Episode 2
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"To be honest, hospitality is the last thing I expected when I entered the Red Bastion of Midrad.
Rolls
Healing - (1d6+11)
(1) + 11 = 12
Healing - (1d6+11)
(1) + 11 = 12
Medicine check - (1d20+10)
(6) + 10 = 16
Sizhen instinctively began to apply his training, analyzing this man's techniques and movements for weaknesses and secrets, but forced himself to stop - both out of respect for the man helping him, and a growing realization that the wise Iasu was at least match for his skills, if not beyond them.
Besides, a sometimes a friendship earned is better than a secret stolen.
"I have no gift to give you in return for your skills. I am in your debt."
I'll use one Rogue HD and go back up to max.
Mechanics for the moment...
Important Note: See above where Iasu's treatment, if accepted, gives a max value roll on 1 HD (Jabes, correct me if I'm wrong or incomplete on that)
Optional Action: can accept active healing treatment from Iasu (Jabes, you will have to deliver the results if people order this. I know we are well on our way already, with some of it already applied. Awesome!)
On Exhaustion Recovery...
NOW...within the 10 minutes, and with Iasu's special counter-smoke burn filling the air, everyone can recover another 2 Levels of Exhaustion. That leaves only 1 Level of Exhaustion.
Last thing. IF you drink the water mixed with the powder that Iasu recommended, the final Level of Exhaustion will be relieved in another 10 minutes. I'm pretty sure knowing that will make everyone drink it, but the option is still there to NOT drink it out of skepticism or whatever. If you refrain then the remnant headaches from the gas will continue for an undisclosed time, which will mean that you would continue to operate with 1 Level of Exhaustion (Disadvantage on Ability Checks)
Required Action: All players take time to reset characters and record updated stats incorporating all applicable effects above.
I just want everyone to take some time to record current numbers (current available/max) on basic stuff like HPs, HDs, limited class powers, etc. And also come on record to say if you are out of Exhaustion completely or not.
I think most people will get to a place of full recharge (except maybe HDs) after the Short Rest, but since there has been a lot going on and some time away, a series of pretty confusing mechanic effects over a long period or RL time - let's just get a new baseline as we move forward.
Also kind of considering this a bit of a roll call to see who is online and ready to move forward after our break.
Thanks. I'm glad to be back.
2 exits.
One open. The route through which everyone entered the room, through which Iasu arrived and the swordsman departed. But this does have a cage/portcullis type door that could be closed. Like many of the portals in this section, it seems to be a makeshift defensive cage door built from bands and rods of rough bronze and brass.
One closed. A strong hardwood door reinforced with old bronze braces. This one is clearly part of the original construction, which is very old, but also very sound and stable. It looks like it has a newer brace that has been placed over it, like an additional measure of reinforcement and locking to prevent entry from the other side without the removal of the brace from this side.
Lower ceilings than the upstairs rooms. These ceilings are only around 8 feet, consistent with an idea that these are subterranean basement rooms and hallways. Perhaps this room and the others seen were once a cellars or storage rooms?
Despite this, there is some comfort here. Stark comfort at least. Chairs, benches, work tables, some straw-stuffed paddings for cot mattresses.
As we move forward, assume Heshbaan is spoken by NPCs. I'll notate otherwise if other languages are being used. (Jabes will direct language choices of Iasu of course)
Like Len said, that means Bryn can understand it more or less perfectly and Sizhen gets 80% plus.
Others are taking in some of it, but they have to focus on the conversation very closely and are still missing some of the vocabulary and more complexes nuances of the comms.
I'll probably manage it by a mix of writing it out clearly at times, and then sometimes I may send notes to only the more fluent speakers - depending on circumstances. If it is straight clear writing, interpret that as a mix of the PCs understanding it on their own to some degree and Bryn/Sizhen sort of filling in the gaps in a translation capacity for the more in-depth detail. We'll get through it directly here on the boards, but in the scene just picture that there is still some strain and mental focus that has to be tended to as everyone continues to deal with language barriers to differing degrees.
His mind drifted still. The death of his own father, by Kray's own enraged hand. The old drunken bastard had it coming. Sometimes he wondered if things could have been different with the old man. He thought of Lysander, devoured by Ithaqua on a hunting trip in the Gaerimundi Isle of Mozamyah. His wife, who he met soon after, died during the birth of their child on the same island two years later, the village shaman unable to save her. His daughter, dead less than two days later.
