Gark's Eleder PBP overflow

Game Master Human


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Juno can also feel more thunderstorms coming - probably around 3-5 pm, today. She also predicts that the heat will keep up on the 9th of Lamashan, with rising nighttime temperatures and continued thunderstorms. The 10th will see more of the same.

I'll try and get more info up tomorrow; ran out of posting time today. Pester me on Discord if I don't get anything up before your Monday.


Okay, the armor has taken a few points of damage but is not harmed enough to cause any statistical penalties.

I think we need to revise our heat exhaustion save rules yet again, but I'm really short on time right now so let's keep going with the one we have in place. So can you each give me 5 Fortitude saves from 7 am to 11 am?


Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17
Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (10) + 6 + 4 + 2 = 22
Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (6) + 6 + 4 + 2 = 18
Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (11) + 6 + 4 + 2 = 23
Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (16) + 6 + 4 + 2 = 28

Survival check: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Survival check: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Survival check: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Survival check: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Survival check: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Oof, poor Adi just is not having any luck in this bush.


Juno Survival: 1d20 + 9 ⇒ (10) + 9 = 19 In this case, it is indeed +2.

After rolling:
5d4 ⇒ (2, 3, 3, 1, 1) = 10

Juno takes no damage and is Unimpaired. Adi takes 6 nonlethal damage and is Impaired (3 failed saves).

The DC is still 16. Reminder of exhaustion levels:

  • Unimpaired – The character has not taken any nonlethal damage from heat. After failing their first save against heat, the character advances to Fatigued. (0)
  • 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. (1-2)
  • 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. (3-4)
  • Exhausted – the character is exhausted. After failing two saves, the character advances to Heat Exhaustion. (5-6)

The party continues their trek, starting as early as Adi's finished preparing spells. They pass the hill where they saw a wooden structure get set alight by a lightning strike earlier in the week - whatever it was seems to have burned to the ground. Around midmorning, they come to the cave and citrus tree where they spent the night of the 4th-5th of Lamashan. From here, Krane Hill is but one of many hills rising up into the towering eastern peaks - recognizable only by the grey color of its crown.

Adi has at this point broken out in an awful sweat, and is lagging behind enough to slow down the rest of the party.

I'll roll saves for Sunt and Whimsy after we've got Nesica's packed away. In the meantime, Morhek, do you want to make a check for Juno to find food along the way? And are you going to rest during the hottest part of the day, or keep going?


Juno figures, since Adi is having some trouble, they should take a rest around the hottest part of the day. She will take that opportunity to forage for food.

Survival: 1d20 + 9 ⇒ (4) + 9 = 13


Juno discovers that the orange tree has been picked almost clean - she finds only a few underripe fruits near the tree's apex. She also finds a bird nest in a bush along the track. One of the eggs seems to contain a developing embryo, but the other three seem palatable enough. Unfortunately, they're perishingly small. Only two people can get any significant nourishment from the oranges and eggs.

If you specifically want to only look for supplies during the hottest part of the day, you'll have to make Fort saves as if you weren't resting in the shelter. Otherwise you might want to look for food as you travel, since you already decided to travel more slowly to be able to forage along the way.


Well, I already specified she was finding food, and she hasn't found much so far, so I'll roll the fortitude. She still has three days worth of elf trail rations, so she'll let Adi and Nesica (who are small, does that mean they consume less?) have the food, and if there's any left over Sunt. If not, Sunt is able to forage for herself. Can Juno take ten to keep foraging while they keep walking instead of rolling?

Juno Fort w/Endurance w/Survival bonus: 1d20 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16


You get one Survival check to represent looking for food per day, but you can definitely take 10 tomorrow. Nesica and Adi being Small means they need only half as much food as a Medium creature, so you can split one share of food between them. You could also get Sunt to look for food. Can you give me 7 more Fort saves for the hottest period?

For Nesica and the NPCs, 7 am to 11 am:
Nesica (breeze, Juno bonus): 1d20 + 6 + 2 + 2 ⇒ (12) + 6 + 2 + 2 = 22 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20 1d20 + 6 + 2 + 2 ⇒ (14) + 6 + 2 + 2 = 24 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18 1d20 + 6 + 2 + 2 ⇒ (18) + 6 + 2 + 2 = 28 Nesica takes no damage and remains Unimpaired.

