Quoted By:
>2 = Solid progress but tiring
>Gain Tired condition [-5DC] Until a full nights rest
>Doubles are negated!
The water was Icy cold though a warmer place than the rock and you were glad for its reprieve even as ice clawed at your skin, the tide was strong and you found yourself tiring faster than expected and it was only the everpresent light of dragonstone and of home that gave you strength to persist in the face of it , it was only when your breathing had grown halted and limbs sore that you saw the telltale signs of silver foam against shoal and crag and the audible crashing of waves that told you, you were almost done.
<span class="mu-s">Pathfinding check 2/2</span>
>Craggy shores/ Night navigation 60DC
>Wounded: -10DC
>Tired: -5DC
>Shore in sight +1 re-roll
>Stranger shaded temp bonus +1 Re-roll
>DC=45
Critfail (95-100) = SMASHED UPON ROCKS! Something is broken, Must pass an AV check
Double Fail =Riptide, You are dragged further from land despite your efforts [+1 pathfinding check]
0 = Dragon's teeth! Must pass an AV check
1 = beaten, bloody and bruised you make it to shore, though not unharmed, Must pass an AV check at +20 [Gain exhausted condition]
2 = long hours of toil but progress, the shore is reached after much effort. [Gain Exhausted condition]
3 = Able swimmer, you are able to reach the first signs of land with ease.
Double Pass = crabs bounty +1 wealth.
Critpass = Gentle landfall
Three rolls of 1d100, you have two re-rolls. ALMOST THERE!
I was sucked out in a rip once, nothing has ever made me feel so powerless before or since, the sea is a monster unto itself.