# Gark's Eleder PBP overflow Game Master Human

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"Maybe we could look into that? I've got skills, I could make and sell enough to cover paying for a stable stall. There's got to be some stables near the wharf somewhere, right? And if we invest in a cart, we can not only carry more salvage, but I can store my ammunition and gunpowder on it so I don't have to carry everything on my person."

Juno looks around them. She remembers the squawking of the galagos, and wants to know why they can't hear them now.

Juno Fort (Endurance, Survival): 1d20 + 6 + 4 + 4 ⇒ (3) + 6 + 4 + 4 = 17 So Juno takes 3 nonlethal.
Adi Fort (Survival): 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28 Adi Fort (Survival): 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27 Adi takes no nonlethal this time.
Sunt Fort (Survival): 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31 Sunt Fort (Survival): 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13 Sunt takes 2 nonlethal.
Whimsy Fort (Survival): 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24 Whimsy Fort (Survival): 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21 Whimsy takes no nonlethal this time.

So Juno's Impaired (and will become Exhausted on her next failed save), while Adi remains simply Fatigued (1 more save: impaired)), and Sunt remains Fatigued (1 more save: impaired). Whimsy is simply Fatigued (1 more save: impaired). Nesica is Impaired (2 more saves: exhausted).

Heat stage reminder:
Fatigued – the character is fatigued. Any character who takes heat damage begins on this stage. After failing two more saves, the character advances to Impaired.
Impaired – the character is fatigued, and takes a -5 penalty to all speeds (after armor and other modifiers). After failing two saves, the character advances to Exhausted.
Exhausted – the character is exhausted. After failing two saves, the character advances to Heat Exhaustion.

Juno Perception: 1d20 + 8 ⇒ (17) + 8 = 25

As the party hikes through the moonlit grove, Juno peers into the shadows, hoping to catch sight of one of the galagos. At the ford, she does see a flicker of movement. Something on the bank a few meters away shifts slightly, and she can make out a long, scaled body in the reflected light.

Knowledge (nature) DC 14:
It's a Crook lizard, a species widespread over Garund's plains and deserts. These 2-meter lizards are feared for their poisonous bites.

Knowledge Nature: 1d20 + 2 ⇒ (5) + 2 = 7

Juno holds up a hand, and gives a quiet shush. "There's something ahead." She raises her musket, and readies a shot.

Juno can tell that it's a reptile, but nothing else.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

The 7-foot long scaled thing jerks forward as she speaks, and slithers into the water.

Monster Init: 1d20 + 2 ⇒ (9) + 2 = 11 Juno Init: 1d20 + 4 ⇒ (12) + 4 = 16

Juno can act before it does - does she want to shoot it before it goes into the stream (that you still have to cross)?

Juno is going to fire off a shot, taking careful aim.

She has the Steady Aim deed if that applies, and Point Blank Shot, but is taking a -3 penalty to her attacks from fatigue.

1d20 + 7 ⇒ (10) + 7 = 17 (+1 if within 30ft, or remove first range increment, whichever applicable)

1d12 + 1 ⇒ (3) + 1 = 4 (that fatigue is really hurting her dex, but if she has PBS that's a +2 instead)

You should only be taking a -1 penalty - fatigued gives a -2 penalty to the Dexterity ability score, not directly rolls with that ability. That's a total of 7 damage with PBS, yeah?

Concealment: 1d100 ⇒ 53

The shadows and undergrowth in the grove make it hard to see, but the creature is close enough for it not to make a difference. A scatter of musket shot hits the reptile in its flank as it slips into the stream. Seconds later, it surfaces on the near side of the stream and charges towards Juno.

Nesica Init: 1d20 + 2 - 1 ⇒ (7) + 2 - 1 = 8 1d20 + 2 ⇒ (11) + 2 = 13 Sunt Init: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9 Adi Init: 1d20 + 1 - 1 ⇒ (4) + 1 - 1 = 4 Whimsy Init: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21

Whimsy whines and bares its teeth at the approaching monster, which reveals itself in the moonlight to be some sort of oversized lizard. The dog hides behind Sunt. Total defense.

