[PFS] GM Lithrac's Destiny of the Sands Trilogy (#5-12, #5-15 and #5-16) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

The halfling frowns for a bit, then resumes.

"You must take me to him immediately. He must get my message at all costs."

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

And you are...?

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

The enchanter joins in the end of his associates question.

"And why should we trust you?"

Grand Lodge

The halfling regains some assurance as the conversation moves on.

"Me? Why, I'm Naleth Hundredfingers, the leader of the Hundredfingers gang. Don't tell me you haven't heard of us?"

He shrugs. "Anyway, if you don't believe me, simply give the scarred man this message: "The Red Mantis is searching Eto for a scarred man.". I doubt that lass was alone in her endeavor."

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Is it a knowledge check for Red Mantis or are they common knowledge?

Ardisen nods at the halfling, his smile returning.

"Very well Naleth, I'll see your message passed on personally."

The Chelaxian turns back to his fellow Pathfinders.

"I believe that is our tasks completed, we should return to our 'employer'."

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik, will clean his hammer, the stow it away. He looks at the carnage inflicted, and lets out a sigh at the sate of the woman, laying her pool of blood. He knows that she was out to get them, but it never gets any easier seeing people make foolish decisions that cost their lives. I always hope that humanity will get better, but evil is everywhere, and knows no bounds

Chasik, glares at the "leader" of the gang, and lets him know that he has any ideas of double-crossing them, he should think differently.

take 10 Intimidate=17

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius sheathes his sword and nods to Ardisen. "Indeed, let us head back to Torch. I'd like to place as much distance between him and me as possible, and soon."

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri nods. Indeed, lets go.

Grand Lodge

Your return to the house of the White Uraeus is much expected. Grandmaster Torch is -as ever- soothing his burns in his bathtub, watched closely by his massive half-orc bodyguards. A wicked grin adorns his face when he sees you return.

"I've heard that you have made some progress in the tasks I gave you. Do tell, I can't wait to hearing your tale."

Alright, a brief report of your work is needed at this point. Since you've made a pact with Madame Zelekhati to trick Torch, you'll need either a Bluff check to hide that fact from him, or a Diplomacy check if you wish to tell Torch about it and convince him of your good faith. The choice is yours. Also please tell me if you wish to keep some of the items from the well, and which one(s) you give to Torch.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Do each of us need to report or can we just elect our most diplomatic bluffer?

Grand Lodge

Only one of you Ardisen will do. ;)

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Haha

Upon their return to Torch, Ardisens porter hands Torch the magic rod from the artifact collection. However, under Ardisens instuction he keeps hold of the other items as the note specified the rod.

Ardisen then relays all the information from the tasks to the Grandmaster, 'forgetting' to mention that Madam Zelekhati intends to choice feed Torch information. The enchanter finishes with his trademark smile and a curt bow.

"I trust that is all to your satisfaction?"

Bluff: 1d20 + 16 ⇒ (1) + 16 = 17

Of course. Are character folio's or tshirt rerolls allowed in Online Play as I have both? Or do you guys want to bust out some Aid Another checks?

Grand Lodge

They are, and as always it relies on the honor system, so if you like you may reroll this one before I reveal the results. By the way it doesn't matter if you have more than one source for rerolls, you can do maximum one per scenario.

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Yeah I know, just checking it was okay. You can trust I have a tshirt, as I'm the Venture Captain for Scotland so have my VC tshirt, not to mention my Paizocon UK tshirt. Here goes...

Bluff: 1d20 + 16 ⇒ (4) + 16 = 20

Well, it's better.

Grand Lodge

Torch nods, admiring the rod for a second before he hands it out to one of his muscular bodyguards. His eyes turn to you for a second, as if they attempted to unveil your deepest secrets.

"It appears you have done well. Fine, I'll honor my part of the bargain. Here are several ancient maps that will help you find the Diamond Sage."

You are giving old, dusty maps rolled together in a sturdy leather case. One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.”

Linguistics DC 15:
You recognize that the writing on the map and the writing on the list of tasks Torch assigned are identical.

Grandmaster Torch further explains, “Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. 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.”

As you are leaving, Torch makes a last snide comment. "How clever of you to try and turn the tables with Madame Zelekhati. I fear her fate will be most dire if she tries to enact your common plans. Never try to cross me again, for you might regret it."

Congratulations, you've just completed Part I! Chronicle Sheets will be issued shortly via the Discussion thread. I'll leave a couple of days for the levelling up and purchases, then will resume with Part II.

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Cheers Lithrac. Good game. Damn my lackluster bluffing at the end. I'm looking forward to Part II, which I'll be level 4 for.

Ardisen grimaces at Torchs parting remark, cursing himself for not fabricating a smarter story and allowing himself to submit to such petty feuding.

Grand Lodge

Destiny of the Sands, Part II - Race to Seeker's Folly
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.”

After a well-earned rest, you find yourselves in need of quick supplies before you leave. It is also the opportunity to learn about the dangers ahead. In other words, now is the last moment to buy supplies before you go. You can also make a roll to learn or remember useful bits of information about the next segment of your mission.

