Game thread
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In the Third Age, the giants, led by the fire king, attempted to overthrow all humans and reclaim the world of Aereth. The fire king’s armies were led by the Titanic God of the Chaos Flame. To stop this, a mighty herald of Justicia led righteous armies and met the Titanic God in a victorious battle. In its moment of failure, the Titanic God poured its blood into the invocation of an eldritch being to defeat Justicia's herald, but that beast also tore out the Titanic God’s heart, mind, and soul. That same day, the fire king was slain in battle. Since then, his widow, Queen Thrupi, prays and sacrifices for all giant-kind to rise again and take their place as the rulers of Aereth. When the prayers of her and her priestesses reach a fever pitch, all who hear are instantly immolated in flames and transported to her realm on the plane of fire. Her scouts hunt across the fiery landscape to capture such new arrivals.

The sleeping volcano erupted, and magma rolled over your village. You felt the heat of death, but somehow you did not perish. Instead, you awoke in an unfamiliar, blasted landscape where volcanoes fill the horizon and roiling clouds of black ash fill the sky. Before you had time to gather your bearings, a pair of horned giants with smoldering soot-colored skin arrived on the back of an ornately bejeweled reptile. "More sacrifices for the queen!" they shout as they throw your group into a caged wagon carried by the great beast.

The metal cage emanates a blistering heat. In the distance, a grand city only holds the promise of death. Cliffs to your right show the vista of an ocean of limitless lava and a titan who wades through the liquid flames. Your only reminders of home are what you still carry and the old shaman woman, Martila, from your village who has begun a prayer chant.
Gorn rose and tested his surroundings and how sturdy they were abd whether the mechanisms could be foiled.
Rurik wondered if some force could be applied to the cage with enough effort, maybe with enough help.
Wisco just considered if there was a way he could sneak away undetected being beneath everybody's notice. A Halfling could dream...
Rurik seems to have come to the same conclusion as the halfling that trying to break the bars of this cage would cause only damage to his hands and arms.
Gorn however can see the oversized tumbler mechanism in the lock on the cage door and wonders what might work to trigger it open.
Ton checks what Gorn is doing with interest, hoping to help if needed.
Fi Dre stays impassible for now, checking on the giant beast and observing its behavior, checking if it can be influenced in any way.
Da Ak looks around, not knowing what to do or who to talk to.
Rolls
Ton's Lockpick attempt - (1d16+1)
(9) + 1 = 10
Conrad grips his holy symbol tightly and begins to pray for anything to save them
Hawthorne begins to look around to see if there may be some way to save them all or at least some method of escape.
Eldarin reaches a hand out to Conrad and offers him some comfort joining in his prayer.
Slane rattles the bars of the cage. Given her former profession, she's very good at rattling.
Army tests the structural integrity around her cramped area.
Fortune begins desperately consulting the tarot to divine some guidance on how to escape.
Astro peers around in her spyglass, trying to find safe haven.
Hawthorne watches Ton, helping Gorn, using a lucky turkey wishbone to fiddle with the oversized lock finds the metal to be searingly hot. This makes the attempt tricky, but the wishbone must be lucky indeed! The tumbler mechanism has been tripped open. The lock’s jaws release the cage.
In the distance, a hulking onyx cyclops wades through an endless expanse of molten lava. It briefly tangles with some hellish serpent that lurks beneath the waves before devouring the creature. Not too far in the distance, you can spy a narrow gap between the cliffs that leads up and away from the fiery sea.
For any other misses, it’ll be up to you to decide how much Luck to burn.
Rolls
Escapees - (1d3)
(1) = 1
Tully, on the other hand, was shouting curses and spilling his woes, to any who were unlucky enough to hear.
The Dwarf, Melba, Pulled at banged on the cage with as much strength as she could muster, like a raging bull. "Oh, would you shut yer trap, ya wee numpty!" she snapped at the halfling, feeling the urge to wallop him.
Berlotte felt her heart beat quick as fear and adrenaline coursed through her veins. Realizing that her fingers were sticky with honey, she stuck both out through the bars, allowing the aroma to fill the air. Maybe this could help in some way?
