
GM_Jacob |

You can stop me whenever you want.
Day 1: Nothing
Day 2: Nothing
Day 3: Dead giant stag beetle, 1d4 ⇒ 4 days old.
Day 4: Get lost, lose a day
Day 5: Lost
Day 6: Need a survival roll for food
Day 7: Nothing
Day 8: Heavy rain all day
Day 9: A copse of tree covered in giant spider webs, full of dead animals ranging from squirrels to deer.
Day 10: Nothing

The One Called Nemesis |

After Day 1, I swap out Command in my spell list for Detect Undead. I cast it in each day, looking for undead. By day 3, I will search for food.
Survival Roll 1d20 + 3 ⇒ (1) + 3 = 4
As my role was terrible, I will begin to circle around and head back to town. If I make it back in one piece I will be purchasing a backpack for Hatred and load it with about 15 days of rations

The One Called Nemesis |

Subtracting 7 gold from total, 8 gold left. And it was two characters, minion counts as one as well
Nemesis sits down in town after purchasing a backpack and 15 days of rations, he hands it to Hatred.
"Here, earn your keep, carry my food.... Nemesis begins to think for a long moment, poundering something. He talks to know one in particular, "Seems what I need is some zombies or skeletons, but the wilderness seems to be quite empty of what I need. I may be going at the problem wrong. I may need to find a way to create more minions.. If only I could find some yellow mold diesase, or possibly some botflies..."
He gets up from his thinking and summons Hatred to his side. "Come along, let's try our luck heading south"
He heads back out of town through the west gate and begins to journey south, still taking as much time as he can. He casts detect undead on each day to see if he finds anything.

GM_Jacob |

Day 1: Nothing
Day 2: Snare trap - Perception DC 16, Reflex DC 18, Disable device DC free
Day 3: Lost, lose a day
Day 4: Lost
Day 5: The green forest turns to rolling hills stretching for miles.
Day 6: Nothing
Day 7: Green flash - caster level +3 for one day, +2 the next, +1 the next
Day 8: Giant humanoid tracks

The One Called Nemesis |

Preception to notice trap 1d20 + 6 ⇒ (20) + 6 = 26
Nemesis stops as he notices a Snare Trap along the path he had been traveling. He takes out his knife and cuts the rope, standing back to make sure it doesn't still whack him with anything. Satisifed, he continues on his journey.
On day 3 and Day 6 I will be rolling to find food and water on the trail as I go to subliment my own rations
Day 3 - Surivival Check 1d20 + 3 ⇒ (12) + 3 = 15
Day 6 - Surivival Check 1d20 + 3 ⇒ (4) + 3 = 7
Day 8
Nemesis comes upon some humaniod tracks. He bends down to examine them further.
Are they booted, bare feet, are they humanish in appearance or clawed?

GM_Jacob |

The footprints are incredibly obvious and easy to follow. They continue on for about 20 more miles, following the edge of the mountain range as it curves to the west.
Day 1: Nothing
Day 2: Nothing
On the afternoon of the second day, the mountain range that had been to the east for your whole trip juts out sharply, and the tracks lead to a rocky cave made in the gap between two peaks.
This is a map of where you've traveled so far on this journey.

The One Called Nemesis |

On Day 9/Day 1, I will be making another surival role to add food and water to my supply
Survival Check 1d20 + 3 ⇒ (14) + 3 = 17
Upon reaching the cave, Nemesis finds himself a good vantage point and settles in. He hides himself and Hatred as best as he can. He whispers to Hatred "Time to wait and see what comes out from that cave"

The One Called Nemesis |

Nemesis shackes his head in disappointment. He was hoping to find some undead creatures that he could enslave to his will. He won't be able to walk away with that guard there. He points to the Gnoll and whispers into its mind. "Your friends are trying to steal from you! Go kill them!"
Casting Murderous Command on Gnoll Guard - DC 14 - Will Save

The One Called Nemesis |

Not even waiting to celebrate his small victory, Nemesis gets up from his hiding spot, geatures to Hatred, and sneaks off back to the path. Once on his way again, he moves at a brisk pace for a few hours until he is content that the gnolls are not following him. He begins to make his way back to town.

GM_Jacob |

Day 1: While walking in the pouring rain -1 to ranged attacks, you stumble across a swarm of rats. They are 60' away, and both parties are aware of each other.
Rats' initiative 1d20 + 6 ⇒ (18) + 6 = 24
Nemesis's initiative 1d20 + 2 ⇒ (8) + 2 = 10
The swarm of rats lurches toward you, halving the distance between you.

The One Called Nemesis |

Oops, my bad, forgot he had DR, then his HP is at 9, this might not go as terribly as I thought it would
Nemesis shakes his head in disbelief, he resumes his previous plan of cursing at the swarm.
Channeling Negative Energy - DC 12 - Will save for Half Damage - Damage 1d6 ⇒ 5

GM_Jacob |

1d20 + 2 ⇒ (13) + 2 = 15 What can I say? Although at this point it's apparent that you're going to win eventually since the rats only damage on a 6, and they're too stupid to realize that killing the skeleton doesn't do them any favors. Although, you are blowing through all your channeling...
1d6 ⇒ 4
And with a final shriek, the rats grow weary of biting at hard bone without success and the swarm dissipates, leaving hundreds of rats scattering in every direction.
That's worth 600 XP.

The One Called Nemesis |

Nemesis takes a quick breather and then attends to Hatred. He casts inflict like wounds on Hatred to heal him of the damage.
Casting Inflict Light Wounds on Hatred 1d8 + 1 ⇒ (3) + 1 = 4
"We might as well continue moving for a little bit to clear the area, but then we should camp for the night."
Once refreshed, Nemesis continues his journey back to town.
With 600 XP, I'm just a little under half way to level 2! Keep em coming

GM_Jacob |

The rest of the day sees the pouring rain turn to a brief thunderstorm.
Day 2: Nemesis wakes up to the unpleasant shock of a spider bite on his leg. Normally there would be a fort roll for poison, but nothing else happens today, so it doesn't matter.
Day 3: You realize that 3 of the trail rations were spoiled in the rain.

The One Called Nemesis |

Fort Save 1d20 + 1 + 3 ⇒ (11) + 1 + 3 = 15
Nemesis growls to himself as he checks over the spoiled rations. He realises that he will need to forge for food on every day back to town.
Survival Roll #1 1d20 + 3 ⇒ (12) + 3 = 15
Survival Roll #2 1d20 + 3 ⇒ (19) + 3 = 22
Survival Roll #3 1d20 + 3 ⇒ (16) + 3 = 19
Survival Roll #4 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #5 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #6 1d20 + 3 ⇒ (19) + 3 = 22
Survival Roll #7 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #8 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #9 1d20 + 3 ⇒ (8) + 3 = 11
Survival Roll #10 1d20 + 3 ⇒ (4) + 3 = 7

The One Called Nemesis |

After becoming refreshed, Nemesis sits and waits in the tavern for awhile, see if any other would-be adventurers show up. Instead of dismissing his companion to wait outside, he keeps him by his side.
After a long time has passed, Nemesis gets up from his spot, gestures for his companion to follow and heads back out to the outskirts of town.
"Well my friend, lets try heading East this time and see what we can find"
I spend the first three days of my journey foraging for food as I head east. I journey at a slow pace, as I am in no hurry.
Survival Role for Food Day 1 1d20 + 3 ⇒ (18) + 3 = 21
Survival Role for Food Day 2 1d20 + 3 ⇒ (8) + 3 = 11
Survival Role for Food Day 3 1d20 + 3 ⇒ (2) + 3 = 5