
Ratel Dier |

What sort of knowledge check do we need for the 'white tower'?
Waking from his deed sleep, Ratel Ponders his dream about the lion faced bartender and his warning. As he proceeded through the morning, he pondered on the tower, considering who seemed wise enough to know such things.

brvheart |

It is ancient knowledge, so for the two of you DC25, 35 for non-followers

Ratel Dier |

knowledge religion?: 1d20 + 6 ⇒ (1) + 6 = 7 lol guess he's not supposed to know :)
Shaking his head, Ratel, other than figuring the lion-faced bartender was a representative of Mitra, had no idea what the 'white tower' was or what it represented.

Iz-dubar |

Protect the White Tower….. Protect the White Tower. consumed by the vision the priest muttered over and over every so often trying to figure out what the dream meant.
K. religion: 1d20 + 10 ⇒ (6) + 10 = 16

brvheart |

Which is exactly what is supposed to be happening. Not to worry, the bread crumbs will eventually lead the way!

"Slim" Jim |

"SCARAB!" warned Jim.
If it looks like it might threaten the Caravan, he'll attack otherwise he'll observe it at a distance until the caravan is out of danger.
Jim nudged his mount with his knees into a canter and lowered the Lance and then he nudged her again into a run. Aiming for the giant beetle and praying the point of his lance wouldn't bounce off he committed to the charge!
Init: 1d20 + 7 ⇒ (11) + 7 = 18
Lance, charge!: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20Damage: 2d8 ⇒ (8, 7) = 15

brvheart |

It was about 4". Slim pierces the scarab victoriously on the point of his lance! Only 1999 to go. Just then a roiling mass of carnivorous beetles emits an ominous, clattering drone as they devour everything in their path as they erupt out of the sand.
Both you and your horse take swarm: 2d6 ⇒ (3, 6) = 9 damage.
init swarm: 1d20 + 4 ⇒ (14) + 4 = 18
Everyone else can roll init.

Ratel Dier |

Init: 1d20 + 1 ⇒ (18) + 1 = 19 Just some fluff, will get a post up after a little information
Hearing 'Slim' yell Scarab, Ratel furrows his brow. Shifting his knees he turns the mare the swashbucklers direction. "How may? Are they headed your way?"
Brv, would Ratel know anything about a scarab swarm? How far away is Jim and his new pets from Ratel's position? Or is there a map?
knowledge: (Nature) Untrained: 1d20 ⇒ 4

Ciri Princess of Cintra |

I AM NOT SURE WHAT THEY ARE BUT I FIGURE IF THEY ARE LIVING THEY WILL BURN JUST FINE; SO FORM UP AND LETS TAKE THIS THING OUT BEFORE ANYONE ELSE GETS HURT
SCORCHING RAY: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 4d6 + 0 ⇒ (1, 6, 6, 3) + 0 = 16
if I get a luck bonus of any kind, that bonus increases by 1; example prayer

brvheart |

This is the afternoon encounter check sometime between 3 and 7 pm so before the dream. You are just out of the city so no preparations were made for swarms. Beyond your new NPC. You might want to take a look at his sheet.

brvheart |

init Sigrid: 1d20 + 8 ⇒ (9) + 8 = 17
init Thoron: 1d20 + 0 ⇒ (12) + 0 = 12

brvheart |

Initiative Order Round One
Iz-dubar
Ratel Dier
"Slim" Jim
swarm
Sigrid the Nimble
Ciri Princess of Cintra
Thoron Palehorn

Ciri Princess of Cintra |

I forgot to introduce you to my horse, Kelpie, because she likes to run down river bottoms, splashing water
Kelpie is a magnificent black mare originally owned by a man named Hotspurn. After his death, the mare became Ciri's mount. Although Hotspurn had never named the mare, declaring that it was silly to name animals, Ciri named her Kelpie. The name came from Ciri's first sighting of the mare and Hotspurn crossing a river. The girl was immediately smitten with the mare.

