Destiny of the Sands (Tier 3-4) (Inactive)

Game Master Amsheagar

Init:

[dice=Sidney]1d20+3[/dice]
[dice=Auriea]1d20+6[/dice]
[dice=Aikio]1d20+10[/dice]
[dice=Belvic]1d20+2[/dice]
[dice=Oloch]1d20+6[/dice]
[dice=GM]1d20+300[/dice]

>>MAP<<


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Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

She has moved 60 feet in total. Give me another acrobatics check to get to the building that she is at.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon follows the merchant jumping from roof to roof.
Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Am i to assume everyone else is following on the ground?

The woman

Silver Crusade

Male Elf Sorcerer Crossblooded 3, HP: 14 | AC 14(18 with mage armor) (t:14 FF: 11) |+5 initiative| Saves: F+2/R+5/W+3| +8 Perception| Party gains +1 moral on atk/dmg rolls while holding group flag

<---Is following casually

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

I'll follow the woman at a casual pace as well. We don't want to draw too much attention to ourselves, do we?

-Posted with Wayfinder

Sovereign Court

Male Human Magus 4

So will I, though I'll keep my bow drawn.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eo! Who's turn is?

Eldon swings menacingly his scimitar in response to any opening in the merchant's defences.
AoO +1 arcane scimitar-PA: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Cold iron/Magical/Slashing damage+PA: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

I got confused on who's turn it was. I'll go ahead and end it.
As the woman goes to flee further, She is ruthlessly cut down by Eldon.

Combat over.

4 potion of cure light wounds
3 tanglefoot bag
3 leather armor,
3 sap,
2 dagger,
3 thieves’ tools,
1 thunderstone
1 short sword,
mwk hand crossbow with 8 bolts,
1 alchemy kit,
1 disguise kit,

Next Encounter
A dark pool fills the center of this vast chamber spilling out of its cracked basin. The trickle of water flows west through a short tunnel of rough-hewn stone and pools at the bottom of a collapsed well. Alcoves set in the walls give the illusion of staring at the flared hood of a cobra. Two altars face each other across the pool in the chamber’s northwest and southeast corners. A statue of a robed human male stands in the northeast corner, and what must have been its twin lies toppled in the southwest corner.

Silver Crusade

Male Elf Sorcerer Crossblooded 3, HP: 14 | AC 14(18 with mage armor) (t:14 FF: 11) |+5 initiative| Saves: F+2/R+5/W+3| +8 Perception| Party gains +1 moral on atk/dmg rolls while holding group flag

"Stay alert... This place...makes me anxious."

Tyriel holds his banner tightly, peering around.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Sovereign Court

Male Human Magus 4

I'm calling shotty on two of the potions to heal up from that fight. I'll snag a tanglefoot bag too, if no one objects.
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Tarquin downs two of the recovered potions to heal his wounds, taking a tanglefoot bag as well. He follows Tyriel into the well, peering around for enemies or hazards.

Perception: 1d20 + 0 ⇒ (2) + 0 = 2

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

You can take shotty on that one Tarquin!

"I am in full agreement there. Let us all be careful about this place. As for myself, lets see if there's anything that may pose any extra hassle."

Detect magic, in the general area that isn't me or the party. Also, pulling out the kukris, just to be safe.

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney cast enlarge. If Tarquin wants it, he grows big.

Then Sidney turns into a reptileman.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon picks as well a tanglefoot bag and a thunderstone. He then enagages with the others the exploration of the well.
Perception (+1 vs traps): 1d20 + 7 ⇒ (12) + 7 = 19

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Eldon didn't find any traps. At the North East and South West, there are statues in darkness. The one on the southwest has been destroyed. How do you approach them?

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

After casting, Sidney creates a celestial eagle, who swoops into the room, moving around the statues as he quickly follows it in with his glaive.

Monster Summoning I = celestial eagle, then move into the room looking for action after the eagle--which wings throughout the entire room.

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

As your eagle sweeps in, nothing happens to it. Who is going in next. Marching order please.

Silver Crusade

Male Elf Sorcerer Crossblooded 3, HP: 14 | AC 14(18 with mage armor) (t:14 FF: 11) |+5 initiative| Saves: F+2/R+5/W+3| +8 Perception| Party gains +1 moral on atk/dmg rolls while holding group flag

Tyriel follows after Sidney.

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

Auriea will walk in ext to Sidney, keeping his kukris at his sides. The sylphs eyes dart back and forth, looking at the room as the group enters.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Sovereign Court

Male Human Magus 4

Tarquin enters before Sidney, knowing the sorcerer can reach past him with his glaive. He draws his falcata as he enters the eerie sanctuary.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon renews his shield wand spell as he moves to 12j readying his scimitar.

