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Frosty Comes to Town


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#1 Bali

Bali

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Posted 10 December 2011 - 12:31 PM

This is the second installment of a series of holiday games I'm running for my kids. Things started with "The First Halloween" and are now continuing with the first Christmas run. The boys have been looking forward to the next run so hopefully it's a hit :)

Hopefully some of the ideas are of some use to you all in your own campaigns.

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Recommended Models (in addition to those from the prior run):

Yeti - Yeti Warrior (14582) or Yeti (02697)
Wolves - Dire Wolves (65058)(02415) or Wolf Pack (02830)
Dog - Guard dogs (03326) or Familiar Pack IV (02756)


Prelude -
The full moon high above the land is powerless to pierce the thick snow filled clouds that plunge all below them into abject darkness. Despite the muffling flakes the soft crunch of footsteps in the snow can be heard. In answer the jingle of a chain and barks of defiance call out from the dark. Silently light appears held aloft by a hand now revealed. Blue as ice and cold as death it offers sight but no comfort. The light illuminates an aged face with piercing eyes that cut sort the canines barking leaving it a whine of fear. Unseen in the gloom the mans other hand places an object atop the dogs head and withdraws. With the dogs first cries of pain the light winks out and darkness swallows the scene.

Intro -
Since the incident with Jack things have largely returned to normal in the village of Glennhollow. The Inn was vacant for a time but was eventually reopened by the Brentwood family. They've renamed the Inn "The Fat Hen" and are doing brisk business. Sarah and Mr. Fluffy were taken in by the town millers Hathgar and Yigrette and seem to be doing well there though a shadow of sadness seems to perpetually hang over her. She and the boys remain friends and she delights in hearing of their adventures.

The Erikson farm itself remains empty and the villagers shy away from the area considering it haunted.

The boys have enjoyed a somewhat elevated status in the village based on the rumors of their exploits. As a result the Blacksmith has forged a "great" sword (Bastard Sword) for Bob (though his parents refuse to let him more than look at it when he's not with Hans training) and Joe has come under the tutelage of the shopkeeper Wogan Bolinson who is instructing him in the arcane arts. Beyond this things remain much as they were in the village. As the months pass the weather is turning colder and the first snows have come down from the mountain.

Scene 1 : Midday : Town : Weather is cool, crisp and overcast with the taste of snow in the air.
The boys are with their respective trainers. Joe is with Wogan practicing one of his spells over and over. Bob is with the blacksmith who is trying to instruct him in the finer arts of being a warrior with limited success (Bob lacks the patience and control of a fighter favoring a barbarian style). After they are both dismissed they meet up in town. They are free to look around a bit (Gather Information checks will reveal rumors about animals going missing, compliments about the new management at the Fat Hen, hopes that Ander will be coming soon and talk about the winter festival) but eventually are drawn to a merchant who is franticly making his way into town from the Northeast (DC 18 spot check to see him first, DC 10 Spot or Listen check to be aware of him once he's in the middle of town calling for help). Upon finding people to talk to the merchant (Ander Haukson) relates that he was headed down the road to Glennhollow when he was attacked by a beast that seemed to appear in a blast of snow. The horror, that seemed made of nothing but fangs, claws and the very snow, fell upon his poor mule knocking Ander into a snowbank. Scared out of his wits he ran off to the village as the creature fed on his mule. Hearing the story the villagers generally feel it must have been wolves though Ander swears it was no wolf. Still shaken he heads off to the Fat Hen to settle his nerves and get a room for the night. He can be heard sharing his hope that he can retrieve some of his goods in the morning.

The boys can investigate by following the road back to the NE. Bob is without his bastard sword and will need to find a way to get it out of the blacksmiths shop if he wants it (he does have his faithful wooden sword however (treated as a club). Hans will be eating dinner about this time, the sword is in his shop. Hans takes 10 on listen checks (11).

Scene 2 : Evening : NE of town at the site of the attack
As the day starts to draw to a close the boys come upon the scene of the attack. The snow has been turned a stark red around the ravaged corpse of the mule. Clearly this was a vicious attack (DC 15 Knowledge Nature check to realize wolves didn't do this, DC 20 Knowledge Nature check with a DC 15 Search will reveal that the attacking creature must have been eight feet or more tall and attacked with it's clawed hands. Further it will identify that the mules body is frozen far earlier then it should be. The merchants belongings are scattered about though most are still in the sacks that had been bound to the mule. It would appear the attacker was uninterested in material goods. A DC 5 Search will reveal five torches bound with flint. DC 10 will find a pouch with 58 gp in it, two CLW potions and two MW short swords. A DC 15 check will yield two scrolls (Endure Elements, Mage Armor...destined for Wogen as a gift to Joe) A DC 20 check will find an ornate ring (protection +1).

Obvious tracks lead off NW into the woods (DC 4 Search or Survival check to find them, DC 4 Survival to follow). If they choose to follow them after about an half hour snow will begin to fall (more and more heavily) and night will begin to come (Tracking climbs to a DC 14 (with torch) or DC 21 check (without light) over time (+2 DC/15 minutes)). After another half hour they will be attacked by three wolves (DC 15 Listen to hear them coming, DC 15 Spot to see them coming (20 if distracted)). Once the wolves are defeated or evaded the boys can choose to head back or continue on into the worsening conditions. In either case the heroes will now need to make Fortitude saves against the cold each hour (The first is taken immediately at DC 10 with each following check increasing the DC by 1) or take 1d6 non-lethal cold damage. DC 10 to track their way back to the road. If they try and continue on the conditions continue to worsen and the full dark of night falls on them. Eventually they have to turn back or make camp. If they choose to camp a DC 15 Survival check is needed to make a fire (DC 10 if they have torches left), without a fire they will need to continue to make Fort saves hourly. With a fire they make one Fort save at DC 12 or can't rest well and become fatigued. Note a successful Survival check (DC 15 and half movement speed will provide +2 to the Fort saves while moving and a +4 bonus when stopped. Each point past 15 applies the benefit to one other person). In the morning the trail is buried.