Iz-dubar |

Iz-dubar instantly recognized that it was his duty to stay with the wagons and shouted, ”Swarm, quickly move the wagons.”
He placed himself and his mount in between the swarm and the wagon and yelled to the outriders, ”Try to lead the swarm away your mounts should be able to out run it.”
just moving if the swarm approaches he will use his other move action to lead the swarm away from the wagons.

Ciri Princess of Cintra |

As She rides her beautiful Dark Mare, This mysterious woman with a fine black metal sword on her back, you see magic erupt from her hands and death follows with her, the air is filled with crackling power as fire erupts toward the creature, her white hair flowing behind, she resembles a spirit more than flesh and blood and for a moment you feel she is out of place in this time and place, blurred in movement. You see a hourglass holy symbol that looks strange to your eyes

Ratel Dier |

Seeing the swarm engulf the slim swashbuckler, Ratel turns his mare that direction, watching to see which way the swarm moves. so he's going to delay until after the swarm
Guiding the mare with his knees he draws a flask of alchemical fire from his pack. If the swarm is clear of people tossing the flask at the scarab swarm.
How close is Ratel to the swarm? Ratel will delay, until the swarm moves off of "Slim" Jim, if the swarm stops on someone he will just follow at a fair distance. If the swarm doesn't stop on somone, then he will move within 10 ft of where it stops and throw the Alchemical fire
attack: Alchemical fire: 1d20 + 8 ⇒ (20) + 8 = 28 for damage: 1d6 ⇒ 6
Confirm crit: attack: Alchemical fire: 1d20 + 8 ⇒ (9) + 8 = 17 for damage: 1d6 ⇒ 6

Ciri Princess of Cintra |
1 person marked this as a favorite. |

Protect the White Tower….. Protect the White Tower. consumed by the vision the priest muttered over and over every so often trying to figure out what the dream meant.
[dice=K. religion]1d20+10
Its prophecy, prophecy is not meant for understanding, it's a road sign to follow, like most roads it forks and changes and the vision changes the next time you have the dream to guide you on your travels

brvheart |

Afternoon shift are Ratel and Iz-dubar. So Iz, you are already guarding your wagon. Ratel, you can move by foot towards the swarm but it will be a long throw 20' for your alchemist fire.

Ratel Dier |

Afternoon shift are Ratel and Iz-dubar. So Iz, you are already guarding your wagon. Ratel, you can move by foot towards the swarm but it will be a long throw 20' for your alchemist fire.
not mounted? If the swarm isn't on anyone at the end of it's turn, he will take the throw

Ratel Dier |

Roll20 is up! Here be the link
Roll20.
It's saying 'not authorized' But the old lost lands game listed as current map on your header does let me in.

"Slim" Jim |

Not sure if it's my turn again yet, apologies if not.
"Argh get off!" snarled Jim as he dropped the lance and pulled his rapier. He bashed some of them with the pommel and the length of the blade, you really needed a hammer or some other blunt implement for dealing them but he made do!
Rapier: 1d20 + 14 ⇒ (11) + 14 = 25Damage (including 6 precision): 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21 I expect that'll be halved, if they're tiny.
The biting morass were still crawling all over him and his poor horse, so he nudged her put some distance between them. He rode in the opposite direction of the caravan, hoping that they'd follow him away from it.

brvheart |

They are beyond tiny, they are Diminutive. Hence your blade does no damage. Slim has to make a DC 13 Fort save vs distraction, DC 10 vs daze. So we don't have to wait I will make it for him as it is not all that relavant.
fort Slim Jim: 1d20 + 8 ⇒ (16) + 8 = 24
Next, Ratel's readied action goes off. You can't crit a swarm but it does do 1.5 damage so it takes 9.

brvheart |

Slim manages to ride 50' away as the swarm pursues him 40' just not catching up to him and his horse. Unless Sigrid wants to do something, Ciri's ray hits it hard bringing the swarm to 0. XP=150 each

Ratel Dier |

Watching as Sigrid fries the last of the bugs, Ratel nods to the acolyte. Returning to the wagon he climbs up into the seat, gesturing forwards to the teamster, "I am ready when you are."

