Desert Of Fate

Game Master Michael Talley 759

Desert adventure setting, adventuring tempting fate and perhaps helping others with their own.


101 to 150 of 361 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Seeing the Hyena in front of him bying by the flames, Gloin now free from his adversary:

Moves (up to 20ft) in order to get in flanking position on Irathi's Hyena.

Warhammer 1d20 + 4 ⇒ (20) + 4 = 241d8 + 4 ⇒ (5) + 4 = 9 please add +2 to hit from flank if in correct position


Boo-YAH! Critical! Woot!


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Nice, Possible Crit !

Roll to confirm Crit: 1d20 + 4 ⇒ (7) + 4 = 112d8 + 8 ⇒ (3, 5) + 8 = 16 please add +2 to hit from flank if in correct position, and this is added dam on top of normal damaged roll if crit is confirmed

Spoken in dwarvenTake that you wild dogs, For the Glory of the dwarven clans !


And because it is flanked from the mighty blow of Gloin he collapses the side of the hyena into itself with his impressive blow removing another of the deadly creatures from the combat arena.

leaving just 4 to deal with of the deadly beasts.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

can you please tell us where each of the 4 hyena are positioned (or on whom)?


2 Hyena's arn't on anyone yet the other two are on akaash and Sunset alomsot forgot to roll another will save and now that the PC's out number them 1d20 - 1 ⇒ (6) - 1 = 5


Each of the Hyena's turns to full retreat away from the party, running thankfully not down into the home of the Gnolls likely alerting them to your presence but into the cold desert night.

with getting the full information and offering to help the sheik and defeating a CR 7 Encounter from the roll everyone receives 1,300 experience. Don't forget this adventure is using the fast experience table


M Ifrit Bard 2

With the one in front of him dead in flames, Utarah reloads his crossbow and fires at any of the hyenas that looks wounded. Attack: 1d20 + 5 ⇒ (11) + 5 = 16, damage1d6 + 1 ⇒ (5) + 1 = 6


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

don't know what the fast xp comes down to so just tell us when we level :). Just don't level us toooo fast i am hopeing for long and long adventures in that desert of yours


M Ifrit Bard 2

Oh, never mind. Woohoo defeating random animals! Oh man, that means we are level two!!


((Just double checked, everyone is now level 2 with the 1300 experience points. ))

The entrance that the Hyenas where near seems to be unsurprisingly unlit.

Unknown parties stealth check 1d20 - 10 ⇒ (1) - 10 = -9 ((yes it is a negative 10 almost like something wants to be noticed))

For those that make the perception roll see what appears to be a lone figure stumbling around in the darkness and singing fairly off key as well.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Perception:1d20 + 6 ⇒ (19) + 6 = 25

to the party in a light voice: Well if any of you have any healing magic, now is the time before we get any more surprises.... (pointing to the figure coming with his hammer)

Then to the hooded incoming shadowy thing (with his warhammer stilling pointing in its general direction: Halt, who goes there, Name yourself and your purpose !


M Ifrit Bard 2

Utarah breathes a sigh of relief. "Is everyone all right? Those dogs were fierce!. He then orients as gloin calls out his challenge and readies his crossbow.

Perception check 1d20 + 4 ⇒ (15) + 4 = 19


He waves a bit as Utarah ask's if people are all right "yesh...I'm fine....berut...I didn't see any dogs..." the figure turns around clumsily as if trying to see if he might have one behind him. Only to stumble and stagger towards the group nearly falling over.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Whispering to everyone next to him, Don't let your guard down, we don't know who or what that thing's intentions are. it might be a trap. For those of you that are injured and can't heal themselves, back away wayyyy behind us.

Sense Motive 1d20 + 7 ⇒ (3) + 7 = 10 do i smell booze? or him beeing drunk is just an act in order for us to lower our defenses?


M Ifrit Bard 2

Utarah looks around at the other members of the group and lowers his crossbow a little. "Are... you all right sir? Who are you and how did you come to be here?"

1d20 + 4 ⇒ (18) + 4 = 22 Not quite sure what is up here. Hrm...


