Shadows of the Sand (Inactive)

Game Master caster4life

Players start as newly-trained members of a Qadiran strike force, about to embark on their first mission.

Start date: 4718 AR, Gozran 9th
Current date: 4718 AR, Gozran 30th

Current map
Qadira map
Mission log
Group loot
XP Tracker


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Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

GM screen:

Encounter?: 1d100 ⇒ 88
Perceptions: 5d20 ⇒ (2, 16, 10, 1, 20) = 49
Stealth: 1d20 + 5 ⇒ (4) + 5 = 9

I’ll give you guys another day or two IRL to decide on purchases but let’s move the plot forward. Thanks to whomever plotted out your route.
For map-looking-cool purposes, if you guys find a full body image of yourself, share it with me and I’ll remove the background and add it to the map since that will look cooler.
After purchasing some needed supplies, the Shadows leave Fort Ya-Aldin on their new mounts. They travel a dozen miles without incident but then approach increasingly rocky and deserted terrain. Amari, always on the lookout for tracks, notices that large predators are becoming increasingly rare. In addition, he occasionally sees clawed footprints where each footprint is about 18 inches across. As the group passes through a narrow gorge, he and Zaza suddenly hold up their hands to call a halt.

Amari and Zaza based on perception rolls:

Around the bend of the gorge, you hear a shifting of sand.

Don’t look at the current map unless you are going to try to peek around the bend. ;) If you do peek around the bend, make a stealth check to see how quietly you do it.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

<Stop!
Something ahead.
Lo, do you know what those tracks are?


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Going to be very difficult to ID the creature from its tracks but you can try I guess given guidance, aid another, etc.

DC 30 survival!:

It's a behir.

DC 18 Arcana if someone made the survival check!:

Behir's are very tough, can't be tripped, and have a breath weapon.

If your Arcana check hit 23!:

You know the stats of behirs.


Survival (aid): 1d20 - 1 ⇒ (18) - 1 = 17 Gotta start somewhere

<Weapons out> signals Zatinya, wary of the possible threat. She draws her whip.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

I think I am going to roll the final check, as I have a +10?
What are those ...?: 1d20 + 10 ⇒ (14) + 10 = 24
+2 from Zaz, +1 Guidance from Agaban I guess ...
If both Agaban and Lo make their checks, we can make it!
Any other boni we can get for a skill check guys?


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

I don't think Lo or Agaban would object to helping.

Aid another Agaban, Lo: 2d20 ⇒ (7, 12) = 19

That's two successes, Amari! Do you have a sign language word for what's under that spoiler? ;)

Amari:

A behir is a dragon-like creature which does not fly. They are quite huge, tough, and hits very hard with teeth and claws.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Amari's eye widen as they put together the pieces and he comes to a conclusion.
<Careful. Get back. We have to make a detour.
There is a big-dangerous-ground-dragon lair ahead.
We should not face such a beast without a very good reason.
>


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

If you do decide to back up your little caravan, make stealth checks. It will have some significant perception penalties because of distance and the corner but let's just see.


Sneak, sneak, sneak, sneak away from the ground dragon!

Agreeing, Zatinya tries to quietly turn her camel around.
Stealth: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Stealth/AC: 1d20 + 13 ⇒ (4) + 13 = 17
Stealth/Lo: 1d20 + 4 ⇒ (6) + 4 = 10

Lo'Laan carefully turns around to leave the lair far behind.

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Stealth: 1d20 + 1 ⇒ (10) + 1 = 11

Sending up a prayer to Pharasma as Agaban follows the group in their attempt to backtrack and then hopefully avoid the lair.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Backtrack!: 1d20 + 7 ⇒ (20) + 7 = 27
Taking the rear, Amari walks carefully backwards, keeping the gorge well in his eyes.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Perception: 1d20 + 8 - 4 - 5 ⇒ (16) + 8 - 4 - 5 = 15

You hear a shifting of sand and a huge, gray snout pokes its way around the corner of the gorge. Shockingly blue eyes stare right into you as you stumble backward with your unwieldy camels. A rumbling bass voice chuckles. "Hello dinner." The grinning creature, mouth full of teeth almost as big as your arm, begins stretching and rolling its massive thick neck.

