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Kingdoms of Kalamar; Rancor of the Unholy - Act 1: Scene 1
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<blockquote data-quote="narayan" data-source="post: 7576389" data-attributes="member: 6677509"><p><strong>Saryf, Anoria</strong></p><p></p><p></p><p></p><p><img src="https://i.imgur.com/4nO2IQkh.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><em><strong>The Eagles Peak Monastery</strong> is a sturdy stone structure built within a mountain pass a few miles from <strong>Elfen Lake</strong>. Behind the monastery are herb gardens (none of which currently grow anything in the deep winter season), a small stables (the monks keep mules) and extra storerooms for Firewood, Provisions, Oils and alchemical substances (some of which are too dangerous to keep inside the monastery). </em></p><p><em></em></p><p><em>There are a few narrow rocky paths leading away from the monastery besides the main gate/front courtyard. Approaching the monastery by any path other than the main road is difficult in the best of times and especially treacherous in the frigid snows. (Dexterity Checks will be Required at any speed greater than 1/2 move. Failure on those checks will result in Saving Throws.)</em></p><p><em></em></p><p><em>There is more than one path to Elfen Lake, but the quickest most direct path from the Monastery arrives at the road leading to the monastery first. Even that is not an obvious path. Elfen Lake is so remote and well-hidden it requires some local knowledge (or a good search roll) to discover any route to reach it. </em></p><p><em></em></p><p><em>The monks study and copy texts of <em>The <strong>Speaker of the Word</strong></em>, <strong><em>The Mule</em></strong> and <strong><em>The Eye Opener</em></strong>, three religions that focus on Ethics, Oath-Keeping, Wisdom, Knowledge and Enlightenment. The monastery is not directly beholden to any one religion, but those three churches send clerics and priests here a few times a year to give sermons. Besides prayer and observance of their religious vows, the monks busy themselves everyday with menial labor, crafts and study.</em></p><p><em></em></p><p><em>Some sweep floors and scrub everything clean, others scribe scrolls or copy books, maps and other texts, some make clothing and shoes, some serve in the kitchens, keep the hearths burning, cut hair or tend to sickness and injury. The most trusted and skilled help in the alchemical laboratory making a variety of items, substances and goods that sell well in markets near and far.</em></p><p><em></em></p><p><em>In all there are about forty monks. In the past the monastery has been attacked a few times by roaming monsters, treacherous bandits or wandering humanoids. Officially the monks maintain neutrality in all worldly-conflicts, but have and will defend themselves when necessary. That being said, their armory and combat training is somewhat lacking. </em></p><p><em></em></p><p><em>It is your belief the monks will probably hold out against the caravan if they must, but having never seen the monks in action there is also a significant lack of certainty in that regard. </em></p><p><em></em></p><p><em>[Sblock=Effects of Cold Exposure]<em>As stated in Chapter 8 of the <strong>Dungeon Masters Guide</strong> <span style="color: #ff0000">'Immersion in chilled waters calls for an immediate check to resist the effects of cold exposure and increases the DC of all Fortitude saves to avoid taking damaged from cold or resisting cold-based effects by 10 until the character and his clothes become dry'.</span> </em></em></p><p><em><em></em></em></p><p><em><em>Thus you will have to make a <strong>Fortitude Save</strong> of DC 25 to attempt to reach the monastery without first drying your clothes. Failure on that save will result in 1d6 points of non-lethal damage. Your condition will be changed to fatigued and you will succumb to Mild Hypothermia & Frostbite by the time you reach the monastery.</em></em></p><p><em></em></p><p><em><strong>Hypothermia</strong></em></p><p><em><em>Once you have mild hypothermia if you suffer any more damage from cold exposure you are susceptible to moderate hypothermia. Moderate hypothermia will change your condition to exhausted. Beyond that, severe hypothermia changes your condition to disabled. A successful DC 15 <strong>Heal Check</strong> will normally lower the levels of hypothermia by one level, but if you are still outside wearing wet clothing the difficulty changes to DC 18.</em> </em></p><p><em></em></p><p><em><strong>Frostbite</strong></em></p><p><em><em>A character who takes any nonlethal damage from cold or exposure is beset by frostbite and suffers a -2 penalty to his <strong>Dexterity score</strong>. A successful DC 15 Heal Check can normally cure frostbite, but if you are still outside in the cold the DC changes to DC 18.</em>[/Sblock]<em></em></em></p><p><em><em></em></em></p><p><em><em>If you take time to find or make shelter, undress and dry your clothing before you head back to the monastery (or travel elsewhere), I will allow you to lessen the DC of the Fortitude Save for cold exposure to DC 15. You will have to first make a <strong>Survival Check</strong> to determine how much time that will take. If Anoria is helping you in this regard, she will provide a healthy bonus to that roll.</em></em></p><p><em></em></p><p><em><strong>[Saryf:</strong> What do you do?<strong>]</strong> </em></p><p><em></em></p></blockquote><p></p>
