Menace of the Icy Spire (Ozymandias79 judging)

"Got bored chasing that critter and fell asleep during the fight." Shorrin said chuckling. He looked around trying to spot his throwing hammer. "Thanks for the hand."
 

log in or register to remove this ad

[sblock=OOC]
Last encounter I asked for Arcana checks to identify any magic items you found, which didn't work out very well because I found out the published DC's to identify items - or even detect magic - are way higher than I realized. So from now on, I'm going to do it more or less the way it was done in previous editions: if you roll a high enough Arcana roll you can recognize the magic, but if not you can find out by experimentation. Take a sip of the potion and hope it doesn't kill you, point the rod at something and hope it doesn't explode, that sort of thing.
[/sblock]


[sblock=Joe]
Just an FYI, there's not normally a requirement to roll Arcana for standard magic items.

Identifying Magic Items
Most of the time, you can determine the properties
and powers of a magic item during a short rest. In the
course of handling the item for a few minutes, you
discover what the item is and what it does. You can
identify one magic item per short rest.
Some magic items might be a bit harder to identify,
such as cursed or nonstandard items, or powerful
magical artifacts. Your DM might ask for an Arcana
check to determine their properties, or you might even
need to go on a special quest to find a ritual to identify
or to unlock the powers of a unique item.
[/sblock]
 

[sblock=OOC]
Well, in that case...
[/sblock]

Despite their disgusting appearance, the potions appear to be Potions of Healing.

Murphy points the rod experimentally at a rock, and notices flecks of ice crystallizing around it as its temperature drops. He realizes that when he uses this rod to curse an enemy it will take damage from the cold. He recalls that an implement with this effect is called a Rod of Reaving.

[sblock=OOC]
It's a Rod of Reaving +1. The cold is just flavour - it actually does untyped damage. If you want, the cold effect is only due to being wielded by the Frost Goblin, and the fluff will adapt to your style as you use it.
[/sblock]

Janus is also able to finally identify the source of the strange magic in Murphy's pack - the L'Irkash flag that he picked up after the last battle has been transformed by the deathly energy animating the dead sailors, and now acts as a Shroud of Protection - when draped over a dying body, it will preserve the life within. This explains why the magic flared up whenever a nearby ally was near death.

[sblock=OOC]
It will stop flaring up like that once it's removed from the island - ie. for other DM's it'll be a regular Shroud of Protection with no extra power of being able to tell when an ally's wounded. I only did that to draw attention to it, since I accidentally let you get out of the last encounter without figuring out what you were carrying.
[/sblock]

Fortunately, Shorrin's hammer is a lot more solid than the javelins and arrows, so it's easy to spot the handle sticking out of the snow.

While the others are examining items, Balth finds a nice hollow in the lee of the large hill and stakes out spots for the tents. Captain Torion's gear is well made and it keeps the wind out well, and after a few hours you are able to thaw and even sleep - though getting up to take turns at watch is a trial. Once during the night you are woken by the howling of wolves getting closer, but they never come close enough to be a threat, and around midnight a huge wind roars through the camp, shaking the tent sides as if it is under assault. There is a huge crash from outside, and Janus (who is on watch) peers out to see that one of the sleds has been completely upended and blown through the air to land 40 feet away. Fortunately the roaring of the enormous wind has woken everyone else, so they all troop out to inspect the damage (which turns out to be minimal) and regather the shattered supplies. After this nothing else troubles your rest, and you sleep soundly until dawn.

When you awake, all the goblin bodies have vanished as if melted away. The Icy Spire seems to loom closer than ever on the horizon.

[sblock=Rest]
Everyone is back up to full hp and healing surges, and recovers all daily powers. Everyone's back to 1 Action Point.
[/sblock]

[sblock=XP and items]
Now that you're resting, it's time to award XP!

I'll assume you only took the javelins and treasure from the goblins - if anyone wanted some size small leather armour, short swords, hand crossbows, or bolts, let me know and I'll edit the following list. Otherwise it all vanished with the bodies.