Years of debauchery followed after his return home. Whoring, drinking, doping and gambling his life away from palaces to slums. Until Uncle Rison pulled him out of his downward spiral.
It was in these dark moments of reflection Kray thought of Sorcha, his adopted daughter, known as Lucretia Mercon to those unaware of her past. Fates willing, she was alright.
Rison better be minding her, keeping her safe.
J, safe to say those new to the land have picked up basic Heshaban by now?
Kray Mercon
link to main character sheet & group stats
Vitals
AC: Base 18 (20 with Med Shield)
HP: 68/68 68/68
Status Effects: L1 Exhaustion. Disadvantage ability checks.
Death Saves: +0/-0
Initiative: +5
Hit Dice: 3/6 Fighter, 0/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Damage: (1d8+7)
Left Hand: Medium Shield
Carried
Falcata / Attack Bonus: 8 (DEX 5 + Prof 3) / Damage (1d6+0 Left Handed)
Gaerimundi Knife / Attack Bonus: 8 (DEX 5 +Prof 3) / Damage: (1d4+5)
Daggers x4 / Attack Bonus: 8 (DEX 5 + Prof 3) / Damage: (1d4+5)
Bow / Attack Bonus: 11 (DEX 5+ Prof 3+ Archery 2)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 2/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Weapon Specialization: +1 damage with Light Blades
Commitment to Mission: 1/2 (long rest)
---Allows a PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Heshaban - Basic?
When he tries to move his arms, the pain fires through his brain, paralyzing his entire body. His mouth opens to cry out in response, but he can barely draw a breath.
He is panting for air now. When he begins to cough and choke, the pain rolls over him like a flash of light. He nearly loses consciousness again.
Finally, the room stops spinning. He gropes along the stone floor, his hands quaking, using all of the strength he can muster to push himself up. He fights to move. Feeling as if he is made of lead, he drags his hips in and props his shoulder up on the hard brick wall.
He pauses to regain strength, coughing harshly again after the exertion.
He can see nothing. He is in utter and complete darkness.
He can feel only pain. Exhaustion. Cold.
He is so weak that he can hardly move. His muscles barely respond.
But Maeriks Mac Mahan Mac Hannoc is alive.
Alive and alone.
It's legit.
Check here, and here if you want the published record.
Maeriks made death saves and survived.
His vitals were hardly detectable, but he survived.
By the House Rules of Injury, Death, and Dying, he is in bad BAD shape.
Fighting the after effects of a deadly toxin.
Fatigued, weakened, chilled, and migraine headaches - suffering from severe blood loss after being blood drained.
1 HP.
Clinging to life in the Zero Hit Point State.
CB contacted me and asked if Maeriks could get back in the game. I asked him how he wanted to do it.
He said there was only one way: by the rules. Real. Paying his dues. Doing whatever he can to stay alive and make it back to the group some how.
You know there's no give aways, and CB does too. It could go either way, but Maeriks is putting in work in hardcore DT fashion.
Good luck, CB.
And welcome back.
Second Wind
Norach Maeriks Mac Mahan Mac Hannoc ✎

Vitals
Proficiency Bonus: +3
AC: 12 (12 Hide +2 DEX +0 proficiency)
HP: 7/63
Temp HP: 0
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 2/2 Druid, 5/5 Fighter
Weapons and Armor
Equipped
Armor: Hide (12)
Both Hands: Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, slashing
"Reave" War Club

Carried
Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, Reach, slashing
Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Dagger / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 0/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1: 2/3 (long rest)
---AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage): 1/1 (day)
---Add additional damage die on critical hit
Wild Shape: 2/2 (short rest)
---Dannien Longhorn Bull (Stats as brown bear )
---Multiattack. The bull makes two attacks: one with its horns and one with its hoves.
---Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
---Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
---HP: 34, AC: 11
---The standard transformation time is 30 minutes to get into Wild Shape form and 5 minutes to revert back to normal.
---Fast transformation time is two turns (12 seconds) Wild Shape form and 1 turn (6 seconds) to revert. Requires DC 10 CON save or suffer 1 level of Exhaustion for 1 minute. Regardless of the result of that save, duration of the Wild Shape form will be half the normal time (1/2 hour at 2nd Level). Upon transforming back to normal after a fast transformation, the character will suffer 2 levels of Exhaustion for 5 minutes.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Death: 1 Fail, 3 Success
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus atk with offhand.
