Survival: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10
Korug tries to find the lost town but the snow covered landscape makes it quite difficult.
Duskin: 1d6 ⇒ 1
Hskrota: 1d6 ⇒ 6
Korug: 1d6 ⇒ 1
Zhatara: 2d6 ⇒ (6, 5) = 11
After three hours wandering in the snow and ice, Korug doesn't have a clue where Naldak's Point might be. Korug is the only one who manages to resist the cold completely, but even he succumbs in the next hour. And the illusion of Zhatara's jadwiga ancestry is clearly exposed in her failure to resist the cold weather.
Another round of Fortitude saves from everybody except Zhatara, and another chance to roll Survival. All damage is nonlethal and cannot be healed until you warm up.
The nagaji is clearly not cut out for this environment.
fort+cold weather gear: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22
survival Aid Another: 1d20 ⇒ 13
Fort: 1d20 + 7 + 5 ⇒ (15) + 7 + 5 = 27
Survival: 1d20 + 4 + 4 ⇒ (14) + 4 + 4 = 22
Korug does his best to shrug off the cold. He notices a mountain peak in the distance that he recognizes, and is able to catch his bearings.
Aid another (Survival) check: 1d20 + 0 ⇒ (17) + 0 = 17
Desperate for a little warmth, Zhatara does all she can to help Korug find the right way in the snow!
After another hour of searching, Korug eventually finds an enormous rocky mound protruding from the ground, covered in ice and snow. On the northeast side of the mound, thick walls of ice cascade down the side of the hill like a miniature glacier. Two shapeless stone monoliths stand near the base of the mound.
The next obstacle is to get through the ice.
Fort: 1d20 + 9 ⇒ (9) + 9 = 18
assist on Survival: 1d20 + 3 ⇒ (3) + 3 = 6
Berato advances in the snow, ignoring the pain. He smiles as the cold winds bite at his face. Torag would love this, he thinks.
Korug nods at Zhatara's suggestion "I'm sure it will melt the ice quick enough, but more importantly, it will warm my hands as well!"
The small wayang just sticks close to the party. For moments, he asks himself why would he have joined the Society. But then he just smiles and chuckles, squeezing his hands to warm them up.
This reduces the time, and number of saves, to 1 hour.
All damage is nonlethal and cannot be healed until you warm up.
Korug lumps five bricks of blackfire clay together, and rubs them over the ice. Everyone begins to huddle around the "fire", but finds that it isn't warm enough to heat up all of you. Two people will have to continue braving the cold.
One more Fortitude save from the two people who aren't huddled around the hot spot. The other three will warm up enough to heal their damage.
I thought the only damage you couldn't heal was thirst and starvation... i.e. there's a little line at the end saying you can't heal by magic but I'm fine whichever way you decide (i.e. I used your method in my games until I played some Mwangi-based online PbP and saw it done different - basically people were using their heal sticks every hour to lose the nonlethal...)
Seeing that space is limited around the makeshift fire, Hskrota pushes his way to the front. "You warm-blooded creatures to the back! I'm freezing here!"
Berato frowns at the nagaji, "We have to work together! that kind of behavior will get us all killed!" Berato attempts to warm up Zhatara and Hskrota as they are the worse off, instructing them to both get in his bedroll together to use each other's body warmth, and tries to lend a hand setting up a snowbank to act as a windbreaker using his iron pot as a shovel...
Heal: 1d20 + 7 ⇒ (11) + 7 = 18
Survival: 1d20 + 3 ⇒ (14) + 3 = 17
"I agree.... but I think I need a spot near the fire nontheless..." says Ashara in response to Berato's words.
Don't have any means to magically heal Zhatara yet though
Berato places Zhatara and Hskrota in his bedroll right by the black clay.
I'm waiting for GM decision before doing any healing. In some games I've been it took care of all cold/heat nonlethal but NOT for starvation and thirst. If GM Granta does not allow this then we should pray that we roll high Fort saves as we are basically dead i.e. 1d6 is not a big deal at high levels but some of us have less than 10 hit points... i.e. me! (oops, just realized that I may be the only 1st level at the table... ouch)
Korug steps away from the fire, letting the others warm themselves.
Fort: 1d20 + 7 + 5 + 4 ⇒ (18) + 7 + 5 + 4 = 34
I forgot Korug has Endurance as well.
Knowledge (Engineering): 1d20 + 2 ⇒ (8) + 2 = 10
The bard didn't see anything special around there, and being small, he tried to stick together near the fire. He was shaking to his core - even the shadows of his blood weren't so cold!
Oops... didn't catch that.
Berato tries to keep moving, tending to Zhatara and the nagajin by the warm bricks, and whenever possible, he keeps building that snowbank with his makeshift cooking pot-shovel.
Fort save incl. cold weather gear and Survival DC 15+: 1d20 + 11 ⇒ (19) + 11 = 30
Everybody can heal up, including Berato. With a save like that, I'm going to say your Boy Scout preparedness gets you warm enough to heal, too.
Just as you finish melting a hole through the ice, a large wolf jumps out of the snow and laughs before speaking, "Did you know that your companion is the jadwiga Uliyara, niece to Baroness Urgalaena of Saarbotten? Obviously not! She has deceived you, and who knows what harm might have befallen you because of her betrayal, had I not appeared. Surrender her to me, and continue your exploration in safety."
