| Kjolmar Greyhelm |
Survival for cold: 1d20 + 7 ⇒ (16) + 7 = 23
Enough for everyone and the yaks. :)
Fort save for the cold (DC 15): 1d20 + 4 + 2 + 2 ⇒ (14) + 4 + 2 + 2 = 22
Fort save for the altitude: 1d20 + 4 ⇒ (6) + 4 = 10
Kjolmar seems sluggish, gulping in the thin mountain air hungrily. It seems unusual, given the rugged appearance of the Mountain Dwarf, yet you would guess he hasn't been acclimated to this altitude in a while. Gain fatigue in the first hour.
Fort save for the cold (DC 16): 1d20 + 4 + 2 + 2 ⇒ (17) + 4 + 2 + 2 = 25
Fort save for the cold (DC 17): 1d20 + 4 + 2 + 2 ⇒ (17) + 4 + 2 + 2 = 25
I dunno how long we're gonna march, so I'm just putting 3 rolls for now.
| Quodak Milner |
Altitude: 1d20 + 4 ⇒ (18) + 4 = 22
Cold 2: 1d20 + 4 + 2 + 2 ⇒ (18) + 4 + 2 + 2 = 26
Altitude 2: 1d20 + 4 ⇒ (15) + 4 = 19
Cold 3: 1d20 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14
NL cold damage: 1d6 ⇒ 6
Altitude 3: 1d20 + 4 ⇒ (19) + 4 = 23
Not doing too bad.
Quodak seems a bit cold a few hours in, but he's handling it rather well.
| Moredrel |
Alright, here's the first 3.
1st Checks DC 15
Altitude : 1d20 + 3 + 2 + 2 ⇒ (18) + 3 + 2 + 2 = 25
Cold : 1d20 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
NL cold Damage 1d6 ⇒ 5
2nd Checks DC 16
Altitude: 1d20 + 3 + 2 + 2 ⇒ (9) + 3 + 2 + 2 = 16
Cold: 1d20 + 3 + 2 + 2 ⇒ (19) + 3 + 2 + 2 = 26
3rd Checks DC 17
Altitude: 1d20 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
Cold: 1d20 + 3 + 2 + 2 ⇒ (9) + 3 + 2 + 2 = 16
Fatigued
NL cold Damage 1d6 ⇒ 4
Moredrel is showing the strain. Shivering and frostbit from the start, he's breathing hard near after a couple of hours. Stopping frequently to try to catch his breath.
Does the altitude cause any more problems once you're fatigued? Is there any point in continuing to make checks?
| Quodak Milner |
Final rolls, then.
Cold: 1d20 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14
NL cold: 1d6 ⇒ 1
Altitude: 1d20 + 4 ⇒ (16) + 4 = 20
By the end of the day's march, Quodak seems to be colder, but still doing reasonably well. Between the wounds he received while fighting the elemental, and the cold, he won't last a terribly long time, though. He is shivering, and his feet are beginning to show a tinge of blue.
The dwarves wouldn't have happened to have given us anything to burn, would they?
30(7)/40HP
| Krathok |
Fort Saves: 1d20 + 5 ⇒ (18) + 5 = 23 - save
1d20 + 5 ⇒ (4) + 5 = 9 - fail
1d20 + 5 ⇒ (2) + 5 = 7 - fail
1d20 + 5 ⇒ (9) + 5 = 14 - fail
Non-lethal: 3d6 ⇒ (4, 6, 2) = 12 - 6 non-lethal taken.
I've assumed I'll fail an altitude check at some point and end up fatigued; though it has no effect on anything else unless combat ensues.
After trudging along for a few hours and getting chilled to the limit of his endurance, Krathok looks around for a place to rest...
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
| Orion Snow |
Assuming I'm not wearing the cloak of endure elements and instead gave it to some of the smaller people. Decide amongst yourselves who has it.
