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Reading Room - Archived Games (data may be deleted) => Chronicles of the North [LotR CODA] => Chapter 8: Home Fires Burning => Topic started by: tomcat on Oct 12, 2006, 06:27 AM

Title: To heal the sick
Post by: tomcat on Oct 12, 2006, 06:27 AM
OOC: Hey Nikitas, just wanted to answer your question from the prior thread... I always want you to roll because I am using a house rule that states if you roll a natural 1, then you must roll a 1d3 (d6 divided by two) and subtract that from your roll. For each, 3 rolled (natural 6), you'd rol another d3 and reduce it... etc. This could potentially turn a guaranteed success into a failure. Read the House Rules under the Rolling a natural 1on Die Roll.

Stefan, to build the fire wil only require a TN 5 so you made it no problem.



The Company began to tend to the Dunlendings, both dead and alive.

Edrahil and Dirnhael went about collecting the Ephanial blooms while Nain and Galudir built a fire, and Durgil, Seriand and Fengel saw to carrying the bodies out of the Elven home and up the stairs. The task proved the most harrowing.

A pot of the fresh pool water was set over the fire and Edrahil slowly separated the blossoms, taking care not to bruise the petals. When steam rose from the boil, the mage dropped the Ephanial in and let them brew. A rich, pleasant, and re-vitalizing smell began to permeate the small grotto-like area and the Company saw the sick folk respond immediately. They all seemed to relax, and their shaking tremors subsided.

After a good hour of boiling, Edrahil strained out what remained of the flower petals and took the brew to each of the three survivors. The sun rose over the small valley and began to set on its western side as the Elf worked diligently in trying to save his charges.



OOC: Healing tests needed --

There are three sick Dunlendings:
a youg girl with Vitality 4 (7) and Stamina +1 - considered Wounded
a teen boy Vitality 3 (9) and Stamina +2 - considered Incapacitated
and a mid-aged woman Vitality 1 (8 ) and Stamina +1 - considered Near Death

The second number in parenthesis are the original attribute scores The Vitality levels are before the day's 1d3 loss. Your healing tests may negate the following losses and give them an additional stamina check.

Young Girl: Roll(1d3)+0: 2,+0 Total:2
Teen Boy: Roll(1d3)+0: 3,+0 Total:3
Mid-aged Woman: Roll(1d3)+0: 2,+0 Total:2


I need Edrahil to make 3 Healing (Treat Sickness) tests TN 15; he gets a +5 to his roll to account for the use of Ephanial. If successful, the Dunlendings will then make Stamina tests to avert the day's 1d3 lost Vitality, and to potentially gain back 1 Vitality to beat the plague.

If Edrahil's Healing test is a Superior Success or Extraordinary, the Dunlendings will garner a +1 or +3 bonus to their Stamina tests respectively. They also benefit from the +5 Ephanial bonus.

All other characters may give me Actions - and/or - Dialogue as you please.
Title: Re: To heal the sick
Post by: BrianM on Oct 12, 2006, 08:42 AM
Once the Ephanial is prepared, Edrahil sits quietly for a few minutes, appearing to gather his thoughts before attempting the task ahead. The elf then closes his eyes, and mumbles words under his breath while making gentle gestures with his hands.

[ooc]
Cast Healing spell ...
Stamina Test TN 10
Bonus +1, Resolute +1, Tireless +4
Roll(1d12)+6: 10,+6 Total:16
[/ooc]

Following his incantation, Edrahil's companions sense a calm and purpose about him that goes beyond the norm. He begins his work with the young girl, administering the Ephanial to treat her sickness. He then proceeds to the boy and finally the woman.

[ooc]
Healing (Treat Sickness) TN 15 (young girl)
Bonus +8, Healing Hands +5, Spell +8*, Ephanial +5
Roll(1d12)+26: 3,+26 Total:29

Healing (Treat Sickness) TN 15 (boy)
Bonus +8, Healing Hands +5, Spell +8*, Ephanial +5
Roll(1d12)+26: 5,+26 Total:31

Healing (Treat Sickness) TN 15 (woman)
Bonus +8, Healing Hands +5, Spell +8*, Ephanial +5
Roll(1d12)+26: 12,+26 Total:38

* not sure how many patients this will apply to ... please adjust results if required
[/ooc]
Title: Re: To heal the sick
Post by: tomcat on Oct 12, 2006, 09:28 AM
 OOC: Hey Brian, great rolls!  ;D

But I want to make a couple corrections:


Any questions, give me a shout.

Doug
Title: Re: To heal the sick
Post by: BrianM on Oct 12, 2006, 10:16 AM
OOC

ok just so I understand, here are the Stamina rolls I must make (and the Weariness I suffer if I fail):
woman TN 18, 3W
boy TN 16, 2W
girl TN 14, 2W

Sooo ... Edrahil will heal the patients in the same order ... he uses Healing Hands on the little girl, so the result remains the same.