Round 1: [Whimsy] 20 [Juno] 15 [Lizard] 10 [Sunt] [Nesica] 5 [Adi]
Juno is up again! Wow, fun times for Nesica. The lizard is about 10 feet away from Juno. Do either of you want to run any of the NPCs?

Juno reloads the musket (a move action because of the Fast Musket deed and Rapid Reload) and fires again.

Musket: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d12 + 3 ⇒ (7) + 3 = 10

I can run Adi if you like.

The second shot connects solidly and almost checks it, but the injured lizard has too much momentum. It barrels into Juno, snapping its jaws around her hamstring.

Bite (charging): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Damage (including +2 poison): 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 Grab vs. Juno's CMD: 1d20 + 9 ⇒ (3) + 9 = 12 Don't forget that Fatigued drops your AC by one point. If the bite hits, Juno may be grappled, and needs to roll a Fortitude save against poison.

Suddenly, the tree above rustles mightily - and a second lizard drops down on top of Adi, trying to latch on to her left arm.

1d2 ⇒ 2

House rules wrote:
Charging fall: When you intentionally try to land in someone’s square, they get either an attack of opportunity or a Reflex save (but not both). They may only take the attack of opportunity if they have reach greater than 5 ft., and then you still land on them and treat them as a soft surface. If they choose the Reflex save, they roll against DC 15 + your size modifier; if they fail, you still treat them as a soft surface when determining damage; if they succeed, you must determine falling damage based on the surface below them. Whether or not they succeed at either AOO or Reflex save, you still get a +2 bonus to your charge attack roll(s), as normal.

Bite (charging) vs. Adi's flat-footed AC: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Damage (including +2 poison): 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Grab vs. Adi's CMD: 1d20 + 9 ⇒ (20) + 9 = 29 If the bite hits, Adi needs to make a Fortitude save in addition to her Reflex save. Doesn't look like it hits, though.

Lizard Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17 Damage roll will depend on whether Adi evades or not.

Round 1: [Whimsy] 20 [Juno] 15 [Lizard] 10 [Sunt] [Nesica] 5 [Adi]
Sunt and Nesica are up!

Fortitude to resist poison: 1d20 + 6 ⇒ (18) + 6 = 24

Male Underpowered Warrior 1

You were going to run Adi - can I get a Reflex save from her?

Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica waves her hands and launches the small motes of force towards the already injured lizard.

5-foot step away if within AoO range, casting magic missile, will cast defensively if in range

Magic Missile: 1d4 + 2 ⇒ (4) + 2 = 6
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5

21 force damage

Adi Fort save: 1d20 + 4 ⇒ (15) + 4 = 19

Whoops, thought that said Fortitude save. It would have been 18,
instead of 19. Let me know if you'd prefer another roll. The attack also matches Adi's flat-footed AC.

Adi actual Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8

Ah okay, it looks like Adi's unconscious, then.

The second lizard lands solidly on Adi's head and arm - knocking her out with its momentum, while itself remaining unharmed.

Nesica's spell blasts the first lizard almost to shreds. It's immediately unconscious.

Sunt swings her greataxe at Adi's assailant, cutting into its side.

+1 greataxe: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d12 + 3 ⇒ (8) + 3 = 11 Confirm?: 1d20 + 6 ⇒ (6) + 6 = 12 Extra damage: 1d12 + 3 ⇒ (2) + 3 = 5

1d20 - 4 ⇒ (10) - 4 = 6

Whimsy begins barking viciously when Adi is injured.

Intimidate: 1d20 - 2 ⇒ (12) - 2 = 10

Round 2: [Whimsy] 20 [Juno] 15 [Lizard] 10 [Sunt] [Nesica] 5 [Adi]
Juno is up!