Diplomacy (gather information) 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 you a +1 bonus on any Survival checks made while traveling from Eto to Seeker’s Folly.

Diplomacy (gather information) or Knowledge (local) DC 20:
The gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common.

Diplomacy (gather information) or Knowledge (local) 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.

Diplomacy (gather information) or Knowledge (local) 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.

Lastly, Amennekht still has in his possession half of a weathered geode, a magical sending stone you can use to contact Amenopheus. When he gave it to Amennekht, he informed the dervish that it can transmit a message of several dozen words, to which he can then respond, but the stones will only work once; he requested that you only use it when they have found one of the sage jewels.

Grandmaster Torch also 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 mystery 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.L.”

Whenever you are ready, you'll need to make a choice. Knowing that another team is trying to beat you to Seeker's Folly, are you going to follow the map instructions and use the longer -but safer- way, or will you attempt to find a shortcut through the desert and disregard Torch's lengthy road?

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Diplomacy: 1d20 ⇒ 15

Ignatius is able to find some folks familiar with the area. "They were able to give me some advicefor traversing the desert." He shares all of what he learns. (See 1st spoiler)

-Posted with Wayfinder

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

dip: 1d20 + 1 ⇒ (19) + 1 = 20

Some locals also told me that Gnoll raids are more common on the established trade routes.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Who needs Ardisen? Just kidding. Ignatius hunts down a vendor selling potions and stocks up on potions of endure elements. (4 if possible for 200 gp)

-Posted with Wayfinder

Grand Lodge

Sure, no worries. However, I'll point out that scrolls are half as cheap (25gp each), and that since the spell lasts 24 hours and it is on Ardisen's spell list, he can cast them for you. Even cheaper (in a way) is a wand of endure elements -since it's a 1st level spell, you can get 50 charges for a mere 2pp if you prefer.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Knowledge (Local): 1d20 + 8 ⇒ (15) + 8 = 23

Quarr hears the same information about the gnolls that Chasik does. {b]If we are to be traveling the hot deserts it would be a good idea for us to travel accordingly[/b] as he produces a wand. This will help take the heat from our bodies to travel a bit more comfortably. If there are others I am fine with taking the "shortcut" as long as someone here knows how to find the path.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Iggy sets down the potions he's about to purchase. "You're volunteering use of that wand, Quarr? How kind of you."

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Gather Info: 1d20 + 2 ⇒ (3) + 2 = 5

If the group decides to take the shortcut I can help finding the path. But the wise traveler just always keep in mind that the desert does not know the meaning of the word "mercy".

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

"I feel fairly confident navigating the shortcut. I vote we take the direct route."

-Posted with Wayfinder

Scarab Sages

Male Human Fighter (Dervish) 4 HP: 38/38 | AC 17 | T 11 | FF 16 | Fort +6| Ref +2 | Will +3 (+1 vs. Fear)| CMD 19 (+2 vs. Trip)| Init +1 | Perc +4

"My friends, there are reason these routes were laid out as they are, but those of you who can read the sands as easily as a scroll are more than welcomed to guide us through the wastes. Most gracious Quarr, it is exceedingly kind of you to offer you wand for our safety and comfort. May you be blessed in the name of the Pharaoh, may he live forever."

Grand Lodge

The sovereign sun looms over your heads, and you are sweating like a marid in a furnace by the time you leave Eto. You take the path for a while, then Buri finds a landmark where you could leave the trail and cross straight through the desert.

I'll need three Survival checks from whoever is guiding you if you choose the shortcut (no aid another). I'll also need Fortitude saves against the heat, unless you are warded with endure elements.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

"Quarr, you don't mind warding us all with your endure elements wand, do you?" Iggy asks hopefully.

Survival (with the bonus): 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25

Ignatius wipes the sweat from his brow with his forearm and pauses to catch his breath in the oppressive heat. "Well, I say we veer off the path here and shoot straight across."

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Before setting out Quarr uses his new wand on each member of the party. [b]This should cover us for awhile. 44/50 charges remaining on wand of endure elements.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Thanks, Quarr. At least the harsh sun shouldn't be a factor

Scarab Sages

Male Human Fighter (Dervish) 4 HP: 38/38 | AC 17 | T 11 | FF 16 | Fort +6| Ref +2 | Will +3 (+1 vs. Fear)| CMD 19 (+2 vs. Trip)| Init +1 | Perc +4

Amennekht takes a deep drag from one of his many waterskins. Keeping his head down as they walk through the seemingly trackless sand.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Thank you master Quarr.

As they go Buri double checks the path making sure no dangers lurk on the group.
Surv.: 1d20 + 11 ⇒ (7) + 11 = 18

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Gather Information: 1d20 + 16 ⇒ (3) + 16 = 19

Before they leave Ardisen asks around, but his mind is preoccupied with his flawed attempt to one up Torch.

"Thankyou Quarr, you're assistance is appreciated."