Map updated. You can look now. Blame the desert encounter tables for this one. ;)


K. Arcana: 1d20 + 7 ⇒ (1) + 7 = 8.

Zaza's utter panic leaves her incapable of recalling anything she may have learned about behirs.


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"Um, hello?" squeaks a very frightened Zaza. "We're not tasty, you know. Are you sure there isn't something else we could do for you? Like, maybe sing a song?"

If the dragon does not immediately try to eat her, Zaza desperately starts to sing a lilting melody that seems to dance up and down like a flame, trying to occupy the creature's attention.

Starting a Bardic Performance to Fascinate. Will DC 15 to negate, but Zaza's hypnotic ability lets her force a single reroll 1/day as an immediate action.

If this somehow works, she signals to the others.
<Everyone back away at a steady pace.>
She lets the others get a head start before herself attempting to withdraw.

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Sadly Zaza is the only one with Knowledge Arcana trained I believe so fun times for us.

As Zaza starts her melody; Agaban will back away with the rest of the group but going to stay within ~20 feet or so of Zaza so she will have the benefit also of the obscuring mist spell he can cast.

Hope we don't have to fight this thing and not sure if hiding in the mist will work since it seems intelligent...at least intelligent enough to have learned a language which is never good for something that large and hungry.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Will: 1d20 + 5 ⇒ (16) + 5 = 21
I'll assume you'll force the reroll since you mentioned it.
Will: 1d20 + 5 ⇒ (6) + 5 = 11

The big creature stands still upon its many legs. "Hmmmm... that is nice..." It closes its eyes and listens to Zaza's song for as long as she'll play it, giving you time to withdraw.

Zaza, I'd say that requires two rounds of bardic performance. Nicely done. I'm giving you half the xp for this creature since you essentially succeeded at the encounter. 600 xp each.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Amari is thunderstruck.
Shaken enough to speak out loud.
"By the demons of the sand...
Well done, Zaz..."


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

GM screen:

Encounter on 70 or higher: 1d100 ⇒ 16
Encounter on 70 or higher: 1d100 ⇒ 67

You rush away from the behir and out of the gorge, winding around on a different route. You push the camels until they begin growing very weary. The sun set a couple of hours ago.

No encounters for the next two hexes. What now? Want to stop or push the camels? If you do stop, what kind of camp site are you looking for/making?


Phew! Thank goodness that worked!

"Should we find a place in the hills where we might avoid being seen?" suggests Zaza. "I don't want to deal with another surprise encounter."

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Still amazed they didn't become ground dragon food Agaban offers up another prayer of thanks.

<Amazing job Zaza...though lets keep an eye for any more tracks instead of tempting fate another time.

Pausing briefly as they reach the crest of a dune he takes a look at the horizon in front of them for any interesting landmarks.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

<Anyone see any shelter or will we just rest between a set of dunes?


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Lo'Laan laughs once they're clear of the beast. "Marvelous work Zaza."

Survival: 1d20 + 6 ⇒ (12) + 6 = 18

The Hunter surveys the area looking for a decent campsite.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Amari will help Lo and Agaban search for a good place for the night.
Aid Survival: 1d20 + 9 ⇒ (7) + 9 = 16
A sheltered area with a good view over the surrounding area and with few possibilities to sneak up on us would be best I guess.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

You find a sheltered outcropping of rock on top of a dune where you have stone to your back and a good view of the surrounding area and settle in to rest, taking turns keeping watch, of course.

GM screen:

70 or higher RE: 1d100 ⇒ 45
70 or higher RE: 1d100 ⇒ 93
70 or higher RE: 1d100 ⇒ 77
Encounter 1: 1d100 ⇒ 57
E1: 1d42 ⇒ 41
Encounter 2: 1d100 ⇒ 9
#: 1d6 ⇒ 6

The night passes uneventfully and you wake rested and restored.