She reloads, and fires at the lizard.

Musket Attack: 1d20 + 9 ⇒ (7) + 9 = 16

Musket Damage: 1d12 + 3 ⇒ (6) + 3 = 9

"You say that as if we weren't going to be fighting these anyway," Juno says to Nesica.

"We could've snuck ----," Sunt says with a shrug as Juno's gun goes off. The shot goes off-center, but several pieces of shot still hit the lizard, and it suddenly disengages, fleeing into the stream.

1d20 + 10 - 5 ⇒ (9) + 10 - 5 = 14
It's now got total cover, but the Perception check to pinpoint it is only a reactive DC 14.

Round 2: [Whimsy] 20 [Juno] 15 [Lizard] 10 [Sunt] [Nesica] 5 [Adi]
Nesica and Sunt are up!

Sunt drops her axe and kneels down to look at Adi's wound. "Who is this new kid anyways? They don't seem cut out for our line of work." She closes the rent in Adi's skin with a pincer-like grip and presses down on it.

Heal: 1d20 + 8 ⇒ (7) + 8 = 15

Round 2: [Whimsy] 20 [Juno] 15 [Lizard] 10 [Sunt] [Nesica] 5 [Adi]
Nesica is up! I'll take a stabilization Con check for Adi when Nesica's turn is done.

Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica tries to determine if the creature is simply circling or if it is attempting to flee.

1d20 ⇒ 15

Unable to really read its motives, she prepares for a spring attack from the water, readying an action to cast another magic missile if it appears within view.

Did Sunt's heal check not already staunch the bleeding?

Adi Stabilisation Roll: 1d20 + 4 ⇒ (16) + 4 = 20

Shoot you're right lol. In any event Adi seems fine.

Whimsy growls at the stream.

Intimidate: 1d20 - 2 ⇒ (11) - 2 = 9

It's still more adorable than anything fierce.

Round 3: [Whimsy] 20 [Juno] 15 [Lizard] 10 [Sunt] [Nesica]
Juno is up!

"Everything out here has tried to kill us one way or another. What's wrong with the element of surprise for once?"
Juno reloads, trying to get a good look at it.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

She manages to pinpoint it, and fires another of her increasingly scarce shot because she wants to keep as much distance between her and it as she can.

Musket Shot: 1d20 + 9 ⇒ (16) + 9 = 25
Musket Damage: 1d12 + 3 ⇒ (3) + 3 = 6

Juno takes a moment to look for bubbles on the water surface, then fires a load of shot into the stream, but it slows down too much to do any damage.

Stealth: 1d20 + 10 + 3 ⇒ (20) + 10 + 3 = 33

The lizard disappears - Juno can't be sure if it's gone upstream or downstream, but it's definitely out of sight.

Round 3: [Whimsy] 20 [Juno] 15 [Lizard] 10 [Sunt] [Nesica]
Sunt and Nesica are up!

Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica continues her readied action, while also saying 'I guess we've chased it off...'

Sunt nods, putting away her greataxe. "We continuing then? You want me carrying the Avistani?"

If you want to continue combat, just post something aggressive :V

Juno lets out a long sigh, and suggests "Now that it's not filled with poisonous lizards, this place seems like a decent place to make camp for the night. I'll be honest though, I think you two are going to have to handle the watch," nodding at Nesica and Sunt, "I'm not in the best shape and Adi's going to need some time to recuperate."

The party sets up a camp in the full moonlight, with Nesica and then Sunt taking watch shifts. Sunt tries to harvest the lizard's flesh, but notices it had a disease that can pass to humanoids and dumps the body downstream instead. The grove is cool, water condensing on leaves and clothing, and the gentle temperature allows the party to begin recovering from the long, harrowing day.

