CHAPTER 3b: Out of the Gam'A Zone
- Grognardsw
- Rider of Rohan
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Re: CHAPTER 3b: Out of the Gam'A Zone
Luke, mutant
"That's a mite strange," mutters Luke.
He moves along with the others.
"That's a mite strange," mutters Luke.
He moves along with the others.
Re: CHAPTER 3b: Out of the Gam'A Zone
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Alright, what is your movement plan?
Direction, distance, etc.?
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Alright, what is your movement plan?
Direction, distance, etc.?
...
Re: CHAPTER 3b: Out of the Gam'A Zone
"Skree!"
Bruze the bat creature flaps up into the night sky to provide aerial recon for their nocturnal migration. High in the moonlit realm of the lord god Bhatt Mhann, he'll use his echolocation to see a way out of this.
Bruze the bat creature flaps up into the night sky to provide aerial recon for their nocturnal migration. High in the moonlit realm of the lord god Bhatt Mhann, he'll use his echolocation to see a way out of this.
Re: CHAPTER 3b: Out of the Gam'A Zone
This is really pretty awesome, dudes. Belial will go with the group- having no opinion about the matter- but will spend most of his time walking backward, watching the fog.
FA FO
- GreyWolfVT
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Re: CHAPTER 3b: Out of the Gam'A Zone
Jack follows the others "Whats our destination fellas?"
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: CHAPTER 3b: Out of the Gam'A Zone
Blixx
"The Lights are so beautiful" Blixx Coughs "Not feeling too well" Blixx shivers
Blixx will follow along with the group as best he can
"The Lights are so beautiful" Blixx Coughs "Not feeling too well" Blixx shivers
Blixx will follow along with the group as best he can
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
"Little surprises around every corner, but nothing dangerous!" WW
Namárië
"Little surprises around every corner, but nothing dangerous!" WW
Namárië
Re: CHAPTER 3b: Out of the Gam'A Zone
From his vantage in the midnight sky, Bruze sees the lay of the land.
He descends, spiraling down to earth, and humbly asks his friends, "Perhaps we should move northeast, avoiding the canyon haze? Then north through the emerald energy wall of Hell Jhor D’Ann, then northwest to the Long Route?"
He descends, spiraling down to earth, and humbly asks his friends, "Perhaps we should move northeast, avoiding the canyon haze? Then north through the emerald energy wall of Hell Jhor D’Ann, then northwest to the Long Route?"
- GreyWolfVT
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Re: CHAPTER 3b: Out of the Gam'A Zone
Jack "I uh vote for the short path not the long path but yes lets get out of here while the going is good."
Last edited by GreyWolfVT on Mon Dec 05, 2016 6:27 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- Grognardsw
- Rider of Rohan
- Posts: 12296
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: CHAPTER 3b: Out of the Gam'A Zone
"North to the road and back to civilization," agrees Luke the mutant.
Re: CHAPTER 3b: Out of the Gam'A Zone
Bart, MH
"Aye-Sai, lets go!"
"Aye-Sai, lets go!"
Re: CHAPTER 3b: Out of the Gam'A Zone
Yes, if we are headed east on the Long Route.Norjax wrote:...
Is the green path the proposed route?
...
If we are headed west on the Long Route, we might start cutting northwest once we clear the zone barrier.
Either way, Bruze will provide aerial recon, on the lookout for trouble in our path.
Re: CHAPTER 3b: Out of the Gam'A Zone
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The Gam'A Zone, Day 34, 35
You round the large hill east of the canyon and move away to avoid the glowing mist. After making camp for the night, your journey continues north and reaches the sterile, orange sands of the lightfall barrier in the afternoon of day 34. You pause until night, and make the crossing when you are able to see the falling light/particle curtains. The crossing occurs without incident, save Belial being harmlessly shocked after a wing touches one of the curtains (akin to a static electricity discharge).
You camp for the night under the illumination of the barrier and then continue on north to the Long Route, reaching it at the end of day 35. Camp is stuck a few hundred feet off the route and the night passes without any disturbances.
