"Harrowed Jack" |
Although without armor, “Harrowed Jack” gains the benefits of the environmental protections of armor for a period of two days, due to the nature of the necrograft beating within his chest.
Fort save: 1d20 + 1 ⇒ (9) + 1 = 10
Fort save: 1d20 + 1 ⇒ (3) + 1 = 4
Damage (acid): 1d4 ⇒ 4
The half-orc weathers the storm for a time, but eventually the acidic air begins to burn his pale skin.
Mec-01 |
The android tries to face the storm. He has a clothing environmental (but I haven't specified anything about it).
Fort save: 1d20 + 2 ⇒ (5) + 2 = 7
Fort save: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 ⇒ 1
Dethara |
Dethara activates her armours protections when she sees the storm. Then she heads inside with a manic gleam in her eye.
Fortitude: 1d20 ⇒ 19
Fortitude: 1d20 ⇒ 19
The acid rain doesn't seem to bug her at all.
Zapp Brannigan, Nameless Man |
Fortitude: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d4 ⇒ 1
Fortitude: 1d20 + 1 ⇒ (19) + 1 = 20
Zapp is discouraged when it comes time to leave, but he knows they'll see the locals again. Still, he is customarily distracted and takes some acid to the face before firing up his armor.
Revvy Bitterleaf |
Still need 2 fort saves from Quip, but moving on for now
Weathering the storm you continue your trek towards the outpost
At the end of the 3-hour trek, you reach a notable gorge that leads to the outpost.
Dilapidated circular buildings dot the landscape. A tumultuous storm rages all around, strong and fierce, without any sign of slowing down. A crumbling stone bridge crosses a broad gorge, offering a pathway directly into the heart of the turmoil.
The storm realy picks up and acid rains pours down harder and harder here.
You arrive at the remains of a circular structure, with a partly broken stone bridge that crosses a deep gorge. The constant battering of the storm devastated the buildings, reducing them to little more than ruins. The bridge is severely damaged and is in danger of collapsing.
To cross the bridge, you must succeed at a DC 10 Acrobatics check
Every round you need to make a DC 10 fort save or take 1 acid damage. If you make it into one of the buildings you get a +5 on your save for as long as you are inside. If you want to walk carefully through the storm you can do so at half speed for a +2 on your save
Map is up, the red things are local plant life and count as difficult terrain
Zapp Brannigan, Nameless Man |
Acrobatics: 1d20 + 1 ⇒ (19) + 1 = 20
Fortitude: 1d20 + 1 ⇒ (12) + 1 = 13
Zapp somehow manages to bumble his way across the bridge without falling off or being hit by too much more acid.
Dethara |
Dethara eyes the bridge with a manic gleam, then hurries across.
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Fortitude: 1d20 + 1 ⇒ (10) + 1 = 11
Double move.
_Quip_ |
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (11) + 3 = 14
Acrobatics: 1d20 ⇒ 16
1d20 + 3 ⇒ (11) + 3 = 14
Quip manages to deal with all hazards.
ooc: sorry for the delay, busy week
Mec-01 |
Acrobatics: 1d20 + 3 ⇒ (11) + 3 = 14
Fortitude: 1d20 + 2 ⇒ (13) + 2 = 15
Following the example of his companions, he rushes on the other side of the bridge, avoiding the rain.
Revvy Bitterleaf |
Clearing the bridge without any problems your group take temporary shelter in one of the ruins. At the edge of your vision you can see that the strange almost stationary storm seems to end a few dozen feet away.
About half of the building you are in has collapsed in on itself, making it a bit difficult to get down
Extra square of movement to get down to ground level (Red stuff still counts as difficult terrain
Leave the edge of the map on the bottom right corner and you are "save"
Next round
Still the same DC 10 fort save or take 1 acid damage. If you make end this turn in one of the buildings you get a +5 on your save for as long as you are inside. If you want to walk carefully through the storm you can do so at half speed for a +2 on your save
Mec-01 |
Perception: 1d20 ⇒ 20
He advances carefully so discreetly inside the house. Looking around and paying attention to the rain.
Fortitude: 1d20 + 2 + 5 + 2 ⇒ (4) + 2 + 5 + 2 = 13
Stealth: 1d20 + 10 ⇒ (2) + 10 = 12
Then he hears something and tells it quietly to the others.