Suntvival: 1d20 + 8 - 10 ⇒ (4) + 8 - 10 = 2
Sunt Heal for Nesica: 1d20 + 8 ⇒ (14) + 8 = 22 Sunt Heal for Juno: 1d20 + 8 ⇒ (18) + 8 = 26 Sunt Heal for Whimsy: 1d20 + 8 ⇒ (7) + 8 = 15 Sunt Heal for Adi: 1d20 + 8 ⇒ (3) + 8 = 11

Secret rolls don't look:
1d20 + 4 ⇒ (15) + 4 = 19 0 additional

I'm gonna say Nesica takes a 3-hour shift and Sunt takes an 8-hour shift, so Nesica has a chance to recharge her spells. If that sounds good, everyone needs to mark off a day of trail rations. Note also that Nesica, Juno, and Whimsy heal double their HD in hp over this rest, while Adi only heals her HD. Sunt herself doesn't heal any regular HP damage. Everyone heals their HD in nonlethal damage per hour they rest. And everyone should be refreshed and recovered to the Unimpaired stage of heat exhaustion.

We'll move on once everyone's had a chance to update their sheets.

Adi's back at 2hp, and Juno's up to 19.

Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Done

I think Adi's only at 0 now - she only has 4 HD.

Also, I forgot to note - everyone gets 240 XP from that encounter with the lizards.

Sunt Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23 Sunt Perception: 1d20 + 11 ⇒ (6) + 11 = 17

After the moon has set but before the sun has risen, Juno and Nesica wake to the sound of thunder. No rain comes, though, and they are able to fall quickly back asleep.

Sunt seems no worse the wear for her sleep-shorted night, and wakens the party at dawn on the 7th of Lamashan. "Adi's attracted company," she says, pointing up towards a vortex of buzzards black against the rosy sky.

Knowledge (nature) DC 9:
These are the orange-mottled "five-day" vultures, carrion-eating birds that can fly for hours at a stretch. They typically don't bother healthy creatures or humans, preferring to eat carrion at least a day old.

Juno Knowledge Nature: 1d20 + 2 ⇒ (10) + 2 = 12

She shrugs. "They're carrion birds, they won't attack until we've been dead at least a day. Still, time to be moving on. Hopefully Eleder's not too far."

Knowledge (geography) DC 10:
It's about 50 miles (30 through on the track through the Bandu Hills, then 20 along the Crown's End Highway along the coast) to Eleder by the overland route. If everyone can keep to a 20 foot/round speed, that's about three and a quarter days of travel.
If you're moving on, give me 5 Fortitude saves against heat to start.
Open after rolling:
The DC is 16. For each failed save, take the appropriate damage from this list:
Nonlethal damage 7 am: 1d4 ⇒ 1
Nonlethal damage 8 am: 1d4 ⇒ 2
Nonlethal damage 9 am: 1d4 ⇒ 3
Nonlethal damage 10 am: 1d4 ⇒ 4
Nonlethal damage 11 am: 1d4 ⇒ 4

If you failed 1 or 2 saves, you are Fatigued.
If you failed 3 or 4 saves, you are Impaired.
If you failed all 5 saves, you are Exhausted.

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Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica summons a breeze regularly throughout the day to keep cool.

Fort: 1d20 + 8 ⇒ (11) + 8 = 19
Fort: 1d20 + 8 ⇒ (17) + 8 = 25
Fort: 1d20 + 8 ⇒ (10) + 8 = 18
Fort: 1d20 + 8 ⇒ (4) + 8 = 12
Fort: 1d20 + 8 ⇒ (14) + 8 = 22

She only gets a little flustered, but is still huffing later in the day regardless. The breeze certainly puts in work, as does the occasional happy miniature rain cloud that drifts nearby, completely unexplained.

It definitely isn't Nesica summoning them. Nope.

Juno Knowledge Geography: 1d20 + 2 ⇒ (17) + 2 = 19

Juno explains that they're about three and a quarter days from Eleder, about 50 miles from it. She also urges, once again, that they really need to think about investing in a cart so they don't have to walk everywhere.

Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19

Surprisingly, unlike yesterday, Juno seems to cope a lot better with the heat than she usually does, working up a sweat but keeping up a steady pace.

Adi is slung across Sunt. Rolling fort in case she needs them as well.

Adi Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8
Adi Fortitude: 1d20 + 4 ⇒ (2) + 4 = 6
Adi Fortitude: 1d20 + 4 ⇒ (7) + 4 = 11
Adi Fortitude: 1d20 + 4 ⇒ (20) + 4 = 24
Adi Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9

Boring Fort save stuff (read if you want):
Suntvival for Fort bonus: 1d20 + 8 ⇒ (11) + 8 = 19 So everyone gets a +2 on their Fort saves. Adi still doesn't make those 4, though - she is Impaired in addition to being unconscious from 10 points of nonlethal damage.

Sunt Fort (Survival bonus): 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 Sunt takes 6 nonlethal damage and is Fatigued (one more save to Impaired).

Whimsy Fort (Survival bonus): 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Whimsy takes 5 nonlethal damage and is Fatigued (one more save to Impaired).

The party leaves the grove and follows the track south into the scrubby smaller hills. When they look back at Krane Hill, with its crowning ring of burnt forest and its lower belt of green, they see the vultures swooping down towards the stream - perhaps to feed on the dead lizard. None of the vultures seem to be gravitating towards the crab monster corpses up at the top of the hill.

Whimsy and Sunt seem pretty drained by the heat and the loads they're carrying, but they stay conscious - the same can't be said for Adi.

The party hikes for about five hours, making frequent stops to readjust loads and wipe sweat out of their eyes. As the morning wears on, the spent thunderheads vanish into the east, and the sun shines brightly.

Suntvival to provide food and water: 1d20 + 8 - 10 ⇒ (3) + 8 - 10 = 1 Suntvival to predict weather (trait): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

Sunt doesn't manage to find any water sources by midmorning. "Did anyone bring a waterskin? I haven't drunk since we got moving, and it's about to get really, really, hot."

Sunt explains that it's about to become severely hot, and you'll have to make heat saves twice an hour for the next four hours (as opposed to the once/hour you've been managing so far). After that, another wave of thunderstorms will roll through, and the heat will drop back to very hot, or 1/hour saves.
If you want to continue anyways, roll 8 Fortitude saves and then open the first spoiler (add +2 from Sunt's Survival check). If you want to seek somewhere cool to rest out the heat, roll a Survival or Knowledge (geography) check, then open the second spoiler. If you want to attempt a Survival check to provide food and water for the group today, feel free to try, but take a -10 penalty for doing it while traveling at full speed (if you priority is getting the nourishment you need, though, just say you're moving at half your speed).

After rolling Fortitude:
Nonlethal 11:30 am: 1d4 ⇒ 3 Nonlethal 12 noon: 1d4 ⇒ 3
Nonlethal 12:30 pm: 1d4 ⇒ 2 Nonlethal 1 pm: 1d4 ⇒ 4
Nonlethal 1:30 pm: 1d4 ⇒ 1 Nonlethal 2 pm: 1d4 ⇒ 2
Nonlethal 2:30 pm: 1d4 ⇒ 1 Nonlethal 3 pm: 1d4 ⇒ 3

[ooc]The DC is the same - 16. If you've failed a total of 0 saves today, you're Unimpaired.
If you've failed a total of 1-2 saves today, you're Fatigued.
If you've failed a total of 3-4 saves today, you're Impaired.
If you've failed a total of 5-6 saves today, you're Exhausted.
If you've failed a total of 7-8 saves today, you're in Heat Exhaustion.
If you've failed a total of 9-10 saves today, you're in Heatstroke.
If you've failed a total of 11-12 saves today, you're Comatose.
Consult the house rules if you're unsure what each stage means.

After rolling a Survival or Knowledge (geography) to find shelter:
If you rolled a 25 or higher, you find a deep ravine with a cold, though saline, spring at the bottom. The temperature in the ravine is cool enough that the party doesn't have to make any saves.

