyone buying mundane "cold-weather outfits" to start and then having several scrolls of endure elements to aid anyone that's failed a few saves would be a good way to handle this.... I have 9 points in Profession (cartographer) and 15 in Survival, but none in the other Skills listed. If anyone else has some spare skill points these could be useful. And as an afterthought, the spell augery could also be useful in place of Geography. We can just ask the spirits "when to turn east." The orcs of Belkzen will learn to fear the Black Moon clan once again! Bwa ha ha ha!
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Post by reefwood on May 9, 2014 12:15:41 GMT -5
So figuring out specific weights is going to be a factor that can greatly affect our mission. I also foresee it being something we could spend a lot of real time at the table trying to figure out early on. If people have time to do some work ahead of game day I'd suggest we all know the weight of our characters/items, and also have an idea of what you might be willing to leave behind to lighten the load. Along these lines... one thing I may have overlooked or misinterpreted in War Stories about Phantom Steed is the weight limit: It can bear its rider's weight plus up to 10 pounds per caster level.The rider's weight will vary from person-to-person and doesn't matter, but equipment weight will matter for the Phantom Steed. That makes sense since a wizardy mount wouldn't be expected to be strong enough to deal with heavy armor and whatnot. If Torvald is an 8th-level caster, he will be able to cast mounts that can carry 80 lbs of equipment. That will probably be plenty of carrying capacity for Elana and Pratt since they have mostly have Small equipment, and it will probably be fine for everyone else as long as no one has full-plate and a tower shield, but yes, it would be especially good for Medium characters to figure this out ahead of time.
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Post by Rabbit on May 9, 2014 13:31:23 GMT -5
So figuring out specific weights is going to be a factor that can greatly affect our mission. I also foresee it being something we could spend a lot of real time at the table trying to figure out early on. If people have time to do some work ahead of game day I'd suggest we all know the weight of our characters/items, and also have an idea of what you might be willing to leave behind to lighten the load. Along these lines... one thing I may have overlooked or misinterpreted in War Stories about Phantom Steed is the weight limit: It can bear its rider's weight plus up to 10 pounds per caster level.The rider's weight will vary from person-to-person and doesn't matter, but equipment weight will matter for the Phantom Steed. That makes sense since a wizardy mount wouldn't be expected to be strong enough to deal with heavy armor and whatnot. If Torvald is an 8th-level caster, he will be able to cast mounts that can carry 80 lbs of equipment. That will probably be plenty of carrying capacity for Elana and Pratt since they have mostly have Small equipment, and it will probably be fine for everyone else as long as no one has full-plate and a tower shield, but yes, it would be especially good for Medium characters to figure this out ahead of time. Any thoughts on determining character base weight? Vras is a medium sized humanoid with natural 16 Str so I don't imagine him being extremely heavy. Half orcs are generically described to "stand between 6 and 7 feet tall" but I imagine Vras being more on the short and stocky side. Similar to how wolverine is often depicted in comics, but with a long sword and spiked shield. adamantiumclaws.com/wp-content/uploads/2014/03/ALPHAFLIGHT01-Copy.jpg
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Post by reefwood on May 9, 2014 14:13:38 GMT -5
Any thoughts on determining character base weight? Vras is a medium sized humanoid with natural 16 Str so I don't imagine him being extremely heavy. Half orcs are generically described to "stand between 6 and 7 feet tall" but I imagine Vras being more on the short and stocky side. Similar to how wolverine is often depicted in comics, but with a long sword and spiked shield. adamantiumclaws.com/wp-content/uploads/2014/03/ALPHAFLIGHT01-Copy.jpg There is a chart in the Additional Rules section for determining random height and weight. For half-orc males, the numbers are: Height: 4' 10" +2d12 inches Weight: 150 lb + (additional inches x7) So, a 5' half-orc male would weigh 150 lb + (2 x 7) = 164 lbs. One thing this doesn't take into account is the strength of the character. A Str 20 character would probably weigh more than a Str 10 character. 10 seems to be the average ability score since it has a modifier of +0, so how about this... Add +1 to the weight modifier for every 2 points of Strength above 10, or subtract -1 to the weight modifier for every 2 points of Strength below 10. Therefore, Vras' weight would be 150 lb + (additional inches x10). If he was 5', that would be 150 + (2 x 10) = 170 lb. And again, rider weight doesn't matter for the Phantom Steed, but it does matter for the thoroughbred.
