GM Debug's Scions of the Sky Key (Low Tier) (Inactive)

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Silver Crusade

Human Hospitaler 1 | HP: 13/13 | AC:16 T:11 FF:15 | CMB:+6 CMD:17 | Saves F:+4 R:+1 W:+1 | Init:+3 | Per:+3 | Smite Evil(1/1)

Terenz looks on in awe, and shocked at how much violence one man could be capable of. I shall need to be on high guard on this one.

Grand Lodge

GM

Zaamir's swing is enough to nearly destroy the creature thrice over.

Cries for help can be heard eminating from one of the tents, and a closer look reveals 3 miners, all of which seem to be on death's door. They look as though they haven't eaten in days and must have ran out of water as well.

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Khair has 5 days rations in his backpack. He offers 3 days worth to the miners.

Any able to create water?

Silver Crusade

Human Hospitaler 1 | HP: 13/13 | AC:16 T:11 FF:15 | CMB:+6 CMD:17 | Saves F:+4 R:+1 W:+1 | Init:+3 | Per:+3 | Smite Evil(1/1)

Terenz has 6 days ration and also offers 3 days worth to the hungry miners.

Grand Lodge

GM

The miners have a ravenous looks as the take the rations. They begin to eat them very hungrily and thank you profusely.

If you give them water from your own water-skins, a Survival check DC 14 can scrounge enough food and water to keep everyone sustained. You can take 10 on this check.

"Th- There were more of us... We were attacked by kobold raiders who kidnapped at least another ten... possibly more. They were marched deeper into the Bandu hills maybe 15 miles from here."

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

With the way my dice have been I will probably roll negative numbers even if I take 10, but I need to help these miners.

Khair shares his waterskin with the miners.

I may leave the rolling for survival to someone who may have it trained. If no-one rolls then I'll have a go.

Can you point out the direction they went?

To the party Khair says Some of us are fatigued and a rest could bring us back to full strength, but would the 8 hours rest cost the miners their lives? Do we rest or go straight away? And what should we do with these miners. Can we leave them here?

Will the miners be safe here? Given that is it probably the afternoon (I guess) we can rest over night, but have to travel tomorrow in the heat again. The night should be cooler for travel, but then we have me and 1 or 2 others fatigued. Thoughts?

Dark Archive

Tiefling Inquisitor (3) (inevitable) of Abadar | HP -16/24 | AC 21 | T 12 | FF 19 | CMD 17 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception +7 (darkvision 60") | Sense Motive +8(+10 vs. [evil] outsiders)

Take 10 on survival (+5 on survival so DC 15)

Regarding the miners and the fact they got their food he frowned for a moment, Kobolds were not mentioned turning towards Khair he nodded. "Waiting might be needed, but I am not sure, considering the fact the Kobolds kidnapped some of the miners we have the luxury of waiting. We might have to press on to rescue the miners." He would wait for an answer from the rest while using the Cure light wounds wand to heal up the damage done by the zombie.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Silver Crusade

Human Hospitaler 1 | HP: 13/13 | AC:16 T:11 FF:15 | CMB:+6 CMD:17 | Saves F:+4 R:+1 W:+1 | Init:+3 | Per:+3 | Smite Evil(1/1)

"I should have to agree with Farith, it feels imperative we move to save the poor souls before any other evil should fall on to them."

Sovereign Court

Female Human (Varisian) Gunslinger 1 | HP: 10/10 | AC: 14 | T: 12 | FF: 12 | CMD: 11 | Fort/Ref/Will: +2/+4/+1 | Init: +2 | Perception: +4 | Sense Motive: +1

"If everyone feels they can manage, we should press on, but, simply to offer another view, it would be a shame if, in our haste to be heroic, we all perished and failed to save the miners."

Grand Lodge

GM

At this point you've all spent about 7 hours hiking. The location that the miner marks on a map seems to be nearly 15 miles from here, which would likely be another 5 hours out at a calm pace. If you wish to press on you'll need to make constitution checks for a forced march. Seeing as they've been fed and given water, the miners should be able to reach Fort Bandu on their own so long as they rest and head back the next evening.

Once you've decided when you wish to push forward, I'll need a survival check from you to follow the map, along with a Fort save for the heat (DC depends on what time you choose to leave).

