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Thread: Panic Station

  1. #1001
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    Default Supplemental Post #65a - Portend Weather

    Portend Weather
    The ritual expends 10 staters' worth of rare herbs.

    Rare Portent - the spirit that answers Mar’ro’s call is unusually prominent.

    Weather Forecast
    Precipitation - the intermittent showers will increase to a steady rainfall before dawn, tomorrow, and it will stay that way all day long.

    Sky - there will be a few breaks in the clouds for the rest of the day, and a rainbow will be visible in the evening. Tomorrow will be completely overcast.

    Temperature - it will get a bit warm when the sun comes out, but today and tonight will be quite mild, overall. Over the course of tomorrow, however, the temperature will become hot, rain notwithstanding.

    Wind - the easterly breeze will shift to the northeast come evening, will be northerly by sunset, and die down to almost nothing before midnight. The air will be uncomfortably still by morning as the storm parks itself overhead.

    Game Information
    Conditions for the rest of today will be unchanged from the prior forecast. I will list game effects in chronological order as they become relevant.

    (Illumination)
    Partly cloudy skies this evening means that bright illumination will only persist for one hour after sunset, followed by dim illumination for the next hour, then darkness.

    (Obscuring Conditions)
    Starting shortly before dawn, the strength of the rainfall will increase to the point where all targets in the rain are lightly obscured, and it will remain that way throughout the forecast period.

    (Hindered Travel)
    The road past this point is in worse condition than Magpie Street. Persistent rainfall will eventually mean that travel by road won't always be faster than travel through the surrounding terrain.

    (Shelter)
    Characters with tents will not be impacted by the rain while resting. Also, spirits summoned by Create Campsite will assemble shelters out of natural materials for characters who lack tents, which will also fully protect against this level of rainfall. Insufficiently protected characters will have difficulty with their extended rests.

    (Illumination 2)
    Cloudy skies tomorrow morning means that dim illumination will linger throughout the full two hours of twilight until sunrise.

    (Hazardous Condition - Heat Exhaustion)
    Starting tomorrow afternoon, high temperature, humidity, and still air will create mildly dangerous muggy conditions.

    Characters who travel for two or more hours under such conditions must make an endurance check at DC 10 to avoid developing heat exhaustion when forced to perform strenuous activity, like having an encounter. If the character has traveled for 5 hours or more, the DC increases to 15. Additionally, characters who are already fatigued risk heat stroke. Because of the ritual, all PCs gain a +5 bonus to these endurance checks.

    The level 2 ritual Endure Elements will fully protect against both the heat and the need for shelter from the rain.

    (Knowledge Checks)
    Heralds of the rain - either Nature, Arcana, or History

    Lord Lightning and Thane Thunder - either Nature or Arcana

    Master Landfire - either Nature or Dungeoneering

    Heat exhaustion details - either Heal or Nature
    Last edited by Umiushi; 07-20-2017 at 04:10 AM. Reason: correcting heat exhaustion onset time

  2. #1002
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    Default Main Post #66

    This is the sixty-sixth main post of the adventure Panic in Lonely Places. Players' posts in either thread are due by 11 pm Saturday, July 22nd. The next main post will appear by 11 am Monday, July 24th.

    I had three or four supplemental posts I wanted to make after the last main post, but now I’ll make them after this one.

    Assuming there are no objections raised, after this posting period, my understanding is that the party will proceed to the septs’ trading site, which you would expect to be less than three hours of travel away from your present location. Once there, the party will look for Wenhrith Thane Direti with the intention of collecting their promised ransoms for the parolees.

    The next-most probable course of action is for the party to attempt to avoid the septsfolk completely, stealthily bypassing the encampment. If the party chooses to do this, I will need to know whether the party circles around the camp to the left through the hills, to the right through the forest, or even more to the right, sticking to travel along the river bank.

    If the trading camp is avoided without incident, the party can expect to travel until about 2 am, when the next extended rest may be taken. This could be very close to First Port, depending on the party’s progress, though the village may very well have its gates barred shut at that time of night.

    Other, less likely or unconsidered scenarios, like trying to sneak directly through the septs’ camp, should be brought up as soon as possible so they may be sufficiently discussed.

    Since the party is setting out in my upcoming posting period, the current narrative posts should remain focused on the party's camp.

