The adventure starts with the barge in particularly rough waters, on a hot afternoon, after two days of travel.
Make any required die rolls as part of your posts in this thread, which is now open.
Use the following format:
* Endurance Check: Heat Exhaustion *
If you have any relevant modifiers that aren't due to your ability scores or skill training, please note them in parentheses, between the ROLL tags.
Do not re-roll. If there are any problems with your modifiers, they will be adjusted, but the die roll will remain.
Note your position on the barge. The barge is 4 squares wide and 7 squares long with a single deck. I'll dispense with naval terminology: you can specify a general position, such as center, left, right, front, or rear. You can also note if you are near any other player character, with the pilot (who is in the front), or with the crew (which is scattered all over). If it matters, the barge is expecting to dock with its right side towards shore.
I am starting with the assumption that everyone is wearing or carrying what is listed on their character sheet. However, at your option, you may have any of your equipment, including armor and weapons, stowed by the crew, to be released at your destination, free of charge. Note this in your post before you make any rolls related to heat exhaustion (see below).
Everyone makes a Constitution Check at DC 10. If the character fails, they lose a healing surge. A player may choose to inform me that they wish to keep the healing surge, but then they will be effectively seasick:
- The character grants combat advantage.
- The character takes a -1 penalty to attack rolls, ability checks, and skill checks.
- The character takes a -1 penalty to speed (minimum speed of 1). Shifting is still allowed at no penalty.
Seasickness can be dealt with in the following ways:
- Take a Short Rest on solid land. This option is not currently available: the party is not on solid land.
- In combat, use any healing ability or any ability that grants a saving throw. No saving throw needs to be made, and no hit points are gained. Other effects, such as the defensive bonus of the Second Wind action, are as normal. This option is not currently available: the party is not in combat.
- A healing surge that is lost to avoid being seasick can only be regained after an Extended Rest on solid land. This option is not currently available.
Whatever a character is wearing or carrying at the start of the adventure is assumed to have been worn or carried in this manner for most of the waking hours of the journey as there was no particular reason to don armor or equipment recently. The past two days have been quite warm. Therefore, some heavily-encumbered characters may be at risk for minor heat exhaustion.
Anyone who is wearing hide armor, or heavy armor of any sort, or for some reason is carrying a heavy load (10x Strength score in pounds, see Player's Handbook, page 222) must make an Endurance Check at DC 10. Failure means the character has lost one healing surge. This is in addition to any healing surge lost due to seasickness.
These rolls and posts are due as part of the players' first posts: 11 pm, Tuesday, April 7th. You may make these rolls any time between now and then. Making them early may provide for a better understanding of your character's situation.