[ooc]You can read the spoiler[/occ]
_Quip_ |
Quip continues on, and rubs his skin as the acid bites
Fort save: 1d20 + 3 ⇒ (1) + 3 = 4
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
"Sounds bad, I must say, still, let's vbe quiet when we move on."
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10
Mec-01 |
The android and his drone are going further in direction of the noise he heard before.
The goal is to remain stealthy.
Fort save: 1d20 + 2 + 5 ⇒ (16) + 2 + 5 = 23
Dalinar Theodrin |
Dalinar sees no point in sneaking while out in the open and prefers to move quickly. Once near the sound he takes a hard look inside the building.
Fort: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Revvy Bitterleaf |
Still need a few fort saves from people, but I'll sort that out later
As you round the corner of the building and are able to take a peek inside you see;
A body lies still inside the remains of this decaying structure.
Rubble pins the body’s feet to the ground. A hoarse sob resounds from the figure as the storm launches a piece of stone into its side. It twitches before going still once more, the rise and fall of its torso growing shallow with each breath.
The trapped male raises an eye towards you and whispers barely audible something which you assume can only mean that he wants help
One of the natives is badly injured by the storm, and their leg is caught under a collapsed piece of the building.
Safely freeing the native from the debris requires some skill as opposed to just trying to lift everything of his body or trying to pull him out and even then you need to know what you are doing or you could cause more harm then good
Engineering check as opposed to strength, and for some reason you can use medicine as well..I guess you know where to cut the pieces he doesn't need anymore? And there's a penalty/consequence for failing big.
Mec-01 |
The android acts as a human being, trying to help the native here, using his skill knowledge in engineering.
Engineering: 1d20 + 12 ⇒ (9) + 12 = 21
_Quip_ |
Seeing the human being freed, Quip looks around trying to make out anything of interest or danger.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Revvy Bitterleaf |
Mec-01 has no troubles using his knowledge of applied mechanics to free the injured native.
Communication is a bit difficult, but with your experience back in the village you manage.
You learn that the native was exploring the area, hoping to learn more about the exile. The storm overcame the explorer, and they now wish to go home and not tempt fate any further.
He is holding his side where the wound is/where the stone used to be and he leans heavily to one side. Blood can be seen slowly seeping through his fingers. He asks you if you would be so kind to help him back to his village seeing how he is too wounded to make it on his own, right now in the condition he is in.
Unless he is somehow healed, he won't make it back on his own
He takes something out of his pocket with his other hand and shows you some jewels and a ring which he offers in thanks
Quip doesn't notice anything out of the ordinary other then the storm being a bit less violent then it was a few seconds ago.
The storm seems to be diminishing somewhat and it should be relativity safe to venture outside once more.
Mechanically everyone needs to make a total of 5 fort saves (minus the once already made so far), after which the storm is still there but it's not violent enough to cause damage any longer. Off course, if you leave the map to the right as opposed to going back and continue your trek you no longer have to make the saving throws
Dethara |
Sorry, I wasn't seeing updates for this one. Good thing I clicked it anyway!
Dethara spends ten minutes tending to the poor fellows wounds. Healing Touch to heal him 5 damage.
If he still needs an escort Dethara laughs, but makes no complaint and happily helps him back to his people.
I owe you four Fortitude Saves:
Fortitude: 1d20 + 1 ⇒ (19) + 1 = 20
Fortitude: 1d20 + 1 ⇒ (1) + 1 = 2
Fortitude: 1d20 + 1 ⇒ (4) + 1 = 5
Fortitude: 1d20 + 1 ⇒ (17) + 1 = 18
Taking 2 acid damage total
Zapp Brannigan, Nameless Man |
Fortitude: 1d20 + 1 ⇒ (15) + 1 = 16
Fortitude: 1d20 + 1 ⇒ (3) + 1 = 4
Fortitude: 1d20 + 1 ⇒ (13) + 1 = 14
Fortitude: 1d20 + 1 ⇒ (17) + 1 = 18
Zapp's temporary quiet allows him to weather most of the remaining storm. "I hope that poor fellow ends up all right," he says at one point, breaking his concentration. This leaves him open long enough for a larger glob of acid to catch him upside the head again.
Mec-01 |
The android takes the jewels and the ring, mechanically.
If someone can heal him, it would be fine. I'm not able in the human heal.
Fifth fort save: 1d20 + 2 + 5 ⇒ (10) + 2 + 5 = 17
Revvy Bitterleaf |
Can I attempt to make a Survival check to Endure Severe Weather (CRB, pg. 148) and hopefully aid others with enduring the storm (better late than never?)