You all have bedrolls or at least a blanket so you heal 1 hp per level and get all your dailies back.

You proceed along, much as before, traveling the sands toward your distant destination.

Someone in party hits DC 10 k geo and someone hits DC 13 K nat:

The hills you are going to pass through first are known for having venomous snakes. The river you will need to cross to get to Fort Seleukka has crocodiles. How will you prepare for this at the beginning of the day?

Agaban, as the prepared caster you will benefit the most from people hitting those knowledge checks.


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

K. Geo: 1d20 + 4 ⇒ (6) + 4 = 10
K. Nat: 1d20 + 4 ⇒ (6) + 4 = 10


K. Geo: 1d20 + 3 ⇒ (5) + 3 = 8
K. Nat: 1d20 + 7 ⇒ (1) + 7 = 8

Nope.

"Glad we stayed safe. Shall we continue on?"


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

GM screen:

Inits: 5d20 ⇒ (15, 11, 13, 8, 6) = 53

As you traverse the desert, you come across an area in the hills with many mounds of earth. You think nothing of it until you are walking through the very middle of them. Then slithering forms emerge from burrows all around you, moving toward you aggressively. You react immediately!

Everyone won init! GO!

DC 11 K nat:

This is the Qadiran cobra. It is extremely aggressive toward those who enter its territory.

DC 16 K nat:

They have the stats of a venomous snake, which you may look up.

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Assuming we are still on camels and that the snakes are what 4-12 ft.

Seeing them surrounded by the snakes and not seeing anything to gain really with them being mounted and hopefully able to outpace the snakes as long as they can break the encirclement.

Zaza can you fascinate one of them on the left so we can run. Don't see much to gain and just cost us time to fight these if we can get outside their nests.

If this isn't possible will start making adjustments tomorrow to how we will fight this out. Just worried about the poison since I don't have any spells that can counteract it.


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

K. Nat: 1d20 + 4 ⇒ (18) + 4 = 22

Risky Strike
Attack: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
Damage: 1d10 + 7 + 2 ⇒ (8) + 7 + 2 = 17

Risky Strike, Outflank
Bite: 1d20 + 9 + 4 - 1 ⇒ (10) + 9 + 4 - 1 = 22 Damage: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Claw: 1d20 + 9 + 4 - 1 ⇒ (4) + 9 + 4 - 1 = 16 Damage: 1d2 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Claw: 1d20 + 9 + 4 - 1 ⇒ (19) + 9 + 4 - 1 = 31 Damage: 1d2 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Lo'Laan and Serenity attack swiftly targeting the pair of snakes hoping to create an opening.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

So, as I read it, mounted archery does not impose any penalty as long as the mount does only take a half move.
Composite longsbows can be used from horseback.
The only thing I need to pass is a ride dc5 check to have both hands free...
And yes, I think I will have Amari mounted up most of the time.
It just gives a better vintage point for the lookout.

Steering with knees: 1d20 + 3 ⇒ (3) + 3 = 6
Barely but did it, so both hands free, flurry incoming at the snake at our 3 - that one beside Zaz and Agaban.
Remembering a time long past, Amari lets go of the Camels handles and steers it slightly to the left to follow Lo at a slow pace using only his weight and knees to do so.
The camel is not all to eager about this new way but follows anyway.
Seeing the duo rush those snakes at the front, Amari quickly switches aim towards a snake that is dangerously close to Agaban and Zaz, loosing off two arrows in quick succession.
Flurry #1: 1d20 + 8 ⇒ (19) + 8 = 27
Flurry #1 dmg: 1d8 + 3 ⇒ (8) + 3 = 11
Flurry #1: 1d20 + 8 ⇒ (2) + 8 = 10
Flurry #2 dmg: 1d8 + 3 ⇒ (2) + 3 = 5


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

With savage blows, Lo'laan, Serenity, and Amari pick off a snake each. Amari's ability to kill a snake with [i]arrows is quite remarkable.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Never heard of snake-on-a-stick?
I bet it is regional delicacy somewhere :-)


My understanding is Fascinate doesn't really work if there's a combat going on.

