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Give me two fort saves.

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Fort Save 1 1d20 + 4 ⇒ (10) + 4 = 14
Fort Save 2 1d20 + 4 ⇒ (11) + 4 = 15

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Unfortunately.. it's not the cold that is effecting you... It's the altitude.
The DC was 16 and increases by 1 for each save, if you failed it, please look at the number of times you've failed it.
If you want to return to the two brothers and rest, You'll still have to make 2 more saves in the morning when you set out.
A large stone building lies nestled in a shallow stone cul-desac, hollowed out from the surrounding mountainside. The building shows evidence of poor maintenance—the roof is missing several tiles and the once-proud, central double doors lie in a pile of ruined timbers. The remains of a giant bell, and the wooden structure meant to support and sound it, dominate the center of the flagstone courtyard before the stone structure.
Atop a ten-foot rise of gray stone steps stands a wide paved forecourt surrounded by worn, red-painted wood pillars and faded rust-colored walls. A massive copper bell rests in the center of the area, surrounded by a mess of wooden scaffolds and a carved-smooth tree trunk, all collapsed into a pile around the carillon. The north wall features an intricate mosaic of monks walking on clouds. A pair of staircases flanks the wall, leading up to a ten-foot-high porch and three sets of wooden doors beyond.

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Oh man, Grams Sucks...... I failed both. Now I'm exhausted.

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does anyone suggest we turn back? My character isn't one to do so, but I understand that while fatigued is just bad for me, it really sucks for some folks.

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this is the first time, as a player or a GM, that I've come across altitude sickness. You are currently over 5000 feet above sea level. If anyone has a way to make a bubble around everyone to keep in the oxygen, I would wave the fort saves.

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This is one of the few scenarios in my experience that deals with altitude. Like I said, I was only asking if anyone suggests it. I'm all for pressing on since it's a 50/50 shot for me.

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I say we should push through. I think most of us are 50-50 or less to make the saves, so there isn't much point in trying again.

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We go ahead. Someone will fail as the dice is fickle. We can rest again sometime later I hope.

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Okay, No one is exhausted. However the DC for the save increases by 1 each time someone saves it. You are unable to rest on the mountain and would have to return to the two brothers to rest and get rid of the fatigue.
Hadanka: 1d20 + 2 ⇒ (11) + 2 = 13
Jack: 1d20 + 6 ⇒ (15) + 6 = 21
Grams: 1d20 + 8 ⇒ (14) + 8 = 22
Butharn: 1d20 + 1 ⇒ (5) + 1 = 6
Cit'Vaya: 1d20 + 2 ⇒ (19) + 2 = 21
GM's Pets: 1d20 + 2 ⇒ (19) + 2 = 21

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perception: 1d20 ⇒ 20 Surprising everyone, Butharn is not surprised.
If a Yeti comes within 20' during the surprise round, he charges it! If one or more is already next to him he attacks them where they stand.
. I'll make a unmodified attack and let you add or subtract as necessary
dwarven war axe: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d10 + 6 ⇒ (10) + 6 = 16

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Grams calls out in warning as he puts his arms up in defence.
Total Defence.
"'Ware! White Fur Blanket in front and it's unfriendly!"

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Out of a bank of snow behind the group, a small yeti flies out and catches the group unaware and attacks Gram and lands a good blow, but Hadanka is able to act and attack since he was the only one to spot the hidden Yetti.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d4 + 2 ⇒ (1) + 2 = 3
cold damage: 1d6 ⇒ 3
Gram's Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Hádanka: 1d20 + 5 ⇒ (17) + 5 = 22 You can act in the surprise round
Surprise Round
Hadanka
Round 1
Grams
Jack
Cit'Vaya init: 1d100 ⇒ 96
GM's Pet init: 1d100 ⇒ 83
Hadanka
Butharn
Please update your status with your current status, including fatigue.

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Yes, you did. sorry, i missed it.

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Did not Grams see the Yeti? You rolled a total 22 for Grams.

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In that spoiler was your initiative, not perception. When a spoiler with a perception tag is up, you have to roll your own perception. You got a 22 Init.

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fatigued
.
Hadanka charges the yeti with his guisarme thrust before him.
guisarme attack: 1d20 + 5 - 1 + 2 ⇒ (1) + 5 - 1 + 2 = 7, if hits damage: 2d4 + 6 - 2 ⇒ (4, 3) + 6 - 2 = 11
well carp!

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For the surprise round, if the Yeti is not within range of a charge of the not so fleet Butharn, he will still move towards it.