Once they reach the road the boys can choose how much gear to try and take back as much as they like (~300lbs of goods). They can also choose to return the goods or not (if they are heading back into town at night they reach town without seeing anyone, if it's in the morning they'll run into Anders on the road). If they do not Ander will be keeping an eye out for his items (especially the ring, scrolls and swords). If they return most/all of the goods he'll reward them with the ring. Wogen will present Joe with the scrolls as well. In all the unlisted goods are worth 600gp if sold. Depending on their actions Sarah will get a +1 (return) or -1 (keep) to her progression.

Scene 3 : Midday : Village : Overcast and cold
Two days have passed since the merchant was attacked. If they boys didn't return the goods the merchant will be seen asking around about his goods and watching people suspiciously. If they did he'll be seen with the various town merchants trading goods. Around midday the a group of children will be seen screaming and running through the center of town. Just behind them the yeti will appear giving chase
(Suddenly screaming towns children burst out from behind a building running here and there. At first it's hard to say if they're just having fun playing games but the fear in their eyes shows the truth of the matter. The cause of the childrens terror is quickly revealed as a beast, white as the snow, swiftly pursues them with hunger in it's coal black eyes. Fangs and claws are bared as it closes in on it's prey. Close to eight feet tall the creature strides through the snow drifts without slowing despite the hollered calls of the villagers. In surreal contrast to it's ivory fur it's head appears to be topped by a jet black hat. You have little time to ponder this oddity though as chaos descends on the village center.)
If the boys engage they will be able to fight for a round or two before they are joined by others from town. At this point the yeti will break off and flee, easily outpacing pursuit in the deeper snow outside the village. If they engaged the Yeti Sarah will comment on their bravery (+1). If not she'll comment on the wisdom of hiding(-1). The adults present will scold the boys for engaging, but a DC 13 Sense Motive will glean a measure of pride and respect from some of them for the boys courage. If they don't have it already Hans will give Bob the bastard sword to "hold onto for a few days". A DC 14 Knowledge Nature check will reveal the creature as a yeti. Higher success will give info about yetis (and that they are almost unknown outside the mountains. Wogen, if spoken to will reveal much info about yetis.

Scene 4 : Morning : Family Farm : Clear and sunny though cold, six inches of snow have fallen over night.
As morning breaks on the farm the family heads out to go about their business. The boys older sister Hilde is in the farm starting the mornings cooking. She tells them that their mother (Rania) is out tending the animals but their father, Olav, found that a sheep had been taken in the night and was headed to town to talk about the attacks. The boys can investigate and will find the same kind of tracks they had followed the night before. Tracking them is a DC 9 effort. Again the tracks lead deeper into the woods (blood can be seen along the trail )and head roughly NE of the farm. Following them will take the boys "Through the woods and over hills of snow" to a small stream. Just past the stream, on the side of a hill, is a small cavern formed by rocks, snow and ice. From that distance a DC 10 Listen check will hear the sheeps bones crunching, a DC 15 Spot check will locate the Yeti just inside the cave eating the sheep. It will also notice an odd hat like object on it's head. The boys can choose how to attack or to go back for help. If they manage to kill the yeti it will revert back to it's dog form upon death. If they are able to knock the hat off his head (if done in melee it's a disarm attempt - Attack of opportunity, Opposed attack roll +4 to attacker (+8 w/2h)) he will revert to his dog form and show his appreciation with a lick. Either way the hat will be blown away in a powerful gust of wind just after falling to the ground (DC 22 Spellcraft check to identify the Gust of Wind spell). A DC 18 Listen check during the gust will hear a jingle sound in the cave. A DC 20 Search will find a small golden bell on the cavern floor.

Epilogue : Having defeated the yeti the boys return home triumphant with the dog in tow. From now on the dog tries to stay with the boys. (If they defeat the Yeti alone) The adults of the town have a hard time believing the tale but as time passes and no attacks resume can only shake their heads and pat the boys on the head. Wogan will ask the boys about the hat and odd wind. Though he will say little he'll being researching and old tale he recalls. Once again the boys are seen as having saved the town by the towns children and their hero status continues to grow. (+1 to Sarah if they defeat the Yeti without help from the town).

Wolves -
HP: 13
Init: +2
Speed: 50
AC : 14, 12 touch, 13 FF
BAB : +1
Attack : Bite +3 1d6+1
SA : Trip - on a successful bite can attempt to trip (opposed attack roll +1 for wolf)
Saves : Fort +5, Ref +5, Will +1

Yeti -
HP: 40
Init : +1
Speed : 40
AC : 14, 10 touch, 13 FF
BAB : +4 (+12 Grapple)
Attack : Claw +7 1d6+4
Full Attack : 2x Claw +7 1d6+4
Reach : 10'
SA : Imp grab (If hits with claw attack can constrict), Constrict (1d6+4+2d6 cold on successful grapple check)
Special : Immune to cold, vulnerable to fire (dmg*1.5), snowsight
Saves : Fort +3, Ref +5, Will +5

Dog -
HP: 20
Init: +2
Speed: 40
AC: 16, 12 touch, 14 FF
BAB: +1 (+3 Grapple)
Attack: Bite +3, 1d6+3
Special Qualities: Low Light Vision, Scent
Saves: Fort +5, Ref +5, Will +1




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