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Sheik Voodoo's Katapesh Nights

Game Master voodoo chili

From the City of Bazaars to the City of Brass.


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The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6
Sheik Voodoo wrote:
Amir Awad Hajjir wrote:
THAT said...are we in a rush to go? Is there more to this plane worth trying to investigate?
you were leaving? the horn merely calls your conveyance to the main island.

Ah I missed that somehow. THAT makes more sense.

As for gnoll killing holidays...I say pass. They can rot on this island...maybe with a few stabs in them if they try to assault us before we go...


Female Human Fighter/6, Ranger/1(HP: 15/73; AC25/28; FF17/20; T16; F+9, R+10, W+5/+7; Perc: +11, Init +5)

But anyone can kill efreeti, after all, they like attacking big cities and making a spectacle. Gnolls, they hide and stay in places nobody wants to be, like the desert of strange pocket planes. It takes a real expert to take down the curs in these types of places.

I say we begin to head back to the pier. Perhaps after some normal healing, and, if necessary, some rest. I am sure that Voodoo can find us lots of trouble without us hunting it out ourselves.


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +7; SenMot +9; Spelcrft: +4; Stealth -4; Swim -1)
Female Half-Orc Cleric 7
Vitals:
(HP: 56/56 AC: 20/11/19; Percep: +5 [+7]; Init: +1; Fort +7, Ref: +4, Will: +11; CMD: 20; CMB +9; Speed: 30)

Maybe we can just collapse the demiplane on the way out? That would solve the gnoll problem.


Male Human Wizard (Conjurer)/ Level: 7 |HP: 44 of 44/ 0 NL| F=5 R=6 W=9 |Initiative +6| Perception +8 (+10 w/ Gen)|AC 12(16 w/ Mage Armor)

Ok, so I am fine just waiting until we can get the diamond dust to have Varkata heal me. It's not that much of a detriment right now. I would like to keep the Cloak/Ram skin. Varkata or Amir can have my +1 Cloak of resistance.


HP 73 | AC/Touch/Flat 20/14/16 | Fort/Ref/Will +6/+8/+5 | Init +3 | CMB +7; CMD 21 Acrobatics (13) Bluff (11) Diplomacy (7) Kno:Local (6) Perception (11*) Stealth (15)

Take it Varkata.


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +7; SenMot +9; Spelcrft: +4; Stealth -4; Swim -1)
Female Half-Orc Cleric 7
Vitals:
(HP: 56/56 AC: 20/11/19; Percep: +5 [+7]; Init: +1; Fort +7, Ref: +4, Will: +11; CMD: 20; CMB +9; Speed: 30)

I certainly can, though of the two of us, you've been the more hard-done-by from failed saves. :)


HP 73 | AC/Touch/Flat 20/14/16 | Fort/Ref/Will +6/+8/+5 | Init +3 | CMB +7; CMD 21 Acrobatics (13) Bluff (11) Diplomacy (7) Kno:Local (6) Perception (11*) Stealth (15)

True enough but I've got a paternal streak going, protect the kids first and all that ;)


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +7; SenMot +9; Spelcrft: +4; Stealth -4; Swim -1)
Female Half-Orc Cleric 7
Vitals:
(HP: 56/56 AC: 20/11/19; Percep: +5 [+7]; Init: +1; Fort +7, Ref: +4, Will: +11; CMD: 20; CMB +9; Speed: 30)

I suppose the logic is that if I live I can undo the damage?

I'll update the sheet to reflect it.


HP 73 | AC/Touch/Flat 20/14/16 | Fort/Ref/Will +6/+8/+5 | Init +3 | CMB +7; CMD 21 Acrobatics (13) Bluff (11) Diplomacy (7) Kno:Local (6) Perception (11*) Stealth (15)

Well the logic is unreasonable because Amir is a cranky old man, but your spin makes a LOT more sense to be sure ;p


Female Human Fighter/6, Ranger/1(HP: 15/73; AC25/28; FF17/20; T16; F+9, R+10, W+5/+7; Perc: +11, Init +5)

Now he is a cranky old man. But, he used to be a cranky old bastard.

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