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Senizar is stable and at 0 hit points (through use of Hero Points).
Zelkeke surrenders Senizar into Haedrig's care, following Dar in the task of setting up camp.
@Haedrig - You can make a Medicine check to Treat Wounds. Or you can just rest the night and let Senizar heal naturally (slowly)

Haedrig Lucridious |

Senizar is stable and at 0 hit points (through use of Hero Points).
Zelkeke surrenders Senizar into Haedrig's care, following Dar in the task of setting up camp.
@Haedrig - You can make a Medicine check to Treat Wounds. Or you can just rest the night and let Senizar heal naturally (slowly)
ok I thought we were handwaving out of combat healing...
medicine: 1d20 + 5 ⇒ (2) + 5 = 7
hero point: 1d20 + 5 ⇒ (3) + 5 = 8

Haedrig Lucridious |
1 person marked this as a favorite. |

GM JChapman wrote:Senizar is stable and at 0 hit points (through use of Hero Points).
Zelkeke surrenders Senizar into Haedrig's care, following Dar in the task of setting up camp.
@Haedrig - You can make a Medicine check to Treat Wounds. Or you can just rest the night and let Senizar heal naturally (slowly)ok I thought we were handwaving out of combat healing...
[Dice=medicine]d20+5
[Dice=hero point]d20+5
Frak u dice bot

Dar Orc-Blooded |

The druid sets the group up in a good spot to camp. He leaves Haedrig and Zellkeke there to look after the wounded wizard. Hold on Senizar, make it through the night and I'll have some healing magic for you... , the druid thinks to himself as he is off trying to find food. He figures they might even stay put for a few days till Senizar is feeling better.
The druid will prepare two heal spells the following morning, w/ shillelagh as his third spell

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Haedrig has no luck with tending to Senizar's wounds short term, and thus settles in to defend while Dar and Zelkeke set up camp.
Thought you were going for some rush healing. I'll handwave it for overnight, with everyone back to full in the morning. No need to cast spells in the morning, and you can prepare spells differently if you like.

Dar Orc-Blooded |

Haedrig has no luck with tending to Senizar's wounds short term, and thus settles in to defend while Dar and Zelkeke set up camp.
Thought you were going for some rush healing. I'll handwave it for overnight, with everyone back to full in the morning. No need to cast spells in the morning, and you can prepare spells differently if you like.
I'll stick w/ my normal prep (1 heal, 1 shillelagh, 1 gust of wind)

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Encounter: 1d20 ⇒ 15
Type: 1d10 ⇒ 5
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14
Perception (Haedrig): 1d20 ⇒ 15
Encounter: 1d20 ⇒ 15
Type: 1d10 ⇒ 6
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
Perception (Haedrig): 1d20 ⇒ 9
HEX 018.033
Encounter: 1d20 ⇒ 20
Type: 1d10 ⇒ 6
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3
Perception (Haedrig): 1d20 ⇒ 5
Encounter: 1d20 ⇒ 16
Type: 1d10 ⇒ 3
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
Perception (Haedrig): 1d20 ⇒ 20
Encounter: 1d20 ⇒ 17
Type: 1d10 ⇒ 1
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
Perception (Haedrig): 1d20 ⇒ 19
HEX 019.032
Encounter: 1d20 ⇒ 15
Type: 1d10 ⇒ 10
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3
Perception (Haedrig): 1d20 ⇒ 17
With Senizar patched up, the group rests the night and prepares for further swamp travel on the morrow.
That next morning begins cool, but warms quickly with the shining sun. Dar is fortunate to find a cluster of edible mushrooms early on in the day, making for a soup that easily sustains the four of them. It's made better by the fact that no dangers leap out at them.
The next morning, which by Senizar's reckoning is the 13th of Erastus, they are greeted by a light rain. Just after midday Zelkeke shouts a warning to Haedrig, but it's one that is too late as his foot is caught in a noose trap. Dar identifies it as the type of trap meant to catch game, and the group easily cuts the unlucky dwarf down. That night though food is scarce, with the group finishing off the last of their rations. Zelkeke argues with the others that it should be he that goes hungry, and he brooks no dissent.
Rising early on the 14th, the group sets out on empty stomachs. And though Haedrig manages to find another trap before stepping into it, Dar finds no food. The rain that accompanies that hunger makes them all miserable. While starving, you are all Fatigued. You also take 1 point of damage that cannot be healed until you eat. This is cumulative with each day you don't eat.
With the rain clearing, a bright sunlight greets the group the next morning. They try to take the good weather to heart, and that buoyed spirit also turns to good fortune when Dar is able to catch several frogs in a makeshift trap. The group eat with voracious appetites, and when they manage to stay away from further trouble rest better.
Knowing that he found a good spot, Dar catches a few more frogs in the same area the next morning before they set out. The swamp is still a swamp, with travel through it proving as treacherous as always, but they manage to eat that night and are spared any troubles.
On the 17th of Erastus is not trouble free for the adventurers, as early that morning they stumble upon a pair of crocodilian looking creatures for an easy meal!
Haedrig: 1d20 + 7 ⇒ (6) + 7 = 13 +1 for Scout
Senizar: 1d20 + 4 ⇒ (20) + 4 = 24 +1 for Scout
Zelkeke: 1d20 + 6 ⇒ (4) + 6 = 10 +1 for Scout
Enemy: 1d20 ⇒ 3
ROUND 1
Senizar - Go
Haedrig - Go
Zelkeke - TBD
Dar - TBD
Enemy - TBD