"Och, Gan, do you rub it all over you?" Magnar Duron the dwarven arkwright wrinkled his nose, pressed up against Gan Saran the gongfarmer. The throng of sweating bodies and shit mingled with sulfur and ash, packed full to bursting in this hellish place made the dwarf wretch.
"Let me out!" Gan yelled, pulling at the bars until the heat threatened to burn his hands. Wide eyes darted about, his breath quick and ragged. The young man had been caged before, and now any time he felt trapped he was driven to fits.
"Calm yourself, Gan," Jermyn Dane said, clasping the panicked man's shoulder, "You don't want to draw attention here." The wainwright surveyed the situation with a critical eye. The best thing to do in situations like these were to wait patiently and observe, he knew.
Cedric Schou, the woodcutter, stared at the vision of hell before him and said nothing. A tear rolled down his cheek which quickly evaporated. He must have died in his sleep, and this was his reward for a life ill-lived. He wished he'd paid more attention to the words of the priests.
Rolls
Personality - (1d20)
(13) = 13
Nathan has no idea what to do. He will run at the first chance he gets if there is one.
Tobias has been in many tight spot growing up an orphan on the docks. He could usually talk his way out of anything but this doesn't seem likely here. He looks around and sees a human man looking at him. For some reason he seems familiar.
Jeptha thinks to himself what a terrible time to take his wheat to market. He has always been pretty lucky in life maybe that luck will serve him again.
Fortune will spend 1 luck point for a better roll.
Also I totally missed that you called for a Luck check for Slane, I'll do so in this post.
Rolls
Luck Check - (1d20)
(9) = 9
Unperturbed, Melba backed a few feet, bumping into a couple sweaty odorous bodies, and slammed into the cage.
Rolls
Luck Check - (1d16)
(12) = 12
Luck Check - (1d20)
(12) = 12
He is no fool, though, and does not barrel blindly into the wasteland alone, once out of the cage, he pauses to let the others join him, as going anywhere alone would spell suicide.
Rolls
Conrad Pers - (1d20+1)
(12) + 1 = 13
Eldarin Pers - (1d20)
(5) = 5
So far this round:
Gorn is out. Hawthorne may escape next round along with the result of the roll below (so Ton may also escape next round).
Melda and Slane have failed Luck checks this drawn the focus of the guards.
Fortune feels attuned with the chanting of the shamaness.
And there are so many moving parts that I’m creating charts to track it all. But if I miss something that forwards the action, please let me know.
Rolls
Next round escapees - (1d3+1)
(1) + 1 = 2
"Damnit, Gan," Magnar whispers. He pulls Jermyn and Cedric away from the fool and eyes the open door. "As soon as we can, we bolt. We're well passed patience, Jermyn!"
Jermyn grits his teeth and leaves Gan to his fate. "Aye..."
Rolls
Luck (Gan) - (1d20)
(20) = 20
Gan, and the raucous caused by their rattling and shouts, gives the nearest giant a clear focus to aim their spear. This spear could be a banner pole in your village it’s so long. And it’s coming right for Gan! The gongfarmer’s last moment was quick and the adrenaline of the scene shielded most of the pain. It felt as though fire seared through his chest for a split second and then peaceful darkness.
Rolls
Next round escapees - (1d3+3)
(1) + 3 = 4
Giant’s spear atk - (1d20+7)
(13) + 7 = 20
Spear dmg - (1d12+5)
(4) + 5 = 9
Giant atk plus mighty deed - (1d20+7, 1d5)
1d20+7 : (1) + 7 = 8
1d5 : (3) = 3
Melda hardly registered the spear coming her way until it cleaved the cage open like a split log, the force knocking her back. She grunted and sat up, glimpsing an opening. "Come on, you whining ninny!" she yelled, rushing to her feet and lifting the halfling up bridal style. "Let's not miss our chance!"
Tully yelped as he was lifted like a feather and carried out of the cage by the brute of a dwarven woman. Both of them met up with the other escapees.
The young human woman, Berlotte, was one of the last to realize an escape was possible. She tripped over her feet once hurrying to one of the openings.
Gan, and the raucous caused by their rattling and shouts, gives the nearest giant a clear focus to aim their spear. This spear could be a banner pole in your village it’s so long. And it’s coming right for Gan! The gongfarmer’s last moment was quick and the adrenaline of the scene shielded most of the pain. It felt as though fire seared through his chest for a split second and then peaceful darkness.