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Forced march sounds nasty, and travelling at night sounds nasty too. I think we rest up and hope for the best for the miners that were kidnapped

Dark Archive

Tiefling Inquisitor (3) (inevitable) of Abadar | HP -16/24 | AC 21 | T 12 | FF 19 | CMD 17 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception +7 (darkvision 60") | Sense Motive +8(+10 vs. [evil] outsiders)

seeing the current news, I would say, rest!

Grand Lodge

GM

The miners thank you profusely for the rescue and wish you well the next morning. "We'll be headed out in the evening. We're feeling a lot better, but a 20 mile hike through the afternoon heat would be a bit much for us. Best of luck to you all!"

Everyone heals their con mod worth of damage if they have any, along with all of their nonlethal damage. Anyone who was fatigued is now fine.

This ancient valley nestled in the Bandu Hills is well hidden, being almost impossible to spot from more than a mile away. Ancient megalithic stones—most of which are toppled and partly buried—ring the border of this deep valley. These stones, long since weathered by time and encrusted with vegetation, serve as the only indication that humanoids may have at one time settled this region. The thick forest canopy of the valley below hides any sign of civilization—ancient or otherwise— from outside observers.

After a few hours you find yourselves looking at your destination 300 ft below. It is a treacherous climb

Everyone, give me climb checks and/or survival checks.

Anyone who speaks Dwarven, or anyone who makes a Linguistics DC 20 check:
The megaliths describe this area is the Valley of Broken Blood, and the city within as Ashkurhall.

Dark Archive

Tiefling Inquisitor (3) (inevitable) of Abadar | HP -16/24 | AC 21 | T 12 | FF 19 | CMD 17 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception +7 (darkvision 60") | Sense Motive +8(+10 vs. [evil] outsiders)

Finally arriving at where they most likely have to he glances over the cliff and stares down for a brief moment. "This might be a bit tricky to get down..."

Survival: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Khair begins to climb.

climb: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

GM

Khair expertly begins his descent as Farith notes a much easier way down. There is a series of switchbacks, covered by overgrowth but still accessible. You are all able to follow the trail and safely descend into the valley below, underneath a dense canopy of tall jungle trees. The jungle floor is largely devoid of undergrowth, save for extremely small and sparse vegetation. It is easy enough to follow the trail of the kobolds and miners who did not even attempt to conceal their tracks. Two miles in from the ridge, you begin to approach a clearing.

The dense forestation of the valley jungle thins here, opening up enough to reveal the sky through the canopy. Beneath this opening, an ancient ruin consumed by the jungle is barely visible. Vines and leafy foliage encrust toppled blocks of quarried stone, tall grass grows up between derelict paving stones, and squat statues depicting dwarves in heavy armor stand crooked or fractured entirely from the infiltration of twisting roots. Among the more notable features here are the exotic flowers—tall, pitcher-shaped, golden blooms with seven petals, the interior of each a deep red. The soothing fragrance of the flowers fills the valley, and motes of pollen drift lazily in the air.

Perception DC 20:
You notice skeletal humanoid remains tucked away within the vegetation throughout the ruins. They appear to be of at least fifty different humanoids of varying races.

Knowledge (Nature) DC 15:
The flowers in this clearing are heart-eater blossoms, a breed of inanimate carnivorous plants that feed on the blood and marrow of cadavers.

Knowledge (Nature) DC 12:
There are two growths of unusual flowers as well. They are an aggressive carnivorous plant known as xtabays. If you beat this check by 5 or more, read the next spoiler.

???:
The pollen in the air is xtabay pollen, a sleep-inducing agent.

The body of another miner is lies in the clearing.

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Khair's hair falls across his eyes as he wanders around n9t noticing much.

Silver Crusade

Human Hospitaler 1 | HP: 13/13 | AC:16 T:11 FF:15 | CMB:+6 CMD:17 | Saves F:+4 R:+1 W:+1 | Init:+3 | Per:+3 | Smite Evil(1/1)

The journey is hard but Terenz keeps himself focused as much as he can.

climb: 1d20 + 3 ⇒ (18) + 3 = 21
perception: 1d20 + 4 ⇒ (13) + 4 = 17

Sovereign Court

Female Human (Varisian) Gunslinger 1 | HP: 10/10 | AC: 14 | T: 12 | FF: 12 | CMD: 11 | Fort/Ref/Will: +2/+4/+1 | Init: +2 | Perception: +4 | Sense Motive: +1

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

"Breathtaking..." Laetshi whispers noticing nothing out of the ordinary.