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Post by icnivad on May 10, 2014 12:50:25 GMT -5
By contrast, the thoroughbreds have a speed of 60 ft (48 miles in 8 hours), which means they can Hustle at 120 ft (96 miles in 8 hours), but maintaining that would require low-level healing every hour. Oh, didn't realize that the phantom steeds couldn't hustle. yeah, that put the thoroughbreds up a notch. Another trick which might help is a Ring of Sustenance How long can our thoroughbreds hustle? If they are the limiting factor, this might not make much difference. Had another idea: Ant Haul is a 1st level spell that triples the carrying capacity of a creature for 2H/L. This will make our thuroughbreds able to carry 684 before becoming encumbered. If anyone is over the limit, I can cast this on them. (Reefwood: I don't plan on using Phantom Steeds, so this is a moot point for this mission, but out of curiosity, would Ant Haul work on a Phantom Steed? A phantom steed summons a "quasi-real, horselike creature", and ant haul affects "creature touched", so it seems like it would.) Another thing we'll be figuring out early on at the table is how to deal with the elements. I think everyone buying mundane "cold-weather outfits" to start and then having several scrolls of endure elements to aid anyone that's failed a few saves would be a good way to handle this.... Michael, Do you have this spell? It's in one of my prohibited schools. I have a +11 in Craft(cartography), and either +15 or +14 in all knowledge skills. No Survival, though, so we mesh up well.
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Post by icnivad on May 10, 2014 14:42:19 GMT -5
I read over the hustle and forced march rules. Mounts carrying riders take lethal damage from these, and automatically fail their con save, which could be a lot of damage, especially since we don't have a healer in the group. I bought one wand of CLW, but we might want to grab a couple extras. Horseshoes of Speed will increase our mounts speed by +30. Torvak can make these for 1500 GP. Might be worth us investing in these, too, for our mounts. That shaves 50% off our travel time.
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Post by reefwood on May 12, 2014 15:07:04 GMT -5
Another trick which might help is a Ring of Sustenance How long can our thoroughbreds hustle? If they are the limiting factor, this might not make much difference. I believe any person or creature willing can Hustle until it passes our or dies from the damage taken. Although, I like to house rule that any living creature awake for more than 16 hours has to make Constitution checks to avoid fatigue, and once fatigued to avoid exhaustion, and only proper rest removes these conditions. Had another idea: Ant Haul is a 1st level spell that triples the carrying capacity of a creature for 2H/L. This will make our thuroughbreds able to carry 684 before becoming encumbered. If anyone is over the limit, I can cast this on them. (Reefwood: I don't plan on using Phantom Steeds, so this is a moot point for this mission, but out of curiosity, would Ant Haul work on a Phantom Steed? A phantom steed summons a "quasi-real, horselike creature", and ant haul affects "creature touched", so it seems like it would.) In theory, I'd allow a spell that can be cast on any creature (but not a spell that only targets animals) to work on a Phantom Steed. The main stipulation being that it has fit, which will be up to DM discreation. I'd allow Ant Haul to work because it affects carrying capacity, and a Phantom Steed does have a defined carrying capacity. Bull's Strength or Bear's Endurance would not work on a Phantom Steed because it has no actual Strength or Constitution scores to increase, but you could cast a spell to increase its AC, natural armor, or Dex modifier.
I read over the hustle and forced march rules. Mounts carrying riders take lethal damage from these, and automatically fail their con save, which could be a lot of damage, especially since we don't have a healer in the group. I bought one wand of CLW, but we might want to grab a couple extras. Horseshoes of Speed will increase our mounts speed by +30. Torvak can make these for 1500 GP. Might be worth us investing in these, too, for our mounts. That shaves 50% off our travel time. Thoroughbreds are bred and trained to Hustle and make Forced Marches. Normally, you need to Push an animal with a Handle Animal check (DC 25, or DC 27 if damaged) to make it perform a Forced March or to have it Hustle for more than 1 hour between sleep cycles. Thoroughbreds can do these as a trick with no check needed. Also, thoroughbreds are allowed a Hustle save to convert the automatic damage to nonlethal damage And they are allowed a Forced March save to avoid damage, or convert it to nonlethal damage if they fail the save by less than 5. Failure by 5 or more results in normal damage.
