Tuesday, September 30, 2014

Death, But No Weasel

As the group readied to trek back to town, it was decided that the necromancer was too much of a burden. They ceded decision to Lady Argentea to decide Rokhar's fate and the execution was held without ceremony or recourse.

The trip back to town was uneventful until they arrived at the ambush site, where Yrrah decided that the carriage was an unnecessary blockage on the road, so he set it on fire. This outraged Lady Argentea, as her carriage had still been in a repairable state. The rest of the trip back to town was colder than the weather would account for.

Once back in town, Lady Argentea arranged for a rider to go to the next town to arrange for a new carriage as well as a military escort. Doyle became a bit alarmed at this and encouraged the rest of the group to wrap up their business as soon as possible; however, Ash and Yrrah had just put in orders with the blacksmith for cold-iron daggers. Yrrah only insulted the blacksmith a little bit, so was only punched once.

While waiting for the daggers, Ash and Yrrah investigated the armory. Initially thinking to take most of the supplies there, they decided they didn't have much use for most of it anyways and left it to be used to defend the town when the fey invaded. Zacarias managed to pick up a couple healing potions and several alchemist fire vials from the local alchemist, promising to hunt trolls for the alchemist's vengeance.

That evening, the town celebrated the return of the Lady and cheered the heroes, and Yrrah celebrated by getting in a bar brawl. The daggers arrived by the blacksmith's daughter the next morning and the group set off to return to the Lodge. The zone of cold was much closer to town now; by the time the group reached the original ambush site, the burnt remains of Lady Argentea's carriage where hidden under a carpet of snow.

Travel in the snow was increasingly difficult. The group returned to the Lodge and made for the rope bridge across the ravine on the opposite side, which the rangers that used to be stationed here used to access the broken hills beyond. Doyle inched his way across the ravine first, almost disappearing from site in the snow fall as he reached the halfway point. The small figure of Izoze appeared on the far side of the bridge and breathed a cone of frost at Doyle, which he luckily managed to avoid the worst of. In reply, he cast color spray towards her and she did not fare so well. The spell stunned her for quite some time.

Ash next tried to come to the entertainer's aid, but slipped and fell to the icy river below. Zacarias tried to get out to help, but fell as well, barely grabbing on to the edge of the bridge's walkway before falling beyond reach. Yrrah inched out and assisted Zacarias back on to the bridge as Doyle crept forward and ended Izoze's life. Eventually, with the assistance of a rope, Ash climbed back up to the bridge and the party moved on.

Soon after, the group found tracks across the trail, a hunter following a large weasel. Following the tracks in to the woods, they discovered a trap with copious amounts of blood around it, then the tracks indicated the weasel was now hunting the hunter. Shortly after, they came across the hunter's frozen corpse, and his journal. Shaken by mention of the dollhouse in the woods and suspecting something similar to the guardian dolls found near Irrisen's borders, the group moved on.

Returning to the trail, the group came to a clearing in the wood where the snow had been scraped from the ground. The woodsman stepped forward to examine it and was attacked by a pair of Frost Firs, stunted relatives of treants from the far north. True to his profession, Ash quickly felled both trees.

After this, the group arrived at a ridge line mentioned in the journal as being where the hunter had set several bear traps. They quickly disarmed the traps and carried them along.

Monday, September 22, 2014

Into the Woods

Moving on through the woods, the group encountered a snowman with a sign.  Being highly suspicious, the snowcaster ranger shot it in the head.  Ash then walked up and poked it with a stick, at which point the sonic trap went off and the ice elementals attacked.  The elementals did their best, but completely failed to throw the woodsman onto the ice.

Once the ice elementals were dispatched, the rogue found the trapped sections of ice by virtue of falling in one.  After a bit more work (and changing him into a spare outfit and winter blanket), they determined a safe path across the stream and set a campfire.  They looted the dead farmer's body at this point as well.

The rogue being comfortably dry, the party moved on.  They made enough noise that the bandits at the lookout station on the path were able to set an ambush, though they didn't have much luck pulling it off.  A quick skirmish dropped all three, proving the group had become much more proficient at dealing with the challenges of the snowy environment.

They moved on up the ridge to arrive at the lodge being used by Rokhar and his bandits.  After carefully examining the place, the rogue was set to sneak in to the lodge by window while the rest of the group approached for parlay.  The rogue was successful at finding a way in and scouted out the trio of rooms on the north side.  The rest of the group approached the front door with the exception of the snowcaster, who kept her distance in the cover of the trees nearby.