Whimsy (Juno bonus): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 1d20 + 7 ⇒ (3) + 7 = 10 1d20 + 7 ⇒ (19) + 7 = 26 1d20 + 7 ⇒ (4) + 7 = 11 1d20 + 7 ⇒ (5) + 7 = 12 Whimsy takes 5 nonlethal damage and is Impaired (3 saves failed).

Sunt (Juno bonus): 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 1d20 + 9 ⇒ (6) + 9 = 15 1d20 + 9 ⇒ (3) + 9 = 12 1d20 + 9 ⇒ (19) + 9 = 28 1d20 + 9 ⇒ (14) + 9 = 23 Sunt takes 6 nonlethal damage and is Fatigued (2 failed saves).

Damage rolls from 11:30 am to 3 pm:
Only Juno has to save to avoid the :30 damages. Everyone else only needs to save 4 times.
11:30 am, Juno's already made this save: 1d4 ⇒ 1 12: 1d4 ⇒ 3
12:30 pm: 1d4 ⇒ 2 1 pm: 1d4 ⇒ 4
1:30 pm: 1d4 ⇒ 1 2 pm: 1d4 ⇒ 1
2:30 pm: 1d4 ⇒ 4 3 pm: 1d4 ⇒ 2

Track reminder:
Unimpaired – The character has not taken any nonlethal damage from heat. After failing their first save against heat, the character advances to Fatigued. (0)
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. (1-2)
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. (3-4)
Exhausted – the character is exhausted. After failing two saves, the character advances to Heat Exhaustion. (5-6)
Heat Exhaustion – the character is exhausted and sickened, and must make a save against the current heat DC to take a standard action. After failing two saves, the character advances to Heatstroke. (7-8)

Nesica, Sunt and Whimsy saves for 11-3 pm:
Nesica (breeze, Juno bonus): 1d20 + 6 + 2 + 4 ⇒ (14) + 6 + 2 + 4 = 26 1d20 + 6 + 2 + 4 ⇒ (2) + 6 + 2 + 4 = 14 1d20 + 6 + 2 + 4 ⇒ (6) + 6 + 2 + 4 = 18 1d20 + 6 + 2 + 4 ⇒ (13) + 6 + 2 + 4 = 25

Whimsy (Juno bonus): 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27 Whimsy takes 4 nonlethal damage and has a total of 9 nonlethal (remaining Impaired at 4 failed saves).

Sunt (Juno bonus): 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19 1d20 + 7 + 4 ⇒ (19) + 7 + 4 = 30 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17 [ooc]Sunt takes no damage during the rest but has a total of 6 nonlethal, 14 lethal (Fatigued 2 saves).

So Nesica took 4 nonlethal damage and is Fatigued with 1 failed save.

Most of the party settles in to rest in the cave. Juno returns after several hours with her meager finds, and just as the group is finishing eating, a distant thunderclap is heard. The worst of the day's heat has passed, though the humidity is still exhausting.

Sunt gestures towards the path. "We continuing, then? Gonna be slow going with the dog and the gnome so worn out."


Juno Fort w/Endurance and Survival for 11:30: 1d20 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (7) + 6 + 4 + 2 = 19
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (10) + 6 + 4 + 2 = 22
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (15) + 6 + 4 + 2 = 27
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (16) + 6 + 4 + 2 = 28
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (14) + 6 + 4 + 2 = 26
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (8) + 6 + 4 + 2 = 20

Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Liberty's Edge

Male Underpowered Warrior 1

Adi only needs 4 saves (because she's resting, not foraging), but we can use that fifth one for the next period. Do you want to stay and rest the remainder of the afternoon, or keep going today? Also, did you want Sunt to look for food for the whole group?


Juno suggests that, if she can find enough food to make tomorrow a bit easier, she might as well gather as much as she can. However, she advises that the group should try to rest while it's raining, since half the group is already in a bad way, and they're going to have heat and a thunderstorm to contend with.

Can Juno and Sunt look for some shelter while she's foraging?


