Far Secrets, Northern Visions

Session 4: Dwarven Ranger

Having freed Yuki’On’Na and discovering the nature of the threat to the North, the PCs’ next objective is to hire the dwarf guide Dvalinn Icebeard to take them north across the treacherous terrain to The Frost Cage, the only remaining passage to the northern town of Ice Harbor.

Dvalinn’s cabin is located north of Skyrim in the Split Altar Mountains.

Encounter 1: Yeti

These yeti are hiding at the bottom of the trail leading into the valley where Dvalinn’s house is. A Perception of 25 reveals their location; otherwise, they gain a surprise round.

Yeti (3)

XP: 200 Large monstrous humanoid
CR 5
HP: 30
Init: +1
Speed: 6
AC: 16
Attack: Claw +7 melee (1d6+4)
Grapple: +12
Fort +5, Ref +5, Will +5
STR 18, DEX 15, CON 14, INT 9, WIS 12, CHA 11
Reach: 2
Languages: Giant

Constrict: The yeti deals 1d6+4 points of damage with a successful grapple check plus an additional 2d6 points of cold damage.

Abominable Yeti (2)

XP: 300 Huge monstrous humanoid
CR: 7
HP: 105
Init: +1
Speed: 8
AC: 18
Attack: Claw +17 (1d8+9)
Grapple: +27 Fort +8, Ref +8, Will +9 STR 29, DEX 15, CON 22, INT 8, WIS 14, CHA 8 Reach: 3 Languages: Giant

Constrict: The Abominable Yeti deals 1d8+9 damage with a successful grapple check, plus an additional 2d6 points of cold damage.

Treasure: Pouch containing 24 gp, 17 sp.

Total XP: 1200

Encounter 2: More Minions of the Demon

Directly across from the trail to enter the valley is a small path that leads up to Dvalinn’s house. A search DC of 20 reveals it. If the PCs choose to take this path, they gain a surprise round for the following encounter. Otherwise, things proceed as usual.

Note for this encounter: Since this is a steep slope, the attacker that is uphill gains a +2 to attack rolls and a +3 to rushing.

Phantom Warrior (7)

Medium Shadow Humanoid (Undead)
Initiative: +8
HP: 40, Bloodied 20
AC: 18
Fort 16, Ref 15, Cha 16
Immune disease, poison
Speed 6, Fly 6, phasing
STR 14, DEX 12, CON 12, INT 10, WIS 11, CHA 14

Phantom Sword (at-will): +9 vs. Reflex, 1d8+2 necrotic damage

Total XP: 1400

Encounter 3: Dvalinn Icebeard

As the PCs approach this cabin, a gruff voice calls out, asking who they are and what is their purpose. If the PCs can convince him of their intentions (Diplomacy, Intimidate, or Bluff 15), they hear a lot of scraping, as if large furniture is being moved. Eventually the door opens, and Dvalinn explains that the cabin has been under attack since that morning, and he’s been trying to fend off the attackers by barricading his home.

Dvalinn invites the PCs into his house. He informs them that the king sent a messenger earlier indicating that the king would cover his fees for escorting any adventurers who came in the king’s name across the wastes. He also indicates that this is a mutually beneficial arrangement for him, as well, since the PCs provide extra protection and make the journey safer to Ice Harbor to trade.

Dvalinn suggests that the PCs return to Skyrim if they need any supplies before departing. The journey will take several days, so they need enough food and shelter to last that long. If the PCs are already equipped, however, they can depart immediately.

When the PCs and Dvalinn exit the house, it has been surrounded by the ice demon’s minions.

Phantom Warrior (3)

XP: 200
Medium Shadow Humanoid (Undead)
Initiative: +8
HP: 40, Bloodied 20
AC: 18
Fort 16, Ref 15, Cha 16
Immune disease, poison
Speed 6, Fly 6, phasing
STR 14, DEX 12, CON 12, INT 10, WIS 11, CHA 14

Phantom Sword (at-will): +9 vs. Reflex, 1d8+2 necrotic damage

Barlgura (2)

Lesser Demon
XP: 350
CR: 8
Init: +7
HP: 108
AC: 19
Fort 20 Ref 17 Will 17
Speed 8
Attack: Slam +10 (1d8+6) (if bloodied, 2d8+6)
Double Attack: At-will, two slam attacks
Savage Howl: (immediate when bloodied) All allies within 5 squares of the Barlgura gain a +2 to all rolls until the end of the demon’s next turn.
STR 22 DEX 16 CON 18 WIS 22 INT 16 CHA 12
Language: Abyssal

Total XP: 1300

Treasure: Black Pearl (500 GP)

Barlgura Lore – A character knows the following information with a successful Arcana check. DC 15: Barlguras are favored by the demon prince Demogorgon, who enjoys their primitive, bestial savagery. Their presence in the world is often a sign of a hidden cult of the so-called Prince of Demons.

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Aphaia

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