DC15
Survival (for bonus) 1d20 + 7 ⇒ (15) + 7 = 22
Fort for cold 1d20 + 5 ⇒ (7) + 5 = 12
Fort for Altitude 1d20 + 5 ⇒ (19) + 5 = 24
DC16
Survival (for bonus) 1d20 + 7 ⇒ (6) + 7 = 13
Fort for cold 1d20 + 5 ⇒ (11) + 5 = 16
Fort for Altitude 1d20 + 5 ⇒ (1) + 5 = 6
DC17
Survival (for bonus) 1d20 + 7 ⇒ (3) + 7 = 10
Fort for cold 1d20 + 5 ⇒ (6) + 5 = 11
Fort for Altitude 1d20 + 5 ⇒ (3) + 5 = 8
DC18
Survival (for bonus) 1d20 + 7 ⇒ (16) + 7 = 23
Fort for cold 1d20 + 5 ⇒ (9) + 5 = 14
Fort for Altitude 1d20 + 5 ⇒ (6) + 5 = 11
DC19
Survival (for bonus) 1d20 + 7 ⇒ (17) + 7 = 24
Fort for cold 1d20 + 5 ⇒ (2) + 5 = 7
Fort for Altitude 1d20 + 5 ⇒ (15) + 5 = 20
Not including potential bonuses from survival
Failed 6 cold saves for 6d6 ⇒ (5, 1, 5, 6, 1, 1) = 19Nonlethal damage
Orion has 17/36 HP and is fatigued
| DM Caleth |
You are still in the wide, flat valley where the Iron Peak mines are located (see the picture posted above), so you are going to be resting in the open tonight. Any spot would pretty much be interchangeable.
Fairly prominent in the gear on the yaks are the pieces of a large sturdy tent disassembled for easy travel. It will require a Survival check to set it up, how well you do will determine how long it takes, from half-an hour to about two hours. There is also a curious perforated metal object filled with coals, which is presumably for warmth, as well as some other objects which are likely cookware.
When investigated, the supplies include food in the form of particularly unappetizing looking jerky, hard, crumbly yak butter and some sort of coarse flour. There is also a hard brick of black tea. The last saddlebag is the most puzzling as it contains an iron helmet and a torc in the shape of a stylized griffon made of an even stranger metal. Both are decorated with motifs similar to those on the iron hammer you found on the body in the cave.
In case you care, there are three yaks, one carrying the peices of the tent, one carrying food and one carrying the other miscellaneous items.
| Kjolmar Greyhelm |
@Orion: My roll on the Survival allows everyone a +2 for the entire time that we're marching for the day, so you didnt need to make Survival checks. What's more, I'm pretty sure there's only one check for the whole period of time. Just a heads up.
Kjolmar recognizes the items, and explains to the group that they're the basic trappings of a nomadic dwarven family's set-up. Though he's not a nomadic dwarf himself, Kjolmar will set up the tent.
Suvival: 1d20 + 7 ⇒ (17) + 7 = 24
When the tent's set up, Kjolmar sets up the brazier in the center and (assuming we were provided something to burn in it) lights it up to warm the tent. He takes the iron helmet and flips it, then boils some water to make tea. As he does so he moves to allow everyone into the yurt (likely small for the rest as it's dwarven-sized) and, once the tea is made, tells them a tale of his ancestors through the collective.
He tells the tale of Sindri Greyhelm, also known as Sindri the Tall, who stood eye to eye with the orcs and could lift twice his considerable weight. He tells the tale of how Sindri brought low a mighty giant with a fiery beard by uprooting a massive tree and beating him with it. As he tells the tale, Kjolmar says certain words out loud in Dwarven for emphasis, and stares intently into the fire.
When the tale is through Kjolmar gets quiet, evidently lost in his own thoughts.
| DM Caleth |
Kjolmar is able to quickly set up the tent, instructing his fellow party members to help, you are inside and a little bit cramped together, but out of the wind and cold within about 45 minutes.
You probably wouldn't want to use the torc and helmet that way. My description might have been unclear, but you have the appropriate tools for cooking, in this case the coal-filled brazier and a small pot for water.
| Kjolmar Greyhelm |
Well, that changes my actions. Wouldn't want to use sacred relics to boil tea. XD
Kjolmar explains to everyone that the torc and helmet are likely sacred relics, as they bear runes which might suggest such. He tries to decipher the runes, and if he can't, he asks Moredrel if he can (as Kjolmar knows him as one who studies magic).
| DM Caleth |
None of you are likely to get a detailed meaning of the runes, since you don't even know what writing is at this point. You have no idea how hard that little detail has made things at various points so far.