Extra Attack: Attack 2x
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Second Wind - (1d10+5)
(7) + 5 = 12
The point of that rule is that when you are put down to a point of making Death Saves, you can't just bounce back up and drive on. It is something that pretty much means hospitalization and bed rest, or at least some sort of external intervention, i.e. miraculous healing or expert medical treatment, if you are going to defy the odds and get back into normal operation. By all normal natural means, including just "toughing it out", it's just not going to happen.
No Hit Dice on Short Rest.
No full recovery for Long Rest.
Second Wind?
To me that is in generally the same category: normal internal means of bouncing back. Means of recovery that are intentionally meant to be hindered.
Because I've never published that, and it's something that needs to be clarified precisely, I'll allow some middle ground.
This time, Second Wind works, to a degree:
You get 1/2 of the HP rolled. In this case, that's 6.
Zero Hit Point State remains in effect.
Rolls
Second Wind - (1d10+1)
(10) + 1 = 11
After a few heavy breaths help clear his head, Maeriks recovers just enough to remember - the poison, the bats, that giant bat. He fell then, didn't he? Where are the others? His chest feels heavy for a moment with anxiety and fear and adrenaline. He has to find the others.
With a shuddering breath, he gets up onto hands and knees and slowly starts to feel around the pitch black room, searching for anything that is familiar, anything that will clue him into where he is. His muscles cry out in pain, causing him to drool incessantly and constantly catch his breath as he tries to put the pain aside. He searches carefully, listening in fear of what he might alert that may have taken him for dead.
Investigation check to attempt to figure out what things are around me. Perception check to listen for critters in the room and nearby. Stealth to try and not cry out in pain and draw the world of critters to me.
Norach Maeriks Mac Mahan Mac Hannoc ✎

Vitals
Proficiency Bonus: +3
AC: 12 (12 Hide +2 DEX +0 proficiency)
HP: 7/63
Temp HP: 0
Initiative: +2
Status Effects: Zero HP State (ZHP), Exhaustion 3 levels (from ZHP), +??? Exhaustion from poison
Death Saves: +0/-0
Hit Dice: 2/2 Druid, 5/5 Fighter
Weapons and Armor
Equipped
Armor: Hide (12)
"Reave" War Club

Carried
???
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 0/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1: 2/3 (long rest)
---AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage): 1/1 (day)
---Add additional damage die on critical hit
Wild Shape: 2/2 (short rest)
---Dannien Longhorn Bull (Stats as brown bear )
---Multiattack. The bull makes two attacks: one with its horns and one with its hoves.
---Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
---Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
---HP: 34, AC: 11
---The standard transformation time is 30 minutes to get into Wild Shape form and 5 minutes to revert back to normal.
---Fast transformation time is two turns (12 seconds) Wild Shape form and 1 turn (6 seconds) to revert. Requires DC 10 CON save or suffer 1 level of Exhaustion for 1 minute. Regardless of the result of that save, duration of the Wild Shape form will be half the normal time (1/2 hour at 2nd Level). Upon transforming back to normal after a fast transformation, the character will suffer 2 levels of Exhaustion for 5 minutes.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Death: 1 Fail, 3 Success
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus atk with offhand.
Extra Attack: Attack 2x
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Perception (Disadvantage) - (1d20+4, 1d20+4)
1d20+4 : (16) + 4 = 20
1d20+4 : (2) + 4 = 6
Stealth (Disadvantage) - (1d20+2, 1d20+2)
1d20+2 : (10) + 2 = 12
1d20+2 : (19) + 2 = 21
Investigation (Disadvantage) - (1d20-2, 1d20-2)
1d20-2 : (9) - 2 = 7
1d20-2 : (7) - 2 = 5
Poultices: If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
Optional Action: can elect to drink Iasu's headache powder brew to ensure recovery from Level 1 Exhaustion after 20 minutes.
Rolls
Healer's Kit for Brynn - (1d6+4)
(1) + 4 = 5
Poultice for Brynn - (1d6)
(4) = 4
Bryn is all healed up, thanks for the Bad Medicine Jabes.