[QUOTE="narayan, post: 7576389, member: 6677509"] [b]Saryf, Anoria[/b] [IMG]https://i.imgur.com/4nO2IQkh.jpg[/IMG] [I][B]The Eagles Peak Monastery[/B] is a sturdy stone structure built within a mountain pass a few miles from [B]Elfen Lake[/B]. Behind the monastery are herb gardens (none of which currently grow anything in the deep winter season), a small stables (the monks keep mules) and extra storerooms for Firewood, Provisions, Oils and alchemical substances (some of which are too dangerous to keep inside the monastery). There are a few narrow rocky paths leading away from the monastery besides the main gate/front courtyard. Approaching the monastery by any path other than the main road is difficult in the best of times and especially treacherous in the frigid snows. (Dexterity Checks will be Required at any speed greater than 1/2 move. Failure on those checks will result in Saving Throws.) There is more than one path to Elfen Lake, but the quickest most direct path from the Monastery arrives at the road leading to the monastery first. Even that is not an obvious path. Elfen Lake is so remote and well-hidden it requires some local knowledge (or a good search roll) to discover any route to reach it. The monks study and copy texts of [I]The [B]Speaker of the Word[/B][/I], [B][I]The Mule[/I][/B] and [B][I]The Eye Opener[/I][/B], three religions that focus on Ethics, Oath-Keeping, Wisdom, Knowledge and Enlightenment. The monastery is not directly beholden to any one religion, but those three churches send clerics and priests here a few times a year to give sermons. Besides prayer and observance of their religious vows, the monks busy themselves everyday with menial labor, crafts and study. Some sweep floors and scrub everything clean, others scribe scrolls or copy books, maps and other texts, some make clothing and shoes, some serve in the kitchens, keep the hearths burning, cut hair or tend to sickness and injury. The most trusted and skilled help in the alchemical laboratory making a variety of items, substances and goods that sell well in markets near and far. In all there are about forty monks. In the past the monastery has been attacked a few times by roaming monsters, treacherous bandits or wandering humanoids. Officially the monks maintain neutrality in all worldly-conflicts, but have and will defend themselves when necessary. That being said, their armory and combat training is somewhat lacking. It is your belief the monks will probably hold out against the caravan if they must, but having never seen the monks in action there is also a significant lack of certainty in that regard. [Sblock=Effects of Cold Exposure][I]As stated in Chapter 8 of the [B]Dungeon Masters Guide[/B] [COLOR=#ff0000]'Immersion in chilled waters calls for an immediate check to resist the effects of cold exposure and increases the DC of all Fortitude saves to avoid taking damaged from cold or resisting cold-based effects by 10 until the character and his clothes become dry'.[/COLOR] Thus you will have to make a [B]Fortitude Save[/B] of DC 25 to attempt to reach the monastery without first drying your clothes. Failure on that save will result in 1d6 points of non-lethal damage. Your condition will be changed to fatigued and you will succumb to Mild Hypothermia & Frostbite by the time you reach the monastery.[/I] [B]Hypothermia[/B] [I]Once you have mild hypothermia if you suffer any more damage from cold exposure you are susceptible to moderate hypothermia. Moderate hypothermia will change your condition to exhausted. Beyond that, severe hypothermia changes your condition to disabled. A successful DC 15 [B]Heal Check[/B] will normally lower the levels of hypothermia by one level, but if you are still outside wearing wet clothing the difficulty changes to DC 18.[/I] [B]Frostbite[/B] [I]A character who takes any nonlethal damage from cold or exposure is beset by frostbite and suffers a -2 penalty to his [B]Dexterity score[/B]. A successful DC 15 Heal Check can normally cure frostbite, but if you are still outside in the cold the DC changes to DC 18.[/I][/Sblock][I] If you take time to find or make shelter, undress and dry your clothing before you head back to the monastery (or travel elsewhere), I will allow you to lessen the DC of the Fortitude Save for cold exposure to DC 15. You will have to first make a [B]Survival Check[/B] to determine how much time that will take. If Anoria is helping you in this regard, she will provide a healthy bonus to that roll.[/I] [B][Saryf:[/B] What do you do?[B]][/B] [/I] [/QUOTE]
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