Iz-dubar |

Iz-dubar has his driver stop the wagon once the threat is over and calls the swordsman over, ”Please honor me by accepting the healing blessing of Mitra for you and your noble mount.” If Slim Jim accepts Iz-dubar places his hands on the man’s shoulders and pronounced a healing upon him and then places his hands on the horses neck and does the same thing.
clw, Slim Jim: 1d8 + 6 ⇒ (4) + 6 = 10
clw, horse: 1d8 + 6 ⇒ (7) + 6 = 13
Spontaneous cast clw for divine favor and protection from evil.

Ciri Princess of Cintra |

Watching as Sigrid fries the last of the bugs, Ratel nods to the acolyte. Returning to the wagon he climbs up into the seat, gesturing forwards to the teamster, "I am ready when you are."
Sigrid was no where near the bugs, you have the wrong girl, I will have you know, pleasure to meet you Ratel, I'm Ciri, i dont think sigrid can do this.
dimensional hop while mounted on kelpie to be right next to him in a blink of a eye, she holds out her hand to shake

Ratel Dier |

LOLRatel Dier wrote:Watching as Sigrid fries the last of the bugs, Ratel nods to the acolyte. Returning to the wagon he climbs up into the seat, gesturing forwards to the teamster, "I am ready when you are."Sigrid was no where near the bugs, you have the wrong girl, I will have you know, pleasure to meet you Ratel, I'm Ciri, i dont think sigrid can do this.
dimensional hop while mounted on kelpie to be right next to him in a blink of a eye, she holds out her hand to shake
Unless Sigrid wants to do something, Ciri's ray hits it hard bringing the swarm to 0. XP=150 each
apparently I skimmed the post and assumed it was Sigrid, but at least he only thought it and didn't say it out loud.
Jerking back in the seat of the wagon, Ratel tries not to act surprised as the mysterious woman and her magnificent black mare appear beside him. Raising an eyebrow as he realizes the woman read his thoughts. He had assumed it was the acolyte that finished the bugs, but apparently it had been his mysterious half elf.
Leaning out over the wagon, bracing himself with his left hand, he extends his right, using the honorific for 'noble lady.' "A pleasure Kuleen Mahila, I am Ratel Dier. Releasing her hand he gestures towards the sun. "humble servant of 'he who shines upon us with justice.'"

brvheart |

Don't you know Ratel, you can't think too loud around women? lol
I think I will start rolling encounter checks now once a week rather than daily.
The party settles in after the scarab attack to the routine for the rest of the week.
Encounter checks for week two:
rnd: 1d100 ⇒ 34 90 + rnd: 3d6 ⇒ (6, 2, 4) = 12 High temp = 102
rnd: 1d100 ⇒ 55 102 - –(30 + rnd: 4d6 ⇒ (4, 2, 3, 3) = 12) = 60
rnd: 1d100 ⇒ 87 wind speed = rnd: 8d6 ⇒ (6, 5, 1, 3, 3, 6, 1, 1) = 26 = 26
rnd: 1d100 ⇒ 13 no rain
rnd: 1d8 ⇒ 2 rnd: 1d100 ⇒ 24 rnd: 1d4 ⇒ 1
rnd: 1d8 ⇒ 1 rnd: 1d100 ⇒ 96 rnd: 1d4 ⇒ 1
rnd: 1d8 ⇒ 7 rnd: 1d100 ⇒ 11 rnd: 1d4 ⇒ 1
rnd: 1d8 ⇒ 8 rnd: 1d100 ⇒ 40 rnd: 1d4 ⇒ 3
I need watch orders for camp at night and an order of march for who is on point, left, right and rear for morning and afternoon please