Rolls
Luck Roll - (1d20)
(19) = 19
Rolls
Fall dmg - (1d3)
(2) = 2
Fi Dre did his best to protect himself from all the movements and commotion while the cage was beaten, shaken and eventually dropped. He braces for impact when it touches ground.
Da Ak was trying to reach one of the cage's openings when it fell, surprising and unbalancing him in the process.
Jo was trying to push and kick anyone present between him and the closest opening when he was surprised as well by the cage falling.
Rolls
Fortitude roll (Fi Dre) - DC12 - (1d20)
(6) = 6
Fortitude roll (Da Ak) - DC12 - (1d20-1)
(13) - 1 = 12
Fortitude roll (Jo) - DC12 - (1d20+1)
(4) + 1 = 5
Jeptha seeing all the confusion just quite make the opening to escape. He feels the cage tilt then hit the ground and start rolling. All he can think is luck don't fail me now.
Rolls
Fortitude Tobias (DC 12) - (1d20)
(8) = 8
Fortitude Jeptha (DC 12) - (1d20)
(3) = 3
I allow players to burn down to 1pt of Luck, but the core rulebook suggests that some very unlucky things should start happening to that player. Sound fun?
Rolls
Fortitude Roll (Berlotte) - ((DC12)-(1d20))
(3) + 12 = 15
OOC:
Astro will burn 11 luck to make that a success, reducing her luck to 1. Probably won't last long after that, but she might at the very least take a hit that would have otherwise killed a more promising character.
Rolls
Army Fortitude - (1d20-1)
(13) - 1 = 12
Astro Fortitude - (1d20-2)
(3) - 2 = 1
Rolls
Fortitude - Cedrick - (1d20-1)
(16) - 1 = 15
Fortitude - Wisco - (1d20+1)
(10) + 1 = 11
Rolls
Milo Fortitude - (1d20+1)
(5) + 1 = 6
Eldarin Fortitude - (1d20)
(18) = 18
Magnar wrests Jermyn to his feet, the larger man bleeding but still alive. "Come on! We have to move now!" The pair push their way to the opening and make their move as soon as they're able.
Rolls
Fortitude (Magnar) - (1d20)
(14) = 14
Fortitude (Jermyn) - (1d20+1)
(3) + 1 = 4
Fortitude (Cedric) - (1d20)
(4) = 4
Two things happen next simultaneously.
First, Martila, bleeding from a mortal wound to her skull, points and cries out, "Seek the eye… You will see your future in the eye…" and then she takes her last breath.
Second, the oppressive heat from the lava sea hits your faces and presses into your lungs. It seems unsurvivable to remain.
Well, they need not wait too long because a horrible sight bursts from the lava sea and looms over their heads. Three ancient fire wyrms rise from the fiery sea and aim to capture their next meal.

Each fire drake finds purchase with their strikes and the rest of you only see the feet of three fellow wanderers sticking out of the mouths of these creatures as they retreat back into the fiery sea.
Rolls
Atk vs Astro - (1d24+2)
(7) + 2 = 9
Atk vs Tobias - (1d24+2)
(22) + 2 = 24
Atk vs Milo - (1d24+2)
(24) + 2 = 26
Dmg vs Milo - (1d5+1)
(5) + 1 = 6
For flavor, Tobias had his head crushed in the dragon’s mouth and Milo was pierced through by its tooth. Extra damage too but that’s overkill.
Rolls
Dragon crit - (2d8)
(26) = 8
Fortune closes Martila's eyes and then turns to the others with wide eyes. "She saved all of our lives from those giants, and she may still save those of us who remain! We must go towards the cyclops. That must be the eye she spoke of!" She begins leading the way to what is surely their salvation.
Berlotte was doing slightly better than the rest of her companions, drawing honey from the jar she had kept and slurping it down to ease the hunger. She fast walked to the closest pair ahead of her, which happened to be Slane and Army (appearing worse for wear) and offered some of her stock. "Please, take some."
Tully kept close to Melba after the insanely brave dwarf carried him to safety. Out of kindness, she paced herself a bit slower to wait for him as he struggled to keep up. "Come on, halflin'. Yer made of stronger stuff than this." She was distinctly aware of her experience surviving a famine in her youth.
