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Black Tom's Serpent Skull

Game Master Black Tom


3,251 to 3,264 of 3,264 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

Male Human (mostly) Mystic Theurge

You heed Ralf's advice and leave the wreck where it lies, following the river north. The next day is uneventful, but as you bed down to sleep, I need Perception checks and some sleeping arrangements.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Ralf will go to bed early because he likes looking at the stars.

Perception: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11, +7 if it doesn't involve hearing


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys will take whatever watch she is given, though she cannot see in the dark, she will keep a camp fire going during her watch to see into the night.

Perception 1d20 - 1 ⇒ (16) - 1 = 15

Aerys, Torch, Ralf and Gelik ... does anyone have the alarm spell? Otherwise if we have some string and bells we can set a trip wire around our camp. Just a thought..


male half-elf ranger (guide) 2 / rogue 3

Neither Ralf nor Aerys have any special night vision, so how about having them double-up on their watch? And if possible, Gelik and Ralf should get an uninterrupted 8 hours, so how about this: Gelik first, Torch in the middle and Aerys and Ralf the last one?

Perception 1d20 + 11 ⇒ (15) + 11 = 26


male human oracle 5 (lore mystery, stargazer archetype, words of power)

For what it's worth, divine casters don't need 8 hours of rest in order to recover their spells; they just recover them once a day at a particular time.


Male Human (mostly) Mystic Theurge

As you are preparing to bed down for the night, Torch spots a Mwangi man sneaking around in the foliage.

Roll for initiative.


male half-elf ranger (guide) 2 / rogue 3

Init 1d20 + 6 ⇒ (14) + 6 = 20


Male gnome Sorcerer 5 (maestro bloodline) HP: 29/38 AC: 13/13/11 F+3 R+3 W+4

Gelik is happy to generally take first watch. He has trouble winding down at getting to sleep anyway.

perception 1d20 + 2 ⇒ (16) + 2 = 18
init 1d20 + 2 ⇒ (9) + 2 = 11


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Initiative 1d20 + 2 ⇒ (6) + 2 = 8


Male Human (mostly) Mystic Theurge

Knowledge (local) 12:
These are Mwali warriors, of a xenophobic tribe that hates foreigners.

The men are about 20 feet from you when Torch spots them, spread out in the vegetation (so about 10 feet apart), and they have concealment. It's difficult terrain but you should reach any one of them with a 30 feet move. I'll get a map up if I must, but Torch is the only one that gets an action in the surprise round.

Their initiative is 13, so Torch goes first.


male half-elf ranger (guide) 2 / rogue 3

Armed? Armored?


Male Human (mostly) Mystic Theurge

Leather armor, shortbows.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

1d20 - 4 ⇒ (13) - 4 = 9


male half-elf ranger (guide) 2 / rogue 3

Torch calls out a warning to the others as he assumes a defensive posture. "Who are you?" he shouts into the forest. "What do you want here?"

Going full defense until I can confirm hostility.

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