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ID: r4lXpBZo/qst/6257527#6258207
6/14/2025, 8:43:23 PM
>>6257925
>>6257949
>>6258029
Foraging and Survival
A. Forage the nearby area - safe enough, might deplete over time. +1 Food, to rolls.
B. Send a large foraging party - might draw unwanted attention. Roll 3d100 DC 10 (-40 due to concealment ritual), +1 food per success. Double food on crit (100). Attacked on failure, easy enemy on 1 failure, hard enemy on 2 or more failures. Crit fail (1), party wiped out.
C. Overfish the nearby rivers and boil lots of saltwater to make salt to preserve them - get a lot of food real quick, but the rivers will be depleted for awhile. Boiling salt water also draws a lot of attention. Same as B, but DC is 30 (+20 drawing attention, -40 concealment ritual) you get +2 food per success roll. Rivers deplete for 3 years +1 per each Food you get.
Exploration and Knowledge Gathering
D. Map the Hidden Ruins. Chart the ruins where the abominations dwell. Roll 3d100 DC 70 (+20 due to Danger), one success you find a Focus, two successes you locate their Hive, three or more you identify their surface Leader. For each failure, there is a combat, one failure an easy enemy, 2 or more a hard encounter.
E. Spirits of the Fallen. Commune with witches of old and question them about the abominations. DC 50, 1 success you get general information, 2 successes you learn some weaknesses, 3 successes you learn a hidden path into the heart of the sewers.
F. Enter the Sewer Maw. Explore a breach in the ancient sewers. The place is choke full of abominations. DC 80 (+30 due to Danger), finds 1d6 Focus per success, two successes or more you identify their deep leadership. Each failure is a hard encounter, 3 or more failures and the party is wiped out.
Anyone who votes can roll, I will choose the most voted options and the best rolls.
>>6257949
>>6258029
Foraging and Survival
A. Forage the nearby area - safe enough, might deplete over time. +1 Food, to rolls.
B. Send a large foraging party - might draw unwanted attention. Roll 3d100 DC 10 (-40 due to concealment ritual), +1 food per success. Double food on crit (100). Attacked on failure, easy enemy on 1 failure, hard enemy on 2 or more failures. Crit fail (1), party wiped out.
C. Overfish the nearby rivers and boil lots of saltwater to make salt to preserve them - get a lot of food real quick, but the rivers will be depleted for awhile. Boiling salt water also draws a lot of attention. Same as B, but DC is 30 (+20 drawing attention, -40 concealment ritual) you get +2 food per success roll. Rivers deplete for 3 years +1 per each Food you get.
Exploration and Knowledge Gathering
D. Map the Hidden Ruins. Chart the ruins where the abominations dwell. Roll 3d100 DC 70 (+20 due to Danger), one success you find a Focus, two successes you locate their Hive, three or more you identify their surface Leader. For each failure, there is a combat, one failure an easy enemy, 2 or more a hard encounter.
E. Spirits of the Fallen. Commune with witches of old and question them about the abominations. DC 50, 1 success you get general information, 2 successes you learn some weaknesses, 3 successes you learn a hidden path into the heart of the sewers.
F. Enter the Sewer Maw. Explore a breach in the ancient sewers. The place is choke full of abominations. DC 80 (+30 due to Danger), finds 1d6 Focus per success, two successes or more you identify their deep leadership. Each failure is a hard encounter, 3 or more failures and the party is wiped out.
Anyone who votes can roll, I will choose the most voted options and the best rolls.
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