Rolls
Hessarion looking for food - (1d16)
(1) = 1
Nathan and Jeptha both nod in agreement with Stee and hope to keep moving. This heat will kill them all before long and they must get out."SOUTH, south is the way out of this unbearable heat."
"Aye," Magnar pants, "you'd have more wits if you laid in the jaws of a dragon. Let's take stock of our surroundings. See if there's anything useful."
"Agreed."
Rolls
Luck (Magnar) - 9 - (1d20)
(1) = 1
Luck (Jermyn) - 7 - (1d20)
(10) = 10
Conrad and Eldarin attempt to search for anything else useful with the others. Conrad begins to try to organize the group into search parties to better cover more area while Eldarin mostly just follows along still muttering prayers under his breath.
Rolls
Hawthorne Searching for food - (1d20+1)
(2) + 1 = 3
Eldarin luck - (1d20)
(5) = 5
Conrad luck - (1d20)
(12) = 12
Rolls
Fortune Luck Check (9) - (1d20)
(14) = 14
Army Luck Check (11) - (1d20)
(14) = 14
Slane Luck Check (9) - (1d20)
(8) = 8
Rolls
Food - (1d16)
(9) = 9
Food - (1d16)
(15) = 15
Rolls
Stee, supplies - (1d16+1)
(5) + 1 = 6
Nathan, supplies - (1d16-1)
(8) - 1 = 7
Jeptha, supplies - (1d16-1)
(15) - 1 = 14
Fi Dre does the same, using his herding experience for places where animals would go to look for food.
Da Ak, being a barrister, is more worried about drinks than food. As there does not seem to be any around, he simply tries to find something useful for survival in this hostile environment.
Jo, not accustomed to do any work, goes to see Wisco and commands: "I will magnanimously offer this golden ring for your food." Showing a mildly friendlier face, he adds little later: "Or at least part of it?"
Rolls
Ton looking for food - (1d16)
(7) = 7
Fi Dre looking for food - (1d16)
(13) = 13
Da Ak looking for something useful (vs Luck 10) - (1d20)
(16) = 16
Jo trying to influence Wisco (Personality roll) - (1d16+1)
(2) + 1 = 3
Magnar spots a conspicuously out-of-place bush seemingly laying on its side. He uncovers a strange looking metal tube with a handle on its end. The handle seems to have a small, moveable part. Eldarin finds a shovel with a long handle made of hardwood. Slane discovers a coil that looked like a snake at first but then realized it was a rope made of an unknown, very strong material.
Eldarin may use the shovel as a tool and/or weapon (1d8dmg)
Slane has found cable made of braided steel fibers wrapped in fireproof plastic (clearly from outerspace)
Hawthorne-eggs may be eaten raw: eat all 3 and remove the penalty/share and it is not enough food to make the difference
Stee-onions enough for you
Ton-cactus for you
Rolls
Secret Roll
Secret Roll
Berlotte
Army
Cedrick
Wisco
Slane
Rurik
Hessarion
Hawthorne
Ton
Stee
All others still roll down the dice chain until fed. You all may try again after the next encounter.
Melda turned and led Tully by the elbow to investigate. "Help me start a fire and part of the lizard is yours", the falconer offered. Reaching into her pockets, Melda fished out a fine stone. Tully pulled out a sailcloth. Putting their three heads together, they scrape a fire together and cook the meat.
Berlotte, having finished her honeyed feast, searches around for anything useful.
Rolls
Berlotte looks for something useful - (1d20)
(20) = 20
He and Magnar trundle forth, digging deep with the promise of relief in sight.
Fi Dre and Da Ak, resignedly, follow Jermyn's indications and start walking in the direction of the shade.
Jo, not used to being resisted, adopts a smug attitude but eventually does the same.
Nathan and Jeptha trudge along together in silence keeping their eyes open hoping they might spot something.
Wisco was taken aback by Jo. "I'm sorry, but I didn't have enough. Next time I forage, perhaps I will find more bounty, and then I can share with you...or should I make it home, I'll treat you to a chicken," he said defensively, eyeing the ring, but seeing little use for a trade at a the moment when he was in such a dire situation.