Grand Lodge

I need a third Survival roll, it also be done by someone who already rolled one (Buri, Ignatious). In fact I imagined that one of you would take up the role of the guide and make all three rolls.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Sorry, didn't realize I could do multiple rolls. I see that I totally mis-read that. Apologies if this hung us up.

Ignatius takes a further look at the landscape, trying to judge the safest route through the terrain.

Survival: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13

I don't like that roll. Using my Character Folio Re-roll.

Survival: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

Whew! Much better. So that's a 25, 18 and 27 from Buri and I.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Hmm, can we both roll 3 times and pick up the best rolls?

Grand Lodge

No Buri, three rolls only. You needn't worry too much about it though.

The Pathfinders, warded from the sun and guided by Buri and Ignatius's expertise, find their way quickly among the desert dunes, until they finally reach an oasis. The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.

GM rolls:
Perception (Ardisen): 1d20 + 2 ⇒ (10) + 2 = 12
Perception (Quarr): 1d20 + 9 ⇒ (5) + 9 = 14
Perception (Chasik): 1d20 ⇒ 14
Perception (Ignatius): 1d20 + 9 ⇒ (12) + 9 = 21
Perception (Amennekht): 1d20 + 4 ⇒ (12) + 4 = 16
Perception (Buri): 1d20 + 8 ⇒ (12) + 8 = 20

Initiative (Ardisen): 1d20 + 1 ⇒ (5) + 1 = 6
Initiative (Quarr): 1d20 + 6 ⇒ (7) + 6 = 13
Initiative (Chasik): 1d20 + 1 ⇒ (11) + 1 = 12
Initiative (Ignatius): 1d20 + 6 ⇒ (9) + 6 = 15
Initiative (Amennekht): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Buri): 1d20 + 6 ⇒ (2) + 6 = 8
Initiative (DD): 1d20 + 4 ⇒ (2) + 4 = 6
Initiative (LFG): 1d20 + 2 ⇒ (18) + 2 = 20

Suddenly, shadows emerge from the sands. Hyena-headed humanoid creatures armed with spears.
Knowledge (local) to identify. Knowledge (religion) can be used to gain extra information - it's a separate roll.

Buri and Ignatius react quickly, while the rest of the Pathfinders are still trying to understand what's going on.

The creatures move out of their hiding places, snarling with evil intent.

Surprise round
LFG
>>> Ignatius
(Quarr)
(Chasik)
>>> Buri
(Amennekht)
(Ardisen)
Ignatius and Buri can act (standard action only)
Oasis map

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius raises his voice to the sky, "Iomedae, bless me with your divine favor against these creatures!" A choir of heavenly angels is heard singing Ignatius' name.

Casting divine favor.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Dang, Iggy's not trained in Knowledge (Local). Could I roll the Knowledge (Religion) if someone else is able to make Know (Local)?

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Knowledge (local: 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Religion): 1d20 + 5 ⇒ (1) + 5 = 6

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Concentrating Buri calls forth the beast within.
Totem transformation: Natural Weapons.

Grand Lodge

You can roll one or the other independantly. Knowledge (local) yields information about the creatures, Knowledge (religion) is about their affiliation.

Buri and Ignatius get ready for battle, conjuring their powers to enhance their abilities.

The creatures move again and take cover, crouching behind sand dunes and palm trees, weapon at the ready.

Quarr:
The creatures are gnolls, though they look tougher than the average runt in their tribe. Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors. Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey.

Beside darkvision, they have nothing special, so no question to ask.

Round 1
LFG (R)
>>> Ignatius
>>> Quarr
>>> Chasik
>>> Buri
>>> Amennekht
>>> Ardisen
Everyone can act!

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius draws his sword as he sprints across the desert, crying out, "Show yourselves, you foul things!"

Double move towards the two creatures behind the trees.

Knowledge (Religion): 1d20 + 6 ⇒ (7) + 6 = 13

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Quarr yells out to the others They look like Gnolls from what I can tell! As fast as his stubby legs will allow the little gnome bolts for the nearest set of shrubs.

Run directly SW towards the set of shrubs / rocks. Unable to move character at work so I can move when I get home if it is not already moved by then.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

SW? blue is starting, red is end, if incorrect please readjust :)

Chasik, sees Iggy move towards the threat. He will be damned if he lets the man head into battle on his own, but he sees Quarr go take cover. He thinks what to do for a moment, and decides to wade into battle as well, clanking in his army across the sand is annoying to say the least.

Chasik, runs to catch up with Iggy.

full run, 8 squares to end turn in current position

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

I always forget full on running is an option - eh, I'll stick with double move.

Grand Lodge

Running is an option, but there are conditions (you need to run in a straight line) and you lose your Dex bonus to AC for one round.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

NW lol my phone is trying to make me do goofy stuff. Am I not able to run in a straight path diagonally?

Grand Lodge

You sure can, why wouldn't you?

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Nevermind. I misread your post on the straight line portion of running was all.

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