The Prince Behind The Sand - TRUE SANDBOX HOME BREW (Inactive)

Game Master Jeremy Packer

ACTIVE MAP - ROLL20

SUMMARY:

INTIATIVE
  • 21 - SANDMAN 2
  • 17 - KAARAS <---
  • 17 - SANDMAN 1
  • 11 - SANDMAN 4
  • 9 - ATAJINN
  • 9 - GADRICK
  • 7 - KAEPORA
  • 22 - ADAAR
  • 16 - DAHRANI
  • 6 - SANDMAN 3

EFFECTS & CONDITIONS
  • KAARAS - FLAMING SPHERE - 4 ROUNDS
  • ADAAR - GRAPPLED
  • SANDMAN 2 - GRAPPLED

HEALTH
  • ADAAR - 42/34
  • ATAJINN - 40/40
  • DAHRANI - 57/48
  • GADRICK - 30/30
  • KAEPORA - 35/35
  • KAARAS - 43/43

TREASURE


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Male Halfling Hidden Priest 5

Will Saves:

I have no idea which sandman 1 2 3 4 or what not.
For The Sandman NE of Dahrani:
1d20 + 8 ⇒ (6) + 8 = 14
+2 Vs Charm & Compulsion
For The Sandman E of Dahrani:
1d20 + 8 ⇒ (14) + 8 = 22
+2 Vs Charm & Compulsion

Gadrick shakes off sleep at first reluctantly but then more easily and calls out to one of the Sandmen near Dahrani. (Whichever's turn is next. I can't tell who is 1 2 3 or 4)

"Sandman! Show me your power! Show me you are the strongest of your kin!" Meanwhile Gadrick, twirls his weapon before himself.

Gadrick casts Murderous Command. Standard Action. Will save to negate should be 14

Hidden Priest Roll<Perform(Comedy)>:

DC to cast and obscure should be 12 if I am correct
1d20 + 13 ⇒ (1) + 13 = 14
+2 when using Jugglesticks
Hooray! Skill checks don't critically fail! hehe

Gadrick then runs south 15 feet next to Adaar, raising his shield over Adaar while he leans over the great beast.

Move action.

Gaddy whispers softly to Adaar and rouses the snake with a firm patting on its body, "Wake, my friend. There are many Thorns here to trouble us. We have many deeds yet to do. Wake and carry-on."

*Hero Point:1* Additional Standard Action to wake Adaar.


Male Owl (Companion of Dahrani Al-Jahron) | AC 14 (T 13, FF 12) | HP 16/16 | Fort +4, Ref +5, Will +3 | CMB +1, CMD 13 | Init +2 | Perception +9

"Caaawwwww caaaawwwwwwww"

And with that, Kaepora descends to about 30 feet above his master and the sandmen.

Move action to move to the square designated, 30 feet high.
Readying an action to Aid Another if someone (or a large snake) falls back asleep.


Atajinn and Gadrick wake their sleeping companions.

Sandman Save:
Will save 1d20 + 2 ⇒ (11) + 2 = 13

The sandman in front of Dahrani turns on his companion and seems to be preparing to slam him with an earthy fist.

Sandman 2 fails his save and will be attacking his companion shortly.

Adaar and Dahrani wake up and can act as though delayed. I am changing the initiative chart now. Dahrani is prone. Please make the Will saves before acting as before.


Will Save:
Will Save: 1d20 + 2 ⇒ (19) + 2 = 21

Will Save:
Will Save: 1d20 + 2 ⇒ (10) + 2 = 12 +4
from a Hero Point

Adaar wakes up and coils up to strike at the closest Sandman!

Bite Attack:
Bite Attack: 1d20 + 11 ⇒ (17) + 11 = 28

Damage:
Damage: 1d4 + 10 ⇒ (4) + 10 = 14

Grab:
Grab: 1d20 + 11 ⇒ (16) + 11 = 27 +4 from racial bonus

Constrict:
Constrict: 1d4 + 10 ⇒ (1) + 10 = 11


"Wait, wha....."

Dahrani, slightly confused by how he arrived on the ground, begins to stir around only slightly before he feels the drowsiness set in.

Will Saves:

Will Save vs. aura S1: 1d20 + 3 ⇒ (15) + 3 = 18
Will Save vs. aura S2 (using Hero Point after roll is made): 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17

Dahrani shakes his head before realizing what situation has befallen him. He stands up and takes out his maces, leaving his swords on the ground where he dropped them.

"You vile creatures. You shall feel the sting of death by my steel!"

Two successful Will Saves against these auras, using a Hero Point on the second roll after it was made.
A move action to stand up.
A second move action to draw both MW Light Maces.


Male Halfling Hidden Priest 5

"Oh Adaar! Not that one! That's the one that I..."

Gaddy sighs in resignation.

Why cast spells? Just throw rocks. No difference.


The ground beneath Adaar begins to shake slightly and another sandman rises as it strikes out with a sandy fist.

"Fssstlh kaasssit!"

Terran:
"More fleshy ones?"

Sandman Attack:
Sandman 3 slams Adaar 1d20 + 6 ⇒ (5) + 6 = 11
Damage 1d6 + 3 ⇒ (2) + 3 = 5

The sandman misses as it settles down with what seems to be a threatening grin.

End of Round 2


ROUND 3

The sandman in Adaar's clutches continues to struggle. It pounds it's sandy body against the snake's body.

"Hkkkts Ttrrssd!"

Terran:
"Wicked Beast!"

Sandman Attack:
Sandman 2 slams Addar while grappled 1d20 + 4 ⇒ (17) + 4 = 21
Damage 1d6 + 3 ⇒ (3) + 3 = 6

The sandman's blow connects and Adaar grunts under it.

Adaar needs to provide a Will save from the blow.

Kaaras, your turn.

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