1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31Nature roll(adding 2 for Sefra's roll assuming success) She will accompany me as we go for assistance and a little added protection
To the group "Sefra and I are going to go forage for a little food, we shouldn't be gone for more than an hour. Does anyone want to join us? If not when we get back we can patrol, cook, forage some more, or assist with surveying if you like..."
"No worries ladies! Just be careful. I shall hold down the proverbial fort, as it were. Camp will be ready when you return. As you can see, I have everything well in hand!" He says happily, indicating his tent.
The acute angle of the tent proves that this is, indeed, his first time setting it up.
His lack of nature skills makes Marc a natural for the mapping team! (Of course, he'll automatically assume the role of 'leader', pointing out things of interest to the ones doing the actual drawing,...
Marc volunteers for the middle shift, knowing that since he doesn't wear armor it will be easier for him.
"I appreciate your offer for the middle shift but you may want to take one that is more towards the twilight or dawn, human eyes aren't well known for their vision in the dark. I'm sure I speak for Sefra when I say we can cover portions of the night, as the moonlight and light from the fire will aid us considerably. My armor is such that that I hardly notice it, it might as well be a blanket with all the sleeping under the stars I've done in my life. And Sefra doesn't wear armor per se. Might we spell you after your shift as the gloom settles over us?"
That morning, when everyone's together, Hasren will perform Traveler's Chant. He'll join the survey team going out to explore the region. While out exploring, he'll keep an eye out for edibles & drinkables.
Aid Nature check: 1d20 + 7 ⇒ (12) + 7 = 19
Also, every morning when everyone's together & before folks set out, Hasren will perform Traveler's Chant. What it does is increases the group's speed to the slowest person's speed+2 for the purposes of figuring distances traveled per hour or per day.
Traveler's Chant:
Your chant lifts your allies’ steps and helps take their minds off the drudgery of the journey.
Level: 1
Component Cost: 10 gp, plus a focus worth 5 gp
Market Price: 75 gp
Category: Exploration
Time: 10 minutes
Duration: 8 hours
Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.
Rations count at the start of Day 1:
10 Heimoth
20 Sefra
10 Marc
10 Terra
20 Aleph
10? Hasren (assuming on this one your profile is blank)
Starting count of 80 rations, supplmenting with 10 from the days forage, and subtracting the days forage for a total ration count of 80 ration days and 4 days worth of foraged food estimated by the end of Day 1. Just let me know if/when we should stop foraging to add an extra person to the survey team for the full time. For future days I won't include person by person count but just a group total in a 80 rations/4 foraged rations (14 days)format. You guys may want to check the intitial amount for you in case I missed something.
10 Heimoth
20 Sefra
10 Marc
10 Terra
20 Aleph
10? Hasren (assuming on this one your profile is blank)
Starting count of 80 rations, supplmenting with 10 from the days forage, and subtracting the days forage for a total ration count of 80 ration days and 4 days worth of foraged food estimated by the end of Day 1. Just let me know if/when we should stop foraging to add an extra person to the survey team for the full time. For future days I won't include person by person count but just a group total in a 80 rations/4 foraged rations (14 days)format. You guys may want to check the intitial amount for you in case I missed something.
Thanks for catching that. I was cutting & pasting from the profile & apparently wiped it out. Hopefully I was smart & have a copy of it somewhere. If not, I have some work to do!
Your guess is correct. There should also be a total of 10 waterskins. (I assumed 1 waterskin per day. If it turns out we need more, I guess we'll find out the hard way!)
OK I poked around the likely places & it looks like I'll need to recreate the profile...
Day 2 of three for exploring square C22. Foraging rolls if you so desire, and then....
The party continue their progress, checking over the area they have designated to survey. It is another day of sunshine, and the heat is growing intense.
In addition to the foraging check, everyone needs to make either a Nature or an Endurance check, DC 15, unassisted. If you fail, you get sunburn. A DC 20 Heal check will relieve the sunburn (you can heal someone else, but again the roll is unassisted) otherwise you lose a healing surge until your next extended rest.