Complete list of items found since the start of the adventure:

Shroud of Protection
Rod of Reaving +1
2 Potions of Healing
Inscribed gold ring (value 20 gp)
Captain's Log of the Little Celia (value unknown at this time)
50 gp
up to 13 javelins

XP awards:
Because of the high number of cold-based power you have as a group, I'm awarding an extra 10% XP for every creature with cold resistance.

[sblock=Details]
Encounter 1: Shipwrecked Zombies
3 Chillborn Zombies (L4 soldier w/cold resistance) @192XP = 576 XP
4 Zombie Rotters (L3 minion) @38XP = 152 XP
Total = 728 XP

Encounter 2: The Blizzard
Skill Challenge (L2, complexity 3) = 375 XP

Encounter 3: Frost Goblin Ambush
Frost Goblin Hexer (L3 elite controller w/cold resistance) = 330 XP
2 Frost Goblin Sharpshooters (L2 artillery w/cold resistance) @137XP = 274 XP
6 Frost Goblin Cutters (L1 minion) @25XP = 150 XP
Treacherous Ice Sheet (L1 obstacle) = 100 XP
Total = 854 XP

Total for encounters: 1957 XP, or 391 XP each
Time XP for L1 characters since Feb. 12: 4 months @83 XP each = 332 XP each
[/sblock]

Total: 723 XP each
[/sblock]

[sblock=DM credits]
I've been awarded 8 DM credits in this proposal thread. That's 4 months worth, to go with the 4 months time XP awarded to the players here. I'm also recording it in this post to make it clear that when the adventure's over, you should start counting from here to find out how much more time-based DM credits to award.
[/sblock]
 
Last edited:

[sblock=OOC]
Well, in that case...
[/sblock]

Despite their disgusting appearance, the potions appear to be Potions of Healing.

Murphy points the rod experimentally at a rock, and notices flecks of ice crystallizing around it as its temperature drops. He realizes that when he uses this rod to curse an enemy it will take damage from the cold. He recalls that an implement with this effect is called a Rod of Reaving.

[sblock=OOC]
It's a Rod of Reaving +1. The cold is just flavour - it actually does untyped damage. If you want, the cold effect is only due to being wielded by the Frost Goblin, and the fluff will adapt to your style as you use it.
[/sblock]

Janus is also able to finally identify the source of the strange magic in Murphy's pack - the L'Irkash flag that he picked up after the last battle has been transformed by the deathly energy animating the dead sailors, and now acts as a Shroud of Protection - when draped over a dying body, it will preserve the life within. This explains why the magic flared up whenever a nearby ally was near death.

[sblock=OOC]
It will stop flaring up like that once it's removed from the island - ie. for other DM's it'll be a regular Shroud of Protection with no extra power of being able to tell when an ally's wounded. I only did that to draw attention to it, since I accidentally let you get out of the last encounter without figuring out what you were carrying.
[/sblock]

Fortunately, Shorrin's hammer is a lot more solid than the javelins and arrows, so it's easy to spot the handle sticking out of the snow.

While the others are examining items, Balth finds a nice hollow in the lee of the large hill and stakes out spots for the tents. Captain Torion's gear is well made and it keeps the wind out well, and after a few hours you are able to thaw and even sleep - though getting up to take turns at watch is a trial. Once during the night you are woken by the howling of wolves getting closer, but they never come close enough to be a threat, and around midnight a huge wind roars through the camp, shaking the tent sides as if it is under assault. There is a huge crash from outside, and Janus (who is on watch) peers out to see that one of the sleds has been completely upended and blown through the air to land 40 feet away. Fortunately the roaring of the enormous wind has woken everyone else, so they all troop out to inspect the damage (which turns out to be minimal) and regather the shattered supplies. After this nothing else troubles your rest, and you sleep soundly until dawn.

When you awake, all the goblin bodies have vanished as if melted away. The Icy Spire seems to loom closer than ever on the horizon.

[sblock=Rest]
Everyone is back up to full hp and healing surges, and recovers all daily powers. Everyone's back to 1 Action Point.
[/sblock]

[sblock=XP and items]
Now that you're resting, it's time to award XP!