Ciri Princess of Cintra |

I serve the one who decides everyone's fate, the Time they live and die, Father and Lady Time.
as she goes into a full dissertation of how Time works and what her school teaches as they ride
Lost Lands Clocks
Most Lost Lands clocks’ outer edges mark hours numbered as 1-12 and turns as
tic-marks between the hours (so that the clock face will match up and largely correspond
to real-world clocks for ease of understanding, though there are 5 tic-marks between each number rather than the 4 tic-marks on a real-world clock since it is counting 6 turns between number instead of 5 minutes). In this context the term glass is commonly used instead of turn (because it implies a tangible thing being counted, i.e. the number of the hourglass that has been turned since the start of the hour, plus it just sounds less “gamey” as flavor text). Sample time readings would be:
1st hour, 1 glass
3rd hour non
7th hour, 3 glass
9th hour, 5 glass
10th hour prime
Midnight (or Prime), Noon (or Non)
Other than at the turning of an actual hour (straight up 1 o’clock, for
instance), the use of “prime” or “non” would be reserved for extremely formal
occasions or occasions of tactical importance (e.g. “The attack will begin at
3rd hour prime, 2 glass.”). For extremely formal occasions it would be fully
elongated into “5th hour of the non” or “10th hour, 3 glasses of the prime”.
A long, thick hand marks the hours and glasses on the clock, clicking forward one tic-mark once every 10 minutes (rather than every 1-minute like a real-world clock).
A second, short wedge-shaped hand marks time on an inner circle usually of Hyperborean
numbers (read: Roman numerals) that shows tenths (Most clocks will not include
this hand, considering it too costly to add and unnecessary for most every-day
needs that typically don't require the precision of less than a 10-minute
interval).
Beyond that, only the most expensive and complex clocks will include a third
hand (short and thin) for rounds (these click off along the inner circle using
each tenth as a single movement of the hand that equals 6 seconds). There is no
true 1-second hand.
Each full revolution of the rounds hand (if the clock has one) corresponds to
one movement of the tenths hand (if the clock has one). Each full revolution of
the tenths hand corresponds to a single movement of the hour/glass hand (usually
referred to simply as the “hourglass”).
In short the use of clocks to mark time in the Lost Lands is extremely
complicated because the intervals are based on mundane- and/or
magical-but-measurable things like sun movements, length of spells, and milling
times using hourglasses rather than our relatively simple concept of hours simply divided into, minutes equally divided into seconds.
Official timekeepers in the Lost Lands are usually known as “Counters” from
their original job of counting revolutions of the millstone.
Spell duration/game timing translations:
Pathfinder rounds = rounds
S&W rounds = tenths
S&W turns = turns, turns-of-the-glass, or glasses
With this construction of Lost Lands times, I wanted to give the campaign both its own unique feel and incorporate actual game elements that would make sense as far as time measurement being based upon it. Spell durations is one of the most universal ways to do so in-game. I also wanted to incorporate the time-tracking attributes of both the S&W and PF game systems together and do it in such a way that it is not heavy-handed or breaks the players' immersion into the game. Hence while turns and rounds exist as time units, they're almost never referred to in regards to telling time. A turn would be called a glass and a round is hardly ever referenced in such a context, while both still continue to exist, function, and incorporate these age-old game elements in a meaningful and rational way.
So there you go. I hope this was at least somewhat interesting and gives a taste of the familiar-but-different game world that is the Lost Lands.
Greg
As mentioned, each of the 12 months has 30 days (i.e. 2 fortnights or 4 weeks and 2 festival days depending on how you want to look at it).
Common Name Hyperborean Name Real-World Approximation
Oeros Firstmonth January
Foeros Secondmonth February
Freyrmond Thirdmonth March
Eostre Fourthmonth April
Tiwemond Fifthmonth May
Daan Sixthmonth June
Haymond Seventhmonth July
Hummidos Eighthmonth August
Mithrond Ninthmonth September
Blótmond Tenthmonth October
Winterfyll Eleventhmonth November
Yule Twelfthmonth December
It should be noted that one of the biggest Heldring influences on the calendar is the ending of the month with the letter "d" as in "mond". This is a holdover from their use of the letter "eth" (written as "ð" which they pronounced with a "th" sound, but most speakers don't realize this and just use the "d" sound when they say it making Haymonth into Haymond in the common usage. The "os" endings reflect the older Hyperborean naming traditions (not of months but just in general, like Akados, etc.) even when applied to a specifically Foerdewaith name like "Foeros". When the Foerdewaith changed Secondmonth to Foeros early in their empire, they were specifically trying to be imitative of the Hyperborean style as had been previously used in renaming Firstmonth "Oeros" after the first Hyperborean emperor, Oerson, (which was done rather late in the Hyperborean Empire actually, as they tried to draw upon their oldest roots and legitimize the current dynasty at the time).
The four High Holy Days are:
Winter Solstice: Called Midwinter. The day following Midwinter is Calends of Oeros and is the first day of the new year, called Saining.
Vernal Equinox: Called the Cusp of Freya, it signals the midpoint of Spring.
Summer Solstice: Called Midsummer.
Autumnal Equinox: Called the Cusp of Mithras,it signals the midpoint of Autumn.
The High Holy Days are pretty universal among the various religions and are recognized in the civic calendar as holidays. However, the actual days that mark the beginning/ending of seasons are also considered to be important and are frequently celebrated by different religions and even different communities on a local basis. These four Days of the Seasons are as follows:
Imbolg: first day of Spring
Beltane: first day of Summer
Lammastide: first day of Autumn
Day of the Dead: first day of winter
Each of the High Holy Days and to a lesser extent the Seasonal Days has a whole host of holidays that are celebrated on them and around them in different ways by different religions. Some of the names of these are more traditionally known (such as Samhain, the last day of Autumn occuring the day before Day of the Dead) but not necessarily celebrated (Samhain is mainly only kept religiously by the witches that follow Hecate or Cybele, others just have seaonal festivals to mark the end of Autumn). In addition there are a number of other holidays celebrated by various religious groups that may have some level of universal recognition.
Below is a breakdown of the yearly calendar with explanations of the month names and the holidays/festivals that generally fall within each month:
https://games6741.rssing.com/chan-38096676/latest.php