If you rolled a 24 or less, Sunt finds a massive beté tree off road, its white flowers in full bloom and its wide, fuzzy green leaves providing ample shade. The temperature in the shade is cool enough that the party only has to make 4 saves for this period (open the spoiler above after rolling).

Note that Sunt's Survival check grants a +4 on your Fortitude saves, instead of +2, if you stay stationary.

After rolling a Survival check to find food and water:
If you get a 9 or less, you don't find any food or water at all today. Say if you have any rations that you're eating, in that case.

If you roll a 10, you find enough food and water for one Medium-sized person, or two Small-sized people. For every 2 points by which you exceed 10, you find food or water for an additional Medium-sized person.

Juno tells everyone to stay stationary while she looks for shelter and sustenance.

Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30

Even Juno's affected by the heat now. Juno is now fatigued.

Adi Fortitude: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28
Adi Fortitude: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20
Adi Fortitude: 1d20 + 4 + 4 ⇒ (8) + 4 + 4 = 16
Adi Fortitude: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Adi Fortitude: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10
Adi Fortitude: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9
Adi Fortitude: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Adi Fortitude: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Adi is not doing well at all. Adi takes another 10 nonlethal damage.

Juno Survival for shelter: 1d20 + 9 ⇒ (1) + 9 = 10

With Juno's help, Sunt finds a shady tree that the party can hide in the shade of.

Juno Survival for food and water: 1d20 + 9 ⇒ (10) + 9 = 19

Juno finds enough food and water for four people, bringing in full waterskins and a bulging backpack of edible roots, berries, and wild herbs.

Sorry, nonlethal for Adi should be 6, not 10. Juno takes 6 nonlethal, and is down to 13hp.

Err, if you're staying stationary, you only need 4 Fortitude rolls. Sorry for the unclear spoiler order - they were meant to be "either-or" not "open both." Let's say that you take the damage in the 1d2 ⇒ 1 :30 set of damage rolls, so Juno takes 1+1=2 nonlethal damage at 1:30 and 2:30 and Adi takes 0 damage. Juno is Fatigued and Adi remains Impaired.

Based on that Survival roll to find food (not including the -10 penalty to go fast), the party is only going to clear about 9 miles today.

Sunt Fort (Survival bonus): 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18
Whimsy Fort (Survival bonus): 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16 So Whimsy takes 3 nonlethal damage and is Impaired. This doesn't drop its speed down enough that it can't keep up, though.

Nesica Fortitude (Survival, breeze): 1d20 + 6 + 4 + 2 ⇒ (16) + 6 + 4 + 2 = 28 1d20 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16 1d20 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17 1d20 + 6 + 4 + 2 ⇒ (8) + 6 + 4 + 2 = 20

The shade of the bete tree is noticeably cooler than the surrounding terrain, and Nesica, Sunt, and Adi seem almost better than before their four-hour rest. The heat finally decreases when rainclouds again drift in from Desperation Bay, screening the party from the sun and sending down lightning strikes several kilometers away, and it's at this time that the party gets back on the road. They aren't rained on, but at one vantage point they can see rain falling on the higher hills off to the east.

During the hike, Juno detects a tinkling noise and discovers a shallow well camouflaged by rocks and gravel laid over a wooden lid.

It's now 3 pm, and I need 3 more saves from each character before the end of the day. The DC is the same, and you still get +2 from Sunt's Survival check earlier.

4 pm nonlethal: 1d4 ⇒ 1
5 pm nonlethal: 1d4 ⇒ 3
6 pm nonlethal: 1d4 ⇒ 2

The DC is the same - 16. If you've failed a total of 0 saves today, you're Unimpaired.
If you've failed a total of 1-2 saves today, you're Fatigued.
If you've failed a total of 3-4 saves today, you're Impaired.
If you've failed a total of 5-6 saves today, you're Exhausted.
If you've failed a total of 7-8 saves today, you're in Heat Exhaustion.
If you've failed a total of 9-10 saves today, you're in Heatstroke.
If you've failed a total of 11-12 saves today, you're Comatose.
Consult the house rules if you're unsure what each stage means.

