Slaughtersea's Sargava Chalice

Game Master Byden

A round robin game where the players take it in turn to design and DM encounters. Can The Pathfinders avenge the death of their fallen comrades and emerge victorious in Golarion's most grueling race, through the tropical jungles and wilds of Sargava?


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Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The small group of five Pathfinders had arrived in Port Freedom with only days to spare, having been called in urgently by Venture Captain Finze Bellaugh after his original team were killed in mysterious circumstances.

All around them throngs of dark skinned Mwangi natives - dressed in an array of exotic styles including cloaks made of banana leaves, or even just loin cloths - and smaller, but more orderly groups of pale skinned, oft sunburnt Cehlaxian descended colonists. The noise is deafening, and an array of exotic scents mingle with the festive pandemonium teaming up for an assault upon the senses.

Venture Captain Bellaugh strokes his greying beard as he looks the team over,

"I'm sorry I've not had more of a chance to prepare you my friends. All I can tell you is that you will be avenging brave men, and upholding the honor of The Society if you can win this thing. Be on your guard, and take note of my annotations to the map, I don't know the tiniest sliver of the dangers you will likely face, but I've some ideas that might speed your course. Now..."

The sound of two dozen shrill trumpets erupts over the noise of the crowd quelling it as ahead of the six assembled teams a litter is upon which a man dressed in a magnificent peacock feather cloak, and wearing a gleaming silver breastplate with a longsword strapped to his hip, stout but obviously muscular Sargava's nominal ruler Baron Utilinus. The Baron raises his hands and speaks, his voice obviously magically enhanced as it rolls out effortlessly across the thousands strong crowd,

"People of Sargava, and of all Golarion, welcome to the greatest race known to man! This year's Sargava Chalice will be bigger and better than ever before, for this year we have called teams to take up the gauntlet! And consequently the course has been made longer and tougher than ever before. So without further ado let me present the teams! First we have The Sargavan team, brave men who will show that native and colonist alike we are one people brought together and surely claim victory," there is uproarious cheering, "then we have a team representing our friends and allies The Free Captains of the Shackles. The Pathfinder Society have managed to gather a team of substitutes after their candidates were slain in a tragic accident, we wish them luck honoring their fallen. The Aspis Consortium brings forth the best team money can buy, I'm sure," a group of men dressed finely and showing no evidence of feeling the days pounding heat, everything about them seems sleek expensive and efficient and they do not appear impressed by the occasion. "Then we have a first a team of Elves from far off Kyonin! And finally we have the condemned a team of convicts who will win their freedom if and only if they secure victory!"

The Baron takes a deep breath as excited murmuring fills the air and then continues,

"The race will begin with a...

Okay that's where I'll leave it until we've all created our characters. If anyone wishes to offer descriptions of their NPC teams, etc., please go ahead. I'm planning to stagger the teams departure so we don't end up with a crazy free for all to kick things off. My first encounter will determine what order the teams leave in.


dotting for dotting's sake, going to stat up a Pirate leader and use the stats in the Isles of the Shackles as a guiding point.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

"test to determine which team goes first! So things cannot degenerate into an instant battle, the teams will each leave via a different route, in hourly intervals. The order will be decided by which teams can destroy their foe the first, and any team may choose to abstain from the battle. And for their opponents I give you the great Brass Beasts! Provided and designed by our own Lord Egrasson!"

An elderly noble steps forward taking a bow, to both cheers and jeers from the crowd and then raises a hand. There is a sudden rumbling and from six of the entrances onto the great bizarre emerge huge brass statues moving of their own volition! They are styalized depictions of animals, a bull, a lion, a bear, a gorilla, a crocodile and wolf.

Baron Utilinus continues, directing the teams to their chosen foe and guardsmen push the crowds back good naturedly from six areas around exits from the bizarre,
"and the Pathfinder team shall face the great Brass Bull! Combat will commence upon the sounding of the trumpets!"

The crowd are pushed back and the group make their way over, Venture Captain Bellaugh wishing them luck one last time. Then as they take their positions the trumpets ring out!