Dark Archive

Tiefling Inquisitor (3) (inevitable) of Abadar | HP -16/24 | AC 21 | T 12 | FF 19 | CMD 17 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception +7 (darkvision 60") | Sense Motive +8(+10 vs. [evil] outsiders)

Making his way down the cliff using the regular route instead of the neck breaking climb he stands at the edge of clearing and taking in the scenery before him. Noticing the corpse in the clearing he frowns, not trusting it with all the corpses sprayed around he remains in his place before telling his companions. "Something is off, there are corpses in the vegetation, I am not sure if there has been some sort of battle or something else, but... it feels off..."

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

GM

GM Screen:

Initiative:
Laetshi: 1d20 + 2 ⇒ (11) + 2 = 13
Terenz: 1d20 + 1 ⇒ (16) + 1 = 17
Khair: 1d20 + 4 ⇒ (16) + 4 = 20
Farith: 1d20 + 1 ⇒ (12) + 1 = 13
Zamir and Kida: 1d20 + 2 ⇒ (12) + 2 = 141d20 + 2 ⇒ (8) + 2 = 10
Leaf Ray: 1d20 + 3 ⇒ (11) + 3 = 14
Xtabays: 1d20 + 1 ⇒ (9) + 1 = 101d20 + 1 ⇒ (4) + 1 = 5
Random Targetting: 2d6 ⇒ (3, 5) = 8

As you move forward, investigating the vegetation and the fallen miner, Zamir and Khair feel themselves overcome by drowsiness...

Fort Save DC 14 or fall asleep. Standard action can wake a sleeping ally.

A few patches of flowers in the clearing seem to be exuding this soporific pollen... and they appear to be moving. At the same time a small leafy creature descends from the trees above!

Round 1:
Khair (Pending Fort Save)
Terenz

Leaf Ray (30 ft above)
Zamir (Pending Fort Save)
Farith
Kida
Xtabays

Sovereign Court

Female Human (Varisian) Gunslinger 1 | HP: 10/10 | AC: 14 | T: 12 | FF: 12 | CMD: 11 | Fort/Ref/Will: +2/+4/+1 | Init: +2 | Perception: +4 | Sense Motive: +1

Umm... Laetshi doesn't seem to be on the list.

Silver Crusade

Human Hospitaler 1 | HP: 13/13 | AC:16 T:11 FF:15 | CMB:+6 CMD:17 | Saves F:+4 R:+1 W:+1 | Init:+3 | Per:+3 | Smite Evil(1/1)

Terenz moves immediately towards the enemy while drawing his sword to strike it!

long sword: 1d20 + 4 ⇒ (13) + 4 = 17
dmg: 1d8 + 3 ⇒ (8) + 3 = 11

Does the paladins detect evil ability provoke AoO

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Khair fights to keep his eyes open as he is overcome by sudden drowsiness.

Fort Save: 1d20 + 3 ⇒ (6) + 3 = 9

Grand Lodge

GM

Oops, I rolled init for Laetshi but missed her on the summary. Also, that was supposed to be a Will save, not a Fort save, but doesn't change anything so moving on!

Khair collapses to the ground and begins... snoring?

Terenz runs forward and plunges his sword deep into the roots of the creature. It sputters a bit and ceases its blast of pollen. No sooner does he withdraw his blade does the aerial assailant swoop down to impale the valiant warrior with its stinger.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Fort Save DC 14 vs poison or...:
Dex Damage: 1d2 ⇒ 1

Round 1:
Khair (Sleeping)
Terenz (Fort Save vs poison)
Leaf Ray (5ft up)
Zamir (Will Save DC 14 vs sleep)
Farith
Laetshi
Kida

Xtabay

Sovereign Court

Female Human (Varisian) Gunslinger 1 | HP: 10/10 | AC: 14 | T: 12 | FF: 12 | CMD: 11 | Fort/Ref/Will: +2/+4/+1 | Init: +2 | Perception: +4 | Sense Motive: +1

So the small leafy creature went back up after attacking, Terenz, right? Just wondering if I should use deadeye.

Grand Lodge

GM

No, forgot to clear the comment, its just above his head level now,

Sovereign Court

Female Human (Varisian) Gunslinger 1 | HP: 10/10 | AC: 14 | T: 12 | FF: 12 | CMD: 11 | Fort/Ref/Will: +2/+4/+1 | Init: +2 | Perception: +4 | Sense Motive: +1

Cool.

Shifting her position to get a clearer shot, Laetshi draws her pistol and levels it at the small creature above Terenz.

