[!] the following letter is delivered to all who signed up:
The trial is known as the Winter's Vigil. We follow the river Stjarbrunnr upstream to the site of the Vigil. The purpose of the vigil is to defend the wellspring - a site where it is told a star once fell - from occupation of necrophages and night creatures it seems to draw every winter.
Majority of the basic supplies I believe we will need to last the Vigil, I will procure for us. What you bring beyond that is for yourself to carry and for your own use.
Provided Supplies:FoodWaterShelter (Tents)Light (Campfire, Torches, Sparklers)Climbing KitsA limited number of Coats.
- Sun
[OOC]
Event will occur in 3 stages, 3 different Event Days.
Day 1: The approach and Arrival (Wed Jan 7, 2026 4pm EST)
Day 2: Midway Night (Friday Jan 9, 2026 4pm EST)
Day 3: Final Nights (Sunday Jan 11, 2026 1pm EST)
Players who signed up and are available are welcome to come to any or all of the days.
Event Mechanics:Please note this need not be memorized nor tracked by the involved players. It will be tracked by the DM as well as one or two volunteer players from the expeditionary party and announced when relevant. Any questions or concerned can be addressed to the DM (MsTorii) or myself(BmZuzu) to pass on.
Spoiler
[1] Death may be not the end. Characters that die may elect to fall unconscious with critical injury.
[2] Satiation
Satiation applies to the entire expeditionary party.
Satiation goes down by 1 ever so often (at DM Discretion based on actions taken) and goes down by 3 between Days (ie from day 1 to day 2 etc).
Scale: -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
Food Units can be expended in order to change satiation level with one(1) unit of food equivalent to raising the level by one(1):
1. Strengthened (Level 9-10) While strengthened, you gain +3 temp hp, +4 blocks(2m) of mobility, and +2 final damage. (final damage is added to the total dealt at the end) 2. Sated (level 5-8) While sated, you have full benefits of your build, +2 blocks(2m) of mobility. 3. Fall Weak (Level 3-4) When weakened, evades/blocks/death saves are done with a -1 modifier and enemies gain 2 final damage. 4. Starve (Level 0-2) When starving, evades/blocks/death saves have -2 modifier, you have -1 block of mobility, and enemies gain 2 final damage. 5. Death(-1) If satiation level falls to -1, everyone enters critical.
Expenditure: food may be expended in the Preparatory phase, or Intermission phase (if applicable)
Stores: Food may be collected and stored between scenes. Starting Storage: (6 Units)
Collecting FoodFood may be collected between days by denoted a number of characters to the task. The amount of food procured will be determined based on their Har:Nature and the presence of any gathering kits.
[3] Warmth and Frost
Applies on an individual level.Scale: Toasty | Warm | Neutral | Cold | Frosty
down shifts --> once every two(2) rounds.
1. Warm/Toasty evades/blocks gain a +2 modifier. Medium or Heavy Armor award +1 damage mitigation 2. Neutral No Effects 3. Cold/Frosty evades/blocks suffer a -2 modifier. Enemies gain 2 final damage. Staying within skirmishing (8 blocks) range of an active campfire prevents down --> shift. and upshifts <-- you once every round. LW:Elemental (Fire) may be counted as an active fire.
Wearing a Coat slows down shift --> by an additional (2) rounds.
In a Blizzard weather effect, down shift --> occurs every round.
[4] Healing Between Days
Natural 4 HP Healing between Days. (Maximum of 12)
Aloe or similar Alchemical potion: +2 Hp(2 uses per kit) med kit: Roll healing at advantage per target, on success - target gets +4 Hp over the time.(1 player) per Rest Tent: User gets +4 Hp over the time.
Anyone sent to do collect food between days - healing is halved and cannot use Rest Tent
Vampires do not benefit from the above mechanics and must heal through their own means.