About midday, the party are seeking shelter from the sun in a small wood, surrounded by the grass.
Perception check, DC 10:
Spoiler:
A strange smell permeates the air here: earthy, with a nutty tang.
If you made the Perception check, try a Nature check, DC 20:
Spoiler:
You detect the distrinctive aroma of ripe moon radishes, somewhere within the stand of trees.
Nature check vs sunburn1d20 + 7 ⇒ (15) + 7 = 22
While he swelters in the heat, Hasren manages to avoid getting sunburned by covering up & fashioning a hat from local materials. While the fashionable elite would never be caught dead wearing such as his impromptu headgear, Hasren somehow manages to make it look good.
With that DC anyone's passive should be good enough. Just in case there's a reason for asking for the roll, Perception check: 1d20 + 7 ⇒ (18) + 7 = 25 Since all my bases are covered... Nature check: 1d20 + 7 ⇒ (15) + 7 = 22
Happy to find respite from the day's heat, Hasren eagerly makes tracks for the shade to be found in the woods the party encounters. While glad to be out of the sun & the heat, Hasren hopes for a bit more and starts poking about looking for a nice cool place where they can take their rest & water their horses. While poking around, he gets a whiff of the same scent as Heimoth & the elf sisters. It takes him a while to figure it out as he's never seen or smelled them before, but Hasren finally makes the connection to the description from Svetlana.
"Moon Radishes! And they're ripe too!"
Hasren is glad he thought to ask Svetlana how to tell which ones would be best to bring back.
Oh, and the forgotten Aid another Nature check: 1d20 + 7 ⇒ (15) + 7 = 22
Well friends, we'll need to be sure we save enough to bring back, but I think we may have also found a nice supplement to today's forage!
Wow. Just took a closer look at my rolls. Nifty! I can think of worse numbers for the die roller to get stuck on! Of course it'll totally get stuck on some other number less than 10 when we're in combat!
"Nobody eats those radishes - they are for Oleg and Svetlana."
I've put a 'Quests' spoiler on my character sheet. One of the quests is finding moon radishes and giving them to Svetlana; she'll give us 75 gp for our trouble.
"Nobody eats those radishes - they are for Oleg and Svetlana."
I've put a 'Quests' spoiler on my character sheet. One of the quests is finding moon radishes and giving them to Svetlana; she'll give us 75 gp for our trouble.
"Well... we do need to find them before worrying about saving them." Hasren says somewhat glumly.
Marc starts off the day with his vest off and his shirt unbuttoned, enjoying the brief spurts of breezes that ruffle the landscape as they map. HOwever, as they near noon and the heat gets stronger, the city-boy notices the more 'outdoorsy-types' actually covering up more, not less. After inquiring into the purpose behind Hasren's hat, the dandy silently buttons back up his shirt and fashions a hood out of a large silk scarf, avoiding anything worse than some color to his usually marble features.
Per check: (if don't use passive) 1d20 ⇒ 10
"Hm? Yes, Of course, I notice it as well." The dandy says, as if he had noticed it earlier, and simply hadn't thought to mention it. (Even though your fairly certain that he didn't notice it until you mentioned it.)
Marc raises an eyebrow at Aleph's rather imperious statement.
"Well,..." He says, straightening an imaginary wrinkle in his shirt. "Of course we'll save the majority for Lady Svetlana. But, did she actually say how MANY she needed? Or simply request that we bring back some if we found any?"
Hasren listens to Marc, casually looks him in the eye, clears his throat and tilts his head towards Heimoth. "Ahem... yes, why don't you & Heimoth work that out Marc?"
"I think the radish king needs to have a bit of a sit down here on his throne." Hasren says as he guides Aleph to the nearest stump or fallen log.
"Terra! I don't suppose you know of any herbal remedies or ointments that might help out our good radish king here?" While it won't help with the burn, Hasren will make sure Aleph gets plenty to drink & cools off in the shade.