He seems to hiccup and looks towards the group. "myh..i'm Veldrin...faer.." he takes an awkward bow towards the group. "I'm aaaa merchant...I ...wait......" He puts a Drunken arm around Utarah with surprising agility. The smell of booze radiates off him thickly almost like he'd not just drunk the alcohol but practically bathed in it. A brief snore emanates from his hood before he suddenly speaks again "Sooo... What was I saying?"


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Gloin will let Utarah do the initial talking, but he is constantly surveying Veldrin as well as his surroundings for any sign of treachery.

(he also positions himself about 15ft from Veldrin/utarah, and in front of the wounded party members)


Oh, sorry, that was a sense motive check, sorry for typo.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

What ever this guy's story is it won't feel right, so how could he explain appearing from the middle of nowhere, in lee hours of the night, with no light, by himself, with no food or water? I am sure he is gonna tell us some sad story of how his caravan was all butchered by the gnolls and that he alone made out by pretending to be dead. and that he just bearly managed to get to this cave. and that he has drunk all this alchool cause he was scare he was gonna be eaten by the hyenas....Don't fall for this obvious trap utarah cause you are wide open with you X-bow lowered. is thinking Gloin

(Casting a CLW on Irathi: 1d8 + 1 ⇒ (2) + 1 = 3

Daily Resources:
L1 spells: 1/2. Judgment 1/1 Domain power 1/1


M Ifrit Bard 2

Utarah withdraws from the stranger who is suddenly lurching up to him. "What is a merchant doing in the middle of the desert in the middle of the night in the company of gnolls?" Utarah glances at Gloin in confusion, then back to the stranger who has suddenly appeared.

What is going on here? I don't understand, what is he doing!?

Sense Motive (versatile performance oratory)1d20 + 11 ⇒ (15) + 11 = 26


19 / 24 HP ( Calistran Saracen); +4Perc; +4 Init;

As the desert dogs retreat off into the night. Sunset stills her sword and thence sets about cleaning the blade.

With graceful steps she follows the others towards the figure shambling out of the darkness and into the party. She keeps her distance and watches silently for now.


Sorry about that got called into work when another failed to show up for their shift and then worked my shift

Utarah- Your sense motive check reveals that the man in the robes seems to be a superb actor. His drunkenness is likely an act, However it seems to be to put one at ease as he keeps his appearance well hidden within his robes and he also further keeps his appearance away from looking at Sunset.

Veldrin: He stumbles a bit "Well to sell supplies ... but it seem's my supplies where taken...by mey partner..." he points towards the Gnoll entrance. "coursh...I'm in no shape to go there after hym...drank a byt much for couraaage.." he plops his backpack down and starts taking out several potions. "But, if your going down there...I gots some healing potions I can loan you..."


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

hehe life happenzz. see you left for a while and now we reasum that is the good point of PbP.

Use his at will Spell like ability: Detect Alignment => Detect Evil

Muttering under his breath, close party member's can hear him: Ha a saw called merchant, so he has dealing with the Gnolls. This time it went sour and now he either wants vengeance or some key item retrieved.

Louder so that the Merchant can hear: Put the bag down slowly and take out he potions slowly so that we can see your hands !

waiting for him to complete the stated course of action. This might be a trick in order to conceal some spell casting. is thinking Gloin

Mechanics: free action: Drop warhammer / Move action: Draw Longbow

So you can provide us with a Layout of the Cave, the current position of the sentry and a good head count?


M Ifrit Bard 2

After hearing this Utarah advances cautiously to see what Veldrin is taking out of his backpack. "I am... open to accepting help. What do you want in exchange?" Utarah looks around to his companions.


Utarah can almost hear veldrin's smile under his hood as he puts the bag down slowly. However Gloin detects no evil coming from this 'merchant' as he begins to take out five potion bottles. "These are potions of cure light, I think..." at least he stopped horridly slurring his words as he also takes out a wine flask. "A drink to give anyone you have a tough time negotiating with. as for what I want..." he looks at the each group member in turn carefully as if the 'drunken' man was trying to remember something about them, but coming to stop on Gloin.