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Misread that then, I thought it was rolled already.
Flurry of blows 1d20 + 1 - 1 ⇒ (16) + 1 - 1 = 161d6 + 2 ⇒ (4) + 2 = 61d20 + 1 - 1 ⇒ (16) + 1 - 1 = 161d6 + 2 ⇒ (2) + 2 = 4
Grams feels the bruise already forming even as he strikes back with his own series of hard jabs

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Drops bow, draws Curve Blade, 5-ft steps into flank with Handanka, and swings.
Attack: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 3 ⇒ (5) + 3 = 8
WOOHOO, swing and a miss!

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Hadanka, Grams, Jack and Cit'Vaya swing at the Yeti but Grams is the only one able to land a blow, two of them in fact. The Yeti doesn't like that, so it swings with its' claws.
attack: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d4 + 2 ⇒ (1) + 2 = 3
cold damage: 1d6 ⇒ 6
After the first claw lands, the Yeti swings his second claw at Cit'Vaya as Grams body falls to the ground.
attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 2 ⇒ (2) + 2 = 4
cold damage: 1d6 ⇒ 3
Round 1
Grams
Jack
Cit'Vaya
GM's Pet Yeti
---Up Next--
Hadanka
Butharn
Sorry that i was AFK this past weekend, I climbed Mt. Fuji on Saturday/Sunday and recovered yesterday.

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Sorry, i missed that Burton hit in the surprise round. Grams took him down with his furry of blows. So Grams is not down, the last action from the Yeti never happened.

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Grams is left slightly shaken as he realises the claws that fell short of him could have taken him down. His mind thinks back and realises that if not for his fellow dwarven companion's blow, his would not have made a difference from protecting himself against its claws.
"My thanks Butharn for without that telling blow of yours, I'm sure I may not have survived."

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Sheathing his curveblade and retrieving his bow, the Paladin pulls out his wand.
"Before we explore more, we should see to our friends wounds. There may be more of these vile creatures around."
Wand, Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4 43 Charges remaining
Wand, Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6 42 Charges remaining
He takes a moment to whisper a prayer to Abadar.
"Vault Master, reveal to me those who would harm your servant and his allies."
Detect Evil
He then puts his wand away and allows the group to proceed, keeping his bow in hand in case more enemies appear.

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My pleasure Grams, always willing to bloody my axe in a good cause. That thing was pretty fast. Hmm, might make a good cloak though...anyone know how to skin and tan?

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Okay, i am going to be putting room descriptions up now. If there is no actions required in the room, i will continue.
Top Room
Disciples’ Quarters
Eleven ruined mattresses and a few aged and cracked pots are this room’s only furnishings. A section of the ceiling has collapsed in the northwestern corner of the room, causing the wind to howl eerily as it blows over the building. A series of images has been carved into the still-standing sections of the room’s walls, each image indicating a humanoid in a series of different positions and stances.
Next room down, T shaped rug.
Master’s Quarters
This room once served as the master’s quarters. Shang Xu has made his nest in this room and a pile of filth covers the once-fine mats laid upon the floor. If cornered in this room, the yeti fights to the death.
locate the braid among the various sticks and animal bones. The braid has a strong transmutation aura and is easily detected by spells such as detect magic. The braid is currently dormant and grants no bonuses or effects when worn. Only the masters of the monastery were privy to the secrets of the braid’s power and the you cannot activate it without that knowledge. There are also a number of other, surprisingly fragile items of value located in the nest, including an antique Iroran silver holy symbol worth 100 gp, four jade gemstones worth 50 gp each, a magnifying glass worth 100 gp, a set of silvered armbands depicting pouncing tigers worth 500 gp as a pair, and a bejeweled ceremonial masterwork temple sword (Advanced Player’s Guide) worth 400 gp.
Next Room down
Storeroom
Saving this for later.
Bottom room
Dining Area
Two large, corroded cooking pots dominate the center of this otherwise unadorned, long, tiered room.
Courtyard outside. Right side
Exercise Yard
The remains of four wooden training dummies stand in the northeast corner of this wide courtyard, while a few scraggly plants struggle to grow in the southeast corner. A cracked mosaic lies half-buried beneath years of dirt in the training ground’s center.
Who is the first one into the room?
Evil is detected through the doors leading to the courtyard.

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perception: 1d20 + 0 ⇒ (1) + 0 = 1
Butharn gives a very poor look about the room obviously more concerned with sources of violence than any hidden treasure.
Butharn moves into the room first.

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Grams moves along with Butharn, alert for trouble, his fists clenching and unclenching, anticipating trouble to jump out at them.
Perception 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
I also require healing lol. Just noticed my 5 HP....."-__-

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The 2 wand charges I used were to heal you, Grams.
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
I can enter the door next, my bow still drawn. I'd move to the edge of the hall, just inside the courtyard.

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Ah I see, my thanks...

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sorry, thought I posted here too. I am in the middle of a move, will have interwebs back on my PC this Saturday. Update then.