Sior's PFS Destiny of the Sands Part II : Race to Seeker's Folly (Low-tier) (Inactive)

Game Master Sior

Part I briefing
Oasis map
Seeker's Folly
Cartouches


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Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

It's funny in retrospect that we pondered and prepared so much for a DC 15 skill check.

"True, Borax, " agrees Prothero. "And if it is a gnoll or something else waiting to ambush us, perhaps we should go around the oasis and approach from the other side, rather than walking right through the middle of it. And it it's nothing, then we'll have had a nice walk," he adds with a slightly sardonic smile.

He gestures for Darvik to lead the way, if he's willing.

Sovereign Court

Male Humanoid (Human) GM 4

How far away do you intend to circle around?

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Say 50 yards away? Just want to avoid going straight through, since that's what ambushers would likely expect.

Sovereign Court

Male Humanoid (Human) GM 4

Alrighty, as you circle around, you find nothing but sand and rocks awaiting you on the far side of the oasis. Perception and/or Survival. Once again, T10 yes, T20 no.

Oasis map

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Once again Borax invokes his wayfinder,

Perception wG: 1d20 + 6 ⇒ (19) + 6 = 25

I actually like the fact that we were angst-ridden. I personally prefer it that GMs don't give out the DC's for things the players would definitely not know because the players will unavoidably meta-game. That having been said, I believe that characters would intuitively know the DCs to many things and those should be shared.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Perception: 1d20 ⇒ 16

Teric looks around at the pool of water. "What did you say you saw?"

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

perception: 1d20 + 7 ⇒ (13) + 7 = 20

I didn't mind that we were over-cautious about it. A desert is a dangerous place.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

I agree, Borax, I think it makes it more interesting and shows we're engaged in the world we're playing in and care about our characters. But I still got a chuckle out of it.

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

Darvik has no issue with leading the way. Perception: 1d20 + 0 ⇒ (19) + 0 = 19

Sovereign Court

Male Humanoid (Human) GM 4

I try not to ever give out a mechanical number until after the fact. I feel a number or a specified DC breaks immersion. But it's still fun to share how close players came or how much they obliterated it, as in this case.

With a glance, you can see large paw prints in the sand, leading obviously to some nearby rocks. Following the trails, you see the ruffs of creatures behind some rocks. And as everyone saw them, no surprise round at all.

GM stuff:

B: 1d20 ⇒ 5
Da: 1d20 + 5 ⇒ (18) + 5 = 23
De: 1d20 + 2 ⇒ (14) + 2 = 16
P: 1d20 + 4 ⇒ (10) + 4 = 14
T: 1d20 + 1 ⇒ (1) + 1 = 2
G1: 1d20 ⇒ 14
G2: 1d20 ⇒ 7
G3: 1d20 ⇒ 1

Order
Darvik
Defah
Prothero
G1&2
Borax
Teric
G3

Three creatures, bipedals resembling the cross between a human and a hyena, emerge from their hiding spots, snarling and... laughing? Knowledge (local)

Darvik, Defah, Prothero! Start us off!

Map

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Prothero moves quickly to his left, to get the large rock out of his way, then lets fly an arrow at the closest creature.

Move east a bit, shoot at #2, who should be flat-footed because he hasn't acted yet. Maybe that'll be enough.

Longbow attack, PBS: 1d20 + 6 ⇒ (6) + 6 = 12 Not sure if he still has cover
Longbow damage, PBS: 1d8 + 3 ⇒ (8) + 3 = 11

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

Know(local): 1d20 + 1 ⇒ (20) + 1 = 21 Untrained; but I'm assuming that these won't be more than DC 10 anyhow.

Defah casts bless on the party before moving toward the creature in the centre of the map. Everyone has +1 morale to attack and save vs. fear for ten rounds.

Is the rock difficult terrain, or is it providing total cover? If it's total cover, I'll want to change my positioning so that I threaten the enemy with my longspear.

Nethys, bless us with your mystical energy that we might smite these filthy beasts!

Sovereign Court

Male Humanoid (Human) GM 4

Prothero steps to the side and fires an arrow. The shot goes wide.

Defah thinks but cannot place the beasts. Incorrect assumption, sir. Sorry.

The rocks are tall enough to be fully concealing. They can only be crossed by climbing over it.

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

Okay, repositioned myself further to the left then. Hopefully I'm threatening from here.

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

Darvik will move to get close to the creature and then will go into Total Defense since he can't reach one. If he sees they have a ranged weapon armed, he'll close the distance on #2 instead.

Sovereign Court

Male Humanoid (Human) GM 4

They have spears drawn and at the ready.

The central creature steps to the east out of range from Darvik before slinging a spear at Prothero!