Boring for Sunt and Whimsy:
Fortisunt (Surv bonus): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 1d20 + 9 ⇒ (10) + 9 = 19 1d20 + 9 ⇒ (4) + 9 = 13 Sunt's Impaired (3 failed saves) and has a total of 8 nonlethal damage.

Whimsytude (Surv bonus): 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 1d20 + 7 ⇒ (8) + 7 = 15 1d20 + 7 ⇒ (12) + 7 = 19 Whimsy takes 3 more nonlethal and remains Impaired at 4 failed saves.

Adi Fortitude: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Adi Fortitude: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Adi Fortitude: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Poor Adi just does not seem to be having any luck. Adi takes another 5 nonlethal damage.

Juno Fortitude with Endurance: 1d20 + 4 + 6 + 2 ⇒ (19) + 4 + 6 + 2 = 31
Juno Fortitude with Endurance: 1d20 + 4 + 6 + 2 ⇒ (10) + 4 + 6 + 2 = 22
Juno Fortitude with Endurance: 1d20 + 4 + 6 + 2 ⇒ (15) + 4 + 6 + 2 = 27

Juno, on the other hand, seems to be doing extremely well in the heat. She's still fatigued, but getting no worse.

She decides a well is a decent enough place to refill their canteens, but is suspicious of the tinkling noise. It seems a little too convenient.

Juno Perception check: 1d20 + 8 ⇒ (8) + 8 = 16

She readies her musket as she approaches the well, in case there's more lizards, or snakes, or anticores waiting to leap out at her as she checks it.

The tinkling noise seems to be coming from the splashing of water. Juno doesn't notice any reptilian creatures.

Can I get three saves from Nesica?

Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Fort: 1d20 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14Fort: 1d20 + 6 + 4 + 2 ⇒ (17) + 6 + 4 + 2 = 29Fort: 1d20 + 6 + 4 + 2 ⇒ (10) + 6 + 4 + 2 = 22

She's Fatigued

The party makes it to the evening without any new victims falling to the heat and humidity. Sunt seems to lag a bit, tired from a full day of carrying Adi.

As the sun is getting ready to set, the party sees a stone ruin at the top of a ridge they're climbing, silhouetted against the yellowing clouds. They can camp on the ridge where they are, claim the ruin as a campsite, or choose to continue hiking into the night. The soil on the trail is damp and cool, as if it'd rained here earlier in the day.

It seems like the night is cool enough that you won't need to make heat saves.

"Sunt and I can try to gather some food for tonight. Depending on what those ruins are like, we might want to use them for camp tonight. Defensible walls, good elevation. But if there's anything there, Adi's not looking good, and I've got limited ammo to deal with it."

Male Underpowered Warrior 1

Generally, Survival only lets you gather food as you're moving. You've already gathered enough food for everyone today. But I'd let you and Sunt make Con saves vs. forced march to go out and gather after nightfall.

Will wait another day to see if Nesica has anything against, then we'll go with you trying out the ruins?

Ah, I'd forgotten she'd already gathered food. In that case, food is less of a concern for Juno.

The party climbs up to the ruins. They seem abandoned long since - only a few walls remain standing, and piles of rubble are strewn everywhere. The ruins cover an area of about 50 square meters, and look out on both Desperation Bay and the faint violet outlines of the Bandu Hills. As the party sets up camp in a corner where two walls meet, they see the setting sun drop below the horizon. A speck on the water catches the last orange rays - a sailing ship, somewhere out in Desperation Bay.

Knowledge (engineering) DC 15:
This ruin, originally multi-storied was broken not by weathering, but by intentional deconstruction. The deconstruction happened in the last century or so. The architecture is not Chelish in design.
Heal checks and watch configuration?

