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
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
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