Wealth and baubles does you no good in a shallow grave, he considered.
If, he even got that. So far, the dead have gotten inglorious ends.
Rolls
Cedrick Lore/Imagination - (1d20)
(5) = 5
Also, please note when you are "looting the body" when one of your PCs dies… otherwise if you make a post without doing so, any of the survivors can loot yours by looking at the Character sheet thread. We can retcon that each player can take the equipment off their own fallen PCs.
What was most interesting was the dream that Cedrick had. It was of the time of giants and there were two cyclops brothers. They were called the Titanic God of Lawful Flame and Titanic God of Chaos Flame. This must’ve been a vision from before the Chaos God was destroyed. In the dream, the brothers were hunting stars together. Chaos would hide and Law would leap to the stars and try and knock them loose. When the stars fell, Chaos could pounce upon them and keep them from returning skyward. The brothers had a great and hearty laugh each time they succeeded and then they would feast upon star flesh to the point where their eyes would begin to sparkle. Cedrick felt their bond and it was strong.
Just as the clouds started darkening in the dream, Cedrick woke reminded of their plight by the jabbing of a stone in his back. True comfort was difficult in this harsh terrain.
Climbing up through the ravine, away from the scorching heat…
Or
Continue to follow the beach southward.
However, Berlotte does not have the confidence or desire to make the climb. She votes for the beach southward.
Fi Dre and Da Ak are undecided, willing to follow the general consensus.
Jo will not accept any suggestion to make the effort of climbing, especially without the proper equipment.
Upon the morning, while the path is being discussed, he adds his voice. "I think it's prudent to assume, based on the events of yesterday, that no matter the path we choose we shall have to face some sort of danger. Given that we were able to rest here, I can't imagine that the danger would be greater than the serpents that killed three of our group yesterday."
Magnar grunts and nods, leaning against a rock wall. "There's our size to consider, as well. Everything we've faced so far has been gigantic, which limits their movement in tight spaces. If we're to survive, we need to think like mice."
Ravine-9
Beach-2
Suddenly, a wolf howl lets out and floats across the plains. Black hounds, hunger in their eyes and fire in their mouths, jump from behind outcroppings. Each bears a rider: gray-skinned dwarves with beards of literal fire. A leader among them shouts, "Give us all you got!" and points an axe in your direction.

There are a dozen of these wolfriders and two dismount carrying large sacks of dragonskin. As they hold them open clearly expecting to extort whatever few valuables you still possess, the nearest among you notice that there are three fire opals of considerable size at the bottom.
A life on the ocean wave
A-home on the rolling deep
Where the scattered waters rave
And the winds their revels keep...
The other dwarves looked as though they were bracing for a jump scare.
Fi Dre smiles when seeing the fire beards coming. He smiles even more when he witnesses the singing starting, but stays put.
Da Ak, in the spur of the moment, starts singing merrily with the dwarves, remembering he used to sing as well at his bar from time to time.
Jo eyes the opals when he sees them, but does not dare try to catch them.
Rolls
Ton's theft attempt - (1d20+1)
(16) + 1 = 17
Jo didn't miss the move, frowns, but does not say anything yet.
Rolls
Magnar's thief attempt - (1d16+1)
(11) + 1 = 12
Zaltok grunts an order, clearly telling his pack to hightail it out of there. Which they do. The dwarf who spotted Magnar takes one look back as he mounts his wolf as if to say, "we’re not through with you yet!"
The giants are on foot and lumbering their way closer. They will be upon you all in under a minute! The way south looks hazy like air that wiggles in the heat. Off in the distance, you all can see the crust of scorched earth push up and release a spew of lava. It seems like your group has a choice of two fiery paths or stand as face fury.
2-across the plains that burp with lava
Nathan and Jeptha also think it a good idea and follow him.
Wisco nodded, just getting tired of lava and fire and heat everywhere, wanting someplace fit for a Halfling again.
Cedrick shrugged and figured Rurik made enough sense to follow.
PCs who have not fueled must make the Luck check at 1d24 no modifier and roll UNDER their current Luck score. These same PCs make their Ref saves at 1d16 plus their Ref modifier.
All other PCs roll d20s as usual.
