You are all approached by Letsua who tells you he and Grandfather Eiwa want to meet you. You follow him to Grandfather Eiwa's tent, where he waits outside.


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Grandfather Eiwa

Letsua

Pakano

Perception - (1d20+4)
(5) + 4 = 9
Perception - (1d20+7)
(7) + 7 = 14
Perception - Koram - (1d20+3)
(7) + 3 = 10
Perception - Haitith - (1d20+3)
(9) + 3 = 12
Perception - (1d20+5)
(11) + 5 = 16
Pakano

Deception - (1d20)
(10) = 10
Pakano

Athletics check #1 - (1d20+6)
(6) + 6 = 12
Athletics check #2 - (1d20+6)
(20) + 6 = 26
Athletics check #3 - (1d20+6)
(18) + 6 = 24
Athletics check #4 - (1d20+6)
(18) + 6 = 24
Pakano

Arcana vs DC 16 - (1d20+4)
(16) + 4 = 20
Arcana - (1do20+4)
() + 25 = 25
Arcana - (1d20+4)
(3) + 4 = 7
Wipa

Perception - Looking for the polluter - (1d20+7)
(17) + 7 = 24
Perception - (1d20+5)
(10) + 5 = 15

Nature check to identify sumerged winged creature - (1d20+5)
(14) + 5 = 19
Nature (to identify the bird-like creature) - (1d20)
(13) = 13

Loblobi Inititative - (1d20+7)
(5) + 7 = 12
Underwater Creature Initiative - (1d20+6)
(13) + 6 = 19
Initiative - (1d20+5)
(10) + 5 = 15
Initiative - Perception - (1d20+7)
(14) + 7 = 21
Short bow attack #1 - (1d20+7)
(10) + 7 = 17
Short bow attack #2 - (1d20+2)
(10) + 2 = 12
Potential damage #1 - (1d6)
(4) = 4
Potential damage #2 - (1d6)
(4) = 4
Igbork's first arrow hits true, while the second hits the log the creature is hiding behind with a thud. The creature screeches as the arrow graces it.Acid damage - (2d6)
(25) = 7
Recharge - (1d4)
Reflex - (1d20+5)
(17) + 5 = 22
Electric Arc - (1d4+4)
(3) + 4 = 7
Haitith's Strike and Damage - (1d20+7, 1d8+4)
1d20+7 : (12) + 7 = 19
1d8+4 : (1) + 4 = 5
Reflex Save - (1d20+7)
(18) + 7 = 25
Spear throw - (1d20+4)
(17) + 4 = 21
Damage - (1d6+3)
(3) + 3 = 6

Water Creature Reflex - (1d20+11)
(11) + 11 = 22
Loblobi Reflex - (1d20+9)
(10) + 9 = 19
Loblobi attack roll vs Haitith - (1d20+8)
(2) + 8 = 10
Loblobi attack roll #2 vs Haitith - (1d20+5)
(6) + 5 = 11
Reflex save - Acid spray - (1d20+13)
(6) + 13 = 19
Short bow attack #1 - (1d20+7)
(10) + 7 = 17
Short bow attack #2 - (1d20+2)
(4) + 2 = 6
Potential damage #1 - (1d6)
(6) = 6
Potential damage #2 - (1d6)
(4) = 4
Acid Arrow vs Igbork - (1d20+9)
(18) + 9 = 27
Damage vs Igbork (if hit) - (2d8)
(53) = 8
Haitith Strike and Damage #1 - (1d20+7, 1d8+6)
1d20+7 : (19) + 7 = 26
1d8+6 : (4) + 6 = 10
Haitith Strike and Damage #2 - (1d20+2, 1d8+6)
1d20+2 : (11) + 2 = 13
1d8+6 : (4) + 6 = 10

Javellin - (1d20+5)
(5) + 5 = 10
To hit vs Grom - (1d20+8)
(18) + 8 = 26
Damage - (1d6+1)
(2) + 1 = 3
Strike and Damage 1 - (1d20+7, 1d8+4)
1d20+7 : (15) + 7 = 22
1d8+4 : (1) + 4 = 5
Strike and Damage 2 - (1d20+2, 1d8+4)
1d20+2 : (15) + 2 = 17
1d8+4 : (1) + 4 = 5
Death saving throw - Dying 1 - (1d20)
(7) = 7
Athletics - (1d20+4)
(6) + 4 = 10
Attack - (1d20+4)
(10) + 4 = 14
Damage - (1d8+3)
(7) + 3 = 10
Attack with Staff - (1d20+5)
(18) + 5 = 23
Damage (if applicable) - (2d4+2)
(21) + 2 = 5
Medicine - (1d20+3)
(3) + 3 = 6
Medicine Check - (1d20+5)
(14) + 5 = 19
Perception (Koram) - (1d20+3)
(1) + 3 = 4
Perception (Haitith) - (1d20)
(13) = 13
Perception - (1d20+4)
(18) + 4 = 22
Wipa