Colwin Throssel Init: 1d20 + 8 ⇒ (20) + 8 = 28
Eadgart Gene Pentti Init: 1d20 + 5 ⇒ (3) + 5 = 8
Captain Moonscar Init: 1d20 + 8 ⇒ (20) + 8 = 28
Isco Init: 1d20 + 3 ⇒ (1) + 3 = 4
Brass Bull Init: 1d20 - 2 ⇒ (19) - 2 = 17

Captain Moonscar and Colwin are up!

MAP


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin who has been continually muttering spells every few minutes and glancing around twitching at every new noise floats twenty feet straight upwards while shouting,

"Its an animated object! What's that Sigh? It's an animated object that looks like its designed to trample people! Get out of its way, split up! And its made of brass so you will need to hit hard to harm it!"

The wizard then casts haste spell upon himself and all of his colleagues and Sigh, hoping to help them avoid the brass monster.

Meanwhile Sigh transforms into a whirlwind and surges forward attempting to engulf the construct!

Knowledge Arcana: 1d20 + 14 ⇒ (2) + 14 = 16
Sigh Knowledge Arcana: 1d20 + 4 ⇒ (14) + 4 = 18


Constructs then, K. Arcana I believe. 1d20 + 4 ⇒ (3) + 4 = 7 Nope
Init Roll off 1d20 + 8 ⇒ (16) + 8 = 24

Morgan will lead with a charge off his wand of Obscuring Mist. Surrounding himself and everyone within 20ft.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The great bull is struck by the force of the wind clanging like a bell, but apparently taking no damage. But the whirlwind simply does not have the force to lift the great statue!

Everyone is hasted! So extra attacks on a full round +30ft. speed, +1 to hit, +1 AC.

Brass Bull save vs DC 12 Whirlwind Slam: 1d20 ⇒ 13
Brass Bull save vs DC 12 Whirlwind Engulf: 1d20 ⇒ 9


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The still ringing bull can be heard thundering forward - only Colwin and Sigh out of the mists can see it - and then suddenly it is directly before Captain Moonscar and Eadgart appearing through the mist bearing down upon them!

Captain Moonscar can choose to either take an attack of opportunity with a -4 penalty and 20% miss chance, or to make a reflex save to halve the trample damage.

Trample Damage: 2d6 + 15 ⇒ (6, 6) + 15 = 27

Eadgart takes 27 damage, Captain Moonscar takes 27 damage or 13 damage if he chooses to make a reflex save and is successful.

MAP


Reflex 1d20 + 5 ⇒ (12) + 5 = 17


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Though he tries to avoid it there is simply too much of the bull and it crashes into both of the Pathfinder team's frontliners with devastating power!

Eadgart Gene Pentti and Isco are up! Followed by Captain Moonscar and Colwin.

MAP


Male Catfolk Alchemist 24/33 HP
Stats:
16(13) AC, +3 init, 30(20 climb) speed, 5/7/0 F/R/W , P: +7, acro:+18
, DR 10/magic v ranged: 5hr

ouch...
Isco sees the monstrosity, and steps backwards and draws his dagger to L16. He then grabs a vial and quaffs it. Extract(False Life): 1d10 + 5 ⇒ (6) + 5 = 11 temp HP

Also, is there anwhere that can be climbed up? if so, he'll climb up there, instead. (60' move, 40' climb)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The buildings shown on the map should be climbable.


Alrighty, I'll move to d14, instead, to stay in range, and to potentially climb up building. (assuming I can't jump + climb + quaff in one round...


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Action for the top of round 2.

Sigh darts back to his master and pushes the levitating Colwin away from danger until he is up against the roof of a building. Frowning thoughtfully the wizard shouts,

"Healing won't work on it if you wish to channel," before he begins to chant, ready to summon a lantern archon to aide the group.

Moves to 20ft. up in A15.


"Thanks for the tip Cowin."
Morgan cast fly and moves up up and away.