    Party Situation
    Current Time: early afternoon (between 2 pm and 3 pm)
    Fatigue-Free Travel Time for the Day: 10 hours
    Time Until the Party May Benefit from an Extended Rest: less than 12 hours
    Time Until the Party Suffers from a Lack of Sleep Penalty: less than 24 hours
    Local Conditions: overcast, breezy, drizzling
    Terrain: rough, rocky, forested, lots of undergrowth except along Magpie Street
    Party Conditions: bright illumination (daytime); the Create Campsite ritual has created safe, comfortable conditions

    Player Character Activities for this Posting Period:
    • Make or modify any party travel arrangements as desired - confirm whether to approach or avoid the septsfolk camp.
    • Complete any camping activities for your character, such as spell memorization, ritual casting, and Aiding others, as desired. Relevant skill checks may be spread out enough for abilities like Elunnia's Speak with Spirits or Khlarissa's Knack for Success to apply repeatedly.
    • Review your character’s status reports (included in the next three upcoming supplemental posts) and bring up any discrepancies, possible mistakes, questions, or concerns. (I missed including this last period. I plan to post this in one of the upcoming supplemental posts.)
    • Feel free to continue posting in the narrative thread about the day’s camp.
    • Continue to work on your level 10 character, as needed.



    DM Tasks
    Camping Questions (significant - concluded)
    Conduct Extended Rest (summary to be provided in a supplemental post)
    Level 10 character sheets (major - started, working on logistics)
    Post campaign information - Aucothian Calendar (minor - after I recover)
    Post campaign information - Campaign Chronology (minor - after I recover)
    Post campaign information - Faerie (significant - after I recover)
    Update campaign information - Current Adventure: Panic in Lonely Places (minor - in progress)
    Add Fatigue house rules (significant - in progress)
    Last edited by Umiushi; 07-19-2017 at 10:57 AM.

  3. #1003
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    Default Supplemental Post #66a - PC status summaries

    Elunnia expended a sunrod.
    Elunnia has one action point.
    Elunnia is at full health. (8 healing surges remaining)
    Elunnia is unwounded. (69 hit points)

    yShekka is resting. (4 hours remaining)

    Khlarissa used an augmenting whetstone and a potion of regeneration.
    Khlarissa shot 14 arrows.
    Khlarissa has one action point.
    Khlarissa is at full health. (7 healing surges)
    Khlarissa is unwounded. (71 hit points)

    Mar'ro used a potion of healing.
    Mar'ro has one action point. (none remaining)
    Mar'ro is in human form.
    Mar'ro is at full health. (10 healing surges)
    Mar'ro is unwounded. (77 hit points)

    Noxias expended a potion of healing.
    Noxias has one action point.
    Noxias is at full health. (7 healing surges)
    Noxias is unwounded. (67 hit points)

    Rampart used a potion of healing.
    Rampart has an action point. (none remaining)
    Rampart is at full health. (10 healing surges)
    Rampart is unwounded. (82 hit points)
    Last edited by Umiushi; 07-19-2017 at 11:20 AM.

  4. #1004
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    Default Supplemental Post #66b - Party Transactions, Byswell Town to First Wilderness Camp

    To assist with players' inventory management, here is my list of all the times items changed hands this adventure.

    Elunnia

    Received Items
    The Great Talisman (given by Strobraz the Bone Lancer)

    Consumed Items
    a sunrod (during the first night's travel and the fight against Pravezet Liskaro)
    Direti travel rations

    Received Consumable Items
    two days’ worth of perishable rations (won from the Direti)
    a potion of healing (from the apothecary in Tartac)
    an elixir of speed (from the apothecary in Tartac)

    Incoming Treasure
    800 staters (won from the Direti)
    an emerald (won from the Direti)
    a black pearl (won from the Direti)
    twelve citrines (won from the Direti)
    a silver and topaz bracelet (won from the Direti)

    Outgoing Treasure
    -800 staters (taken by Mar’ro in Tartac)
    -2 citrines (taken by Mar'ro in Tartac)
    -1 black pearl (taken by Rampart in Tartac)
    -5 citrines (taken by Rampart in Tartac)


    Khlarissa

    Received Items
    a Stone of Wind (won from the Direti)

    Received Consumable Items
    two days’ worth of perishable rations (won from the Direti)
    two augmenting whetstones (won from the Direti)
    an elixir of accuracy (won from the Direti)
    six arrows (bought for 1 stater in Tartac)
    a potion of healing (from the apothecary in Tartac)
    a potion of regeneration (from the apothecary in Tartac)

    Consumed Items
    an augmenting whetstone (during the fight against Pravezet Liskaro)
    a potion of regeneration (during the fight against Pravezet Liskaro)
    Direti travel rations

    Outgoing Funds
    -1 stater (paid to the shop owner in Tartac for 6 arrows)


    Mar’ro

    Received Consumable Items
    two days’ worth of perishable rations (won from the Direti)
    a rune-inscribed iron chain (bought for one citrine from a shopkeeper in Tartac)
    a potion of healing (from the apothecary in Tartac)
    a potion of vigor (from the apothecary in Tartac)

