Quoted By:
>Take the helm [No change to Pathfinding checks]
You banished the thought of taking the skull, it served no purpose and the dead were dead, even in a world of madness & magic they remained lifeles, the helm on the other hand was proof of your deed, the armour was so unique in its design that no one could doubt who had worn it.
You swam upwards leaving the past to it’s watery tomb...
<span class="mu-s">Pathfinding check</span>
>Calm ascent/Ship hull 70DC
>Wounded: -10DC
>Extended period underwater -5DC
>Tracking DC <50: No DC bonus
>Tracking DC 0>: No DC malus
>Departing Boneyards: Critfail will result in an encounter that can be either fought or fled from Combat/pathfinding].
>Stranger shades [Temp bonus] +1 re-roll
>STRESS: +1 re-roll [refreshes each round] [each use will incur -5dc to a future check if Alyn survives]
DC=55
Critfail (95-100) = Hunted by Carrion, combat/pathfinder check initiated.
Double Fail = Slow Ascent, check must be repeated -5DC to next check
0 = leaden limbs, no progress, check must be repeated, -10DC to next check.
1 = Slow ascent, aching muscles, but eventually sweet air, Gain [Exhausted condition]
2 = You reach the surface with no issues but fatigued from the trip [Gain Tired condition]
3 = Able swimmer, coming up is easier than going down it seems, this time anyway, no effect.
Double Pass = Unexpected farwell, gain a boon.
Critpass = Maids gift, mermaids blessing Amplified.
Three rolls of 1d100 please! You have 2 re-rolls.