Okay, as a quick update - Juno took no damage from 11:30-3pm (and remains Unimpaired), and Adi took 7 nonlethal damage and is Exhausted (5 failure intervals).

Sunvival: 1d20 + 8 ⇒ (19) + 8 = 27 ok f&!#

For the whole morning, Sunt only finds one clayey seep from which to fill the waterskins. However, as soon as the first lightning strikes, she spots a herd of antelope on the ridgeline above the cave. Springing up the hill with clearly supernatural speed, she lobs a rock at one of the animals, knocking it in the head so that it rolls down towards her. She then drags her catch down to camp, slits its throat, and hangs it from the rock to bleed out into an empty potion vial. She dresses the kill, cuts some sticks from the orange tree, digs out a pit, and begins cooking the Nesica-sized antelope over a fire. The fire doesn't go out from the storm - it's protected from the wind, and no rain comes despite the noise and spectacle.

The food's ready by the time the storm's stopped and the sun has set, and the party gathers around the spit to slice off pieces of meat with their daggers. It lacks salt, but is still very crispy and edible with the orange leaves and wild onions Juno crushed and rubbed over it. Everyone still awake can eat 'til they're full and 'til the pockmarked white moon has risen.

Juno and Sunt can look for a better shelter, but they have a cliff-overhang-style cave here which is pretty decent and will protect from any rain. Sunt will aid in any event with a Survival: 1d20 + 8 ⇒ (4) + 8 = 12 +2 to Juno's check. (Apparently, Sunt is just not a team player.)

Sunt Fort 4-6 pm (Survival): 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 Sunt takes no damage and remains at 6 nonlethal, 14 lethal (Fatigued 2 failure intervals).
Whimsy Fort 4-6 pm (Survival): 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10 Whimsy takes 2d4 ⇒ (4, 3) = 7 nonlethal damage and has a total of 13 nonlethal and 3 lethal (becoming Exhausted at 6 failure intervals). She falls unconscious.
With that 20, Juno takes no damage and remains Unimpaired.
With that 12 (actually a 14 because the Survival bonus doubles while stationary), Adi takes 4 nonlethal damage and remains Exhausted at 6 failure intervals.
Can I get a single Fortitude save for Nesica?

After rolling Fort save:
If Nesica gets an 18 or higher, she takes no damage and does not advance on the heat exhaustion track.

If Nesica gets a 13-17, she takes 4 nonlethal damage and accrues one failure interval, remaining Fatigued.

If Nesica gets an 8-12, she takes 7 nonlethal damage and accrues 2 failure intervals, becoming Impaired.

Unfortunately, the heat is not mollified by the clouds overhead, and the party still sweats a bit. Whimsy falls asleep, and then doesn't wake up for supper.

You've only traveled for about 5 or 6 hours today, so most of the party still has some energy - but Whimsy's unconscious. Anything in particular you want to do during the night?


Juno tends to Whimsy, laying him out to cool down and splashing him with some water, refilling her canteen with rainwater.

Juno Heal check for Whimsy: 1d20 + 6 ⇒ (1) + 6 = 7.

Otherwise, Juno suggests everybody hunker in, ignore the rain, and get as much shuteye as they can.


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 + 2 ⇒ (15) + 6 + 2 = 23

Nesica watches the storm and claps merrily when lightning strikes. While the rest of the party appears to not be having a good time in the stormy weather, Nesica seems utterly bemused with herself. She feels a pretty strong urge to greet the rain.

"How heavy do you think the downpour will be? Or are the clouds saving it for the waves?"


The rain never ends up coming, and the clouds continue up onto the Bandu Hills. Sunt speaks up several hours later, after everyone's forgotten the original context. "Seems like they were saving it for the mountains."

Whimsy doesn't seem much refreshed by Juno's ministrations, but the cool of evening does seem to help a bit. He recovers consciousness about an hour after supper, and gets a bit of food and water then.