brvheart |

You did not take create water as one of your 0 level spells? Vashalla can take care of the dervishes, but the seven of you will need 28 gallons of water per day. Better take real good care of your new acolyte! He can create 2 gallons per casting.
Yes, there are watering holes every 50-60 miles but since no one has traveled this way in many years one cannot count on them not being dry even in the spring, yet once summer comes. In total, there are 31 people and as many horses each needing at least 2 gallons of water per day. To say nothing of the sheep and goats.

"Slim" Jim |

Jim thanked Iz-dubar for the healing, saying "I appreciate it, the itching was was something awful and it much was worse for my poor horse."
"I serve the one who decides everyone's fate, the Time they live and die, Father and Lady Time."
Jim didn't really know what to say to that, so he smiled and nodded. The lecture on the nature of time mostly went over his head but the word Hyperborean kept on cropping up and curiosity got the better of him, "This Hyperborea, is that where you're from?"
For marching order, Jim has middling perception so maybe somebody else should take point. He'll be happy to go anywhere else, perhaps the left flank? Not being a spell caster he doesn't need 8 hours uninterrupted sleep so he can take perhaps the second or third watch.

Ciri Princess of Cintra |

How long does "endure" elements last per person; we have 7 of us and each has a horse, so we need 14 a day I think, or have I miscalculated
Hyperborea?
Geography: 1d20 + 7 ⇒ (12) + 7 = 19