Juno Knowledge Engineering: 1d20 + 5 ⇒ (8) + 5 = 13
Juno thinks the ruins are curious, but not especially noteworthy.

Juno Healing Adi: 1d20 + 6 ⇒ (12) + 6 = 18
Juno tends to Adi's injuries as best she can, making sure the makeshift bandages aren't too loose or tight.

She suggests taking the middle watch. She does, after all, have better vision in low light.

A lil' bookkeeping post before I go to bed - 440 xp each for the lizards and vultures.

Sunt Heal to Juno: 1d20 + 8 ⇒ (7) + 8 = 15
Sunt Heal to Nesica: 1d20 + 8 ⇒ (4) + 8 = 12
Sunt Heal to Whimsy: 1d20 + 8 ⇒ (18) + 8 = 26
So Juno, Adi, and Whimsy heal double their class level in lethal damage for this rest - and double their class level in nonlethal damage every hour.

Sunt had 6 nonlethal and 18 lethal damage. Recording this here because I can't edit her sheet.

The party randomly assigns Nesica to first watch, Juno to second watch, and Sunt to third watch. It's possible to see clearly for quite a distance from a wall-remnant promontory on the northern edge of the ruins, thanks to the full moon's light and the infrequent clouds.

Ooops you'd already gotten 240 XP for the lizards huh. So just 200 for the vultures now.

Also, everyone should have recovered to the Unimpaired stage of heat exhaustion now. Whimsy seems entirely healed, while Sunt still has 14 lethal damage.

Fireday 8 Lamashan 4710 AR

The party's night is undisturbed, and they rise with the sun feeling relatively refreshed. The morning light catches pieces of crystalline rock embedded in one of the walls that made their shelter, and a pattern can be made out.

DC 15 Appraise OR Knowledge (planes):
The crystals alone are worthless - no different from any other feldspars you've seen in Sargava. However, the pattern is interesting - you realize that it depicts the bottom half of a giant person. The top half is presumably missing because the wall itself is missing up there.
Survival DC 15:
Today's going to get very warm again, and the night will be warm enough that getting into a fight of any kind could prove exhausting. The hours of worst heat will be 11 am - 3 pm as before.
Knowledge (geography) DC 10:
You have about 41 miles left. If you slow down enough to have the best chance at collecting food and water, you'll make about 9 miles today. Otherwise, you'll make 12. Specify whether you're going slow or fast before making your Survival check to gather.

Juno examines the pattern in the wall.
Juno Appraise: 1d20 + 1 ⇒ (14) + 1 = 15

The crystals aren't especially valuable, but points out the humanoid pattern. "I think we just slept in a giant ruin."

She looks up, at the clouds, tests the humidity, and consults with various other portents that her father taught her as a girl.

Juno Survival: 1d20 + 9 ⇒ (19) + 9 = 28

She determines that it's going to be extremely warm day, especially between 11 and 3, and that they really need to find a way of cooling down if they can.

While she's assessing the weather, she's also placing herself geographically.

Juno Knowledge Geography: 1d20 + 2 ⇒ (19) + 2 = 21

"We've still got 41 miles to go, but we'll only be able to make about 9 if we keep ourselves fed. Since the heat's going to be hard enough, I'd prefer if we didn't also have hunger to contend with.

While Juno is doing this, Adi is examining the Hellknight armour. Now that she's conscious, she's assessing whether it's been damaged by the fire Nesica and Juno apparently set, because if it is she has a spell for that.

Adi Appraise: 1d20 + 3 ⇒ (17) + 3 = 20

If it doesn't seem damaged enough, she prepares Invisibility, Mirror Image, Pyrotechnics (2nd level) and Mage Armor, Feather Fall, Silent Image, and 2x Shocking Grasp (1st Level). If it does, she swaps the Invisibility for Make Whole.

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