Map wont load on my kindle right now so just move me back some place


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

That would provoke though Captain Moonscar, both the spell and the movement, only total concealment prevents attacks of opportunity though it will have a 20% miss chance. You can cast defensively, but then moving away would provoke.


So? Cant 5ft step in a fog either so im boned any way least this way others can move w/o AO.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Obscuring Mist does not prevent 5ft. stepping, they are only hampered by difficult terrain or darkness, and obscuring mist is neither since you can see fairly well in the square next to you.


PRD > Addit. Rules > Tactiacal Movement
Condition: Poor Visibility
Addit. Movement cost x 2. ( 1 square = 10ft )
Seeing less than 10ft sounds like poor visibility to me. And when you apply this to PF solid fog it makes the spell not suck.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Additional rules are houserules essentially, and solid fog is amazing, obscuring mist does not need to be any better its already one of the better 1st level spells.


if i knew obs mist was in multiple people's hands i'da been tempted to get the trait that lets you bypass concealment :P


Alignment, Carrying Capacity, Vision & Light, Breaking Obkects are houserules? ... I disagree but to move this along my action remains the same


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'm probably just wrong Captain, posted on my way into work plus I'm wrong a lot :).


Male Catfolk Alchemist 24/33 HP
Stats:
16(13) AC, +3 init, 30(20 climb) speed, 5/7/0 F/R/W , P: +7, acro:+18
, DR 10/magic v ranged: 5hr

Poke poke


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Eadgart using his hasted speed and realizing Briarward will likely do little damage to the metal monster swings twice with Ebonclaw his adamantine longsword. His first attack is off because of the whirling mist, but his second strikes true and seems to cut through the metal like butter!

The lumbering hulk then smashes at Eadgart with one great brass hoof bludgeoning the fighter badly again. Eadgart sways on his feet, but grits his teeth, badly wounded, but still fighting.

With a snarl Eadgart swings again using his hasted speed to strike twice, again his first attack is poorly aimed but his second slices off a great hunk of brass. He then steps back into the mist. Round 2 action

Eadgart takes 19 damage and is at 4/50 hp.

Isco is up!

Captain Moonscar:
Reading the rules you quote it still does not look like poor visibility prevents 5ft. stepping. The rules say difficult terrain or darkness prevent it nothing else I can certainly see your argument, but I'm going to rule that you can its how I've always played it and I don't think the intent was for it to stop you 5 footing. Of course you are welcome to play it the other way in your encounters just let us know :) I'll leave your action ambiguous for the moment.

Miss Chance High Good: 1d100 ⇒ 7
Miss Chance High Good: 1d100 ⇒ 71
Ebonclaw PA: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Ebonclaw Haste PA: 1d20 + 11 ⇒ (17) + 11 = 28 Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Brass Bull miss chance high is good: 1d100 ⇒ 67
Brass Bull vs Eadgart: 1d20 + 15 ⇒ (14) + 15 = 29 Damage: 2d6 + 15 ⇒ (1, 3) + 15 = 19

Miss Chance High Good: 1d100 ⇒ 52
Miss Chance High Good: 1d100 ⇒ 60
Ebonclaw PA: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 1d8 + 8 ⇒ (2) + 8 = 10 Actually a miss rolled with flanking bonus added when I should not have.
Ebonclaw Haste PA: 1d20 + 11 ⇒ (14) + 11 = 25 Damage: 1d8 + 8 ⇒ (5) + 8 = 13

MAP Captain Moonscar's position may be wrong.


Fine. Withdraw behind cover if possible.


Isco scrambles up the side of the wall. to A11

He quickly drops a tablet into a flask and grins as it begins to bubble up. With a calculated throw he tosses it at the monstrosity. "Bonzai!"

1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 touch. on a hit 3d6 + 3 ⇒ (2, 1, 4) + 3 = 10 fire or 4 on a miss. No chance of hitting ally on a miss.

Gogo crap rolls...


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Isco's cannot see the great brass bull in the mist, but guesses at its position and flings his bomb. The flames envelop the bull, but are not fierce enough to harm the metal.