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Sir Tarquin:
Are you carrying a torch or a holy symbol

I moved you all up to the edge of the pool. Directly north is a stone table and to the south is rubble of a statue. Which way do you go and who is holding the light?

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

Auriea will cast Light on Tarquin's falcata.

"Better safe than sorry for those who can not see in the dark. Should we check the table up there, or go the other way around?"

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

I don't know if Tarquin or Sydney is large, but one of them is, Tarquin's choice.

Sidney moves to the northern statue that seems intact.

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

As Sidney approaches the northern statue, a snake slithers out from under it and strikes him, dealing two damage and injecting him with poison.

[ooc]Need a fort save of 13 or take Con Damage: 1d2 ⇒ 2

Attack:

bite: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d4 - 1 ⇒ (3) - 1 = 2

Init:

Sidney: 1d20 + 3 ⇒ (7) + 3 = 10
Auriea: 1d20 + 3 ⇒ (20) + 3 = 23
Tyriel: 1d20 + 5 ⇒ (3) + 5 = 8
Sir: 1d20 + 4 ⇒ (7) + 4 = 11
Eldon: 1d20 + 4 ⇒ (5) + 4 = 9
GM: 1d20 + 5 ⇒ (5) + 5 = 10

Round 1
Auriea
Sir
GM
Sidney
Eldon
Tyriel

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

Double move to E26 please.

Walking up to Sidney, wondering as to how he's doing sees the snake, and rushes to the man's side!

Sidney's been bit! There may be more snakes nestled in the area, so be careful!

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Fort 1d20 + 2 ⇒ (5) + 2 = 7

To update Sidney's stats, Reptileman = +1 natural armor, +2 STR (change self), +1 natural armor dragon bloodline, +4 mage armor, AC=17 (flat footed 16)

Silver Crusade

Male Elf Sorcerer Crossblooded 3, HP: 14 | AC 14(18 with mage armor) (t:14 FF: 11) |+5 initiative| Saves: F+2/R+5/W+3| +8 Perception| Party gains +1 moral on atk/dmg rolls while holding group flag

Tyriel dashes up, double move, to get a better view of lizard Sid.

Sovereign Court

Male Human Magus 4

Increasing in size from Sidney's spell, Tarquin steps to the northern side of the pool and casts chill touch, transferring the held charge to his falcata.

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Sidney, when did you cast Alter Self? Also, from here on, you're AC will be 17/16. I don't know how long it took you to get from the previous area to this area, However, you are in a small city and that could be miles walking. I'll leave you with 30 minutes of Mage Armor. However, since you didn't have it updated to the current version, the previous snake attack landed.

Round 1
Auriea
-Up Next-
Sir
GM
Sidney
Eldon
Tyriel

Tyriel:
Hold off on your action for now.

Sovereign Court

Male Human Magus 4
Amsheagar wrote:
Sidney, when did you cast Alter Self?
Friday, 2:17pm
Sidney Moncrief wrote:

Sidney cast enlarge. If Tarquin wants it, he grows big.

Then Sidney turns into a reptileman.

Although players, we should probably stick to acting in order to make life easier for the GM. He's already juggling quite a bit, and now even I'm confused. @Amsheagar, my earlier post was my intended action for the first round, but if that happened prior to combat then I'll do the action detailed below.

Tarquin steps 10 feet over the northern corner of the pool and attacks the snake with his falcata, channeling his first chill touch via the strike.
Falcata Attack: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
Falcata Damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Chill Touch Damage: 1d6 ⇒ 1 10 damage total; Fort DC 14 or 1 Strength damage

If my earlier action was my turn for this round, then I'll move my token left 10 feet since I haven't had a chance to take that move yet.

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Snake one continues it's attack on Sidney but misses.
attack: 1d20 + 2 ⇒ (6) + 2 = 8
snake 1's fort save fort: 1d20 + 5 ⇒ (7) + 5 = 12

Snake two slithers out of the crumbled statue and goes after Eldon and strikes somewhat hard, but not hard enough.
attack: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d4 - 1 ⇒ (4) - 1 = 3
con damg: 1d2 ⇒ 2 Fort DC13

Round 1
Auriea
Sir
GM
Sidney
-Up Next-
Eldon
Tyriel

Sidney, i need another Fort DC13 from the lingering effects of the poison from the snake. con: 1d2 ⇒ 1

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init
Sidney Moncrief wrote:

Sidney cast enlarge. If Tarquin wants it, he grows big.