I'll assume you only took the javelins and treasure from the goblins - if anyone wanted some size small leather armour, short swords, hand crossbows, or bolts, let me know and I'll edit the following list. Otherwise it all vanished with the bodies.

Complete list of items found since the start of the adventure:

Shroud of Protection
Rod of Reaving +1
2 Potions of Healing
Inscribed gold ring (value 20 gp)
Captain's Log of the Little Celia (value unknown at this time)
50 gp
up to 13 javelins

XP awards:
Because of the high number of cold-based power you have as a group, I'm awarding an extra 10% XP for every creature with cold resistance.

[sblock=Details]
Encounter 1: Shipwrecked Zombies
3 Chillborn Zombies (L4 soldier w/cold resistance) @192XP = 576 XP
4 Zombie Rotters (L3 minion) @38XP = 152 XP
Total = 728 XP

Encounter 2: The Blizzard
Skill Challenge (L2, complexity 3) = 375 XP

Encounter 3: Frost Goblin Ambush
Frost Goblin Hexer (L3 elite controller w/cold resistance) = 330 XP
2 Frost Goblin Sharpshooters (L2 artillery w/cold resistance) @137XP = 274 XP
6 Frost Goblin Cutters (L1 minion) @25XP = 150 XP
Treacherous Ice Sheet (L1 obstacle) = 100 XP
Total = 854 XP

Total for encounters: 1957 XP, or 391 XP each
Time XP for L1 characters since Feb. 12: 4 months @83 XP each = 332 XP each
[/sblock]

Total: 723 XP each
[/sblock]


I approve of the Exp and treasure
Ozymandias79
 

Larinza wakes up from her rest feeling recharged and renewed. She notices she's feeling much stronger, and more inspiring than ever before.

[sblock=Larinza stat block]Larinza Tsani- Female Human Warlord 2
Passive Perception: 12, Passive Insight: 12
AC:18, Fort:16, Ref:15, Will:16 -- Speed: 5
HP:29, Bloodied:14, Surge Value:7, Surges Per-Day 8/8
Initiative +3 Action Points: 1, Second Wind: not used
Powers:
Furious Smash
Opening Shove
Wolf Pack Tactics

Inspiring Word Inspiring Word
Hammer and Anvil

Bastion of Defense

Aid the Injured
[/sblock]
 

Janus clambers out of the tent and stretches whilst yawning. "I love the smell of wind tossed sled in the morning. don't know about the rest of you but I'm feeling fantastic. Come let us have some food and then its off to the tower."

[sblock=Janus stat block]
Janus Reinhardt - Male Human Wizard 1
Passive Perception: 13, Passive Insight: 19
AC: 16, Fort: 12, Reflex: 15, Will: 16 -- Speed: 6
HP: 22/22, Bloodied: 11, Surge Value: 5, Surges left: 7/7
Initiative: +4
Action Points: 1, Second Wind: not used
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep (Memorized)
[/sblock]
 

Balth exits his tent, replacing the mittens over his hands.

It will nary be a day too soon, friends, when we set back for warmer climes. Let's make haste to get there, perhaps out of this blasted wind, he says as he motions to the spire.

He pulls out a crust of bread from his pack and offers a hunk to Janus as he mentions food.

He smiles and nods at Larinza as she rouses from her tent, looking more inspiring than ever.

And if we're lucky, Shorrin and Murphy will wake before long and we can get moving, he says with a glint of mischief in his eye.
 

Murphy stumbles out of his bedroll, clutching his winter blanket tight around his waist. He thinks to himself "Next time I come out to the winter wasteland I need to pick a better form, maybe one of them hairy minotaurs" as he dons his armour and gathers his belongings, including his new magical rod, and stuffs his dagger in his belt loop.

[sblock=OOC]
I've decided to hold off levelling Murphy until PHB2 is approved.
[/sblock]
 


[sblock=OOC]
4 days, 8 hours, 2 min, 39 seconds...j/k

Not sure, but it'll hopefully be by the time the adventure's done.
[/sblock]
 

Remove ads

Top