Senizar the Erudite |

Expecting to either eat or get eaten, Senizar launches his staff at the western croc: HotA: 1d20 + 8 ⇒ (20) + 8 = 28 for DOUBLE: 1d6 + 4 ⇒ (5) + 4 = 9
He then raises an arcane shield in case there's another hidden close by.

Haedrig Lucridious |

Haedrig takes advantage of the distance, and launches a sling stone at the red croc.
sling: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d6 + 2 ⇒ (3) + 2 = 5

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The ray of frost strikes true, seriously injuring the beast! There's still a lot of life left in it though.
With Senizar and Haedrig making ranged attacks, Zelkeke sees their wisdom and waits.
ROUND 1
Senizar - Ray
Haedrig - Miss
Zelkeke - Delay
Dar - Go
Enemy - TBD (Red -18)

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Dar knows that these creatures are not quite natural. He suspects they are a draconic species of some sort!

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The creatures rush forward, the westernmost one moving forward to breathe a noxious breath that washes over Haedrig and Zelkeke!
DC 18 Fort save for Haedrig. Failure means that you are Sickened 1 (Sickened 2 on a crit fail)
Fort save (Zelkeke): 1d20 + 6 ⇒ (1) + 6 = 7
Zelkeke is caught full-on by the halitosis breath! If he could turn any further green, he would! Sickened 2
The iruxi gags and coughs, trying to spit up what precious food he has in his belly.
Fort save vs DC 18: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
He's unable to bring anything up though.
Instead he moves in and strikes at the injured beast!
Strike vs Red: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
His claws feebly graze the tough hide of his foe.
ROUND 2
Senizar - Go
Haedrig - Go
Dar - Go
Enemy - TBD (Red -18)
Zelkeke - TBD

Senizar the Erudite |

Senizar moves a bit and then sends a cascade of riotous color their way: Color Spray DC 18

Dar Orc-Blooded |

Round 2
Leaving Haedrig to fend off blue, the druid move straight ahead to attack the red one. Bringing his Shillelagh to bear.
Action 1: move
Action 2: melee attack 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
damage 2d6 + 3 ⇒ (4, 2) + 3 = 9
Action 3: melee attack 1d20 + 7 + 1 - 5 ⇒ (6) + 7 + 1 - 5 = 9
damage 2d6 + 3 ⇒ (6, 6) + 3 = 15

Haedrig Lucridious |

fort: 1d20 + 8 ⇒ (11) + 8 = 19
Haedrig barely manages to not catch the cloud of fumes on the inhale, and fights off the effects. (is this poison?)
He raises his shield and brings forth his axe, dropping his sling to do so. While the dwarf would rather strike at the injured foe, he resigns himself to the one he can reach...
Attack: 1d20 + 10 ⇒ (6) + 10 = 16 damage: 1d8 + 4 ⇒ (2) + 4 = 6