Spear!: 1d20 + 1 ⇒ (3) + 1 = 4

The western one comes out of his hiding spot to lob a spear at Darvik.
Spear: 1d20 + 1 ⇒ (8) + 1 = 9

They are unsuccessful in their attacks. Sad times.

Borax and Teric!

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Borax will delay until after Teric, but I'll roll the knowledge local check now

K. Local: 1d20 + 10 ⇒ (20) + 10 = 30 + FI: 1d6 ⇒ 4

Darn, should have used that on an attack!

Sovereign Court

Male Humanoid (Human) GM 4

Borax recalls that these are gnolls. They're not too tough. Rather miniony, really. Nothing special about them, sad to say. But at least you know what you're fighting.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric moves to follow Prothero, hoping to help the him. He spots a gnoll flinging a spear at the monk. The Varasian points his crossbow at the gnoll and fires, wincing at the pain from his scarred hands.

Attack: 1d20 - 3 ⇒ (18) - 3 = 15
Damage: 1d8 ⇒ 8

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Darvik seemed more than capable of handling a single gnoll by himself, so whip already in hand, Borax moves forward behind Defah and drink his shield extract.

"Let's teach these foul gnolls what they are up against."

+4 to AC for 2 minutes

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

OK, since a spear could be both a thrown and melee weapon (at least I think it is in Pathfinder) I would have stopped and played Total Defense.

Darvik closes on the gnoll that sneaked up behind him (#1) and swings his scimitar at it, however dodging spears is harder than it looks.

Scimitar: 1d20 + 7 ⇒ (2) + 7 = 9 for Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Sovereign Court

Male Humanoid (Human) GM 4

Before Darvik can swing with his sword, the third gnoll also steps out and throws a spear at Prothero.

Spear: 1d20 + 1 ⇒ (18) + 1 = 19
1d8 + 2 ⇒ (6) + 2 = 8 damage.

Darvik steps toward the gnoll to the west and misses it!

Defah and Prothero are up!

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Prothero's face tightens in a grimace of pain as the gnoll's spear hits him between two ribs and cuts deeply. He stumbles backward a step, causing the spear to pull painfully free and drop to the sand, blood running down its shaft before it falls. "Damn you, you'll pay for that!" he says through gritted teeth.

He takes a quick, stabilizing breath and slowly exhales, then calmly raises his bow and looses two arrows at the gnoll that hit him.

5-foot step back, flurry at #3

Flurry with Longbow, PBS, Bless: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Longbow damage: 1d8 + 3 ⇒ (3) + 3 = 6

Flurry with Longbow, PBS, Bless: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Longbow damage: 1d8 + 3 ⇒ (6) + 3 = 9

Status: 11/19 hp

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Did my attack hit? I forgot the +1 from bless, so it was a 16 to hit the gnoll with the crossbow.

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

Defah moves over to get between the gnolls and their apparently preferred target.

That's enough of that, you scum!

And then he'll try to stab #2 with his spear.

longspear, bless: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
piercing, destructive smite: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

confirmation roll: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
crit bonus damage: 2d8 + 8 + 2 ⇒ (4, 8) + 8 + 2 = 22

Sovereign Court

Male Humanoid (Human) GM 4

Ah, yes, forgot about that. Sorry. Yes, Teric did hit the gnoll with his shot, cursed though his hands are!

With a flurry of arrows and a well-placed spear, the two eastern gnolls are felled!

The one by Darvik, seeing his allies fall, decides that no reward is worth this and turns tail.

Out of Combat

With the gnoll threat dispersed, you are able to survey the oasis at your leisure. Consulting the map, you see reference to an oasis and that you have met up with the trade route. The destination should only be a few hours away.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

"Good work, everyone! Mangy gnolls are a damned nuisance." He spots the wound Prothero has taken and uses his wand to heal it. Afterward, he pokes around the items left at the Oasis.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Perception: 1d20 ⇒ 7

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Prothero breathes a good deal easier as Teric heals his wound and the torn flesh knits back together. "Thank you, Teric. Much appreciated."

Once Teric is finished, Prothero walks over and takes a closer look at the gnolls, then says, "I worry about the one that got away, I hope there aren't more of them waiting to take us on. Fortunately, these three were foolhardy enough to take on a larger group."

He takes a quick look around the oasis, then says, "Well, we were in a hurry before, seems we should keep hurrying." He then suggests they get moving again.

Perception to look around oasis, Take 10 for 19

Status: 19/19 hp

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

With the gnolls defeated, Borax takes one minute to prepare another shield extract. He then takes two more minutes, one to search the gnolls and see if he can determine why they here waiting in ambush, and the other to search the around the hearth and determine what has transpired.