Using focused aim. (4/5 grit remaining)
Ranged Touch Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Pistol Damage: 1d8 + 5 ⇒ (1) + 5 = 6

I'm not sure exactly where I'd need to move. If the Leaf Ray is directly above Terenz, I only need to move down one space. If not, I'm pretty sure I can still get within 20ft. with one move I'm just not entirely sure about the terrain and where I can move.

Silver Crusade

Human Hospitaler 1 | HP: 13/13 | AC:16 T:11 FF:15 | CMB:+6 CMD:17 | Saves F:+4 R:+1 W:+1 | Init:+3 | Per:+3 | Smite Evil(1/1)

fortitude: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

GM

Laetshi, I moved you to be within 20 ft of your target. As a note, since it is in close combat with Terenz, you suffer a -4 to the attack, however you also have point blank shot for a +1 to attack and damage within 30 ft.

Laetshi's careful aim gives her a clean shot on the flying critter and the bullet strikes it leaving a clear wound. The creature is still holding its own, but the wound seems to have dealt a heavy blow.

Round 1:
Khair (Sleeping)
Terenz
Leaf Ray (7 dmg, 5ft up)
Laetshi
Zamir (Will Save DC 14 vs sleep)
Farith
Kida

Xtabay

Liberty's Edge

M Half-Orc | AC 21 T 12 FF 19 | HP 23/23 | F +5 R +5 W +7/+9 | Spells: L1 (3/3) | Init +2 | Perc +6 | DV 60' | CMB +7 (+4 grapple) CMD 16 (+2 grapple) | Pic

Will: 1d20 + 5 ⇒ (13) + 5 = 18

'No. It's not even funny.' - Zaamir shakes his head mockingly, shaking off the drowsiness, which he didn't feel much.

'Many have already forgotten that this was done... to cut down the plants.' - and he does swing a scythe after a couple of steps to the flowers.

Scythe: 1d20 + 5 ⇒ (9) + 5 = 142d4 + 4 ⇒ (2, 1) + 4 = 7


F Outsider | HP 28/28 | F +2 R +5 W +5 | Perc 0 | CMB +4, CMD 16 | Pic
AC:
Ectoplasmic: DR 5/Slashing, AC 16 (+4 MA), touch 12, flat-footed 14 (+4 MA) | Incorporeal: AC 18 (+4 MA), Touch 18, Flat-footed 14 (+4 MA)

Meanwhile, Kida quickly ran around the plant in a circle and tried to hit back. "What am I doing? It's the flowers!"

Slam: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 231d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

GM

The second patch of flowers stops exuding its pollen with one swipe of Zaamir's Scythe.

Drops before Kida's turn. You can change Kida's action if you'd like. If we're ready to move onto the next round before then I'll just have Kida wake Khair.


F Outsider | HP 28/28 | F +2 R +5 W +5 | Perc 0 | CMB +4, CMD 16 | Pic
AC:
Ectoplasmic: DR 5/Slashing, AC 16 (+4 MA), touch 12, flat-footed 14 (+4 MA) | Incorporeal: AC 18 (+4 MA), Touch 18, Flat-footed 14 (+4 MA)

'Hey! Man! Enough sleep, it is clear that you are all tired, but nevertheless, now is not the time!'

She wakes up Khair..

Grand Lodge

GM

Khair snaps out of his slumber, and with a rush of adrenaline is back in the fight!

Round 2:
Farith (Delay)
Khair
Terenz

Leaf Ray (7 dmg, 5ft up)
Laetshi
Zamir
Kida

Dark Archive

Tiefling Inquisitor (3) (inevitable) of Abadar | HP -16/24 | AC 21 | T 12 | FF 19 | CMD 17 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception +7 (darkvision 60") | Sense Motive +8(+10 vs. [evil] outsiders)

Sorry for the delay, not feeling 100% atm

He regarded the effects of what ever it was that cause Khair to fall asleep. A frown was seen over the Inquisitors face as he contemplated on what to do. Not sure what to make of it he returned to the rest. "Do we know what that creature is?"

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Khair draws an arrow from his quiver and takes aim at the leaf ray.

Longbow: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

GM

Khair sits up and looses an arrow which strikes true, but isn't enough to bring the creature down.

Unfortunately for Farith, it appears nobody in the group has any background in botany. Knowledge (Nature) to identify, in spoilers above in first post for combat. I don't believe anyone here is trained in it.