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Will save (Red): 1d20 + 7 ⇒ (9) + 7 = 16
Will save (Blue): 1d20 + 7 ⇒ (13) + 7 = 20
Senizar's magic washes over the two beasts, affecting them to differing degrees.
Haedrig weathers the smelly cloud of noxious fumes, recognizing though it's not poisonous is does... well, it stinks. He swings his axe and is inches away from connecting.
Dar moves forward, swinging his magically enhanced club. His swings are full of power, but lack the precision needed against these surprisingly wily foes.
Fighting through blindness, one of the crocodile-like creatures attempts to bite at Zelkeke
Flat Check, DC 5: 1d20 ⇒ 11
Red Jaws vs Zelkeke: 1d20 + 10 ⇒ (7) + 10 = 17
Damage (P): 1d12 + 4 ⇒ (7) + 4 = 11
Flat Check, DC 5: 1d20 ⇒ 4
The other beast moves in closer to Dar and Haedrig, swiping its tail at the two to trip them!
Athletics (Trip) vs Fort DC: 1d20 + 10 ⇒ (6) + 10 = 16
Flat Check, DC 5 vs Dar: 1d20 ⇒ 13
Dar tumbles to the ground!
It then tries to bite at Dar!
Flat Check, DC 5: 1d20 ⇒ 6
Blue Jaws vs Zelkeke: 1d20 + 5 ⇒ (8) + 5 = 13
But the druid's armor manages to keep the teeth at bay!
Powering through the pain of his wound, Zelkeke steps behind the blinded beast to claw at the creature, putting all his power into the strike!
Claw vs Red (Flat-footed): 1d20 + 7 ⇒ (6) + 7 = 13
He once more retches, trying to get expel the sickness.
Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
Bits of breakfast come out, helping the warrior somewhat.
ROUND 3
Senizar - Go
Haedrig - Go
Dar - Go (Prone)
Enemy - TBD (Red -18hp)
Zelkeke - TBD (-11hp, Sickened 1)

Haedrig Lucridious |

Haedrig maneuvers to flank Blue with Dar and tries ot end this threat, so they can focus on the other together. He then raises his shield against them.
Attack: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d8 + 4 ⇒ (5) + 4 = 9

Dar Orc-Blooded |

Im a little unclear on exact rules. Dar wants to stand up and get back in the fight. He has acrobatics +5 and athletics +7. Would either help him stand up better? Maybe without having to eat an AoO?
The druid gets to his feet and brings another wild swing at the red croc.
1d20 ⇒ 7 Athletics or Acrobatics
Melee attack 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Shillelagh 2d6 + 3 ⇒ (2, 4) + 3 = 9

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Dar - Stand is a single action with the Move trait. That's all you need to do.
Reflex saves: 2d20 ⇒ (9, 12) = 21
The group's wizard throws magical electricity at the two beasts, catching the wounded one better than the other.
Haedrig moves in and swings his weapon, the axe slicing into the flank of the scaled monster.
Dar stands and swings his magically enhanced club, the weapon connecting with the remaining beast's head. He hears the satisfying sound of bones breaking, and moments later the beast slumps to the ground.
Botting Dar's last action so we get to the next round
The druid then swings his club at the remaining foe.
Strike vs Blue (Flat-footed): 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage (B): 2d6 + 3 ⇒ (6, 4) + 3 = 13
The remaining foe, still slightly dazzled from Senizar's magic, tries to make a path through Zelkeke with its teeth!
Jaws vs Zelkeke: 1d20 + 9 ⇒ (19) + 9 = 28
Damage (P): 1d12 + 4 ⇒ (6) + 4 = 10
The attack is more than enough to bring the iruxi low, blood pouring from his wounds!
It turns its attention to Dar, lashing out with its tail with a back and forth swipe!
Tail vs Dar: 1d20 + 5 ⇒ (15) + 5 = 20
Damage (B): 1d8 + 4 ⇒ (6) + 4 = 10
Tail vs Dar: 1d20 + 1 ⇒ (13) + 1 = 14
Damage (B): 1d8 + 4 ⇒ (8) + 4 = 12
It manages to strike the half-orc once!
ROUND 4
Senizar - Go
Haedrig - Go
Dar - Go (-10hp)
Enemy - TBD (Red DEAD, Blue -27)
Zelkeke - TBD (Dying 2, Sickened 1)

Haedrig Lucridious |

Haedrig snaps his axe trying to take advantage of the monster's inattention
Attack: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 + 4 ⇒ (7) + 4 = 11

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As the beast moves to lunge towards Zelkeke it's Haedrig who takes advantage to lash out with his axe. With a powerful cleaving gesture he brings the battle to a glorious end!
For slaying the two reptilian swamp beasts each adventurer earns 80xp
Zelkeke retches again, recovering from the stench of the monsters. In his native tongue he says, "That could have gone worse. Well done everyone."