Colwin's summoning finishes and a Lantern Archon appears over the bull's head. The Lantern Archon fires two bolts of light at the brass bull one hits and does damage, but the mist causes the other to go wide. The wizard the gives Sigh a shocking grasp spell to deliver to distract the creature and the elemental whirls down to take up a position between it and Eadgart prodding the bull with its electric touch.

The elctricity does little, but does appear to cause some damage.

Captain Moonscar is up, no time to update map. But place yourself where you wish and only other changes are to other PCs and Sigh.

Miss Chance high good: 1d100 ⇒ 58
Miss Chance high good: 1d100 ⇒ 2
Ranged Touch: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d6 ⇒ 5
Ranged Touch: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d6 ⇒ 1
Miss Chance High Good: 1d100 ⇒ 87
Shocking Grasp Touch: 1d20 + 7 ⇒ (8) + 7 = 15 Elec Damage: 5d6 ⇒ (6, 1, 2, 3, 3) = 15


Male Human Fighter (Two-Handed Fighter) 3

In awe of how much damage he's taken already, Eadgart leans on his sword and is glad that something is finally seperating him and the raging beast.

Yeesh, it looks like I'm going to die in the first combat here :/


Will move and channel to get eadgart for sure and more possible.

Channel 3d6 ⇒ (4, 2, 3) = 9

Can't see map from kindle so I'm flying blind as it were right now.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The brass bull unable to see Eadgart, and seemingly having little care for which opponent it strikes smashes at the air elemental before it! The poor elemental is hit with a blow that would shatter steel and many wisps of his substance vanish into the air!

Eadgart and Isco are up!

Miss Chance High good: 1d100 ⇒ 62
Brass Bull vs Sigh: 1d20 + 15 ⇒ (16) + 15 = 31 Damage: 2d6 + 15 ⇒ (3, 3) + 15 = 21

MAP


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Keep at it Eadgart! I'll, ah, have the archon aide you, which will, ah, cushion you against its blows, and try to, ah, distract it."


Male Catfolk Alchemist 24/33 HP
Stats:
16(13) AC, +3 init, 30(20 climb) speed, 5/7/0 F/R/W , P: +7, acro:+18
, DR 10/magic v ranged: 5hr

Isco quickly infuses another grenade and chucks it, making sure to avoid allys. 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 touch. 3d6 + 3 ⇒ (5, 1, 2) + 3 = 11 fire hoping for better rolls... 6 on a splash (ie: miss).

He then runs down drawing an extract as he goes, stopping next to Eadgart (as far as possible away from ze bull) and holding it out for him to grab.


Male Human Fighter (Two-Handed Fighter) 3

Shrugging, Eadgart steps out of the mist and takes the extract, swallowing it.

Healed 9 hp from Moonscar's channel


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin calls,

"Use aide upon the warrior there please Archon, and distract the construct if you would," and the light complies swooping down to where it can both cast upon Eadgart and place itself between him and the brass bull.

"Sigh to me!" The air elemental withdraws vanishing from its opponents view and streaking to Colwin's side.

Colwin then pulls free a scroll from the box he holds in his left hand and reads the spell written upon it creating another Eadgart identical in every way save for the bold white lettering upon his back which reads,

I am an illusion, heal the other me!

The illusory warrior then steps forward into the mist to confront the bull.

Temp HP from Aide for Eadgart: 1d8 + 3 ⇒ (1) + 3 = 4

Eadgart gets +1 morale bonus to attack rolls and temp hp.

Captain Moonscar is up!!

MAP


1d8 + 5 ⇒ (2) + 5 = 7 to Eadgart


Dismiss the Fog as it's only aiding the enemy now.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The mist vanishing the bull clanks forward trying to trample the newly revealed foes before it! The lantern archon attempts to dodge, but is not quite quick enough taking the full brunt of the brass bash, but its ephemeral nature seems to resist a lot of the damage though it is obviously injured its light flickering noticably more faintly.

"Kill the thing I'll stop it attacking you!" Colwin calls.

Trample Damage: 2d6 + 15 ⇒ (4, 1) + 15 = 20 DC 23 reflex for 10 (see below).