"There is a hammer that is in the treasure trove of the Gnolls. If you find it, make sure it finds it's way home. Besides if their was a Sentry would it not have attacked while you where busy with the Hyena distraction?" He then picks up his empty pack and begins walking away before adding in elven.

Translated Elf<Careful in these Deserts my cousin, not all of us are as friendly as me. Come to Zakhara if you ever need a meal, The Drunken Dryad has some wonderful apple's for the elf far from home.> and with that he faded into the deserts darkness.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Gloin puts away the bow as soon as the "merchant" fads away from his vision (about 60ft away). And grabs back his warhammer.

Muttering softly A lone merchant? Selling supplies? where is the cart that carried everything? I don't like this one bit. I couldn't make out his face.

To the group: Anyone has seen this stranger's face? or can identify what those potions really are besides myself?


M Ifrit Bard 2

Utarah ponders what to make of the sudden "gift". He examines the potions and says ""That was most strange indeed. I might be able to... hrm... what is that...?"

Spellcraft rolls for the "healing" and "wine" Using detect magic.1d20 + 6 ⇒ (11) + 6 = 17 1d20 + 6 ⇒ (6) + 6 = 12


As Utarah examines the potions he can tell they are indeed healing potions but of the cure moderate variety. The Wine flask however is far more difficult but smells of hard Apple Cider that radiates an aura from the Charm School of magic.

The open entrance of the home of the Gnolls remains silent and strangely unguarded.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Gloin will also do the same thing:

Spellcraft rolls for the "healing" and "wine" Using detect magic.

1d20 + 6 ⇒ (11) + 6 = 171d20 + 6 ⇒ (12) + 6 = 18

Gloin while waiting for everyone to start marching toward the inside of the cae, will keep an eye in that direction.

I will guard the back since i am the only one that requires light in order to see where i put me feet. I will be 10 ft behind the last person so that my light will no ruin your chance to surprise any sentinel below.

And if any of you want to go ahead and scout well now is a good time as any to start walking. And before we kill ourselves for that "treasure", I don't want any potions.

He puts his hammer at his side and draws the bow as a reminder the hammer is attached to belt by a weapon cord


Gloin is able to verify that the potions are of Cure Moderate Wounds, however the Wine remains unknown yet it seem's on the tip of the tongue and fairly similar to a elixir, but smells of hard Apple Cider.

As The group starts down through the entrance, it becomes obvious quickly that it is no cave, but rather an entrance to some sort of ancient temple after the first 10 feet from the entrance the walls and floor become smooth stone instead of rough stone and sand.

Need Perception rolls from those in the front


M Ifrit Bard 2

Utarah takes a second position, after Sunset as the head into the cave. "I would prefer to not split up, in case they are laying in wait below. Sunset, if you wouldn't mind leading the way?"

Utarah holds his crossbow at the ready and scans the area around.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Since Sunset is going first and said to post for her, perception for her as well?


Sunset walked down the passage way her thin blade out and ready in case of trouble.

Perception Check1d20 + 4 ⇒ (20) + 4 = 24


Sunset is able to stop the group and gestures to stone on the floor slightly out of place to the others. "There seems to be something wrong with that stone...I think it might be a pressure plate for a trap. Let's avoid it if possible."

As the group enters into the main 30' wide and 40' long chamber with stairwells going down either side on the left and right of the room. the chamber itself seem's to be roughly 9 feet in height allowing for even the tallest members to be able to walk though here with ease.

Sunset: "Which way should we go Utarah to the left or right? This place...doesn't seem like something like 'bottom' feeders of the desert would create. Guess Jubair..."

She trails off seeing a few missing limbs near the left corridor from where you entered. "Seem's the ones that ate the Sheiks men where here and went that way."


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Any knowledge check to have some pointers to the nature of the temple? (local; Arcane, Religion, Planes?). if yes you can roll for me DM.

Also how is the lighting condition inside? is it still pitch black? do i stll need my light spell?