Stamina Test TN 14
Bonus +1, Resolute +1, Tireless +4
Roll(1d12)+6: 4,+6 Total:10

Edrahil is now Tired (-2), and is worried about the prospects for his other patients, so he does not use the Healing Hands trait again.

Therefore the result for the boy becomes 31 -5 (no HH) -2 (Tired) = 24
and the result for the woman becomes 38 -5 (no HH) -2 (Tired) = 30

make sense?

BTW do I get to add another roll to the result for the woman because I rolled a 12 the first time?

Cheers,
Brian
Title: Re: To heal the sick
Post by: GandalfOfBorg on Oct 12, 2006, 11:24 AM
"Let's make some litters so that we may transport the bodies back to the Dunlending village.  (OOC: I assume there must be some conifer trees about)  Lacking anything to cover the bodies with, I suppose we could use some tree boughs instead," suggests Durgil to Fengel and Seriand.

OOC: How long would it take to take the remains of the deceased back to the village?
Title: Re: To heal the sick
Post by: BrianM on Oct 12, 2006, 11:33 AM
Quote from: tomcat on Oct 12, 2006, 10:37 AM
OOC: Yes... like the cascading d6 on a resut of 12 in the original rules, we will cascasde the additional d6's on a natural 12.

Adjust your roll as you want, but as you can see... your rolls were very well done to exceed the TN.

OOC

ok, so just for completeness, I can add an additional d6 to the test result for the woman:
Roll(1d6)+0: 1,+0 Total:1

Woo hoo! ;)

Therefore, the end result of the test for healing the woman is 31, rather than 30.

Cheers,
Brian
Title: Re: To heal the sick
Post by: tomcat on Oct 12, 2006, 11:47 AM
OOC: Yes... like the cascading d6 on a resut of 12 in the original rules, we will cascasde the additional d6's on a natural 12.

Adjust your roll as you want, but as you can see... your rolls were very well done to exceed the TN.

That being said, I am going to roll the sick folk's Stamina tests to see if they avoid their Vitality loss for this day and also to see if they garner 1 Vitality point back. Each patient recieves a +3 for Edrahil's rolls (boy gets a +1), plus a +5 due to Ephainal brew. Tn's are as follows, but will be determined by the same dice roll - a TN 15 success will avert any lost Vitality for this day, a TN 20 success will restore 1 Vitality point. They all have 4 Courage to spend, but may only spend a max of 2 on any one test.

Little Girl (Stamina +1, Wounded -5, Edrahil +3, Ephanial +5) -  Roll(1d12)+4: 7,+4 Total:11 +6 (2 Courage) = 17 SUCCESS
Teen Boy (Stamina +2, Incapacitated -7, Edrahil +1, Ephanial +5) - Roll(1d12)+1: 8,+1 Total:9 +6 (2 Courage) = 15 SUCCESS
Mid-age Woman (Stamina +1, Near Death -9, Edrahil +3, Ephanial +5) - Roll(1d12)+0: 5,+0 Total:5 FAILED

Little Girl and Teen Boy evade Vitality loss; the Mid-age woman dies.
Title: Re: To heal the sick
Post by: sdrotar on Oct 12, 2006, 12:53 PM
Dirnhael gently closed the eyes of the woman, and looked to Edrahil with a nod. The Elf had done his best, but some things in this world were simply beyond repair. He lifted the woman's body and stepped outside to take it to Durgil, planning to help with whatever the young noble needed.

They had come full circle, he mused.

Glancing at the field of flowers in bloom as he walked, memories flooded his mind. The village at Tharbad. Celephain. Their Elven guide, Mirimon, who perished amidst the healing flora. Angbor, lost in his greatest failure, though Dirnhael realized that Angbor's life and fractured psyche resembled what he had thought about the woman he held in his arms.

"Some things in this world are simply beyond repair," he whispered.

He hoped that this land was not among them.
Title: Re: To heal the sick
Post by: BrianM on Oct 12, 2006, 01:41 PM
Edrahil watched his friend carry away the deceased woman, a look of despair on his face. "If only I could have done more ...". The elf then turned to his remaining two charges. Despite how tired he was feeling, Edrahil was determined that they would not join the others. He set about making them more comfortable, hoping that the Ephanial would continue to do it's work.
Title: Re: To heal the sick
Post by: tomcat on Oct 12, 2006, 07:46 PM
OOC: Awesome posts guys... really great to read this stuff daily !  :D

Those healing tests took the rest of that day. You guys would have been able to build your litters and cover the bodies with fir branches.