Isco and Eadgart are up!

Lantern Archon Reflex: 1d20 + 3 ⇒ (16) + 3 = 19

Brass Bull Will save vs Silent Image: 1d20 - 3 ⇒ (15) - 3 = 12

The Lantern Archon, Isco, and Eadgart can choose to either make an attack of opportunity at a -4 penalty or try to avoid the trample with a reflex save for half damage.

MAP


Male Catfolk Alchemist 24/33 HP
Stats:
16(13) AC, +3 init, 30(20 climb) speed, 5/7/0 F/R/W , P: +7, acro:+18
, DR 10/magic v ranged: 5hr

1d20 + 8 ⇒ (12) + 8 = 20 Reflex. Well, Edgart will survive this attack. ... Rolling sounds more like acro... :P
Isco tries to roll out of the way, but doesn't quite make it. He jumps back withdrawing and circles around, climbing up to A10.


Male Human Fighter (Two-Handed Fighter) 3

Bless: 4 temp hp, +1 Morale bonus to Attack rolls; Healed 7; Haste: Extra attack during Full Attack at full BaB, +1 Attack roll Bonus, +1 Dodge bonus, +30 ft. Land Movement

Seeing the bull come charging towards him, Eadgart raises Ebonclaw to strike the beast down.

Attack of Opportunity (Ebonclaw, 10+1 Morale+1 Haste-4 penalty=8): 1d20 + 8 ⇒ (12) + 8 = 20
Damage (Ebonclaw): 1d8 + 4 ⇒ (7) + 4 = 11

Takes 20 damage from the Trample. Hp 4/50

Knocked down by the Bull, Eadgart rolls along the ground and quickly brings himself up to standing. Then, finding himself next to the beast, he once again unleashes his fury.

Full Attack (Melee TWF Power Attack): Ebonclaw (6+1 Morale+1 Haste=8): 1d20 + 8 ⇒ (9) + 8 = 17
Ebonclaw (Power Attack) damage: 1d8 + 8 ⇒ (5) + 8 = 13
Full Attack (Melee TWF Power Attack): Ebonclaw (6+1 Morale+1 Haste=8): 1d20 + 8 ⇒ (20) + 8 = 28
Critical Confirmation: 1d20 + 8 ⇒ (2) + 8 = 10
Ebonclaw (Power Attack) damage: 1d8 + 8 ⇒ (4) + 8 = 12
Critical Hit (x2): 1d8 + 8 ⇒ (6) + 8 = 14
Full Attack (Melee TWF Power Attack): Briarward (6+1 Morale+1 Haste=8): 1d20 + 8 ⇒ (18) + 8 = 26
Briarward (Power Attack) damage: 1d4 + 7 ⇒ (4) + 7 = 11

Haste should end this round, right?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The brass bull teeters Eadgart's assault having left it covered in gashes and simply cut away several great chunks including half of the bull's head, and his final slam with Briarward, though it does little against the metal is just enough to send cracks running through the entire construct which collapses in a heap at his feet!

Victory! 800 XP each.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

As the group gather back together about the rubble, and begin tending to their various wounds a slender Sargavan native, wearing an officious looking outfit far drabber than those favored by the crowd moves up to them,

"This way please gentlemen, the results are to be announced shortly," lead back to through the teeming crowds who grudgingly step aside for them the team return to their starting position. It is a few minutes before Baron Baron Utilinus's voice rings out again, magically augmented to arry across the whole crowd,

"Ladies and gentlemen we have our results! The Kyonin Elves have decided to abdicate rather than face the great Brass Gorilla, sensible, but perhaps costly! The Free Captain's team also elected to forfeit, rather than face the Brass Wolf so we shall toss a coin to see who goes last! He flips a coin into the air calling, "Heads means elves win, but tails it is!"

