

- Every hour you are out and about doing something when it is Very Hot, you make a DC 15 (+1 for each consecutive test) Fort save or take 1d4 points of non-lethal damage. If you wear arm0ur you get a -4 penalty to that roll. During the Severe Heat part of the day, that changes to making checks every 10 minutes and if you fail you also become Fatigued.
- If you fall unconscious from that non-lethal damage, you start taking lethal damage.
- Once per day, whoever is leading the expedition makes a Survival check and if they do well, can impart a +2 bonus to all the Fort saves during that day.
- The nonlethal damage won’t go away until your overheating ends – either by resting in shade (slow) or being doused in cool water (fast), or healed magically or protected somehow from heat.
- Facts and science!




Party Loot
11.5 dys of hard tack (1 person)
12 day of cooked goat meat (1 person)
1 wooden drawer
1 rope bottle
1 empty bottle
1 ship in a bottle model of the Jenivere
1 canvas sheet used as a raingator
4 quarter sized canvas sheets used as packs
1 block and tackle (missing?)
1 crowbar
1 chisel
2 short two handed saws
Jar of nails
1 fishing net
5 belaying pins
2 shovels
1 hatchet
1 boat hook
1 mop
1 bullseye lantern
10 jars of lantern oil
3 driftwood clubs
7 rusted scimitars (broken)
2 chain shirts
2 sets of clothes
1 varisian scarf
My notes state that Uun took the MW studded leather armor and Rolifson took the potion of hide from animals. Correct me if I’m wrong.
Floki Blodvinâs kill sheet
Sea Scorpion â 2
Skeleton â 1
Zombie – 3