These checks represent the entire hazard. After these, the survivors will find respite.
Nathan runs on praying his luck will hold he feels like he used quite a bit up earlier when the cage was bouncing along the ground. He is also weak from no food.
Jeptha just keeps on keeping on. He is running on fumes and doesn't know how much more he can take.
Rolls
Stee luck - (1d20)
(5) = 5
Stee refex - (1d20)
(14) = 14
Nathan luck - (1d24)
(2) = 2
Nathan reflex - (1d16-1)
(10) - 1 = 9
Jeptha luck - (1d24)
(13) = 13
Jeptha reflex - (1d16-1)
(12) - 1 = 11
Rolls
Slane Luck 9 - (1d20)
(4) = 4
Slane Reflex - (1d20)
(12) = 12
Fortune Luck 9 - (1d24)
(6) = 6
Fortune Reflex - (1d16-1)
(13) - 1 = 12
Army Luck 11 - (1d20)
(8) = 8
Army Reflex - (1d20)
(18) = 18
Rurik, for a Dwarf, was surprisingly nimble, so he hoped luck was with him, and so he bobbed and weaved around the flames to avoid them, hoping he would accidently get hit.
Wisco was not a fortunate soul when it came to luck but his reflexes were fair, so he let out a prayer and hoped for the best.
Rolls
Cedrick Luck - (1d24)
(16) = 16
Cedrick Reflex - (1d16-2)
(10) - 2 = 8
Rurik Luck - (1d24)
(24) = 24
Rurik Reflex - (1d16+1)
(2) + 1 = 3
Wisco Luck - (1d24)
(15) = 15
Wisco Reflex - (1d16+1)
(6) + 1 = 7
Rolls
Ton's Luck (7) and Ref (+1) rolls - (1d20, 1d20+1)
1d20 : (15) = 15
1d20+1 : (1) + 1 = 2
Fi Dre's Luck (11) and Ref (+0) rolls - (1d24, 1d16)
1d24 : (20) = 20
1d16 : (15) = 15
Da Ak's Luck (10) and Ref (-2) rolls - (1d24, 1d16-2)
1d24 : (11) = 11
1d16-2 : (13) - 2 = 11
Jo's Luck (12) and Ref (+0) rolls - (1d24, 1d16)
1d24 : (16) = 16
1d16 : (8) = 8
Rolls
Magnar (Luck) - (1d24)
(2) = 2
Magnar (Reflex) - (1d16+1)
(2) + 1 = 3
Jermyn (Luck) - (1d24)
(3) = 3
Jermyn (Reflex) - (1d16)
(15) = 15
Fi Dre, Jeptha, Hessarion, and Berlotte take 1pt of damage.
Rolls
Two fists, two targets - (1d20+3, 1d30+3)
1d20+3 : (19) + 3 = 22
1d30+3 : (30) + 3 = 33
Dmg Rurik, Ton - (1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (3) + 1 = 4
Because of the relative abundance, and I mean relative, each success will feed two.
Rolls
Magnar (Agility) - (1d16+1)
(7) + 1 = 8
Rolls
Slane Agility Check - (1d20)
(14) = 14
Fortune Agility Check - (1d16-1)
(11) - 1 = 10
Army Agility Check - (1d20)
(1) = 1
Rolls
Agility - (1d16-1)
(16) - 1 = 15
Rolls
Intelligence - (1d20)
(14) = 14
Agility - (1d20+1)
(16) + 1 = 17
Rolls
Jermyn (Intelligence) - (1d16+1)
(7) + 1 = 8
On a good note, the elemental discouraged the giant from continuing its pursuit.
Thus, hunting and foraging among the bushes proved to be a success for Slane the Survivor and Wily Wisco who found enough to feed themselves plus one more. Nathan, hunting a lizard back to its hiding place, struck two with his pitchfork and can feed three others with his critical success.
Cedrick discovered that some of the bushes had large tubers as roots and dug those with his dagger. Jermyn, who repeatedly found no fruits nor blossoms in any of their searches just happened to spy Cedrick as he pulled up his bounty. Lucky enough that there were two of those same bushes right in front of them.
Fortune and Army were unsuccessful.