Everyone should recover all the way to Unimpaired from this night's rest.
Adi heals 4 lethal damage and 32 nonlethal damage.
Juno heals 4 lethal and 32 nonlethal damage. (Is this right? Her sheet says she's 4th level but I thought she levelled up recently.)
Nesica heals 6 lethal and 48 nonlethal damage.
Sunt heals to 12 lethal, 0 nonlethal.
Whimsy heals to 1 lethal damage and 0 nonlethal damage.

Starday 9 Lamashan 4710 AR

As Sunt noted, the thunderstorms pass without dropping any moisture worth mentioning. The darkness is broken by flashes of light on the horizon now and then, but everyone gets a decent sleep thanks to their full bellies and relative shelter. Adi takes the last watch and wakes Juno, Nesica, and Sunt shortly before sunrise. "I think we should get packed up. We didn't make much progress yesterday, 'cause of me."

Knowledge (geography) DC 11:
You've got about 35 miles left to Eleder. You could make another 9 miles today if you collect food, or 12 miles if you take a -10 penalty on your Survival check for food-collecting.
Survival DC 15 to predict weather:
Highest heat today is gonna be from 11-3 pm, and there'll be thunderstorms from 3-5 pm. Rain seems unlikely. Tonight will be warmer, but not so warm that you won't be able to rest.
Survival DC 10+ to collect food:
Consult the Survival skill to see how many Medium-sized creatures you can feed.
Can I get at least one Fortitude save from each of you? Decide in your post if you're continuing through the hottest period of the day or trying to find shelter during that time. Also feel free to make a Survival check to give your coworkers a bonus on their Fort saves.


Sorry, I was tracking lethal and nonlethal on a different sheet. I've updated the doc you have, she should be back up to 31hp with no nonlethal. Adi is back up to full health.

"It's alright, Adi. We brought you for your magic, not for your durability. If anything, it's my fault for being unprepared - I'm the daughter of a ranger, for gods' sake, and I didn't take any precautions for heat, I didn't consider transport, I didn't even bring enough rations so we didn't have to live off the land. It is not a mistake I intend to make again, believe me."

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

She relays that they have about 35 miles left to Eleder. They could make faster time if she didn't collect food, but nobody but her has rations so she recommends they just accept it'll take a little longer.

Survival to predict weather: 1d20 + 9 ⇒ (8) + 9 = 17

She relays that it'll be warmest from 11 to 3, and that there'll be thunderstorms afterward until 5 but with little rain. Another day, perhaps, where we'll only make a few miles of progress if we don't want to risk bad weather.

Survival to collect food: 1d20 + 9 ⇒ (16) + 9 = 25

Juno collects enough food for four medium-sized creatures, including some lizards she caught for Adi. She is going to keep her two remaining elf rations in reserve in case there's a day where her scavengers run a little thin.

Fort w/Endurance & survival bonus: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16


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I didn't make it clear, but Juno is suggesting we keep walking through the heat but take a rest during the thunderstorm. And when I wrote "for Adi" I meant "for Whimsy," I am not feeding the gnome raw lizards as funny as that idea seems.


Juno finds a roselle hibiscus bush in full bloom on the roadside, and harvests a sack full of aromatic red flowers. When the party arrives at the boab tree, the frogs are gone, but Juno takes the time to climb up into the branches and pluck some hand-sized fruits. After cracking them open with her new longsword (which doesn't have quite as good an edge as she'd hoped), the party has a brief pleasant brunch on the tart fruit. They also find water in hollows in the tree's trunk, and Juno flavors it with the fragrant hibiscus blooms.

Fort saves 7-11 am:
We'll assume Juno took 10 on her Survival to grant a bonus on saves - she has enough of a bonus, now :)
Juno takes 2d4 ⇒ (4, 1) = 5 nonlethal damage and is Fatigued at 2 failure intervals. She takes a -2 penalty to Strength and Dexterity scores until this condition goes away.
Nesica (breeze): 1d20 + 6 + 2 + 2 ⇒ (7) + 6 + 2 + 2 = 17 Nesica is also Fatigued at 2 failure intervals and takes 5 nonlethal damage.
Whimsy: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 Whimsy takes no damage and is Unimpaired. He's at 1 lethal, 0 nonlethal.
Sunt: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 Sunt is Fatigued at 2 failure intervals and takes 5 nonlethal damage. This puts her at 5 nonlethal, 12 lethal.
Adi: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Adi takes 5 + 1d4 ⇒ 5 + (2) = 7 nonlethal damage and is Impaired at 3 failure intervals.

