Part 1 - Like a Thief in the Night - COMPLETED
The South is in ruins. The Stepstones were never truly prosperous, well stocked, or well fortified, but this is unprecedented. Town after town, village after village. This Winter has wasted no time in exacting it's toll. Many laid to ruin by the fierce weather, others by beasts and monstrosities that hide in the snow and ice, and others still just get up and leave in search of larger settlements, hoping for a better chance to survive.
Yet, even with this, there are some villages that have come to ruin with almost no explanation. No survivors left behind, but no bodies either, and all within the span of a night. Villages that are seen bustling and well settled one night are empty and ramshackle the next. First there was just a few farmstead and fishing hamlets, but those weren't concerning. Hamlets like these would be ruined from storms even in the Summer months. But, merely two weeks later Maerin was gone. A week later Sandviik. Then Beggar's Watch and Anja's Cove three days later, and Raven's Watch last week. All the same signs, or lack of signs you might say.
Fimbulwinter has everyone holed up, tending to their own. No one else seems interested in putting themselves at risk. Even so, the danger is still there, and who knows when it will stop, and how many will be lost.
Plot points/Scenes
Act 1 - Picking up the Trail
- Investigate ruins of towns, especially the most recent
- Find an unlikely survivor, near death, perhaps crazy
- Find some of the war sleds, stopped, repairing, resting
Act 2 - The Chase and the Rescue
- Reveal House von Berlich, tease the connection to von Glauer
- Find the main caravan and deal with them
Act 3 - The Confrontation and Revelation
- Final Boss Fight
- Reveal they are based out of Fljot right now, at least one of their main bases
Relations
Adversaries
House von Berlich Troops
House von Berlich Kommandant
Description: Statblock: Equipment:- Bravery Baldric (Haste)
- Crushing (Greater) Rune (inscribed on +2 Striking Frost Crushing (Greater) Maul)
- Boots of Bounding
- Breastplate of Command
House von Berlich Raider
Description: Statblock: Equipment:House von Berlich Huntsman
Description: Statblock: Equipment:- 5x Bola Shot
- 3x Ooze Ammunition (Moderate)
- 3x Terrifying Ammunition
- 3x Harpoon Bolt
- Blindpepper Bomb
- 1x Explosive Ammunition
- 1x Lightning Shot
- 1x Binding Coil
Beasts of Burden
House von Berlich Warhound
Description: Statblock:House von Berlich War Ram
Description StatblockVehicle Reference
House von Berlich Fortified Cargo Sled
Description Statblock Notes:- Pulled by 4 large or 12 medium creatures
- Up to 5 passengers by stripping accomodations
- Loading ballista takes two times
House von Berlich Armored Warsled
Description Statblock Notes:- Pulled by 2 large or 6 medium creatures
- [color:#b2dbff]Loading ballista takes two times
House von Berlich Warsled
Description StatblockMounted Siege Weapons Rules
https://2e.aonprd.com/Rules.aspx?ID=1622
https://2e.aonprd.com/Rules.aspx?ID=1623
https://2e.aonprd.com/SiegeWeapons.aspx
Additional Enemies
House Tarskov Bloodmage
Description: Statblock: Equipment:Backdrops
Locations
The War Path
The Ruins of Maerin
Background DescriptionThe Ruins of Sandviik
Background DescriptionThe Ruins of Beggar's Watch
Background DescriptionThe Ruins of Anja's Cove
Background DescriptionThe Ruins of Raven's Watch
Background DescriptionGull's Rest - The Next Target
Background DescriptionEncounters
Surprising the Stragglers
Description
Encounter
The War Party
Description
Encounter
Obstacles Avalanche/rockslide- DC 24 Nature
- DC 24 Survival
- DC 21 Relevant Lore
- DC 28 Athletics
- DC 26 Acrobatics
- DC 28 Reflex to dodge?
- 28 Reflex to dodge?
- 26 Crafting to determine weak spots?
- 28 Reflex to dodge?
- 31 Stealth
- 26 Survival
- 28 Nature to direct the beast
- 21 Relevant Lore
- 26 Athletics
- 24 Acrobatics
- 26 Perception to see the way through
- 24 Survival to anticipate the path
- 26 Acrobatics to react to quick turns (maybe 28 Reflex?)
- 26 Perception
- 28 Stealth
- 24 Deception
- Spells or attacks to reduce numbers?
- 28 Perception
- 24 Deception
- Spells or attacks to reduce numbers?
- 31 Thievery to disable vehicles?
- Very Easy DC 21
- Easy DC 24
- Base DC 26
- Hard DC 28
- Very Hard DC 31
- They need to accumulate successes to get through an obstacle
- Failures (or crit fails?) mean they lose their lead
Potential Battlemaps
Confrontation with the Komondant
Description
Encounter
Razing a Town
Description
Encounter
Parent Plot
Related Characters
Related Organizations
Related Locations
Comments