Prominently on both the helmet and torc are the same characters from the Iron Peak flags: 鐵巓
The full inscription on the helmet says: 鐵巓雷狼盔子裔子 龍猎
The full inscription on the torc says: 濃 鐵巓始祖
Don't get too caught up in the Chinese, it is not super important exactly what the characters are right now but I want to have the exact wording here for future reference. Also here are some hints to help you figure out what is going on.
| Moredrel |
Moredrel will gladly examine the sacred objects (and had been planning to do so from the initial description).
Detect Magic. And Spellcraft if they do have magic auras. 1d20 + 15 ⇒ (10) + 15 = 25
He will also see if he can decipher the runes or anything else about them
Knowledge: Arcana 1d20 + 12 ⇒ (17) + 12 = 29
I don't have religion and I doubt Planes,geography or Nature will help.:)
:: I wonder why these were given to us? Unless they're standard equipment for the average nomad family? ::
Edit: Written before that last posting.
Int:1d20 + 5 ⇒ (16) + 5 = 21
| Orion Snow |
Moredrel will gladly examine the sacred objects (and had been planning to do so from the initial description).
Detect Magic. And Spellcraft if they do have magic auras. 1d20+15
He will also see if he can decipher the runes or anything else about them
Knowledge: Arcana 1d20+12
I don't have religion and I doubt Planes,geography or Nature will help.:):: I wonder why these were given to us? Unless they're standard equipment for the average nomad family? ::
Edit: Written before that last posting.
Int:1d20+5
"The cleric seemed interested in us, but I don't know why. If he packed our bags he probably put that stuff in on purpose. What purpose I have no idea. "
| Kjolmar Greyhelm |
INT check: 1d20 ⇒ 12
::Well, I weren't given instructin's on what to do with 'em. Per'aps he gave us 'em to deliver?:: Kjolmar doubts that's the reason, even though he offers it as a suggestion. After all, the priest would likely have told them about it if they were. Kjolmar delicately inspects the helm as he talks, but doesn't put it on. He goes back to his cup of tea after a while, setting the helm down and forgetting about it for the moment.
| Moredrel |
:: These are old. They may have been kept as relics for centuries. They probably belonged to famous ancestors of the clan. The runes may show that, but I can't tell what they represent. ::
I may know more once I get a response on the Detect Magic.
:: Until we find out more about them, I'd be very careful about who we show them too. If someone thinks we stole them, we could be in a lot of trouble. ::
| DM Caleth |
It is now dark and likely too cold to go outside for more than a few minutes, even protected with furs. There is also not much point in setting watches, since you are going to have to huddle in the yurt for warmth.
| Moredrel |
I thought I'd reported this earlier, but
"They're definitely both magic and strong magic at that. Too strong for me to tell what they can do. There's a hint that they might be intelligent."
As he realizes Krathok's tried the helmet on:
"Krathok! They could be dangerous."
When nothing seems to happen, he'll cast Detect Magic again to observe more closely:
"They don't seem to have done anything. Do you feel any different?"
"Hmmm. If they're intelligent, can you try to contact then mentally? "
| DM Caleth |
Dwarven writing was originally designed only to record the names of ancestors, but it was then extended to record various hymns and chants. It works kind of like Japanese kanji, where every character can be read as a whole word or a syllable.
I promise that I did not forget everyone else, everyone gets a spoiler while sleeping, I just have to figure out exactly what the others will entail.
1d20 + 4 ⇒ (11) + 4 = 15
| DM Caleth |
You can, of course, try to interact with your dreams if you want.
| Saint Caleth |
Oops, I didn't mean to forget Kjolmar the first time around.
| Quodak Milner |
If you don't mind, I'm going to have Quodak take a step towards lawful. This is a pretty big thing for him, and it's definitely affecting his outlook. If that's not okay with you, just tell me, and I'll set it back.
| Kjolmar Greyhelm |
| DM Caleth |
That is fine if you think it is appropriate. I don't usually put too much stock in alignments.
| DM Caleth |
You awaken to find the tent colder than the previous night, but still warm, having retained heat remarkably well. Quodak wakes with the dwarven helm close at hand, which is odd, because it was next to Krathok when you went to sleep. In its former position lies the torc, and the iron hammer salvaged from the cave several days ago has rearranged itself in a prominent position near Orion.
Outside, the sun is behind thick clouds, bathing the already grey landscape in steely light. The glacier towards which you were directed looms on the horizon, not more than half a days journey away.
It is pretty obvious which way you are heading at this point, so no survival checks needed. I assume that you are going to start off, and talk on the way.