Crafting - (1d20+1)
(16) + 1 = 17
Crafting - (1d20+1)
(1) + 1 = 2
Crafting - (1d20+4)
(1) + 4 = 5
Wipa

Igbork Armbreaker: Crafting (Int) - (1d20+2)
(4) + 2 = 6
Reflex Save - (1d20+7)
(12) + 7 = 19
Reflex - (1d20+5)
(10) + 5 = 15
Acrobatics check - (1d20+8)
(11) + 8 = 19
Wipa

Wipa

Tundra Lore - What does Igbork know about the Burning Mammoths - (1d20+5)
(5) + 5 = 10
Wipa

Imek

Nature - (1d20)
(13) = 13
Imek

Will save - (1d20+7)
(13) + 7 = 20
Will - (1d20+4)
(3) + 4 = 7
Will saving throw - (1d20+7)
(6) + 7 = 13
Will - (1d20+5)
(1) + 5 = 6
Survival - (1d20+4)
(12) + 4 = 16
Perception - (1d20+4)
(4) + 4 = 8
Nature check (+5) - (1d20+5)
(8) + 5 = 13
Stealth (Dex) - (1d20+5)
(14) + 5 = 19
Nature (Animal Handling) - (1d20+4)
(7) + 4 = 11
Dexterity - (1d20+2)
(8) + 2 = 10
Initiative Tapir (Blue) - (1d20+6)
(16) + 6 = 22
Initiative Tapir (Red) - (1d20+6)
(5) + 6 = 11
Initiative - Perception - (1d20+7)
(4) + 7 = 11
Initiative (Perception] - (1d20+4)
(13) + 4 = 17
initiative - (1d20+2)
(4) + 2 = 6

| Character | Initiative | Acted |
| Tapir (Blue) | 22 | X |
| Koram | 19 | |
| Atticus | 17 | |
| Tapir (Red) | 11 | |
| Igbork | 11 | |
| Grom | 6 |
Tapir (Blue) Athletics - (1d20+6)
(11) + 6 = 17
Tapir (Blue) Attack vs Grom - (1d20+6)
(4) + 6 = 10
Haitith Strike (Trip, no damage) - (1d20+7)
(11) + 7 = 18
Koram uses rope - (1d20)
(1) = 1
Ranged attack (lasso) - (1d20+4)
(18) + 4 = 22

| Character | Initiative | Acted |
| Tapir (Blue) | 22 | X |
| Koram | 19 | X |
| Atticus | 17 | X |
| Tapir (Red) | 11 | X |
| Igbork | 11 | |
| Grom | 6 |
Tapir athletics - (1d20+6)
(18) + 6 = 24
Tapir (Blue) vs Koram - (1d20+8-5)
(18) + 3 = 21
Tapir (Blue) Damage - (1d8+4)
(2) + 4 = 6
Grapple Tapir (Athletics) - (1d20)
(7) = 7
Tame Animal (Nature Check +5) - (1d20+5)
(8) + 5 = 13
Tame Animal re-roll (using hero point) - (1d20+5)
(5) + 5 = 10

| Character | Initiative | Acted | Statuses |
| Tapir (Blue) | 22 | X | |
| Koram | 19 | Prone | |
| Atticus | 17 | ||
| Tapir (Red) | 11 | ||
| Igbork | 11 | ||
| Grom | 6 | Enfeebled 1 |
Tapir (Red) vs Grom - (1d20+8)
(13) + 8 = 21
Tapir (Red) Shove vs Haitith Fort DC - (1d20+1)
(14) + 1 = 15
Damage vs Grom - (1d8+4)
(7) + 4 = 11
Fortitude Save (DC 16) - (1d20+4)
(5) + 4 = 9
Grinding Bite - (1d4)
(1) = 1
Athletics - (1d20+6)
(13) + 6 = 19