High Elves win: 1d100 ⇒ 34

"In fourth place were our brave men of the Sargavan team, who heroically shattered the Brass Tiger! Then we have the bold boys from the Pathfinder Society coming in a valiant third having put paid to the Brass Bull with some fine swordsmanship, though they bled for their trouble! Then in second place were the Aspis Consortium with a polished performance that proved that you don't need to play fair to win! But the victors who will gain the early advantage are the Condemned me, the urge to earn their freedom no doubt spurring them on! They will set off at the hour, I'm afraid I must ask the rest of you to wait until you are called for, please enjoy the festivities or make use of the tents set up for you to rest and take refreshments."


Male Human Fighter (Two-Handed Fighter) 3

Without missing a beat, Eadgart says.

"Yeah, I'm heading off to those tents right now. I feel like crap."

Without even waiting for the others, he heads over to their tent, in hopes that there might be some magical healing available there.


"You need anything let me know "


Male Catfolk Alchemist 24/33 HP
Stats:
16(13) AC, +3 init, 30(20 climb) speed, 5/7/0 F/R/W , P: +7, acro:+18
, DR 10/magic v ranged: 5hr

Isco climbs up to a building next to the tent, and stretches out, looking upon the competition. "That could have gone better I think." He curls up for a small catnap, keeping one ear open.


Male Human (Mwangi) Monk (Drunken Master) 1

Heavy footsteps sound at the door and a tall mwangi man dressed in pirate finery steps into the tent

"Gentlemen... Is thees where we wa s'posed ta meet up? I think I'm a li'l late to da party."

He shrugs apologetically, takes out a large bottle of what smells like some pretty harsh liquor, swigs it down and smiles at you all, gold teeth glittering in at least five places.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Perhaps you could, ah, do a little channeling Captain, ah, Moonscar, ummm, do I have that right? Its a rather odd, ah, sobriquet. I believe Sigh, Isco, yourself, and Eadgart are all in need of healing so channeling would be the most, ah, efficient solution."

Colwin offers a small bow to the newcomer extending a hand,

"A, ah, pleasure I'm sure, ah, Colwin Throssle, Wizard of the Winds, and this is my, ah, air elemental familiar Sigh. You would be, ah, Thaddius I believe?"


"It's Morgan. Morgan McWright. Moonskar is just my alias."

Channel 3d6 ⇒ (3, 4, 5) = 12


Isco sees some stranger walking in to the tent, and goes to peer inside.
"Ahh, yes. I guess another can only help. Speaking of, I will see if I can make something to help a little with another construct, if we are so unlucky."

He then sets up outside with his kit and tinkers with the fluids.

Crafting stuffs:
adding +10 to try to make acid quickly. don't quite auto make that dc. cost of item is 10gp. DC=25 So here goes.

1d20 + 18 ⇒ (20) + 18 = 38
Part of me wants to cry for that... but, here goes. 38*25=950
950/7 = 135
135/10=13 so 1/13th of a day is close to 2hr. Master alchy = 2x speed, so make an acid in an hr.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'll point out that you can take 10 while crafting Isco, most people usually do in my experience, saves you from the danger of failing and from wasting 20s ;)

A little over three hours pass, much of which is spent with Venture Captain Bellaugh pointing at the map and identifying various dangers, possible shortcuts and the like.

No healing is offered, the groups being expected to be self sufficient in that regard, but fruit juices, and a selection of Sargavan delicacies from grilled meats marinated in fiery pepper sauces to sweet mango cakes are served up.

Then finally a Sargavan official, this time of obvious Chelaxian descent asks the group to accompany him and they are escorted to the center of the marketplace where the group gives them a mixed, but largely favorable reception.

"Follow this main street directly out of the city and good luck to you. You may begin when the trumpets sound..."

Seconds later there is a triumphant fanfare as trumpets ring out and the group set off on their arduous journey!

Healing wise Sigh is still 9hp down, I believe Eadgart is 34 down.


Wand of CLW
Sigh 1d8 + 1 ⇒ (5) + 1 = 6
Eadgart CLW x4 4d8 + 4 ⇒ (6, 1, 3, 5) + 4 = 19
- Spontaneous CSW(Stone Shape) 3d8 + 5 ⇒ (4, 6, 1) + 5 = 16

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