Track reminder wrote:


Unimpaired – The character has not taken any nonlethal damage from heat. After failing their first save against heat, the character advances to Fatigued. (0 failure intervals)
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. (1-2)
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. (3-4)

The drinks and fruit help a bit, but the party is still sweating hard and the clouds of the previous night have disappeared, leaving only the odd puff of white against a wide blue sky. The party shoulders their packs and continue through this heat.

So Juno, Nesica, and Sunt take 5 nonlethal, and Adi takes 7. Can I get one more Fortitude save from each of you to represent the very hot period in which you're continuing to hike?


Juno Fortitude w/Endurance w/survival: 1d20 + 6 + 4 + 2 ⇒ (11) + 6 + 4 + 2 = 23

Adi Fortitude w/survival: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Heat damage: 4d4 ⇒ (3, 1, 2, 2) = 8
DC of this check was 28, so that's 4 more damage to Juno (2+2=4 failure intervals=Impaired), 8 more damage to Adi (3+4=7 failure intervals=Heat Exhaustion).
Sunt Fort: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 4 damage to Sunt (2+2=4 failure intervals=Impaired). 12 lethal, 9 nonlethal.
Whimsy Fort: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 8 damage to Whimsy (0+4=4 failure intervals=Impaired). 1 lethal, 8 nonlethal.
Nesica Fort: 1d20 + 6 + 2 + 2 ⇒ (12) + 6 + 2 + 2 = 22 4 more nonlethal damage to Nesica (2+2=4 failure intervals=Impaired)

Heat track reminder:
Unimpaired – The character has not taken any nonlethal damage from heat. (0)
Fatigued – the character is fatigued. Any character who takes heat damage begins on this stage. (1-2)
Impaired – the character is fatigued, and takes a -5 penalty to all speeds (after armor and other modifiers). (3-4)
Exhausted – the character is exhausted. (5-6)
Heat Exhaustion – the character is exhausted and sickened, and must make a save against the current heat DC (16, not 28) to take a standard action. (7-8)
The going is very slow after the sun reaches its apex - Juno is lagging behind as she searches for more water sources, and Adi is almost as slow. But Juno's effort pays off: downhill from the strange cairn of skulls, she finds a shallow ravine with a spring in the bottom. The party sets up camp there, draping ponchos between succulents to provide protection against potential rain, and settles in to ride out the night. The sun is not visible, hidden behind deep purple clouds, but there are a few hours left until sunset anyways.

Before 11 am, the party was moving at about By 3 pm everyone in the party is taking a speed penalty, and since Juno is both carrying heavy equipment and searching for food, they make only about 7 miles today. Can I get one last round of Fortitude saves and a watch/healing schedule? Feel free to ask Sunt for help!


Juno Fort: 1d20 + 6 + 4 + 2 ⇒ (13) + 6 + 4 + 2 = 25
Adi Fort: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Juno asks Sunt to help with tending to the worse-off members of the group. She will tend to Adi, and asks her to tend to Whimsy. While they do that, she also asks if Sunt recognises the skull cairn. While it had initially seemed just another jungle curio, she has gained a degree of paranoia regarding these things.

Juno Heal to help Adi: 1d20 + 6 ⇒ (11) + 6 = 17
Adi Self Heal: 1d20 ⇒ 8

Adi is feeling down. She hasn't felt like she's contributed much for a long while, and that she's been more of a burden, despite her friends/coworkers reassurances. In fact, she resolves to fix this, and jots into her spellbook her ideas for how to improve the group's chances of getting back to Eleder.

Realised I had forgotten to level Adi a long while ago. She is learning Tiny Hut and Conjure Carriage as third level spells.

Juno suggests the regular roster for watches, she taking the darker part of the night because she can see further in dark than the others. Adi, uncharacteristically, demands the first watch. She is going to need a good solid chunk of sleep to process the spells she has learned.

Edit:

As she asks Sunt about the skull pile, she thinks about whether she knows anything it reminds her of.