    Received Items
    Pravezet Liskaro's Cursed Death Fang Talisman +3 (taken from Noxias)

    Incoming Treasure
    Kostan’s thane’s companion bracelet (won from the Direti)
    800 staters (taken from Elunnia in Tartac)
    two citrines (taken from Elunnia in Tartac)

    Outgoing Treasure
    -1 citrine (paid to a clerk in Tartac for his rune-inscribed iron chain)

    Consumed
    80 staters’ worth of rare herbs (casting Speak with Nature in Tartac)
    10 staters’ worth of rare herbs (casting Portend Weather in Tartac)
    10 staters’ worth of rare herbs (casting Traveler’s Camouflage after leaving Tartac)
    15 staters’ worth of rare herbs (casting Create Campsite at the end of Magpie Street)
    10 staters’ worth of rare herbs (casting Portend Weather at campsite)
    Direti travel rations


    Noxias

    Outgoing Owned Permanent Items
    Patch of Demon Skin (Noxias grafted this on to himself in Tartac.)
    Noxias’s dagger (given to Rampart outside of Tartac)

    Outgoing Received Items
    Pravezet Liskaro's Cursed Death Fang Talisman +3 (taken by Mar’ro)

    Received Items
    Pravezet Liskaro’s Cursed Death Fang Talisman +3 (discarded by Pravezet Liskaro)

    Received Consumable Items
    two days’ worth of perishable rations (won from the Direti)
    a potion of healing (from the apothecary in Tartac)
    a potion of clarity (from the apothecary in Tartac)

    Consumed
    a potion of healing (administered to Rampart during the fight against the Diretis)
    trail rations (one day’s worth)
    Direti travel rations (one day’s worth)


    Rampart

    Received Items
    Dagger (given by Noxias)

    Received Consumable Items
    2 days’ worth of perishable rations (won from the Direti)
    Potion of healing (from the apothecary in Tartac)
    Unguent of darkvision (from the apothecary in Tartac)

    Consumed
    a potion of healing (during the fight against Pravezet Liskaro)
    Direti travel rations

    Incoming Funds
    +1 black pearl (taken from Elunnia in Tartac)
    +5 citrines (taken from Elunnia in Tartac)
    Last edited by Umiushi; 07-19-2017 at 11:03 AM.

  5. #1005
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    Default Supplemental Post #66c - Party Inventory Changes

    This is my record of changes to each party member's inventory over the course of the adventure.

    Elunnia

    Overall Removed (-1 lb)
    one sunrod (1 lb)

    Overall Gained (+3 6/50 lbs)
    a half day’s worth of food (+ lb)
    five citrines (+5/50 lb)
    an emerald (+1/50 lb)
    a silver and topaz bracelet (+ lb)
    The Great Talisman (+0)
    a potion of healing (+1 lb)
    an elixir of speed (+1 lb)

    Special Notes
    Concordance (The Great Talisman is satisfied with Elunnia's activities and grants her an additional bonus to healing.)


    Khlarissa

    Overall Removed (-1/50 lb)
    a stater coin (1/50 lb)
    eight arrows (0 - calculate weight based on quivers of arrows)

    Overall Gained (+2 lbs)
    a half-day’s worth of food (+ lb)
    an augmenting whetstone (+0)
    a Stone of Wind (+0)
    a potion of healing (+1 lb)
    an elixir of accuracy (+1 lb)

    Special Notes
    Experience Over Efficacy (Some consumable items are not as effective when used at higher levels. Khlarissa's Elixir of Accuracy now provides a total +3 bonus to her attack when consumed.)


    Mar'ro

    Overall Removed (-0 lbs)
    125 staters' worth of rare herbs (0)

    Overall Gained (+30 1/50 lbs)
    a half-day's worth of food (+ lb)
    Kostan Direti's thane’s companion bracelet (+ lb)
    800 staters (+16 lbs)
    a citrine (+1/50 lb)
    a rune-inscribed iron chain (+10 lbs)
    a potion of vigor (+1 lb)
    Pravezet Liskaro's Cursed Death Fang Talisman (+2 lbs)


    Noxias

    Overall Removed (-1 lb)
    Noxias's dagger (-1 lb)

    Overall Gained (+1 1/2 lbs)
    a half-day’s worth of food (+ lb)
    a potion of clarity (+1 lb)

    Special Notes
    Growing Enchantment (The Book of Undeniable Fire gained five levels and became a Level 10 item when Noxias reached Level 9.)

    Demonskin Graft (Counting as a kind of magical tattoo, it allows Noxias to resist one type of elemental damage when he spends an action point.)