Ash set off the crossbow trap at the porch, alerting the bandits within.  Rokhar's men immediately took up their bows and popped open the windows to take down the intruders, but were fairly ineffectual.  The woodsman burst the barred door open while the shaman crouched under the windows and did his best to take out those bandits who were foolish enough to lean out to shoot at them.

One bandit bolted towards Rokhar's room to warn him, but the rogue took this moment to pop out and throw a dagger his way, dropping the poor man before he could reach the stars.  The noise of combat did warn the sick bandits and Ten-Penny, though.  The sick bandits took up arms and prepared for combat, whereas Ten-Penny took her leave.

Ash, the shaman and the snowcaster moved in to the main room of the lodge and pressed the sickened bandits hard.  They finished the bandits pretty quickly, but Rokhar heard the combat under his balcony and slipped out of his room invisibly.  As the group moved up (the snowcaster had caught sight of the door to Rokhar's room opening and closing, but determined that someone had peaked out instead of slipping through), Rokhar lightly hopped down to where the sick bandits had fallen and cast hold person on the snowcaster, who was the only person still on the lower level.  As the group engaged the frost skeletons, five of the bandits rose as zombies at Rokhar's command.

The frost skeletons gravely wounded Ash, who decided that getting off the balcony was the better option, even with the shaman healing him as well he could.  The frost skeletons and zombies pressed hard as the group scattered.  The shaman was dropped to unconsciousness and both Ash and rogue lead their zombies on wild chases.  The rogue snuck back around to catch Rokhar unaware and dropped him below 5 hit points, when Rokhar surrendered and called off the remaining zombies, with Ash standing over him threateningly.

Searching the lodge turned up the imprisoned Lady Argentea and a caged sprite as well as quite a cache of treasures, and now the party limps  back to town with a chained necromancer, an imprisoned fey and a grateful noblewoman.

Monday, September 8, 2014

Start of the Reign of Winter

I have started a new campaign, using the Reign of Winter adventure path published by Paizo. By reading their forums beforehand, I found that the path had a reputation for being exceptionally brutal in the early levels, so I gave my players a 25-point buy for generating their characters.

* Kyezra, snowcaster elf, starting as a hunter, but taking ranger for the rest of her levels, focused on archery, snow leopard animal companion.
* Yrrah, giant-blooded half-orc, bloodrager pugilist. Yrrah was trained in the basics of magic by the snowcasters, but he couldn't control his temper.
* Ash Longstrider, Taldan human, ranger, hermit. Woodsman, favored weapon: axe, favored enemy: humans.
* Doyle the Entertainer a.k.a. Pavo, Taldan human, rogue. Wary of showing his face around the capital. Working towards Arcane Trickster.
* Zacarias Vishki, Varisian half-elf, ancestor shaman. Constantly nagged by his dead grandmother to be a better person, especially as applies to hygiene.
* Inuksuk, Eritaki human, earth kineticist. Worked metal as the village blacksmith before leaving to follow a vision given to him by the lights in front of the stars.

Starting was a little slow as I worked out why this disparate group happened to be in one little town on the southern Taldan border. I changed up the start a little bit to engage the group more, leaving out any direct description of snow and using odd events to foreshadow it until the bloody bodyguard was encountered. This portion of the adventure is probably the hardest to role play, as the player's guide for the adventure path is quite explicit in saying that you need to be prepared for winter, but not how to create a character that would be in southern Taldor yet know of how to survive deep snows.

Going with the high point buy for character generation proved to be a good idea.  In the first combat, the woodsman opened the carriage with the zombies inside while half the party was still coming up the road (they had split earlier to care for the bloodied bodyguard) and lost all but two hit points to the first zombie's swing. I ended up giving the woodsman cover against the second zombie, as it was still in the carriage and had to deal with the semi-closed door; I'm pretty sure this saved the woodsman's life.

They triggered the log trap at the chest, two of them getting hit grievously.  With the single healing spell already used, they retreated to town to rest and grab survival gear. They got lucky on wandering monster rolls, avoiding them entirely.

Once back in the snowy area, they encountered the tatzlwyrm; the only person wearing a robe was the bloodrager (he really thought he was a wizard with anger management issues), so the tatzlwyrm attacked him. Yrrah's armor under the robes blunted the tatzlwyrm's attacks.

Shortly after that fight, they came across the decorated trees and learned to hate fey with a passion. I *almost* lured the woodsman away into the forest following the fey's dancing lights just by keeping him frustrated, but he didn't quite go far enough.

They did encounter a wandering monster soon after, six stirges.  I decided the group could use a little comic relief after the frustration of the last fight, so I played the stirges as cold and clumsy, barely able to fly in the falling snows. Several laughs were had at the hapless stirges' expense and the session ended on a high note.