Berato channels positive energy on everyone (before the wolf appears): Channel Positive Energy to Heal: 1d6 ⇒ 2
.... again! Channel Positive Energy to Heal: 1d6 ⇒ 3
From behind the rest of the group, Duskin barely appears between legs, but speaks with a soothing voice.
Oh, but I think we're fine to continue our exploration in safety... No need not to be, right? - says the small Wayang, trying to peacefully (and slightly supernaturally) solve the situation.
Attempting the Fascinate bardic performance. The Will Save DC is 15.
Korug simply turns and gives a small chuckle as the wolf tells his tale. "Haha, why in the hell would I believe a talking wolf?"
Sense Motive: 1d20 ⇒ 9
Hskrota doesn't know what to make of a laughing wolf.
sense motive: 1d20 ⇒ 2
He finds the laughter infectious and starts to chuckle himself.
The wolf suddenly stops, staring at Duskin.
Everybody may take 1 action, as we need to count the rounds of performance. Keep in mind, the wolf is granted a new save if anybody takes a potentially threatening action, which could be a lot of things. Any action you take to prepare for a fight will probably be seen as a possible threat, if not an outright one.
As the wolf stops, Duskin looks at the others, then at their companion accused by the creature.
Care to explain? Uliyara? - the Wayang doesn't seem too friendly, probably with his patience running out due to the cold. Yet, he keeps his performance for now.
Duskin readies an action: in case the wolf somehow breaks the fascinate effect and engages in combat, as a standard action he will perform a shadow puppet and order it to attack the enemy.
I don't see how readying a bardic performance is a potential threat at all. I'm not pulling a weapon or doing any visible action that he could identify as threatening. Either way, if you will rule it as a "potential threat", then I won't ready
Berato calmly turns to their guide, "Jadwiga Uliyara, niece to Baroness Urgalaena of Saarbotten? what is this? care to explain? I have a very open mind, so please. Go on." Berato calmly awaits her answer, arms folded across his chest.
Was Uliyara with us still? I had the impression she went her own way
"Yes... Berato asks good questions. Considering the fact you were accused of commanding an assault on Whiterook while staying disguised with us I'd say you've got a fair amount of explaining to do. Had the ulfens recognized you we could have all get killed! And now this wolf... why does he want you for himself? What kind of game are you playing... my lady?"
Haltani removes her hat, and suddenly a blonde jadwiga stands before you. "It is a complicated story. I was in danger and feared that revealing myself to you--or to anyone--would bring further risk. I do not know what this white wolf plays at, but I am certainly not playing any games with you!"
1 round of performance spent. Continuing, Duskin?
"Wolf: do you serve Baroness Urgalaena of Saarbotten? why would harm come to us if we travel with her niece? why do you need us to surrender her to you?"
Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
"Why don't you tell us why should we give you Uliyara? She might have deceived us but she actually helped us thus far. You on the other hand menaced us and for all we know you might mean ill to her"
Diplomacy check: 1d20 + 10 ⇒ (6) + 10 = 16
I'll extend another round to keep the dialog for now.
Sense Motive: 1d20 + 10 ⇒ (6) + 10 = 16 Uliyara
The bard tries to identify how truthful the deceitful jadwiga was being now, while keeping the wolf a little more under his control.
Hskrota is confused. He doesn't understand why the wayang is distracting the friendly wolf in this manner.
When Uliyara reveals herself, he hisses, "I think it's time you tell us the complicated story."
intimidate: 1d20 + 2 ⇒ (14) + 2 = 16
Not really sure what the bard has planned, Korug simply listens to Uliyara's explanation.
Uliyara continues her story, "My mother, Baroness Nadya, sent me to Dalun as a trade envoy. I do not know exactly who struck first--or even who all was fighting--but it wasn't us. My entire envoy was murdered and I only escaped because of this disguise."
That's all you'll get so far. Continues the performance?
"I see. So this pup here could be one of your previous assaliants?" asks Zhatara. While speaking the mesmerist signals the others to surround the wolf.
Sense Motive check: 1d20 + 4 ⇒ (15) + 4 = 19
Korug casually strolls out away from the wall, not doing anything in particular besides getting in a better position should things go south.
Another round of performance (3rd) - probably the last one
Duskin tries to stay around 30 feet away from the fascinated creature, while paying attention to the Jadwiga. He keeps performing (with his hands; just an act) to hold the attention of the creature, but shakes his head towards his companions to indicate the condition won't last long at all.
Rigrory made his Perception check to notice, and casting a spell automatically breaks the fascination.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Initiative (Berato): 1d20 + 1 ⇒ (4) + 1 = 5
Initiative (Duskin): 1d20 + 3 ⇒ (18) + 3 = 21
Initiative (Hskroto): 1d20 + 3 ⇒ (1) + 3 = 4
Initiative (Korug): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (Zhatara): 1d20 + 2 ⇒ (12) + 2 = 14
Initiative (GM): 1d20 + 7 ⇒ (7) + 7 = 14
- Duskin -
- Rigrory -
- Zhatara -
- Korug -
- Berato - divine favor
- Hskroto -
As soon as Berato starts casting a spell, the wolf's ears suddenly perk up and he starts snarling.
Duskin is up.