Knowledge Local to figure out the skull: 1d20 + 5 ⇒ (7) + 5 = 12


Heat damage: 3d4 ⇒ (4, 1, 1) = 6
Juno takes 0 damage and is unmoved on the heat track. Adi takes 6 more nonlethal damage and advances to Heatstroke (disabled and sickened are defined in the Glossary section of your PFRPG book, Morhek) at 10 failure intervals. She won't be able to do much of anything.
Nesica Fort: 1d20 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13 Nesica takes 5 more nonlethal damage and advances 2 more failure intervals, to Exhausted (6 failure intervals).
Sunt Fort: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 Sunt takes 5 more nonlethal and advances 2 more failure intervals, to Exhausted (6 failure intervals). She's now at 12 lethal, 14 nonlethal.
Whimsy Fort: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Whimsy takes 5 more nonlethal and advances 2 more failure intervals, to Exhausted (6 failure intervals). 1 lethal, 13 nonlethal.
Sunt Heal Whimsy long-term care: 1d20 + 8 ⇒ (4) + 8 = 12
Sunt Heal Adi Treat Deadly Wounds (lack 2 uses heal kit): 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20 So Adi heals 4 lethal and 4 nonlethal damage, assuming she's 4th level.

Heat track reminder:
Unimpaired – The character has not taken any nonlethal damage from heat. After failing their first save against heat, the character advances to Fatigued. (0)
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. (1-2)
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. (3-4)
Exhausted – the character is exhausted. After failing two saves, the character advances to Heat Exhaustion. (5-6)
Heat Exhaustion – the character is exhausted and sickened, and must make a save against the current heat DC to take a standard action. After failing two saves, the character advances to Heatstroke. (7-8)
Heatstroke – the character is disabled and sickened. After failing two saves, the character advances to Comatose. (9-10)

Sunt sees Adi fumbling to even lift the waterskin over Whimsy, and takes over. "You should not be trying to help a pack animal right now, gnome. Have you drunk any water at all today? You left temperature homeostasis an hour ago!" She sits Adi down, soaks her poncho, and drapes it over the gnome, and regularly plies her with springwater thereafter. Whimsy doesn't really get any attention, unfortunately. It seems to have fallen asleep.

Sunt Knowledge (geography): 1d20 + 8 ⇒ (10) + 8 = 18

Juno doesn't have much of a clue about the skull pile. Sunt shrugs when asked. "Bandu are into bone sculptures like that. It's sort of a memorial for if a lot of people die in one place - like a colonial graveyard. But to most other tribes it's a sign of bad luck. Not least because they don't like the Bandu. Personally, I thought it looked rather artful."

Morhek, can I get a Perception check from Adi? Don't forget the -2 from the sickened condition.


Juno doesn't think the Zenj and Ekujae she grew up among had a similar tradition, but she can at least respect the burial rites, and gives a low bow to the skull pile, hoping any lingering spirits see they mean no harm.

Adi Perception: 1d20 - 3 ⇒ (10) - 3 = 7

Adi is sitting at 1 hitpoint with 21 nonlethal damage.


The sky is dark, the moon covered by clouds, when everyone wakes with a start. Adi is shrieking, "Zombie!"

DC 17 Perception (cannot take 10, +2 on this if you have low-light vision):
In the shadows of the fire, you see Adi grappling with a pale figure on all fours. Something seems off about the locomotion of the creature, and about the substance of its skin.

Adi Init: 1d20 + 1 ⇒ (16) + 1 = 17 Juno: 1d20 + 4 ⇒ (4) + 4 = 8 Nesica: 1d20 + 2 ⇒ (2) + 2 = 4 Whimsy: 1d20 + 2 ⇒ (2) + 2 = 4 Sunt: 1d20 + 2 ⇒ (19) + 2 = 21 ???: 1d20 + 7 ⇒ (9) + 7 = 16

Sunt immediately stands up and pulls out her greataxe, moving up to the strange assailant.

Round 1: [Sunt] 20 [Adi] [???] 15 10 [Juno] 5 [Nesica] [Whimsy]
Adi and the monster are up! Knowledge (religion) can identify this creature.