Perception = Take 20=25 on both searches

Sovereign Court

Male Humanoid (Human) GM 4

As you search the area, you notice something a bit peculiar. A weathered, partially buried marker about 100 feet west of the oasis matches the description in Grandmaster Torch’s notes. The peculiarity lies in the fact that its shadow points in a different direction than your own. Instead, it points to the direction your notes indicate that Seeker's Folly lies awaiting your arrival.

The gnolls themselves have little of value. A couple spears each, makeshift rusted armour, and a very bad smell of rotting meat. Nearby, however, you spot a hastily buried cache of objects, no doubt their previous plunders. In addition to a mundane silver cup and a hodgepodge of coins, their ill-gotten gains include an alchemy crafting kit , a vial of antitoxin, and two flasks of alchemist’s fire.

You have made very good time up until now. You may continue at your leisure or refresh yourselves at the oasis. Your decision.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Borax as surprised by the present of a crafting kit.

What would an alchemy crafting kit be doing out here?

Already in possession of identical items, Borax lets the rest of the party help themselves before taking any of the alchemical items.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric picks up one of the flasks of Alchemist Fire. "A handy sort of thing. I'll take one if you don't mind. The rest don't concern me much."

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

Looks like junk to me, well, maybe this flask is useful. Darvik will take the other alchy fire if no one else does. The coin might be useful though.

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

Someone should definitely take that antitoxin. There are plenty of poisonous beasts in the desert.

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

You don't have to ask me twice, however I'm a fairly sturdy fellow. Perhaps Teric should take it?

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Borax comments, almost absent-mindedly,

"It only lasts an hour. Best wait until we are likely to need it."

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Prothero collects the antitoxin and assorted treasure and says, "I'll hand it off to whoever needs it when the moment comes, for now, let's keep moving."

Are we tired enough from the desert crossing that we need to refresh ourselves in order to avoid being fatigued, or can we keep moving?

Sovereign Court

Male Humanoid (Human) GM 4

You are welcome to continue. It is only midday at this point.

When you are ready to depart, you find the shadow from the marker still pointing in the same direction. Following it and your map notes, you head on your way to Seeker's Folly, hoping the time you saved will put you ahead of any other eyes searching for the ruins.

The remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony. A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door, partially buried by sand

The wall is about 30-feet high with the rockface on either side rising slightly higher.

Will have a map up shortly.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

As they approach the massive rock with its peculiar entrance, Prothero offers a thought, "Since we know there are some fond of ambushes in the desert, this seems like a fine place for one, while we're all focused on the mystery of a door into a hill. Keep an eye out, and I'll see what I can piece together about this door."

He moves closer to the stone wall and iron door and studies them carefully.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Sovereign Court

Male Humanoid (Human) GM 4

Checking the wall and door, you see traces of carvings, possibly inscriptions of some sort which have since been ravaged by the sands over immeasurable time. You also see that the sand outside these gates has not been disturbed for some time. It would seem that whoever was also after whatever is contained within has not yet reached their destination.

Seeker's Folly map

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Concerned the writings and the sand may be hiding a trap, both magical and mechanical, Borax takes time to search it.

Perception T20 = 25

"Can anyone detect magic in the area?

If nothing radiates magic, Borax will attempt to decipher the inscription without saying the words aloud. First he'll Take 10 to see how complex/obscure the language is. Take 10 Linguistics =19 +Inspiration (GM is suppose to roll).

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

At Borax's words, Teric casts a spell and examines the wall.

Detect Magic

Sovereign Court

Male Humanoid (Human) GM 4

Nothing radiates magical, and it is impossible to decipher any of the writings due to their worn status.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Can Borax take a tracing of the writings? I'm guessing the scenario doesn't even contemplate that. Assuming Borax did not find any mechanical traps

"I suppose there is only one course of action."

Borax prepares an extract of True Strike.

Sovereign Court

Male Humanoid (Human) GM 4

Afraid not. They are far too worn. And no, no traps.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

After the Pathfinders study the doorway a while, Prothero says, "Well, I guess there's nothing for it but to take a look." He steps up the the door and attempts to open it.

Not clear if there's an obvious handle or if opening it is supposed to be part of the challenge. Just in case, here's a Str check:

Str check: 1d20 + 2 ⇒ (5) + 2 = 7 And an impressive one, at that.

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

Darvik will try to open the door once he sees the struggles of Prothero.

Strength: 1d20 + 4 ⇒ (12) + 4 = 16

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Neener-neener...

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

Perhaps a lower centre of mass would help?

Strength: 1d20 + 3 ⇒ (6) + 3 = 9

Sovereign Court

Male Humanoid (Human) GM 4

Prothero lunges at the door, but to no avail.

Darvik swears he can feel the door budging as he presses, but they remain sealed.

Defah finally tries his dwarven might and pushes until his feet churn the sand beneath him in a comedic manner.

Now if you were to combine your efforts...

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