Then Sidney turns into a reptileman.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

For: 1d20 + 4 ⇒ (8) + 4 = 12

Eldon steps south calling for his arcane pool magic to strengthen his blade while casting frostbite and using spellcombat and spellstrike to deliver a couple of blade strikes on the snake.
Concentration (cast defensive): 1d20 + 8 ⇒ (13) + 8 = 21
Arcane pooled cold iron scimitar (Spellstrike frostbite)-SC: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Cold iron/magical/slashing damage+frostbite: 1d6 + 5 + 1d6 + 3 ⇒ (3) + 5 + (4) + 3 = 15
Arcane pooled cold iron scimitar-SC: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Cold iron/magical/slashing damage+frostbite: 1d6 + 5 + 1d6 + 3 ⇒ (3) + 5 + (4) + 3 = 15

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

fort2: 1d20 + 2 ⇒ (15) + 2 = 17
Con=12-2=10
hp=12/14

Sidney strikes with teeth and claws.
claw: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 5 ⇒ (11) + 5 = 161d4 + 5 ⇒ (4) + 5 = 9
bite: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 5 ⇒ (3) + 5 = 8

Then the eagle swoops.
1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (3) + 2 = 5

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Eldon cuts the snake in two with his first swing, while Sidney dispatches the final snake.

You find the relics and take them back to Eto, where you run into the same two guards as before. "Good evening folks." says Sargent Fred Colons.

You have time to hide the relics, give me a slide of hands roll, or take 10

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

Good evening! A pleasure to meet you two again. I see that you two are working quite the shift, considering it's been a few hours since we saw each other last. Any fun things happen while we were away?
Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13

The Sylph bows towards the men as he finishes sliding one of the relics into his vest's inner pockets.
Sleight of Hand: 1d20 + 7 ⇒ (20) + 7 = 27

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Nobby gets down extracting money from another group of travelers and joins the group forming around you guys. "Fun, will we had a lunch break, that was fun."

Fred looks over the group, "Find anything interesting outside of the walls that we should know about?"

GM:

Perception F.: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Perception N.: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney moves up to the guards, and shows off his well-honed physique.

"Look where the snake bit me."

bluff to distract: 1d20 + 8 ⇒ (9) + 8 = 17 Sidney begins to hike up his shirt to show his six pack and a snake bite.

"If no one wants to suck out the poison, we are in quite a hurry."

Sidney motions them all to move quickly past.

Scarab Sages

1 person marked this as a favorite.
Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Fred looks at Sidney, momentarily distracted by Sidney's flabby belly. "Sir, please keep your shirt on. We don't want to charge you with indecent exposure." and with that, they let you by.

The End
This scenarios has been brought to you by the madman behind Games by a Madman or Two. Our first game, Moonshine Run will be back on Kickstarter in September. Thank you for playing.

lol, i couldn't resist that last part. I'll get the chronicle sheets out to you soon.

Scarab Sages

1 person marked this as a favorite.
Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Fred looks at Sidney, momentarily distracted by Sidney's flabby belly. "Sir, please keep your shirt on. We don't want to charge you with indecent exposure." and with that, they let you by.

The End
This scenarios has been brought to you by the madman behind Games by a Madman or Two. Our first game, Moonshine Run will be back on Kickstarter in September. Thank you for playing.

lol, i couldn't resist that last part. I'll get the chronicle sheets out to you soon. I'll start Part 2 next Friday.

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Starting new session now. Update your characters and be ready for the dragons... i mean nice over sized lizards.

[i]A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”

From the last mission, you still have the half of a weathered geode, which is a magical sending stone that can be used once to contact Amenopheus. It can send up to 1 dozen words. You also have a field notebook containing helpful tricks for translating ancient osiriani. a +4 on competence bonus on Linguistics checks to translate ancient osiriani. Grandmaster torch gave you two maps of Osirion and a charcoal drawing. The first map clearly marks Eto and an unnamed site to the north. The second map has a much smaller scale and illustrates a winding route marked with many landmarks between Eto and the mysterious location. Though it’s clear that traveling in a straight line would be a faster, if more difficult, trip. An oasis is marked on this map near the final destination, and notes describe a marker stone nearby whose shadow at sunset points toward the ruins. The charcoal drawing depicts two large rock outcroppings connected by a smooth wall with a single gate. The drawing is entitled "Seeker's Folly" and signed "V.I."

Diplomacy or Knowledge Local

DC 15:
The route described in Grandmaster Torch’s map is rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They provide some advice about how to equip properly and avoid common desert hazards, granting the PCs a +1 bonus on any Survival checks made while traveling from Eto to Seeker’s Folly.

