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There's a lot going on under the Ice Castle |
Timekeeping
This session took place on 03/04/2025, and the PCs adventured for 1 day.
Introduction
Player Characters Present
Sever the Wrathful (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchmen Paul (P1) & Poindexter (M2)Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy and Tawadros (F5)Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F4)Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator+3, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Solaire (F3) and Anri (M3)Julius L'Orange (Level 1 Fighter)
Downtime
Session Report
Earlier I had established the following rules that are relevant to what happened next. If approached in the day time, 1d4 Ice Lizards would be out hunting. Any so doing would be returning in 1d6 turns. Those remaining in the lair might be sleeping or might be awake. That seemed reasonable and low prep, as low Intelligence creatures they had no plan as such to deal with intruders.
So now it was time to roll and evaluate the results. The d4 came up with 4! I had to second guess myself here for a bit, would they really leave their lair unattended? Well they had some reason to be weary of an attack, their lair had a narrow and difficult to reach entrance. Also, their treasure (though substantial) , was not of much interest to the creatures. So I went with it. The "return time" rolls came up with 1,1,2 & 3. I scribbled down time markers.
10 archers were placed on lookout as Sever climbed down and established that the entrance was clear. Giuseppe came next and sent out a ping of Detect Evil, with no result. The lair itself was 70' away. Time to move in.
With the substantial party of 12 intending to make their way down the ladder one by one, I was now able to count down to when the first two of the creatures would return, with the suspicion that they would not all make it inside first. The countdown ran out with Julius having just made it into the entrance (the party shuffling down the narrow fissure with each new arrival) and Sever's henchman Paul coming down the rope ladder.
Combat #1: 2 Ice Lizards
Rounds: 1 surprise segment and 3 rounds
Result: Party Win
Highlights: From out of the swirling mist two Ice Lizards flew, holding between them a large herbivore they were bringing back to feast on. To add insult to injury, they got 1 segment of surprise; this they used to fling the dead shaggy cow thing into the fissure, right at Julius. Sporting a large shield, I decided that the new adventurer had a 50% chance of looking in the right direction to get it position to help. The dice came up his way and he simply blocked the creature from sliding further into the party.
Paul (Sever's new Paladin henchman recruit) was not so lucky, the other Ice Lizard breathed its frosty breath weapon on him. The Paladin made his save and took only 4 hit points. Good right? Well it turns out he only had 4 hit points. Now, we know that 0 hp is not instant death; but what if you are on a rope ladder? Well, as it turns out, then 0 HP is instant death. The unfortunate Paladin plummeted down out of sight into the mists below. The return fire from Solaire, along with 9 0-level human archers, and Irishman Shaemus, with his current 18:00 strength and a specially bought bow to match, got a solid hit in.
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I wonder how he's doing now? |
With their formation completely around the wrong way and with no means to rearrange themselves, all they could do was advance into the main section of the lair; not knowing that it was unoccupied. Here they started searching for enemies and detecting evil. Meanwhile, outside, the Ice Lizard there flew up and cast Fear: catching Sheamus, Solaire, and the 9 0-level human archers up there.
The two characters saved; but most of the archers failed, and half of them dropped their bows in fear. Next round all but two would run way. Someone (I think Solaire) caught the little ice dragon with an arrow and, the hit point threshold crossed, it could no long fly and plummeted down to join Paul somewhere below.
With the outer threat gone, Shaemus scampered down the rope ladder and with McScales started tag teaming Ice Lizard #2, trying to subdue it. As a dragon crossbreed, similar to Firedrakes, I've ruled that subdual is possible and they managed to do so before it could get in its own Fear spell.
The danger was over (or so they hoped) and the party inside the lair began a careful search and gathering up of the treasure. According to the rules, after a fight a party needs to rest for 1 turn (searching around can be done in this time, and, given that most of the party hadn't actually fought, I was more lenient), Sever went to retrieve the body of his henchman (kicking out the dead woolly cow absent mindedly as he did so) and Giuseppe positioned himself to guard the entrance. Ice Lizard number 3# was due back part way through this period, so I allowed that Giuseppe would have been in position when it arrived. Sever had disappeared into the mists below and for a change was the one receiving comms in his own channel.
Combat #2: 1 Ice Lizard
Rounds: 1
Result: Party Win
Highlights: For the first time in the campaign Giuseppe was able to wield his Dragonslayer sword against an actual dragon (of sorts); at least I allowed the bonus to be applied. But does this really count if no one was there to see it? Anyway, the Paladin prevailed and became ever more wary.
Combat #3: 1 Ice Lizard
Rounds: 2
Result: Party Win
Highlights: Ice Lizard #4 arrived just as Sever was carrying Paul's body back up the rope ladder. At this point I was glad I had a method in place and had a clear conscience over the hard time I was giving them. Giuseppe killed the previous Ice Dragon and finally things were back under control when the new one arrived.
The party gathered up the loot and sent it back with their Dwarf mercenaries (triggering a loyalty check), along with Paul's body, and the party reset to continue forward. They first returned to the scene of the talking tree from session (#57?), but it was nowhere to be seen. Neither was the door or the landing that had been there either, only a shallow nook was remaining. WTH?
They now continued down the terrace into unexplored areas filled with the icy mists. The mists moved and flowed in an unnatural fashon, and each part member started to get a strange feeling about what was going on in their depths.
Sever went to investigate the edge of the terrace and found he could see nothing beyond. When he turned back, a group of strange icy undead looking creatures had been advancing on the main body of the party while he was scouting:
Combat #4: 7 "Ice Men"
Rounds: 3 rounds
Result: Party Win
Highlights: It turned into a big old unarmed combat fest. Fortunately, after some trial and error I've been preparing a spreadsheet for storing all the variables required for such combat and I finally was ready to use it. All seven "Ice Men" went for grapples but were fended off by the stout front line of Giuseppe, Gurt, and Sheamus. The next round the enemy used claw/claw/bite routines, with the latter giving Giuseppe a nasty nip; the paladin's eyes misted over and he went on a rampage against his allies! This turned into an unarmed combat extravaganza that thankfully ended when McScales threw his net over four battling player characters and Giuseppe was beaten into submission.
Sever retraced the steps of the creatures and found they stopped some 70 yards down the terrace ahead. It was uncanny, as though they had come out of nowhere or had simply been dropped there out of the sky. This was enough for one day, the party retreated to the Ice Castle and locked the door.
Epilogue with Sheamus
DM: You get back to Castle Irish safely. Do you take Polk {Sheamus named him} to show Sarumin (NPC Wizard)?
Sheamus: "Yes"
Sarumin: "This is not a dragon, but an Ice Lizard, a creature perhaps bred from dragons in similar manner to the Firedrake."
Sheamus: "Oof"
DM: He immediately casts Charm Monster.
Sarumin: "Although subdued, that thing is not smart enough to stay that way. It may have attacked me on sight, but it is safe for now.""
Sheamus: "Do you know of any potential buyers?"
Sarumin: "Certainly, if you are interested, I will purchase the creature from you. For the right price."
Sheamus: "800 gold"
Sarumin: "Done!"
DM: Sarumin has a Firedrake familiar, you get the feeling it is not too impressed with his purchase.
Session Statistics:
Wilderness travel: 1/2 Mile
Combats: 4
Combat rounds: 9
1. 1800gp wrought gold fertility figure
2. 2500gp thin human figure of jade
3. 8000gp gold cube with gems
4. 3000 silver diadem with gems
5. 300gp wrought gold pin
7 "Ice Men" 1890 xp
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