Kurth, Bringer of Civilization |
Kurth is quite disoriented when he wakes up. By the time he realizes that he isn't dreaming anymore, the battle is already over and there is nothing else for him to do then to thank the others for rescuing him.
"Thank you for getting that thing away from me."
HP: 13/15
He is quite surprised when Urdel appears so quickly after the beast is gone.
"You arrived here quickly. Have you been watching us?"
Sense Motive: 1d20 ⇒ 9
Griffo Noakes |
Kn: Arcana: 1d20 + 8 ⇒ (7) + 8 = 15 To Identify the creature if its a magical beast...
" Well that was over quickly " Griffo says before Urdel emerges. He's surprised that the centaur was so close but he nods " I can't imagine what we'd use it's corpse for. "
" Are you hurt badly Kurth? "
Griffo Noakes |
Griffo prods the dead beast with his wand, " A Krenshar, it's the lack of ears that gives it away... and the way it pulled the skin back from its head. " he says shuddering with disgust.
Kargen Hapspring |
"Yes, I bet there's very few creatures which can do that. Or at least, I hope so." Kargen looks up at Urdel. "Not that we wouldn't have killed it anyway, the way it was feasting on Kurth, but you mentioned some furs you could give us?"
GM Henry Fortuna |
Urdel gratefully accepts the krenshar's corpse and gives you a bundle of furs. "Soon you will come to the Kortos Mounts which are dangerously cold. Perhaps you can make an outfit out of these, if you are not already prepared."
Urdel gives his thanks once again before departing and allowing you to go back to sleep. You wake the next day and resume your travel through the forest. The day passes uneventfully and you camp at the edge of the forest. The following day, you make your way up the mountains. The weather is cool but not unbearably cold. As you prepare to make camp, you spy a wagon half-buried in the snow.
Kargen Hapspring |
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Kargen motions everyone to look at the wagon. He tries to determine how long it may have been there with the snow around it. He nods to the others and approaches it warily.
GM Henry Fortuna |
Apparently, the wagon has been here since the last cold season. You find three bodies of hapless explorers, each wearing a cold weather outfit. They probably attempted to cross the mountains at the worst possible time. The wagon would probably be the best place to camp for the night, it has enough room for the five of you and there is also a wood burning stove with enough wood to burn through the night.
I'm going to use Garen's survival check for this next part.
Garen imparts some survival knowledge to Griffo, Kurth and Kargen; giving them further preparation against the elements.
Make 4 Fort saves for each of the coldest hours of the night (DC 15, 16, 17 and 18). If you choose to wear your cold weather outfit, sew one from the furs (DC 15 survival) or take one from one of the corpses, you get a +13 bonus (not counting your regular Fort save bonus). If not, it's just a +8 and your regular fort save bonus.
Griffo Noakes |
Fort saves: 1d20 + 15 ⇒ (7) + 15 = 22
1d20 + 15 ⇒ (9) + 15 = 24
1d20 + 15 ⇒ (10) + 15 = 25
1d20 + 15 ⇒ (9) + 15 = 24
Taking Garens advice Griffo huddles in near the fire with Wurt wearing his cold weather outfit and covering themselves with some of the furs.
Kargen Hapspring |
Fort Save: 1d20 + 13 + 3 ⇒ (12) + 13 + 3 = 28
Fort Save: 1d20 + 13 + 3 ⇒ (16) + 13 + 3 = 32
Fort Save: 1d20 + 13 + 3 ⇒ (18) + 13 + 3 = 34
Fort Save: 1d20 + 13 + 3 ⇒ (2) + 13 + 3 = 18
Survival: 1d20 + 6 ⇒ (17) + 6 = 23
Kargen gets out his own Cold Weather Outfit and huddles up with the others near the fire. While they're waiting out the cold, he begins sewing together the furs from Urdel. It takes him a while especially with the cold, but he finally is able to create another outfit from it.
Garen Haldir |
Garen pulls a cold weather outfit off of one of the corpses and puts it on. "I don't think he'll be needing this..." Garen takes the first watch this time.
Fortitude Saves:1d20 + 16 ⇒ (11) + 16 = 27, 1d20 + 16 ⇒ (18) + 16 = 341d20 + 16 ⇒ (17) + 16 = 33, 1d20 + 16 ⇒ (13) + 16 = 29
Kurth, Bringer of Civilization |
Kurth also takes one of the corpses' cold weather outfits.