If you succeed at the check, you gain a +2 bonus to Fortitude saving throws against severe weather while moving up to half your overland speed, or a +4 bonus if you remain stationary and build a temporary shelter.
..you could, but those are the same bonuses you can already get for doing the exact same thing without needing to make a check..and since they are for the same things I'm going to go with that they don't stack
Revvy Bitterleaf |
Thankful for the healing the native indicates that he being the though male that he is can make it back by himself. You estimate that he's putting on a macho facade, but that he should be able to make it back on his own now that the storm is subsided a bit.
Before moving on his hands you a string with a piece of metal and feather attached to it and indicate that it will bring a weapon shoot straight through a storm
It's a trailblazer fusion seal..but since it's a seal it takes 24 hours to activate once attached
The ring will make you though..even if it didn't help him a whole lot
No idea if anyone has and will use detect magic..but the ring is also magical
As you decide to wave farewell to the native and continue you soon see the structure of the abandoned outpost in the distance.
It's made out of a about half a dozen domes connected by pathways.
The ceilings of the circular structures are 20 feet high, while the connecting corridors’ ceilings are 15 feet high. The rooms and corridors are prefabricated structures built using a sturdy plastic material.
After some careful surveillance from a save distance you conclude that there only seems to be one entrance. The door is halfway open and as you look past it you see debris littering the floor
How do you want to proceed?
"Harrowed Jack" |
"I'll scout ahead." says "Jack", curtly.
Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
The half-orc quietly approaches the door and pushes it open to get a view of what lies on the other side.
Perception (darkvision): 1d20 + 9 ⇒ (20) + 9 = 29
Dethara |
Dethara bids the macho-mouse farewell then examines the ring. Detect magic.
Mysticism: 1d20 + 7 ⇒ (20) + 7 = 27
Dethara grins as Jack opens the door. She leans around him, curious what inside.
Revvy Bitterleaf |
As Detharea examines the ring she finds out what it is;
effects to which you are particularly vulnerable. You gain an
enhancement bonus to saving throws with your lowest base
saving throw bonus. If two or three of your base saving throw
bonuses are tied for lowest value, you select which category
gains this bonus when you first put on the ring, and this choice
does not change unless a different base saving throw bonus
later becomes your lowest bonus. The bonus is +1
As Jack sneaks ahead to take a peek inside he does it so well that his party members almost loose track of him.
Inside the building he sees; Debris litters the floor of this otherwise empty chamber. The floor paneling has been ripped up in several areas, revealing the same ground as the exterior. The door to the west sits halfway open, leading outside. The doors to the north and south remain
securely closed.
What also catches his eye is what appears to be a security camera in the ceiling and what Jack is sure is a laser trap hidden in the eastern wall. It seems motion triggered.
"Harrowed Jack" |
What also catches his eye is what appears to be a security camera in the ceiling and what Jack is sure is a laser trap hidden in the eastern wall. It seems motion triggered.
"Harrowed Jack" silently makes his way back to the party. Turning the the android, he says, "I have a use for you."
He slips back toward the trap expecting Mec-01 to follow.
Mec-01 |
The android comes with the half-orc. After having a look at the situation Mec-01 asks: I think you would like I corrupts this trap with my technology?
"Harrowed Jack" |
The android comes with the half-orc. After having a look at the situation Mec-01 asks: I think you would like I corrupts this trap with my technology?
"Indeed." is the operative's sole word in response.
Mec-01 |
The android tries to pirates the electronics of the trap:
Computers or engineering: 1d20 + 12 ⇒ (16) + 12 = 28
Revvy Bitterleaf |
Working together your party manages to disarm the laser rifle trap without too much hassle. At one point it starts to look a bit dicey there for a second as the laser rifle drops out of hiding and starts to acquire a target, but before it can fire you manage to shut down the power supply to it's motion sensors.
Now that you have a bit more time to look around you notice that allthough both doors are closed only the one to the north is locked. There is a security panel next to it.
Engineering check to unlock the North door, or just go through the other door
Mec-01 |
I think it's another use for me?
The android goes to unlock the North door.
Engineering check: 1d20 + 12 ⇒ (10) + 12 = 22
"Harrowed Jack" |
"Jack" nods to the android. He follows, beckoning for the rest of the party to stick together.
Took the liberty of placing all tokens in the room on the map, trying to follow descriptions from posts to determine locations.