Day 33 healing
[2d3+4] = 3+4 = 7, [2d3+2] = 3+2 = 5, [1d3+3] = 1+3 = 4
Belial 47/57
Bart 40/60
Bruze 29/53
[2d3] = 4, [2d3+3] = 4+3 = 7, [2d3+4] = 6+4 = 10
Blixx 38/38
Oor-zak 60/60
Jack 74/79
Blixx & Belial are afflicted with tetanus from the puncture wounds of the Thorax Scavengers. In game terms, they suffer -2 to Strength and 1- to Dexterity. In addition, they will lose 1d4 hit points/day and suffer from muscle aches and spasms. This is not permanent, but will last for a while.
Day 33 disease damage
[1d4] = 1, [1d4] = 3
Belial 46/57
Blixx 35/38
Frank & Luke are at maximum hit points
Day 34 healing
[2d3+4] = 2+4 = 6, [2d3+2] = 5+2 = 7, [1d3+3] = 2+3 = 5
Belial 53/57
Bart 47/60
Bruze 34/53
[2d3] = 6, [2d3+4] = 6+4 = 10
Blixx 38/38
Jack 79/79
Day 34 disease damage
[1d4] = 2, [1d4] = 3
Belial 51/57
Blixx 35/38
Frank, Luke & Oor-zak are at maximum hit points
Day 35 healing
[2d3+4] = 5+4 = 9, [2d3+2] = 4+2 = 6, [1d3+3] = 2+3 = 5, [2d3] = 2
Belial 57/57
Bart 53/60
Bruze 39/53
Blixx 37/38
Day 35 disease damage
[1d4] = 3, [1d4] = 4
Belial 54/57
Blixx 33/38
Frank, Luke, Oor-zak & Jack are at maximum hit points
To the next chapter …
...
The Gam'A Zone, Day 34, 35
You round the large hill east of the canyon and move away to avoid the glowing mist. After making camp for the night, your journey continues north and reaches the sterile, orange sands of the lightfall barrier in the afternoon of day 34. You pause until night, and make the crossing when you are able to see the falling light/particle curtains. The crossing occurs without incident, save Belial being harmlessly shocked after a wing touches one of the curtains (akin to a static electricity discharge).
You camp for the night under the illumination of the barrier and then continue on north to the Long Route, reaching it at the end of day 35. Camp is stuck a few hundred feet off the route and the night passes without any disturbances.
Day 33 healing
[2d3+4] = 3+4 = 7, [2d3+2] = 3+2 = 5, [1d3+3] = 1+3 = 4
Belial 47/57
Bart 40/60
Bruze 29/53
[2d3] = 4, [2d3+3] = 4+3 = 7, [2d3+4] = 6+4 = 10
Blixx 38/38
Oor-zak 60/60
Jack 74/79
Blixx & Belial are afflicted with tetanus from the puncture wounds of the Thorax Scavengers. In game terms, they suffer -2 to Strength and 1- to Dexterity. In addition, they will lose 1d4 hit points/day and suffer from muscle aches and spasms. This is not permanent, but will last for a while.
Day 33 disease damage
[1d4] = 1, [1d4] = 3
Belial 46/57
Blixx 35/38
Frank & Luke are at maximum hit points
Day 34 healing
[2d3+4] = 2+4 = 6, [2d3+2] = 5+2 = 7, [1d3+3] = 2+3 = 5
Belial 53/57
Bart 47/60
Bruze 34/53
[2d3] = 6, [2d3+4] = 6+4 = 10
Blixx 38/38
Jack 79/79
Day 34 disease damage
[1d4] = 2, [1d4] = 3
Belial 51/57
Blixx 35/38
Frank, Luke & Oor-zak are at maximum hit points
Day 35 healing
[2d3+4] = 5+4 = 9, [2d3+2] = 4+2 = 6, [1d3+3] = 2+3 = 5, [2d3] = 2
Belial 57/57
Bart 53/60
Bruze 39/53
Blixx 37/38
Day 35 disease damage
[1d4] = 3, [1d4] = 4
Belial 54/57
Blixx 33/38
Frank, Luke, Oor-zak & Jack are at maximum hit points
To the next chapter …
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