Season 1, Episode 2A



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Train is in the sand now, is slowly sinking into the sand.
Suddenly swallowed by the sand


Nonlethal = HP = Staggered = 1 std act, or 1 move act not both.
Nonlethal > HP = Unconcious


[Read]
The Sun is just rising over the horizon in front of you. The cold dry air gives way to the slow building heat. [Players are facing east, Darkwood is West]


Behind you the cliffs which you all just miraculously survived the fall from, has got to at least 1000 meters in height which opens up to a landscape devoid of anything...

The sunlight illuminates a featureless desert. Every sand dune as big and as identical as the next. As you take a step you notice the sand is soft, very soft.. hampering your walking.




Wander the desert. Get lost, Desert featureless. 20% chance of trap

Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.


Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.

[Read]
Bird sounds? In the distance crossing your view is a flock of birds, flying then diving into the sand. Repeating.. they seem to be hunting. The ground rumbles beneath your feet, and out of the sands a nose, followed by the body. first two, then three humongous beings appear. These are the Sand Whales of legend! It is said that the Sand Whales only appear to those who will become legends, or to people who are about to die. A whole pod of whales all are breaching.

[Perception 15]
You see that the whales are actually being chased...as several fins are sticking out of the sand. They move quickly, faster than the whales.

[Pause to seee if players react]

The fins all at once start to shift direction. They seem to be coming towards all of you. Closer and closer the brown fins are gaining speed. Just before they reach you..they sink beneath the sands.

Sand Trap

Sand shark surprise round!

5x Sand Shark
1x Boss Shark (Appears when defeat 2/4 sharks depends on how they do)

The boss shark jumps, mouth gaping about to swallow X whole when from nowhere, a harpoon pierces the Boss Sharks throat. A figure riding a giant brown Manta Ray. The Manta Ray stops hovering and lands just infront of your feet.

Encounter with The Watcher

You can call me The Watcher. I am the guardian of the Sand Whales. I was taking care of this ones mate when the rest of the frenzy escaped me. When I caught up, I saw you people.

[Where did you come from]
[What are you doing here]
[Where are you headed]

She offers to bring you all to camp.



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