Against the Cult: Disappearances (1.6)
Chase, Theran, and Reptile should roll WIS (Survival) checks, DC13 (plenty of water, food is not so abundant).
Myrtha remains watchful as Aanbo and Joseph settle down and dig into their rations.
Myrtha, please roll a WIS (Perception) check.
Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Survival (WIS) - (1d20+5)
(15) + 5 = 20
@MaJunior, make a 2d6 roll to determine how much food & water you find.
@mathias0077 and @GeneCortess - if you succeed on your WIS (Survival) checks, you should also roll 2d6.
@matmaisan, I'll continue with Myrtha at the camp after I see the results of that WIS (Perception) check.
@CancerMan and @JoshuaMabry - you can each roll WIS (Perception) with DISADV if you like. Aanbo and Joseph are eating, but they're still alert.
Edit: Lol, all that shifting and chatting sure can be distracting…
Rolls
Perception check - (1d20)
(1) = 1
@mathias0077 and @GeneCortess - if you succeed on your WIS (Survival) checks, you should also roll 2d6.
Foraging Reptile easily succeeds the needed Survival check with a fine18 and finally rolls an average 6 later.
And getting Myrtha a cane to go with her blinders.
Rolls
Reptile's survival check and possible 2d6 roll. - (1d20+2, 2d6)
1d20+2 : (16) + 2 = 18
2d6 : (24) = 6
Rolls
Perception (disadvantage) - (2d20L1+3)
(1618) + 3 = 19
Rolls
Food and water - (2d6)
(31) = 4
Rolls
Survival, foraging - (1d20=4, 2d6)
1d20=4 : (5) + 4 = 9
2d6 : (45) = 9
Deep in their conversation, Myrtha, Aanbo, and Joseph are dismayed to see a large bear walk out of the darkness into their camp, making for their packs and rations. The bear grumbles at them - something between a grunt and a growl - and in the firelight, they can see that the irritable bear has been injured recently. The bear sniffs at Myrtha's pack first - open right by her feet - and sticks its shaggy muzzle inside, preparing to snarf up anything edible.
There are six packs in the camp, belonging to Aanbo, Chase, Joseph, Myrtha, Reptile, and Theran.
Everyone should roll initiative, though for the first round, only the three that are in camp can interact with the bear. If they raise an alarm or some other way communicate to the foragers, the people away from camp can return in a round (they didn't go very far).
Rolls
Which pack does it seek? - (1d6)
(4) = 4
Bear initiative - (1d20)
(15) = 15
Rolls
Initiative - (1d20+2)
(19) + 2 = 21
Rolls
Initiative - (1d20)
(16) = 16
Traveled Reptile has an 8 for initiative.
Rolls
Reptile's INIT - (1d20+3)
(5) + 3 = 8
Rolls
Initiative - (1d20+2)
(18) + 2 = 20
Sleight of hand (drawing quietly as the bear ravages her rations) - (1d20+2)
(11) + 2 = 13
Rolls
initiative - (1d20+3)
(16) + 3 = 19
@GeneCortess, what does Reptile do for round one? He hears the whistle, and recognizes that someone at the camp is trying to communicate something.
What do the rest of you do for round two?
21 - Aanbo (19/19)
20 - Myrtha (12/12)
20 - Joseph (13/13)
19 - Chase (11/11)
16 - Theran (13/13)
15 - Bear
8 - Reptile (15/15)
Rolls
Which pack does it find next? - (1d5)
(3) = 3
Joseph initiative - (1d20+4)
(16) + 4 = 20
Joseph CHA (Performance) for bird call - (1d20+2)
(8) + 2 = 10