The sick people are not really stabilized, but they survived the day fortunately. I need to know how many days you guys want to stay to work on the sick, or if you want to transport them now.

Let me know the plan...

Doug
Title: Re: To heal the sick
Post by: BrianM on Oct 13, 2006, 07:35 AM
OOC
In Edrahil's opinion, is it safe to transport the two that are still alive? He will weigh this against the fact that they stand a better chance of getting better if they could be treated indoors in the village. Edrahil also is aware that there may be others who are ill in the village who may need assistance.
Title: Re: To heal the sick
Post by: Palandil on Oct 13, 2006, 09:23 AM
Seeing these Dunlendings that perished by the same sickness that ravaged his own people, Fengel began to see them through different eyes.  He began to feel sorrow for their loss, and hoped that this gesture of Durgil's would mend their differences.  He thought of the huge warrior that had such anger for he and his companions.  "He was just frustrated that he could not help his people and needed someone to blame." he thought to himself.
Title: Re: To heal the sick
Post by: tomcat on Oct 13, 2006, 11:06 AM
Quote from: EdrahilOOC: In Edrahil's opinion, is it safe to transport the two that are still alive? He will weigh this against the fact that they stand a better chance of getting better if they could be treated indoors in the village. Edrahil also is aware that there may be others who are ill in the village who may need assistance.

OOC: Hey Brian, the two survivors have been stabilized for this day. Obviously, they will have to make a Vitality roll tomorrow as well (each day until they recover or perish), but yes, they could be moved. I will not extend anymore penalties to them due to the movement. And the Elf is right, there are a lot more sick in the settlement - 9 more to be exact. Enough litters have been prepared to carry the dead on three, and the two sick on one. One good thing for the Company, and the sick people, is that you all will get a Courage back for another day's passing.

Finally, I will need all the non-Elf characters to make me a TN 10 Stamina test to resist the infection of the disease themselves. Fengel and Seriand also need to make a Willpower test TN 10 to resist Corruption; Galudir and Dirnhael need to make a Willpower test TN 8 to resist Corruption. The Corruption tests are for taking a hostage when escaping the Dunlending settlement. I have no prolem if you wait until the 'morning' so that your characters have an additional Courage available.

[EDIT] I was going to wait until the end of the Chapter for the Corruption test, but I do not wat to forget so I am doing it now. Also, I updated your character sheets for health point recovery and Courage.
Title: Re: To heal the sick
Post by: GandalfOfBorg on Oct 13, 2006, 12:38 PM
TN 10 Stamina - 1*+3=4  -1 = 3 COMPLETE FAILURE [Edit] Remember to roll the cascading d3 (d6/2) when you roll a natural 1, and reduce your test results
Loss of 1d3 Vitality = 2 (1d6/2) [Edit] this roll is not necessary until your Vitality modifier in days pass... during this time you will be getting feverish and nauseous

Durgil doesn't feel so well.
Title: Re: To heal the sick
Post by: BrianM on Oct 13, 2006, 01:54 PM
Edrahil carefully picked up the young girl in his arms. "These two are still in serious condition, but they will not worsen if we move them. There are likely others in the village that have succumbed to the plague as well. I suggest we get these two there as soon as we can, with enough Ephanial to treat them and anyone else who may be afflicted." The elf added as he walked towards the stairs leading to the horses, "We must be careful to leave enough plants so that they will replenish themselves. In these times this small grove is very precious."

OOC How long will it be before symptoms are noticed if any of the party catch the disease?
Title: Re: To heal the sick
Post by: Nikitas on Oct 14, 2006, 11:49 AM
Climb roll from earlier= 5

Stamina (TN 10):
1d12= 10
Stamina (+2)
10+2= 12

Corruption TN 8:
1d12= 2
Willpower (+1)
2+1= 3

Survival(Forest):
1d12= 11
Perception (+1), Skill Rank (+2), Speciality (+2)
11+1+2+2= 16

------------------------------------------------------------------------------------------------

Galudir was not happy trucking the dead up from the elven ruin to the company's makeshift camp. But the others were determined to help, so the rogue did not object. Once litters were constructed, Galudir left to scout the forest again to bring food for the night.
Title: Re: To heal the sick
Post by: Palandil on Oct 15, 2006, 08:43 AM
Stamina TN 10
Sta+3
Roll(1d12)+3: 7,+3 Total:10 Success

Willpower TN 10
will+2
Roll(1d12)+2: 8,+2 Total:10 Success
Title: Re: To heal the sick
Post by: sdrotar on Oct 16, 2006, 07:36 AM
Quote from: tomcat on Oct 13, 2006, 11:06 AM
OOC:

Finally, I will need all the non-Elf characters to make me a TN 10 Stamina test to resist the infection of the disease themselves. Fengel and Seriand also need to make a Willpower test TN 10 to resist Corruption; Galudir and Dirnhael need to make a Willpower test TN 8 to resist Corruption. The Corruption tests are for taking a hostage when escaping the Dunlending settlement. I have no prolem if you wait until the 'morning' so that your characters have an additional Courage available.