Haitith Strikes (Trip) - (1d20+7)
(7) + 7 = 14
Koram Athletics - (1d20+3)
(17) + 3 = 20
| Character | Initiative | Acted | Statuses |
| Tapir (Blue) | 22 | X | Tied Up |
| Koram | 19 | X | |
| Atticus | 17 | X | |
| Tapir (Red) | 11 | X | Roped |
| Igbork | 11 | ||
| Grom | 6 | Enfeebled 1 |
Tapir (Red) vs Koram - (1d20+8)
(7) + 8 = 15
Tapir (Red) Damage - (1d8+4)
(5) + 4 = 9
Tapir (Red) Escape - (1d20+6-5)
(12) + 1 = 13
Fortitude - (1d20+7)
(6) + 7 = 13
Tame animal - (1d20+5)
(18) + 5 = 23
Looking for danger - Perception - (1d20+7)
(5) + 7 = 12
Koram Perception
Atticus Perception
Grom Perception
Stealth - (1d20+5)
(3) + 5 = 8
Hunker down - (1d20+11)
(5) + 11 = 16
Diplomacy - (1d20+4)
(11) + 4 = 15
The tapirs are poisonous - Deception - (1d20)
(1) = 1
Mysterious Hunter 1 Perception - (1d20+7)
(18) + 7 = 25
Mysterious Hunter 2 Perception - (1d20+7)
(10) + 7 = 17
Perception - (1d20+7)
(9) + 7 = 16
Perception - (1d20+4)
(14) + 4 = 18
Initiative - (1d20+2)
(8) + 2 = 10
Initiative (Avoid Notice) - (1d20+5)
(20) + 5 = 25

| Character | Initiative | Acted | Statuses |
| Hunter (red) | 25 | X | |
| Koram | 25 | | |
| Atticus | 18 | ||
| Hunter (blue) | 17 | ||
| Igbork | 16 | ||
| Grom | 10 |
Hunter (Red) vs Igbork - (1d20+7)
(2) + 7 = 9
Piercing damage if hit - (1d6+2)
(5) + 2 = 7
Attack - (1d20+4)
(18) + 4 = 22
Damage - (1d8+3)
(5) + 3 = 8
Haitith Strikes (Trip) - (1d20+7)
(5) + 7 = 12
Electric Arc - (1d4+4)
(1) + 4 = 5

| Character | Initiative | Acted | Statuses |
| Hunter (red) | 25 | X | -10 HP |
| Koram | 25 | X | |
| Atticus | 18 | X | |
| Hunter (blue) | 17 | X | -2 HP |
| Igbork | 16 | ||
| Grom | 10 |
Hunter (Red) Reflex - (1d20+7)
(17) + 7 = 24
Hunter (Blue) Reflex - (1d20+7)
(19) + 7 = 26
Hunter (Blue) Attack #1 vs Haitith - (1d20+8)
(8) + 8 = 16
Hunter (Blue) Attack #2 vs Haitith - (1d20+8-5)
(6) + 3 = 9
Hunter (Blue) Attack #3 vs Haitith - (1d20+8-10)
(9) - 2 = 7
Shortbow attack #1 - (1d20+7)
(11) + 7 = 18
Shortbow attack #2 - (1d20+2)
(5) + 2 = 7
potential damage #1 - (1d6)
(3) = 3
potential damage #2 - (1d6)
(4) = 4
Pecking jackdaw damage - (3d4)
(333) = 9
| Character | Initiative | Acted | Statuses |
| Hunter (red) | 25 | X | DYING |
| Koram | 25 | | |
| Atticus | 18 | ||
| Hunter (blue) | 17 | -2 HP | |
| Igbork | 16 | ||
| Grom | 10 |
Hunter (Red) Reflex - (1d20+7)
(2) + 7 = 9
Electric Arc DMG - (1d4+4)
(3) + 4 = 7
Haitith Attack & Damage #1 (Jaws) - (1d20+7, 1d8+4)
1d20+7 : (3) + 7 = 10
1d8+4 : (1) + 4 = 5
Haitith Attack & Damage #2 (Wings, Agile) - (1d20+3, 1d6+4)
1d20+3 : (5) + 3 = 8
1d6+4 : (1) + 4 = 5
Attack - (1d20+4)
(5) + 4 = 9
Damage - (1d20+3)
(18) + 3 = 21