Round 2:
Farith (Delay)
Khair
Terenz
Leaf Ray (9 dmg, 5ft up)
Laetshi
Zamir
Kida

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

I have dungeoneering, geography, history and religion. No nature

Liberty's Edge

M Half-Orc | AC 21 T 12 FF 19 | HP 23/23 | F +5 R +5 W +7/+9 | Spells: L1 (3/3) | Init +2 | Perc +6 | DV 60' | CMB +7 (+4 grapple) CMD 16 (+2 grapple) | Pic

Zaamir is 100% unnatural ;)

Silver Crusade

Human Hospitaler 1 | HP: 13/13 | AC:16 T:11 FF:15 | CMB:+6 CMD:17 | Saves F:+4 R:+1 W:+1 | Init:+3 | Per:+3 | Smite Evil(1/1)

"Be gone foul creature!"
assuming I can reach, if I can't I'll ready action to attack. Two weapon attack, sword strikes first
shield bash: 1d20 + 2 ⇒ (20) + 2 = 22
dmg: 1d4 + 3 ⇒ (4) + 3 = 7
long sword: 1d20 + 2 ⇒ (16) + 2 = 18
dmg: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

GM

Terenz's Critical Confirm: 1d20 + 2 ⇒ (7) + 2 = 9

Terenz slashes out with his sword, and promptly follows up the blow with a bash from his shield. With the one-two-punch, the leaf ray falls out of the air and collapses to the ground as a pile of broken twigs.

Combat over!

Perception or Heal DC 10:
The miner is actually alive, just unconscious. It seems as though the vegetation has been slowly moving towards the miner to prepare to devour him.

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Khair looks around in the wake of the battle.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Grand Lodge

GM

In addition to the spoiler above which you may read...

Among the piles of remains, you find the a suit of studded leather armor,
a pair of potions, and note that several of the plants in the area are key components in several expensive medicines and can be easily harvested.

Silver Crusade

Human Hospitaler 1 | HP: 13/13 | AC:16 T:11 FF:15 | CMB:+6 CMD:17 | Saves F:+4 R:+1 W:+1 | Init:+3 | Per:+3 | Smite Evil(1/1)

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

"This man is alive! Can somebody cure him? He does not look healthy."

Liberty's Edge

M Half-Orc | AC 21 T 12 FF 19 | HP 23/23 | F +5 R +5 W +7/+9 | Spells: L1 (3/3) | Init +2 | Perc +6 | DV 60' | CMB +7 (+4 grapple) CMD 16 (+2 grapple) | Pic

'Yes, of course.'

He takes out a wand and directs it on the miner.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

'How are you, mate?'

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Khair examines the armor and potions to see what he can make out about them.

Can anyone tell if this armor is magical, and what are these potions? Selling magical armor as well as these herbs could be a nice boost to our coin pouches.

I am not sure what to roll. Appraise maybe?

Appraise: 1d20 + 2 ⇒ (2) + 2 = 4

Grand Lodge

GM

Crazy busy day for me... Apologies but I'll make sure to get a few good posts in tomorrow. Armor is +1, potions are cute light wounds.

Grand Lodge

Male Human Fighter (Lore Warden) 2 | HP: 18/19 | AC:18 T:14 FF:14 | CMB:+4 CMD:18 | Saves F:+3 R:+4 W:+0 | Init:+4 | Per:+5 (Fatigued)

Would anyone mind if I took the +1 armor? I cannot afford it at the end of the scenario, but I think i can use it for the time being at no cost or penalty. Is that right? I am happy to carry the potions for the party to use too, or maybe we can bump this miner with one, or someone else can carry if they like.

Dark Archive

Tiefling Inquisitor (3) (inevitable) of Abadar | HP -16/24 | AC 21 | T 12 | FF 19 | CMD 17 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception +7 (darkvision 60") | Sense Motive +8(+10 vs. [evil] outsiders)

spellcraft (potions): 1d20 + 6 ⇒ (8) + 6 = 14
spellcraft (armor): 1d20 + 6 ⇒ (4) + 6 = 10

Will use the info from GM, but decided to make the rolls anyway

Watching the armor he decided to do a quick scan of the items before shaking his head. "No idea if they are anything special but they are magical for sure" Quickly sorting out the notes in regards of the vegetation around them he nodded and took some quick notes about them for future reference before turning towards the man. "Can you tell us what has been going on here and if you have seen a group of kobolds?"

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