[EDIT] I was going to wait until the end of the Chapter for the Corruption test, but I do not wat to forget so I am doing it now. Also, I updated your character sheets for health point recovery and Courage.[/color]

Stamina Tests (TN 10)
Roll(1d12)+3:8,+3 Total:11 - SUCCESS

Corruption Test (TN 8)
Roll(1d12)+2:5,+2 Total:7 - FAIL (use one Courage Point to pass, please)



Title: Re: Morning discoveries
Post by: Stefan on Oct 16, 2006, 08:41 AM
The day had seemed to fly by.  Since he had made the fire and kept the fuel fresh on top of helping build the litters, the sun was low in the sky before he thought to notice it.  He shoveled dirt onto the fire to kill the embers then quickly climbed back to the top of the hill.  It occured to him that climbing the hill with the litters would be next to impossible but Jethro could pull them up without a thought.

Stamina test TN 10
Sta +4, Hardiness ot Body +6
Roll (1d12) +10; 2+10=12 (It's good to be the Dwarf)

Climb TN 10 (I assume that the tests are the same up as down)
Str (+4), Rope (+5)
1d12 rolls 8,5,9

Tie the rope to Jethro's saddle and wrap it around the tree at the top so that I can walk him along the cliff and see the progress as we pull the litters and people up the hill.
Title: Re: To heal the sick
Post by: tomcat on Oct 16, 2006, 10:24 AM
OOC: Hey Stefan, you don't have to change anything major with your post, but I thought that the litters were being prepared at the top of the stairs already, and the sick and dead had been carried up by Durgil, Fengel and Seriand. Let me know if I have been reading this wrong...

Brian, to answer your question: the signs of the disease will begin in the number of days equal to a characters Vitality modifier. After that # of days have passed, a sick character will need to start making Stamina tests TN 20 to avoid Vitality loss (per the sickness mechanic I gave you earlier).

Doug

PS... Sorry Matt, we are going to have to make sure that Durgil pulls out of this.  :o TN 10 I thought would be a little challenge, but I never thought your die roll would hit bottom.  :-\

Seriand's WIllpower roll to resist Corruption TN 10:
Willpower +3
Roll(1d12)+3: 7,+3 Total:10 SUCCESS

I have adjusted all character sheets for Corruption and Courage use (let me know if you had already done the courage)
Title: Re: To heal the sick
Post by: tomcat on Oct 16, 2006, 05:02 PM
OOC: Hey guys, give me a heads up so I can start another post... the company spent the rest of the day while Edrahil attempted to help the survivors. A new day is coming and the litters are being loaded. Are you guys heading back to the Dunlending settlement then?

I am assuming this, but I'd like confirmation so I know where to take the story.

Thanks
Title: Re: To heal the sick
Post by: GandalfOfBorg on Oct 17, 2006, 05:06 AM
OOC: LOL well I had a 50% chance when rolling d12 and about the same if I had rolled 2d6.  I certainly hope he will survive  :D

It is Durgil's intent, Dirnhael consenting, that they return the Dunlendings to their village.
Title: Re: To heal the sick
Post by: Stefan on Oct 17, 2006, 05:20 AM
OOC: well, if the litters were built at the top then someone would have to carry the bodies up.  having the horse pulling the rope would help with that too so it works either way.  I'm just imagining how much I'd like to pick up a body that had been dead and lying out in the elements and slog up a hill with it...Eeeww.
Title: Re: To heal the sick
Post by: tomcat on Oct 17, 2006, 05:27 AM
Quote from: StefanI'm just imagining how much I'd like to pick up a body that had been dead and lying out in the elements and slog up a hill with it...Eeeww.

OOC: Yea, I can imagine this task being the most distasteful of all that the Company has ever had to do. The putridness of a body that died from sickness must be quite awful.

Anyway, maybe the new guy Galudir volunteered up his sleeping blanket to wrap the dead in while they were carried up the stairs... being low man on the totem pole and all.  ;D

Just kiddin' Nikitas!
Title: Re: To heal the sick
Post by: sdrotar on Oct 17, 2006, 12:22 PM
Quote from: GandalfOfBorg on Oct 17, 2006, 05:06 AM
OOC: It is Durgil's intent, Dirnhael consenting, that they return the Dunlendings to their village.

OOC: Definitely.
Title: Re: To heal the sick
Post by: Nikitas on Oct 17, 2006, 04:00 PM
OCC: Is he even on the totem pole? But I figure he would be willing to sell them the blanket. 100 gold, any takers?