DC 20:
The gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common.

DC 25:
A pair of travelers asked questions about the same oasis a few days ago. One flashed a bronze badge bearing a snake emblem when questioned by customs agents.

DC 30:
Survivors of the recent gnoll attacks remember that the gnolls often attacked during the hottest time of the day, when the camels were resting and the heat shimmer disguised the glimmer of the gnolls’ weapons. Learning this and other details about the gnolls’ attack patterns

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

Knowledge Local: 1d20 + 6 ⇒ (9) + 6 = 15

"Knowing who, and what to ask should help us considerably! Maybe if we ask a few of the caravans that travel the desert, to this Seeker's Folly, they can let us in on their secrets to survival. Thank you again mister Torch for the information!" Auriea exclaims as he starts to head out the door.

The Sylph then heads towards the marketplace to ask some of the caravan leaders, and merchants, as how to survive desert travel.

Silver Crusade

Male Elf Sorcerer Crossblooded 3, HP: 14 | AC 14(18 with mage armor) (t:14 FF: 11) |+5 initiative| Saves: F+2/R+5/W+3| +8 Perception| Party gains +1 moral on atk/dmg rolls while holding group flag

Tyriel follows after the Sylph with a silent nod. He ponders on his own...
Dip: 1d20 + 3 ⇒ (2) + 3 = 5
...Unfortunately, he falls short on all information. Regardless, he was sure all he needed to do was turn all opposition into ash.

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

"And yes, there will always be room for the good-looking, angelic sorcerer."

Happy to be with the group of the last mission, Sidney stares vacuously at anything involving figuring things out. He states clearly. "Where thinking is involved, I prefer to let others do the that work."

Sovereign Court

Male Human Magus 4

Diplomacy: 1d20 ⇒ 13
Tarquin asks around but receives little useful information from the Eto locals. He looks at the map and asks his comrades, "How long will it take us to get there following this trail?"

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Before leaving the city, Eldon approaches one magical shop and buys a cloaf of resistance +1, a scroll of endure elements, another of create water as well as food and water for a couple of weeks expedition.

K. local: 1d20 + 7 ⇒ (12) + 7 = 19

"I agree Auriea, the route described in Grandmaster Torch’s map is rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They will provide some advice about how to equip properly and avoid common desert hazards, granting us best chances of survival while traveling from Eto to Seeker’s Folly." Eldon explains the others.

Once with the caravan masters he asks some questions about how to better advance in the desert and obtain resources "What can we expect in the Oasis? Any danger there? What kind of dangers lie in this region of the desert?"

Diplomacy (gather information): 1d20 + 2 ⇒ (7) + 2 = 9

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

"Say, now that we got paid, I'm going to take a gander at the marketplace for things!"

Auriea goes into the crowded marketplace for a couple of minutes, then returns with something new! Layered over his loose fitted shirt, and under a vest seems to shine a newly purchased item! The sylph seems to be quite happy with this buy.

"While leather may look fine on occasion, I much prefer this! It's so light, I thought it was a replica before being told what it was made from!"

Looks like the Bard got himself a Mithral Chainshirt, and sold his leather armor! That's 1100 gp spent, and 580 gp gained.

"Ah, but back to business!"

Going around the caravan masters and other travelers, Auriea asks about the travelling route and if anyone know what dangers may be on the route.

Diplomancy (Gather Information): 1d20 + 3 ⇒ (8) + 3 = 11

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Well, with your gathered knowledge checks.. you are able to determine that you need to go there in one of three ways. Straight through the desert, Gather mounts and take the normal route or The route that Grandmaster Touch's map suggest.

Grand Lodge

Male?
Battle Dance/Bardic Performance:
14/14
Wand Charges:
CLW 18/50
Sylph Dervish Dancer 4/ Lore Warden 2 /U Rogue 2 HP 54/54 | AC 21 T 15 FF 17 | Fort +6 Ref +13 Will +6 | Init +4 | Per +10 Darkvision

"I think we should go the way Mister Torch mapped for us. He wouldn't lead us astray, would he? Although, we could go the way the merchants go, or even try to cut across the desert while saving time. Decisions, decisions....."

This sylph paces while thinking out loud. While he knows that by going the way that caravans go, the route may be safer but longer, while Torch's instructions and map would probably be faster by a long shot. As such, he'll go wherever the rest of the group decides to go.

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney had checked around town, showing off his well-honed physique and chatting up the local barmaids and eligible ladies.

gather info diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

He prepares to join the next trip into adventure.

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