Juno Perception: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

Adi Perception: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4

Adi has darkvision and Juno has low-light vision


Sorry, didn't realise Adi was up first.

Adi uses Arcane Strike, and tries to deliver a blow with her sword.

Bastard sword Arcane Strike: 1d20 + 7 ⇒ (9) + 7 = 16
BsAS damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7


As she's disabled, Adi takes 1 point of damage for making a standard action.
Monster Slam Adi: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d6 + 4 ⇒ (4) + 4 = 8 Miss, I think!

Adi swings her sword towards the monster's broken-looking neck, but she stumbles with the weight of it - her muscles are simply exhausted. She does manage to block the creature from getting close to her, using the oversized weapon as a shield.

Round 1: [Sunt] 20 [Adi] [Monster] 15 10 [Juno] 5 [Nesica] [Whimsy]
Juno is up! Nesica's up after her.


Waking, Juno looks out, sees a creature attacking her friend, and swiftly reaches for her gun, loads it as fast as she can, and fires it, taking care to not hit her friend.

Musket attack, with Point Blank Shot and Precise Shot: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Musket damage, PBS: 1d12 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Crit confirm?: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Crit damage: 1d12 + 4 + 1 ⇒ (2) + 4 + 1 = 7

She yells "We're under attack! Adi, get out of there, you'll get yourself killed!"


extra crit damage: 1d20 + 4 + 1 + 1d20 + 4 + 1 ⇒ (1) + 4 + 1 + (9) + 4 + 1 = 20


s!!&, sorry, those were d20s, not d12s

extra crit damage FOR REAL: 1d12 + 4 + 1 + 1d12 + 4 + 1 ⇒ (9) + 4 + 1 + (11) + 4 + 1 = 30


Juno lines up the perfect shot. A boom echoes through the ravine, and a puff of smoke goes up. As it clears, Juno sees that the monster's head has been blasted all across Adi. Of its head, only the lower jaw remains. Something about that seems off, though - a shot that direct should've completely destroyed the monster's head, and if this was any natural creature it would be collapsed by now.

But the lower jaw moves, working up and down slowly, despite the necessary tendons being missing. Everyone can hear a gasping sound coming from its windpipe - Adi notices that it has no tongue.

I forgot that Whimsy's still unconscious - removed him from the init.

Round 1: [Sunt] 20 [Adi] [Monster] 15 10 [Juno] 5 [Nesica]
Nesica's up! Sunt's up after 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 focuses, and suddenly the creature's body distorts as magical force punches into it's form.

Nesica casts magic missile.

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

19 force damage, if relevant.


Nesica's spell sends the monster's form flying into the ravine wall. Pieces of rotten flesh and maggots rain from it as it moves, and then it hits the wall with a thick thud. The zombie has ceased moving.

Upon investigation, the party sees that the monster's chest had been caved in by Nesica's spell. Though no one remembers doing anything of the sort, they also find that its legs had been cut off at the knees.

Combat over. Sunt, Adi, Juno, and Nesica each gain 300 XP!


Adi collapses. Between the terror of being accosted by the undead and her regular exhaustion, she just passes out. Juno looks annoyed, but finishes off the rest of Adi's shift and then takes her own, spending it moving the zombie downwind. She asks Nesica to quickly clean up Adi with her magic before she goes back to sleep.


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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

With a whoosh, the horrible bits of gore disappear. Nesica tries to make sure Adi is comfortable by tucking her back into her bedroll. Maybe Adi should stick to secretarial work...

Seriously, why did Nesica let an intern come along on this extremely unsuccessful mission of vengeance for a man who literally stabbed her friends and had her arrested.

Nesica really misses Ilisa...


Juno comes back from dumping the body (a truly stomach-turning task) outside of the ravine and looks around a camp of sleeping companions. She realizes she hasn't arranged the watch schedule past her own.


Juno finishes off Adi's watch and takes her own, and then wakes Sunt, asking her to wake Nesica to take a watch as the sun is rising. She then settles in and, like her father taught her, falls asleep instantly.