| Character | Initiative | Acted | Statuses |
| Hunter (red) | 25 | X | DEAD |
| Koram | 25 | X | -3 HP |
| Atticus | 18 | X | -5 HP |
| Hunter (blue) | 17 | X | -5 HP |
| Igbork | 16 | ||
| Grom | 10 |
Hunter (blue) Reflex - (1d20+7)
(19) + 7 = 26
Hunter (Blue) Attack #1 vs Haitith - (1d20+8)
(14) + 8 = 22
Hunter (Blue) Attack #2 vs Atticus - (1d20+8-5)
(16) + 3 = 19
Damage vs Haitith - (1d6+2)
(1) + 2 = 3
Damage vs Atticus - (1d6+2)
(3) + 2 = 5
Shortbow attack #1 - (1d20+7)
(4) + 7 = 11
Shortbow attack #2 - (1d20+2)
(19) + 2 = 21
potential damage #1 - (1d6)
(6) = 6
potential damage #2 - (1d6)
(1) = 1
Reroll shortbow attack #1 - (1d20+7)
(9) + 7 = 16
Attack - (1d20+4)
(16) + 4 = 20
Damage - (1d8+3)
(5) + 3 = 8
Magic Missile Damage - (2d4+2)
(24) + 2 = 8
Haitith Strikes - (1d20+7, 1d8+4)
1d20+7 : (7) + 7 = 14
1d8+4 : (1) + 4 = 5
Fortitude save Hunter (blue) - (1d20+4)
(8) + 4 = 12
Identify item - Arcana check - (1d20+2)
(8) + 2 = 10
Nature check - (1d20+5)
(19) + 5 = 24
Society - (1d20+1)
(14) + 1 = 15
Warfare Lore - (1d20+4)
(10) + 4 = 14
Imek

Imek

Diplomacy - (1d20+7)
(7) + 7 = 14
Nature (Command Animal) - (1d20+0)
(10) = 10
Wild Empathy (diplomacy) check - (1d20+1)
(13) + 1 = 14
Wipa

Wipa

Wipa

You wake up early next morning while the camp is just getting ready for a new day. You see more sentries than usual as the night shift heads to bed. You eat your breakfast before starting the journey to Rockloom where the Green Moon ceremony will take place. You know that out of reverence for the sacred site you camp several miles away.Perception - (1d20+4)
(1) + 4 = 5
Nature check - (1d20+5)
(18) + 5 = 23
(Tundra) Lore - (1d20+2)
(17) + 2 = 19
Stealth - Sneaking through the grass - (1d20+11)
(1) + 11 = 12
Perception - Looking for stones and people - (1d20+7)
(14) + 7 = 21
Perception - (1d20+4)
(9) + 4 = 13
Stealth (if applicable) - (1d20+11)
(10) + 11 = 21

Shaggy Shemven

Shaggy Shemven

Secret Roll
Secret Roll
Secret Roll
Secret Roll
Diplomacy - (1d20+4)
(8) + 4 = 12
Shaggy Shemven

Shaggy Shemven

Deception - (1d20+0)
(17) = 17
Shaggy Shemven

| Character | Athletics | Crafting | Thievery |
| Atticus | +6 | +4 | +2 |
| Grom | +1 | +1 | +2 |
| Haitith | +7 | +0 | +2 |
| Igbork | +0 | +2 | +4 |
| Koram | +3 | +1 | +2 |
Athletics (Str) - (1d20+3)
(17) + 3 = 20
Perfromance (to aid by inspiration) - (1d20+4)
(6) + 4 = 10
Athletics - (1d20+6)
(14) + 6 = 20
Thievery - (1d20+4)
(18) + 4 = 22
Shaggy Shemven

Shaggy Shemven

Wipa

Grandfather Eiwa

Grandfather Eiwa

Grandfather Eiwa

| Activity | Time to Attempt | Preparation Points | Skills |
| Clean Up Camp | 1 hour | 1 | Crafting or Society |
| Clear the Trail | 2 hours | 3 | Survival |
| Dilute the Spirits | 1 hour | 1 | Medicine or Thievery |
| Gather the Herd | 3 hours | 2 | Nature or Diplomacy |
Clear the trail - Survival - (1d20+7)
(12) + 7 = 19
Diplomacy (Cha) - (1d20+7)
(3) + 7 = 10
Diplomacy - (1d20+7)
(18) + 7 = 25
Thievery - (1d20+8)
(6) + 8 = 14
Reroll - (1d20+8)
(19) + 8 = 27
Society - (1d20+4)
(14) + 4 = 18