"We have an opening, and can easily outmaneuver the snakes." She moves toward that opening and attempts to guard against the snakes' next strike against her or an ally.

Readied action to use her whip to increase an ally's AC against a snake attack.
Aid Another: 1d20 + 4 ⇒ (16) + 4 = 20


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Amari left move instructions on the map if Serenity's snake died. Since it did, I'll go ahead and move him accordingly. Thanks for drawing on the map, Amari, it's always really nice and helpful when players do that.

The surviving snakes rush forward in a reckless, territorial assault. Two attack Agaban while a third attacks Zaza. But the seasoned warriors sidestep their blows with grace.

Everyone, GO!

GM screen:

Attacks at +4: 3d20 ⇒ (5, 3, 1) = 9


Zaza encourages her allies to finish the snakes!

Inspire courage.

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

First round.

Unsure what to do after the rest of the group moves quickly and starts to decimate the snakes around them he still snaps off a quick spell Icicle at the lower left snake.

Ranged (touch): 1d20 + 1 + 3 ⇒ (3) + 1 + 3 = 7
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Second round.

Seeing his spell fly wide and being left behind he still guides his camel a little ways away from the snakes while pulling out his long spear and attempting to skewer the one he missed earlier.

Ride: 1d20 + 1 ⇒ (6) + 1 = 7
Attack: 1d20 + 1 + 1 + 1 ⇒ (18) + 1 + 1 + 1 = 21
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Attack: 1d20 + 7 - 1 + 1 ⇒ (18) + 7 - 1 + 1 = 25
Damage: 1d10 + 7 + 1 ⇒ (10) + 7 + 1 = 18

Bite: 1d20 + 9 - 1 + 1 ⇒ (18) + 9 - 1 + 1 = 27 Damage: 1d4 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8
Claw: 1d20 + 9 - 1 + 1 ⇒ (17) + 9 - 1 + 1 = 26 Damage: 1d2 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6
Claw: 1d20 + 9 - 1 + 1 ⇒ (6) + 9 - 1 + 1 = 15 Damage: 1d2 + 1 + 2 + 1 ⇒ (1) + 1 + 2 + 1 = 5

Lo'Laan and his partner continue to decimate the snake pit with vicious attacks.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

wow Lo's dice are one fire! Seems like they have appetite for snake meat?
Seeing his companions fall back to finish of the snakes, Amari turn the camel 1d20 + 3 ⇒ (12) + 3 = 15 with the knees and rides back to get a clear bead on the snake that tries to bite Agaban.
Flurry! #1: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Flurry! #1 dmg: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Flurry! #2: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Flurry! #3 dmg: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Not even rolling the confirm there.
If it remains standing snaking after Agabans hit, those two should easily finish it off.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

The group finishes off the remaining snakes with shaft, claw, and blade. They catch their breath in the hot sun, dead cobras twitching at their feet.

600 xp each. You are close to reaching the river, if you wish to continue along now.


"Vicious creatures, these snakes. At least we didn't run into a whole swarm of them!"

Zaza is ready to press on.

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Seeing all the snakes dead Agaban slides down off the camel to see if any of Amari's arrows can be salvaged.

Anyone know how to collect the poison or if the hides are worth anything...would feel bad letting their deaths go to waste.

Turning towards the mounds and taking a look around the area.

Think there is anything worthwhile around here gotta figure there would be other victims to a nest this large.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Survival: 1d20 + 4 ⇒ (10) + 4 = 14


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

GM screen:

Doses: 1d6 ⇒ 6
Stealth: 1d20 + 13 ⇒ (19) + 13 = 32
Whom to attack?: 1d5 ⇒ 3
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
Dam: 1d8 + 4 ⇒ (8) + 4 = 12
Grab: 1d20 + 11 ⇒ (3) + 11 = 14
Inits: 5d20 ⇒ (20, 3, 12, 10, 12) = 57

Agaban doesn't notice anything else of note but he is able to harvest six doses of cobra venom.

Injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

You continue on until you reach the river. As you walk along toward the bridge to Fort Seleukka, a hulking shape rushes out of the water with lightning speed and strikes at Lo'laan! But it can't quite get its teeth through his armor. Everyone but Amari reacts quickly to the threat.

Amari lost init. Everyone else, GO!

DC 12 K nat:

It's a crocodile. You're really in trouble if it grabs you in its jaws.


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Outflank, Risky Strike
Attack: 1d20 + 7 - 1 + 4 ⇒ (10) + 7 - 1 + 4 = 20
Damage: 1d10 + 7 + 2 ⇒ (10) + 7 + 2 = 19

Bite: 1d20 + 9 - 1 + 4 ⇒ (9) + 9 - 1 + 4 = 21 Damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Trip: 1d20 + 9 - 1 + 4 ⇒ (6) + 9 - 1 + 4 = 18
Claw: 1d20 + 9 - 1 + 4 ⇒ (7) + 9 - 1 + 4 = 19 Damage: 1d2 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Claw: 1d20 + 9 - 1 + 4 ⇒ (3) + 9 - 1 + 4 = 15 Damage: 1d2 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Lo'Laan and Serenity move into position to flank the deadly predator.


K. nature: 1d20 + 7 ⇒ (8) + 7 = 15

"A crocodile! Don't let it bite you!"

Did I really just say that? she thinks, as she says painfully obvious words.

"I've always wanted a crocodile skin purse!" she tries instead, as a form of encouragement. Inspire courage.

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

More than willing to let the camel turn away from the Croc. After he gets a little more distance he turns the camel back towards the croc and attempts to skewer it with his longspear while calling out.

Spread out and lets try to block any attempt to reach the river again.

Ride: 1d20 + 1 ⇒ (6) + 1 = 7
Attack, BAB, Str, IC: 1d20 + 1 + 1 + 1 ⇒ (13) + 1 + 1 + 1 = 16
Damage, Str, IC: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Lo, Serenity can't get a full attack because she had to move into that position. Your movement provokes an AoO too. Also, you need to make a ride check if you're staying on your camel.

GM screen:

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Dam: 1d8 + 4 ⇒ (3) + 4 = 7
Lo ride: 1d20 ⇒ 18

As Lo'Laan deftly moves his camel into position, the crocodile snaps at him but can't get a hold with his teeth. With Zaza encouraging them onward, Lo'Laan and Serenity quickly dispatch the great reptile. Agaban has trouble getting his camel into position and isn't able to land a blow.

150 xp each. Congratulations. You've completed this little hexcrawl across the desert.

The Shadows cross the river with little difficulty. Up ahead, you can see Fort Seleukka a little ways along the river bank.

Do you want to do anything special in approaching the fort? I'm not suggesting it, just want to provide the option to, idk, disguise yourselves as spice merchants or something like that. If you don't specify anything in 8 hours or so, I'll just move us along assuming you're just approaching the fort like the last one.


Any chance we can skin the crocodile? It could help with the next part.

Zaza signs to the others. <We should keep a low profile, at least at first. We need to get evidence of the commander's guilt or innocence before we act. Perhaps we can enter as a group of hunters. We did fetch ourselves some interesting trophies.> Zaza notes the snake venom and the crocodile.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Sure thing. That just takes a survival check.


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Survival: 1d20 + 6 ⇒ (15) + 6 = 21

Lo'Laan takes care to skin the croc while the group discusses strategy.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

While Amari helps Lo with the skinning (auto-succeed at aid another survival) he signs:
<Good thinking. Although this is a fort.
Anyone knows if hunters usually come here to sell their goods?
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