Okay, over the next 10 hours everyone recovers from their heat exhaustion except Adi, who still has 2 failure intervals accrued and is Fatigued. Everyone heals their level in lethal damage (except Adi, who heals twice her level, or 8 hp), and all nonlethal damage is gone at this point). Sunt's at 8 lethal damage, while Whimsy has completely healed.
Nesica has recovered her spells, but Adi has just gotten up to prepare hers.

As the sky is just starting to gray, Adi looks up from her book and notices something. The floor of the ravine is darker than it should be. She's beginning to pick out a reddish-brown color (darkvision is useless for this, but the fire facilitates color sight) when she realizes what she's seeing - a stream of ants about 30 feet long moving downhill towards the camp.

Knowledge (nature) DC 15:
These are called army ants by some Bekyar dialects, for their tendency to mass together and seek out sites of battles between tribes during the Bandu Hills' dry season. This species is able to sniff out such food sources from nearly a quarter mile away, but will still bite living tetrapods in its path.
Knowledge (nature) DC 20:
Army ants cannot swim, and a sufficient pool of water can slow or completely block the swarm's travel. Generally, they'll go around.

Also, some rumors claim that army ants are venomous. But the rumor is unconfirmed, because so few people have been attacked by a swarm and lived to tell.

What is Adi going to do? She has about a round to act.


Adi calls out to the rest of the group, warning them about the ants. However, she has no spells she thinks would work on a swarm, so she looks expectantly at Nesica.


Adi suddenly remembers the campfire, and has an idea. She wants to cast Pyrotechnics, and let Nesica use her Windy Thing to try to smoke the ants away. She relays this to Nesica, and moves 40 feet away from the ants, past the fire, hoping to get them close to it.

Sorry, I completely forgot about the campfire, and also that Adi could still move even if she didn't have a spell to cast. Secibd edit: ALSO forgot about double move actions.


Okay, Juno gets a Perception check to wake up when Adi tells Nesica about her plan. DC 10, but she takes a -10 penalty from being asleep. Anyway, Adi and Nesica, and Juno if she wakes up, can act out one turn before the ants reach the camp.

Sunt seems to jerk awake from the raised voices. "What? Smoke? A brushfire?"


Juno perception: 1d20 + 8 - 10 ⇒ (5) + 8 - 10 = 3


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

Know. Nature: 1d20 + 4 ⇒ (3) + 4 = 7

"I...guess. The wind is going to blow them away though. I've got lots of wind to use though, so I'll keep them out of the camp! But we'd best back up first!"

Nesica, with a flick of the wrist and loudly yelling her verbal components, calls forth a great torrent of wind through the crowd of ants.

Nesica casts Gust of Wind through into the ants, up to 60 feet long. However many swarms there are must make a Fortitude save or be blown backwards and take damage. They still can't move forward in the wind without making a DC 15 Strength check. I think. Up to you since the spell doesn't outline exactly what the Fortitude save negates and some of these effects don't make sense to be negated.

Feet Movedx10: 1d4 ⇒ 2
Nonlethal Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8

Obviously the damage is increased by half again due to it being a swarm.

Nesica moves back 30 feet, whistling as she does to get the sleeping party awake.


Fortitude: 1d20 + 7 ⇒ (17) + 7 = 24 Fortitude: 1d20 + 7 ⇒ (14) + 7 = 21

Strength: 1d20 - 5 ⇒ (4) - 5 = -1 Strength: 1d20 - 5 ⇒ (5) - 5 = 0

The center of the swarm is displaced slightly backwards, but a flood of ants on either side rises to replace it. The army seems to compact, forcing itself against the wind but not making any progress against it.

Whimsy awakens to the whistling and bounces up to stand behind Nesica.

No one's gotten their packs ready, but you're all awake now.


Juno wakes, and sees the ants.

Juno Knowledge Nature: 1d20 + 2 ⇒ (7) + 2 = 9

"Aw hell."

She looks over at Adi and asks, "You have anything to use on these things? I don't think musket shot or a longsword will do anything."

Adi shrugs. If I get enough time, I could prepare a Create Water cantrip to drown them? At a stretch, I guess we could just outrun them. Nesica, you able to keep this up until we've packed up to leave?

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