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Post by reefwood on May 25, 2014 13:45:28 GMT -5
EpilogueSnow has fallen consistently since riding into northern Belkzen. The light dusting in the south grew to several inches on the open plains of Empty Hand. Scrub-covered hills marked the entrance to Stormspear territory, and the snow level rose with them. Soon the Tusk Mountains came into view. Well before the frozen dirt gave way to icy stone. Their rocky peaks covered white with the uppermost often shrouded in clouds. Winding through the mountains and waist-high snow was arduous and slow-going. Shadows grew long as the party lost its way for hours but then managed to regain its bearings in time to emerge from Whisperfall Pass just before dusk. [ OOC: I was surprised at how quickly the journey was completed, but it turns out I forgot to play up the more severe snowy conditions. Snow-covered squares in the open plains cost 2 squares, deep snow in the hills cost 3-4 squares, and very deep snow in the mountains cost 6-8 squares. That could have easily added another day or two to the journey. Oh well. We may play with this next time. Also, I forgot to have the mounts make Forced March checks after riding 8 hours. That could have resulted in additional damage which would have required extra healing – perhaps every hour. At least I took out one of them ] The darkening sky and heavy snowfall make it too difficult to see more than the obvious – that the mountains have given way to an uneven but relatively flat and barren landscape blanketed in white. The sting of the cold is kept at bay by magic for now, but there are not enough charges of the wand to last until spring. A cave two miles back is the best immediate option for shelter. High enough to provide some distance from the pass but still in view of it and accessible to the remaining mounts. The two hour turnaround sees the sky clear and stars come out. The mouth of the cave slopes up to a small cavern connecting to half a dozen more tunnels of varying sizes and lengths. Most eventually end if collapse or narrow into nothingness, but one delves deep. It leads to steam vents and pools of melted water. A few too hot for life, but the larger ones sustain luminescent fungi, pale algae, blind fish, and small crustaceans. There are also signs of tracks. Most likely from underground beasts that come up from further below to feed and drink. The next days are spent preparing to wait out the winter before a blizzard hits. A long day riding east to the Shudderwood is followed by two more of hunting game, gathering herbs, and chopping wood. None of it near enough for entire the cold season, but rationed properly, it will make the meager meals provided from the pools occasionally more pleasant. Fey are spotted during this time. They keep a fair distance and vanish when noticed. This corner of the forest is still untouched by of the Worldwound. Creatures that have succumb to the fiendish taint are not nearly so timid. The thoroughbreds move slower while laden down with supplies for the ride west the following day. Dusk falls before the pass is reached, but this in turn allows the party to catch sight of flickering light halfway up some of the mountains stretching south. Only faintly glowing specs at this distance, the Firewatch Forts were built by Ustalav to provide early warning of orc incursions. They are said to house radiant beacons that can be seen for 100 miles, even through snowfall. Starday, Calistril 7, 4713 The day is spent scouting the east end of Whisperfall Pass. Starting to map the maze of gaps between the mountains and studying the stone beneath the snow. More caves are found. Some lead nowhere; others stretch too far to follow. As the clouds roll in, movement is noticed halfway up a distant mountain. A humanoid figure -most likely an orc- who soon scurries out of sight. Snow begins to fall after lunch. Only flurries at first, but they grow in size and number as the wind picks up. It is almost blinding by the time the shelter cave is reached. The orc kin see fine in the darkness, but the gnome cannot, and the thoroughbreds are calmer when a light spell illuminates the cavern. The howl of the wind outside echoes through the tunnels until the snow piles high enough to cover the entrance. The sense of time starts to fade without light to direct it, but everyone knows the day has come to an end with the teleport case vanishes. [ OOC: The caravan is expected to arrive in 40 days with the start of spring. In the meantime, you are tasked with continuing to map, survey, and observe the area. The opening post to Adventure #5 will have some of these findings. Demon (Glabrezu) Claw - CL 15This +1 shocking, greater wounding pincer does 2d8+1 bludgeoning damage +1d6 electricity damage +1d6 bleed damage. It is a cursed weapon that fuses to the wearer and compels her to never remove it. Upon putting on the item, and every month thereafter, the wearer must make a Will save (DC 25) or slowly transform into a demon. Three failed saves ensures the transformation: Fail #1 - Alignment moves one step closer to chaotic. Resist electricity 5. Fail #2 - Alignment moves one step closer to evil. Resist electricity 10. Fail #3 - Alignment becomes chaotic evil. Immune to electricity. Full transformation into glabrezu in 30 days. Remove Curse School abjuration; Level bard 3, cleric 3, paladin 3, sorcerer/wizard 4 Casting Time 1 standard action Components V, S Range touch Target creature or object touched Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.]
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Post by icnivad on May 30, 2014 15:38:30 GMT -5
Sitting in his summoned chair in front of the cave, Torvak takes a long draw off his cigar. The white snowfall all around makes the scene look perfectly serene. Inside his head, though, the constant call of the Glabrezu tears at his thoughts. Ever since they brought the cursed thing back, it has been calling to him, incessantly. Hungering to be reborn. Torvak closes his eyes, and focuses his mind, clearing out the demon's voice. When he opens them, the scene around him seems at piece once again.
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Post by michael on Jun 2, 2014 18:03:30 GMT -5
Pacing back and forth at the mouth of the cave, Pratt let out yet another frustrated sigh. The white snowfall and the quiet meditations of Torvak make for a perfectly serene scene. Or they would, at least, were it not for the gnome's frenetic presence.
The snow under his feet had long since given way to mud as he walked a tight loop. His thoughts were just as trodden as the ground. (And words as well, as he not-so-quietly muttered every one of those thought.)
It's so cool! -But it's so big! But it's. So. COOL! -But it's cursed! But it's such a cool curse! I could be a Demon! A big demon, with TWO cool claws! -But then you couldn't juggle! But... then I couldn't juggle! And it takes THREE WHOLE MONTHS to turn into the demon! And it's so big, that I couldn't even lift my arm up if I put it on! And then I'd be stuck dragging my arm around with this big awesome claw on it that I can't even show off because it's so big I can't even lift my arm up! -But when you became a demon, you'd be strong enough to lift it up! But it takes FOREVER! -But it's so cool! But it's so big! -But it's. So. COOL!
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