    Rampart

    Overall Removed (0)
    nothing

    Overall Gained (+2 and 6/50 lbs)
    a half-day’s worth of food (+ lb)
    five citrines (+5/50 lb)
    a black pearl (+1/50 lb)
    an unguent of darkvision (+1 lb)
    a dagger (+1 lb)
    Last edited by Umiushi; 07-19-2017 at 11:08 AM.

  6. #1006
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    Default Supplemental Post #66d - Overland Travel While Wearing a Shield or Holding Weapons

    As usual, if a character's skill bonus is such that the skill check is successful even when a '1' is rolled, then the check is automatically successful and no roll is required.

    Encounters
    If a character travels overland for two or more hours with readied weapons (other than staves or pole weapons that can touch the ground) or while carrying a shield, then the next time they have an encounter before taking an extended rest, the character needs to make an endurance check at DC 10 or immediately gain one level of fatigue. This check is only made once per day, not once per encounter.

    Rest
    If a character travels for five hours or more while holding a weapon or wearing a shield, a DC 15 endurance check must be made when the party stops to rest. If unsuccessful, the character gains one level of fatigue at the beginning of their rest period.

    Forced Marches
    A character who travels more than ten hours in a day while holding a weapon or wearing a shield must make a DC 15 endurance check after the next hour or gain a level of fatigue.

    Fatigue Recovery
    An extended rest removes one level of fatigue at the cost of reducing a character's maximum number of healing surges for the next time period by -2.

    A character who is able to take an extended rest with a full meal and sleep may choose to reduce fatigue by two levels at the cost of halving that character's maximum number of healing surges for the next day.

    Fatigue
    Fatigue rules are adapted from the exhaustion rules of the fifth edition. I will post an outline of them later, but they are still partly a work in progress. For now, know that at the first stage of fatigue, a character’s ability checks and skill checks, including Passive scores, suffer a -2 penalty; and at the second stage, a character is treated as always encumbered, which effectively slows the character to a maximum speed of 2, except for dwarfs.
    Last edited by Umiushi; 07-20-2017 at 04:17 AM. Reason: Correcting fatigue onset time

  7. Default

    Should we be making separate Nature/whatever checks for each of the categories you indicated Umi? Are we limited in how many we can roll for? For clarity, I mean that if I want to know more about Mister Landfire, does that prevent me from rolling for knowledge about the Rain Court?
    ----------------------------------------------------------------------
    Mar'ro- The Unquiet Lands
    Dwemmek Dwerrowfade - World of Chaldera
    Softhands - Curse of the Crimson Throne
    Fin "Cur" Forestson - Beyond Drachenward
    Qadan Yul - Arcanis


  8. #1008
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    Default

    Quote Originally Posted by atlastrembles View Post
    Should we be making separate Nature/whatever checks for each of the categories you indicated Umi? Are we limited in how many we can roll for? For clarity, I mean that if I want to know more about Mister Landfire, does that prevent me from rolling for knowledge about the Rain Court?
    You may make a knowledge check in each of the four categories listed.

    Each category also has a choice between multiple skills. For that, please select one skill. You would probably want to use your character's best skill from among the choices, but also remember that Aid Another checks must match the skill being aided.
    Last edited by Umiushi; 07-20-2017 at 05:24 PM.

  9. Default

    Cool, thanks. Obviously I want to know everything about what this Ritual resulted in!

    Authentic Forum Dice-rollNature - Rain Court - (1d20+16) [27]
    Authentic Forum Dice-rollNature - Landfire - (1d20+16) [28]
    Authentic Forum Dice-rollNature - Thane Thunder - (1d20+16) [27]
    Authentic Forum Dice-rollNature - Heat Exhaustion - (1d20+16) [32]
    ----------------------------------------------------------------------
    Mar'ro- The Unquiet Lands
    Dwemmek Dwerrowfade - World of Chaldera
    Softhands - Curse of the Crimson Throne
    Fin "Cur" Forestson - Beyond Drachenward
    Qadan Yul - Arcanis


  10. Default

    Religion and History to help Mar'ro.

    Nox will relay the information to Mar'ro in as passive aggressively and with disdain manner as possible.

    Authentic Forum Dice-rollRain Court Religion - (1d20+14) [18]
    Authentic Forum Dice-rollRain Court History - (1d20+16) [33]

    Authentic Forum Dice-rollLandfire Religion - (1d20+14) [29]
    Authentic Forum Dice-rollLandfire History - (1d20+16) [21]

    Authentic Forum Dice-rollThane Religion - (1d20+14) [23]
    Authentic Forum Dice-rollThane History - (1d20+16) [23]
    Ariellana, Noxias, and everybody in July.

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