Fort DC 15: 1d20 + 4 + 13 ⇒ (16) + 4 + 13 = 33
Fort DC 16: 1d20 + 4 + 13 ⇒ (15) + 4 + 13 = 32
Fort DC 17: 1d20 + 4 + 13 ⇒ (4) + 4 + 13 = 21
Fort DC 18: 1d20 + 4 + 13 ⇒ (16) + 4 + 13 = 33
He feels nice and warm in it most of the time.
He also puts one of the furs on his mule to keep it warm.
Do I need to roll for a non-combat animal?
Griffo Noakes |
Oh right Wurt! 1d20 + 13 + 5 ⇒ (11) + 13 + 5 = 29
1d20 + 13 + 5 ⇒ (4) + 13 + 5 = 22
1d20 + 13 + 5 ⇒ (4) + 13 + 5 = 22
1d20 + 13 + 5 ⇒ (3) + 13 + 5 = 21
Kargen Hapspring |
"What's that?" Kargen says, pointing up to the flash of light. "Maybe we should check it out." He offers our a silk rope for any of the others.
He'll also cast Guidance on anyone willing to make the climb.
Kurth, Bringer of Civilization |
Kurth looks at the spot pointed out by Kargen.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Unless it look like something that is going to attack him immediately, he offers to climb up there and check it out up close.
He removes his armor, then uses his own rope, grappling hook and pitons in addition to the rope offered by Kargen to climb up.
Climb: 1d20 + 9 ⇒ (20) + 9 = 29
Garen Haldir |
Garen looks around carefully for any secret doors or paths that would lead to the shrine or into the mountain.
"It seems awfully strange to put a shrine in such a hard to reach place, unless... unless there's another way up here..."
Perception:1d20 + 2 ⇒ (11) + 2 = 13 Assuming everything remains calm, I will keep searching until I can take 20.
Griffo Noakes |
" What's up there? A shrine? That's a bit weird... "
Doh I don't have Kn history... I usually take that.
GM Henry Fortuna |
After departing from the shrine, you descend into the bog. Thick blobs of fog dance in between large tickets as the foul stench of swamp gas pollutes the air. Several exotic species of vines twist along the vapor shrouded path, creating an ethereal seeming tangle. At random intervals, a splash of fetid water sounds in the distance, signaling the presence of frogs or other bog creatures.
After eight hours of traversing the bog, you make camp in a solid looking area. You awake the next morning and resume your travels. As you progress through the bog, the thick rolling fog begins to disperse, allowing you to see where you step. Despite the increased visibility, this area of the
swamp is still difficult terrain, as the muck and vegetation thicken further.
A large log rests across a dirt path, standing five feet tall. A moldering wood door covers one of the hollow ends of the log, and a makeshift mud chimney emits a thin wisp of blue smoke. From behind the crude house comes the sound of someone humming an off-key tune.
Kargen Hapspring |
Kargen motions for the group to stop. "Anyone able to scout around the perimeter?" He takes a few steps closer and tries to see what the 'house' might contain.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge, Local: 1d20 + 5 ⇒ (20) + 5 = 25
Griffo Noakes |
" I'll try and sneak around if you like. Just be ready if I yell out ok. Be patient it will take some time for me to get through the bog silently... And take care of Wurt. "
Griffo dismounts and looking at the bog with distaste he hitches up his robes and heads in as quietly as he can. Griffo tries to get through the bog stealthily till he's around the other side of the log house and can see anything.
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Kurth, Bringer of Civilization |
Kurth is about to say something about walking around the tree house and leaving whoever lives there alone. But by that time Kargen, Garen and Griffo are already gone.
So he stays behind silently, with Wurt and the mule, waiting for the events to unfold.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
GM Henry Fortuna |
Inside the hollow log, a pile of leaves acts as a bed, and a long wooden shelf lines the eastern wall filled with all sorts of potted mushrooms—the only decorations in this otherwise barren abode. On the north side of the log-house, a small patch of thistles grow in haphazard rows as if planted to resemble a garden.
You see a kobold tending to the thistles, talking to them in a language you do not understand.
Griffo Noakes |
Griffo heads back to his companions. If he's unnoticed and gets back ok he reports his findings. " Just seems to be one Kobold. Tending a garden of thistles. It's not harming anyone, should we just pass it by or try to ask it of any news of the road? "
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23