"Aleph. When we're out in the sun like that, you might want to cover up more. It's okay to keep your garments loose, so you don't get overcome by the heat, but with your complexion you should try to keep more covered up else you'll end up looking & feeling like a cooked shellfish."
Taking a closer look, Hasren opines, "We might be a bit too late to prevent that..."
Remember, someone can try a Heal check on deal old Aleph to get him his healing surge back.
So, off to get these radishes?
Yeah I poked around & it looks like Terra has the best Heal check. Since you said it would be an unassisted check, I did what I could by calling her over.
80 rations at the end of day 2
Terra chuckles at Aleph "Let's see what I can do for you."
Terra attempts to minister to Alephs sunburn, try this poulstice... 1d20 + 10 ⇒ (7) + 10 = 17heal check
"Hmm that doesn't look much better, let me see if I can at least make sure you don't get worse tomorrow..."
nature check to make sun protection for Aleph, rudemintary parasol :D1d20 + 12 ⇒ (14) + 12 = 26
"It isn't as manly as taking your shirt off and working in the sun all day, but it might save your skin if not your pride..."
With Aleph nursing his sunburn, the group head into the small thicket to retrieve the radishes. After a couple of minutes of picking through the undergrowth, the shubbery thins out into a clearing. The scent of the radishes is strong here. The growing tops of the tubers, stiff brushes of dark green foliage, poke up thickly from the ground. The soil is disturbed in many places, as if more moon radishes have been grubbed up. The causes of this vandalism are quite apparent as they sprawl, semi-comatose with bellies distended and moaning faintly: small, scaly dog-faced humanoids about the size of halflings, sleeping off a successful radish hunt.
One of them opens an eye a slit, peers at the newcomers, and croaks something as it struggles to get up.
"He spoke Draconic, with a terrible accent, he said; 'Intruders, protect the patch!'. I believe we may have competition for the Moon Radishes." He adds wryly.
"Stand ready, I shall attempt to soothe the situation before it devolves into a donnybrook." The dandy says softly to the others, already wearing a smile.
Marc steps forward ahead of the rest, holding out his hands to show they are empty. He speaks in the same hissing language as the creature, but manages to make it sound aristocratic.
Draconic:
Spoiler:
"Hold your arms my small friends! We mean you no harm. We merely seek to procure some of these delightful radishes for our use. We have no desire to fight."
Marc speaks to them in their own language. However, his words only seem to infuriate them. They stand up and woozily reach for their weapons and one chitters:
If you speak Draconic:
Spoiler:
"The creatures want to steal our radishes! Kill them all!"
Roll initiative. Who'd have thought that a simple quest for radishes could descend into violence? Tsk, society today...
"Uh Marc? Based on their reaction... I don't think those words mean what you think they mean." Hasren whispers as he slowly draws his sword & clumsily readies his shield.
Yeesh. After seeing my initiative score, I felt the need to edit in an explanation for it.
Init: 1d20 + 1 ⇒ (4) + 1 = 5 Sheesh! Ok, so what;s MY excuse? ;P Hm,... ok,
Hasren wrote:
"Uh Marc? Based on their reaction... I don't think those words mean what you think they mean." Hasren whispers as he slowly draws his sword & clumsily readies his shield.
"Hm? Nonsense Good Hasren! They speak the Noble Language of Dragons! They are obviously creatures of intelligence and integrity!" Marc replies, apparently oblivious to the fact that said creatures are preparing to attack!
I guess we'll pick this up when Aub gets back. I hope he heals good, and soon! :)
The green is difficult terrain. The brown thing is a gnarly old tree in the centre of the clearing. The grey areas are the moon radish patches. They are not difficult terrain, but unless you move at one half speed through them you will trample and destroy the radishes in the squares you have moved through.
The K's are the kobolds. You are in the clearing somewhere between 21 and 26 - please place yourselves.
Kobold initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Sefra 14
Heimoth 11
Terra 9
Kobolds 8
Marc 5
Hasren 4
Aleph 2