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With the danger passed Senizar takes a minute to study their foe: A grauladon!
Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the shallows of fetid ponds or isolated corners of larger bodies of water, usually in rural swamps or woodlands. Driven almost entirely by their base desire to feed, grauladons spend most of their time swimming leisurely underwater looking for prey such as fish or waterfowl. Possessed of a greed befitting their more majestic dragon cousins, grauladons often take down prey larger than they need, jealously guarding the corpses to keep scavengers away even as the meat rots. A typical grauladon is 16 feet long from its snout to the tip of its tail and weighs 1,500 pounds.
A grauladon’s stench may seem supernaturally disgusting, but it is simply the result of the creature’s fetid habitat and diet of rotting, waterlogged meat. As grauladons’ exhalations bear a passing resemblance to dragons’ breath, they have earned the nickname “mud drakes” from rural folk.
Grauladons can be found in both fresh and brackish water in most temperate climates. They prefer to lair in shallow waters, particularly where reeds or other foliage conceal their bulk from unsuspecting prey. Grauladons are highly territorial and won’t tolerate other predators living or hunting near their homes.
Although the vast majority of grauladons live in fresh or brackish waters, a rare grauladon species lives in and along saltwater coasts. These giant grauladons are even bigger than their common brethren, with stronger jaws and even danker breath. Rumors hint at the existence of truly massive saltwater grauladons capable of sinking ships. Most folk regard these stories as nothing more than tall tales, but plenty of eccentric old sailors and lighthouse operators readily attest otherwise, pointing to mysterious descriptions of shipwrecks in ancient logbooks and sometimes even showing their own scars as proof of the legends.
The two creatures you fought don't seem larger than the typical grauladon though. Senizar is aware that they have a noxious breath (which was used against the group), that they can do a body slam with their tail against two adjacent foes (which they did not do), and that they can hold their breath underwater for a very long time.

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Dar moves closer, thinking to make use of this kill. After several seconds he steps back, gagging from the fetid stench the grauladons have cultivated. There's no way way to say it: their stench is awful.

Haedrig Lucridious |

Haedrig immediately tends to Zelkeke's wounds, breathing through his mouth over the stench of the monsters. Think these things might keep any treasure in their lairs? Dar, maybe back-follow their trails?
Once Zelkeke is attended to, the dwarf then sits Dar down for the same treatment.

Dar Orc-Blooded |
1 person marked this as a favorite. |

Haedrig immediately tends to Zelkeke's wounds, breathing through his mouth over the stench of the monsters. Think these things might keep any treasure in their lairs? Dar, maybe back-follow their trails?
Once Zelkeke is attended to, the dwarf then sits Dar down for the same treatment.
I don't think so. We just gain the experience from fighting them...

Senizar the Erudite |

"If Dar doesn't think we'll find anything useful in a lair, let's not. I admit though, we are extremely low on supplies, and we've found practically nothing since we've been here. Let us continue to make for ....civilization? ...If we can."

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Encounter: 1d20 ⇒ 2
Type: 1d10 ⇒ 7
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14
Perception (Haedrig): 1d20 ⇒ 16
Encounter: 1d20 ⇒ 17
Type: 1d10 ⇒ 3
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8
Perception (Haedrig): 1d20 ⇒ 8
HEX 020.032
Encounter: 1d20 ⇒ 3
Type: 1d10 ⇒ 8
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3
Perception (Haedrig): 1d20 ⇒ 16
Encounter: 1d20 ⇒ 18
Type: 1d10 ⇒ 8
Subsist (Dar) DC 10: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
Perception (Haedrig): 1d20 ⇒ 16
Food is hard to come by that night, with Dar surmising that the grauladons may have made food scarce in the area. The adventurers sleep that night with hunger gnawing at their bellies. Everyone is Fatigued
The next four days are a struggle. Edible food is scarce, and the heat brings with it humidity until it turns into rain. Despite this, Zelkeke's mood improves and he takes point in leading the group.
Dar finds food enough to feed the group on half of the days, successfully managing to hold starvation at bay
"We are getting closer to my home. I recognize the landmarks," Zelkeke says, pointing out a statue of an iruxi warrior that no one noticed. "That is King Ukzaz, a legendary hero of my people. Many stories are told of how he drove back a great evil from these lands."
It's on the forth day that a group of iruxi scouts approach the group. They brandish spears until they spot Zelkeke, who tells them his story. It's a long, detailed process that happens in his native tongue, one that feels heavy on ritual. But once done everyone relaxes and they share food with the group. Forgoing a translation, Zelkeke simply says, "We will be escorted back to my village. It is only a day's journey away. The Council will wish to speak to you."
If there's any specific preparations that you'd like to do before arriving, just let me know.
For bringing Zelkeke back to his home, you each gain 80xp. For single-handedly keeping the group fed for a major part of the journey, Dar gains 1 Hero Point

Dar Orc-Blooded |

Dar is clearly happy and overjoyed to see the lost lizardman back to his people. He heartily claps Zellkeke on the shoulders.
Though hampered by needing an interpreter, the druid does his best to show the Iruxi warriors his welcome.
Diplomacy 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Its possible Dar tries to hug the lizardmen a little too much.

Haedrig Lucridious |

Zelkeke, if we're to meet your Council, we'd like to be sure not to insult them by accident. Give us any tips on what to--or what NOT to--do or say?
Haedrig will do his best to clean up his weapons & armor as well.