I’ll give it another day or two to include Kwll and Mango before moving us on
Rolls
Two flaming fists - (1d20+3, 1d20+3)
1d20+3 : (13) + 3 = 16
1d20+3 : (2) + 3 = 5
Stee will nod to Nathan"Good work and good idea."
Fi Dre observes the surrounding area and the other survivors to spot the best place to find food. Jo observes Fi Dre and makes sure that, should the dwarf find something, he will find it as well!
Rolls
Da Ak's Agility roll (DC12) - (1d16-2)
(10) - 2 = 8
Fi Dre's Intelligence roll (DC12) - (1d16+1)
(8) + 1 = 9
Jo's Intelligence roll (DC12) - (1d16+1)
(13) + 1 = 14
"I could use a pipe..." He mutters with a sigh. There would be time to mourn later.
Wisco groaned in disbelief. Just when there was a moment at hand of a momentary blessings, they were undercut with some new doom. Unless this was a particularly friendly dragon, which he doubted, this was another doom they would have to escape, with their lives barely intact.
Nathan will nod because it doesn't seem like there is any other option. Going back surely isn't an option.
Make appropriate rolls with your post:
For attacking, roll as normal if you succeed a Will save (DC12) or -1d if you fail the Will save.
For conversation, roll Personality check.
"Hello, magnificent creature, what an honor and a pleasure to meet you in these dangerous parts. My name is Jo the IXth, son of the Earl of Emoswhere. My I ask what is yours?"
Whether he receives an anwser, he continues: "I see that you are in dire need of help. Me and my friends would need to find a safe place to rest. Can we agree to cooperate?" he asks, using his most noble tone, and trying to somehow appeal to the dragon.
Rolls
Personality roll - (1d20+1)
(7) + 1 = 8
"You dare approach me with words. With that puny mouth opening and closing like some fish creature.
Look at me. Look at me.
Do you see this? Do your tiny wet eyes comprehend the span of what I am, what I was before your grandfather’s grandfather wove tales about me? I have watched mountain ranges grind themselves to plains. I have slept through the rise and fall of kingdoms whose names you cannot pronounce. The gods who made your bloodline were still arguing when I first drew breath.
And you come to me with terms.
You wish safe passage. You wish to walk through my ruin with your little delegation, your little ragtag troupe with your little plans to tell the bards how you outsmarted a dragon.
Did you not think that, before you ask me for anything, before the first syllable of your first condition left your mouth, you might first ask about the crime of what has been done to me?
No thought of rescue. No lending of your freedom to grant me mine. Just terms. Just YOUR terms. What YOU need. What passage YOU require.
I am older than the concept of the thing you call a noble. You wear that title like it means something in this world. It does not. Nothing you carry means anything here. Your lineage is smoke. Your rank is ash. (He pauses and a sly smile creeps to his mouth) That… is a wonderful idea.
Let me show you what your terms are worth!
The chains go taut. The temperature rises. The darkness at the back of the throat begins to glow.
If you choose to stay and continue to use your words, you will need to make a Personality check and the DC is now 16 after Jo’s failure.
Nathan listens to Stee and gives a nod but Stee had already turned and took off so Nathan follows right on his heels.
Rolls
Stee reflex (DC14) - (1d20)
(3) = 3
Nathan reflex (DC14) - (1d20-1)
(3) - 1 = 2
Rolls
Jermy (Reflex) - (1d20)
(13) = 13
Rolls
Slane Reflex - (1d20)
(14) = 14
Army Reflex - (1d20)
(13) = 13
Fortune Reflex - (1d20-1)
(12) - 1 = 11
Rolls
Cedrick Reflex - (1d20-2)
(4) - 2 = 2
Wisco Reflex - (1d20+1)
(7) + 1 = 8
We are down to the last two encounters.
Nathan sees Stee dive on the ground then flame, pain, and then darkness.

A trumpeting roar blasts close behind you. The fire giant captors have picked up your trail again! You must act fast before your pursuers catch you.
Rolls
Which world is glimpsed - (1d12)
(3) = 3
Fi Dre peers into the scenes shown by the eye for a time, and frowns a little. "If it is, we probably won't be able to chose where we end up." He picks a stone nearby and throws it into the eye, checking the result.