While inside the structure Gloin will go back to hammer and shield


M Ifrit Bard 2

"Well, the legends I have heard always say left to horror, right to treasure. Let's get the horror over with. Let's head left, and be wary of any more traps." Utarah heads down the hallway slowly.

Knowledge (Dungeoneering) 1d20 + 7 ⇒ (12) + 7 = 19


Between all the knowledge of arcane, Religion and even dungeoneering. This is one seven temples that had been dedicated to a lost order of magic, one that bordered on ascending into godhood as some legends believed. The runes here slowly glow alit like soft torches as gloin walks into main chamber eliminating his need for the light spell. However if it lit the whole temple or just this room isn't known until you begin down the hall on the left. Which starts to grow alight as gloin walks down the passage. The runes on the wall that give off the greenish glow appear to be an off text of Celestial and Dragonic, a blending of the two languages ancient forms.

The passage comes to an another hall one leading to the left the other to the right, the runes behind your group at least turn off their illuminance as Gloin leaves rooms which should help keep your group partially unknown from the enemy within.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Hum interesting templs there, who doens't wanna try godhood?

Utarah's comment had made Gloin smile while he concentrated as the party moved forward.

Gloin is concentrating as he moves on his Detect Evil. Figuring that it might be able to use it as an early warning system.


M Ifrit Bard 2

Utarah follows sunset down the corridor and says quietly "What a convenient place that illuminates itself for those who need it! I wonder what sort of magic was wrought in such a temple? Why would gnolls bring a captive to this place?"

something is going to jump out at us, I just know it.


Gloin can sense of distance evil off to the right of passage but as one looks it is possible to tell that this chamber in either direction is a room with several pillars within it. A Chest is visible on the far wall but the pillars near it currently block the vision to see whats on either side of the chest.

The chest itself bears some of the strange runes like the rest of the temple and seem to be built into the group.

Their is a door off to the right along the wall where Gloin can sense some evil, as he get's closer to the door he can tell it is a single evil creature standing just outside the doorway.

So will the group investigate the chest or attack the single evil creature on the other side of a doorway?


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Detect evil don't go trought doors :)


M Ifrit Bard 2

only if the door is made of lead!


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

correct The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

So if the door is rather fin and made of wood Gloin will be able to whisper to the party:

I believe there is a guard on the other side of the doorway. Someone open the door and the rest be ready to jump on that creature


Indeed the door is made of wood, fairly old and light in appearance. The creature on the other side continues to wait as if on guard.


M Ifrit Bard 2

Utharah will motion to the others and whisper "prepare yourselves" and creep forward. When everyone is ready he will yank the door open and step aside so they can attack.


Surprise Round goes to the group and will not need initiative rolls until after everyone get's their free attack.

The Gnoll is shocked to see anyone it seems coming through the door as it was standing their playing with it's Scimitar against the darkness as the hall lights up around it confusing it even more.


M Ifrit Bard 2

As Utarah steps back to clear the door, he starts a performance (Inspire courage, +1 to hit/+1 to damage).


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

in a semi silent voice: By my dwarven beard, utarah why not announce the whole camp where we are ! assuming you performance does make some noise. (Voice level)

move up to 20 ft in order to be on the other side of the Gnoll, in order to let more party members on close quarter combat

Warhammer 1d20 + 5 ⇒ (20) + 5 = 251d8 + 4 ⇒ (7) + 4 = 11

Bouyaaa ! looks like the Dwarven Gods are smiling on us

Confirming Crit 1d20 + 5 ⇒ (20) + 5 = 252d8 + 8 ⇒ (5, 3) + 8 = 16 to add on top if confirmed


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

The Dwarven gods are indeed smiling upon me, I shall Honor them by getting more drunk than anyone once we get back to the oasis.

Says Gloin, with a very large Grin...


The gnoll quickly drops from the mighty hammer striking it squarely in the head. Leaving their sentry without the ability to sound any alarm. The corridor remains silent and at the end of it is a hall to that turns to the right as well as a doorway before the turn.

101 to 150 of 361 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Desert Of Fate All Messageboards

Want to post a reply? Sign in.