"How are we supposed to get home, if it just appears by a blink?" Wisco cries. "We'll be slaughtered before it reappears!"
Roll initiative. If, on your turn you wish to jump in, make a DC 8 Ref save to succeed. Each round, I’ll report which world is visible. If it’s earth, you may rejoin your old life. If not, you’ll start a new life. If you stay too long, you may die. This round, you gain access to Weird Frontiers.
The draklings react to the party approaching and the stone thrown as a threat and whirl around to attack!
The fire giants are within 3 rounds.
Rolls
Which world - (1d12)
(8) = 8
Initiative - (1d20+5)
(15) + 5 = 20
Rolls
initiative - (1d20)
(12) = 12
Rolls
Slane Initiative - (1d20)
(9) = 9
Army Initiative - (1d20)
(14) = 14
Fortune Initiative - (1d20-1)
(11) - 1 = 10
Rolls
Initiative - (1d20)
(19) = 19
Rolls
Fi Dre's initiative - (1d20)
(14) = 14
Da Ak's initiative - (1d20-2)
(19) - 2 = 17
Rolls
Initiative - (1d20+1)
(10) + 1 = 11
19-Jermym
17-Da Ak
14-Fi Dre
14-Army
12-Stee
11-Wisco
10-Fortune
9-Slane
There are 8 of these draklings. They attack two at a time trying to lift one victim. So, 4 have attacked and the next 4 are readying their swoop.
Rolls
Attack against Fi Dre - (1d20+2)
(8) + 2 = 10
Attack against Fortune - (1d20+2)
(3) + 2 = 5
Da Ak simply jumps, hopefully into the eye, come what may.
Rolls
Fi Dre's Luck roll (vs 11) - (1d20)
(10) = 10
Da Ak's jumping roll (DC8) - (1d20)
(19) = 19
Rolls
into the eye (DC8) - (1d20)
(10) = 10
Could he abandon the others so easily? With freedom so close, the choices Jermyn made throughout their ordeal are laid before his conscience. When action was needed, he counseled caution. Gan and Cedric paid the price. Instead of running back to help Magnar when the dwarf fell, he fled to safety. Magnar paid the price.
Passive. Selfish. Cowardly.
Is this who I am, Jermyn thought. Shame filled his limbs like lead as he realized he was about to do it again. Would he even be able to live with himself if he abandoned these people and ran to a world not his own? Or would he always suspect, in the secret chambers of his heart, that others might yet live if he just grit his teeth and fought for something?
Jermyn turns and brandishes his club, dashing forward with a battle cry to attack the one of the wyrmlings carrying Fi Dre off.
Rolls
Club - (1d20+1)
(11) + 1 = 12
He dived into the eye hoping for safety and relief from this world that he was currently in.
Rolls
Death Save, Into the Eye - (1d20)
(12) = 12
Jermyn makes contact with one of drake’s which swooped on Fi Dre but the dwarf herdsman was lifted into the air nonetheless. He shook and wriggled and was finally let loose. But the height was too great and his fall was too much for his stout body.
And now you all know that a 12 will hit so you may just roll dmg if you attack and get at least that.
Morphling’s 3 are up.
Army and Fortune do their best to fend off the drakes!
Rolls
Jump check for Slane - (1d20)
(3) = 3
Fortune Dagger Attack - (1d20+2)
(2) + 2 = 4
Potential Damage - (1d4+2)
(2) + 2 = 4
Army Hammer Attack - (1d20)
(18) = 18
Potential Damage - (1d4)
(2) = 2
Army takes a chance with his hammer as the winged nuisance swoops to grab at him. He finds purchase and destroys its claw. Fortune was, well, less fortunate as that swing missed its mark.
Slane leaps as the eye blinks and is crushed by the enormous eyelids rending half of her body in the Wild West and the other half…
Jermyn, Army, Fortune remain in the fight.
Rolls
Where to now? - (1d8)
(8) = 8
Draklings attack on Fortune - (1d20+2)
(5) + 2 = 7
Draklings attack on Jermyn - (1d20+2)
(13) + 2 = 15
Rolls
Luck or die - (1d20)
(7) = 7
Rolls
Fortune Reflex - (1d20-1)
(16) - 1 = 15
Army Reflex - (1d20)
(16) = 16


