Into the Desolation

Game Master Zorblag

The Slumbering Tsar Saga

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HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

It's Bannogs turn. But just wanted to throw this out there. I have no idea what to do on my turn. Probably just move away from the door and our confused comrades, but within sight of our buds so if the spellcaster enters to attack our them, I can chuck starknives at it...So if you have any suggestions yell'em at Tristan. Cause he's not gonna try to wrestle Groff outta the building....nope!


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

"BLOCK GROFF Tristan" shouts Khoran

Talking is a free action. See discussion for what I want.

Also, as a note to the GM, Khoran is getting clever and keeping careful track of how long the confusion effect lasts in rounds...


Goblin Aerokineticist 7 VMC Wizard | HP 87-21NL/87 (66 HP) | 3/9 burn | AC 22, T 17, FF 17 | 40% miss chance vs ranged | Fort +12, Ref +11, Will +4 | Perception +22 | Init +12

Bannog's huge eyes focus in on Grimm with a deep anger. "No grabby, zap!" He moves backwards, gathers energy, and lets fly a flash of electricity toward poor Grimm.

Sorry!
Touch Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 4d6 + 7 ⇒ (2, 1, 4, 6) + 7 = 20
+10 from Empowered, 30 damage total. Run away!


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan follows Khorans command and moves to the pink square completely non-threateningly (total defense, standard)

Skills If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

I have moved Tristan's icon on the map, as he hadn't actually done so yet

Taking advantage of the cover offered by Tristan, Khoran slips away from Groff's Dorn Dergar and tries again...

Move action , using Tristan to avoid an AoO from Groff
Standard Action, Slumber Groff again (Accursed Hex feat, Will DC 17

You gonna Nat 20 this one too Groff? Yes, if you make this save, you'll be able to take another swing; I can't quite get the range right after Bannong took his 5', but you can't charge because no straight line.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

will save: 1d20 + 4 ⇒ (10) + 4 = 14


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm will move towards the exit and will become invisible.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Ok, I'm assuming that because the door auto-locked the party is the only ones in the init order

Talking as a free action

Taking advantage of Auleth's apparent clarity of thought, Khoran speaks :"Auleth, you've been affected by a confusion curse. Run, get out of here and away from us before you lose control again." Turning to Tristan, he continues "Tristan, lug Groff out. Leave his Dorn Dergar, I'll bring it."

My actions have to wait until I see what Auleth rolls for confusion...


Hidden Dice Rolls:

1d100 ⇒ 60
1d100 ⇒ 64

Bannog flies back and blasts Grimm with lightning, eyeing the Gnome suspiciously when he smolders rather than falling to the ground from the damage.

Tristan and Khoran work together to stop Groff from attacking and put him to sleep with a slumber hex and the dwarf falls to the ground asleep.

Auleth's eyes glaze over again and he looks at the scimitar in his hand questioningly before plunging it into his own body.

Auleth Self Damage: 1d8 ⇒ 4

Grimm, not wanting to take another lightning bolt attack fades from sight and moves away.

Bannog looks around and in his confusion once again decides that attacking himself is the best action he can take at this time.

Bannog Self Damage: 1d8 - 1 ⇒ (8) - 1 = 7

Round Three Initiative Order

Auleth - Attacked himself, Under a Spell
Grimm - Cast Invisibility, moved away
Bannog - Attacked himself, Under a spell
Tristan
Khoran
Groff - Unconscious, Prone, Disarmed, Under a Spell

Tristan and Khoran can now act.

4:30 PM on Solstag, the ninth of Eostre, 3517 I.R.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

I have moved Grimm on the map (20' towards the exit),and have turned him transparent (50%) as he is invisible...

Khoran shakes his head in disgust and says "What a clusterf*ck", and then turns his will on Bannog...

Standard Action - Slumber hex on Bannog, DC 17 will save
I have not specified a move action, as it depends on whether Bannog saves. If Bannog saves, Khoran will retreat 30', to lure Bannog out towards the door (and hopefully prevent him from gathering power as a side benefit...). If Bannog fails, Khoran will come back to him, to carry him out...


Goblin Aerokineticist 7 VMC Wizard | HP 87-21NL/87 (66 HP) | 3/9 burn | AC 22, T 17, FF 17 | 40% miss chance vs ranged | Fort +12, Ref +11, Will +4 | Perception +22 | Init +12

Will save: 1d20 + 4 ⇒ (20) + 4 = 24
Sigh... Better get around the bend, because Extended Range + Air's Reach lets me shoot at up to 240ft without taking any extra burn.

Bannog's eyes flash with anger when the spell is cast upon him. "No! Bad magic!"


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Clusterf~#% indeed

Tristan begins dragging Groff out of the building


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Khoran doesn't waste breath on swearing, he just hustles his butt out of the complex, confident that electric death is chasing him...

Move Action - Move 20' towards the exit...

BTW, will you clowns quit burning natural 20's against someone who's trying to help you? That's two!


As Tristan begins to drag Groff away from the room Khoran attempts to put Bannog to sleep, but the feisty goblin just glares at the shaman with a new anger showing in his eyes. Khoran then retreats to the doorway.

Hidden Dice Rolls:

1d100 ⇒ 12

Auleth shakes his head clear again and looks around, seeming to be in control of himself for the moment.

Round Four Initiative Order

Auleth - Can act normally, Under a Spell
Grimm - Invisible
Bannog - Must attack Khoran, Under a spell
Tristan
Khoran
Groff - Unconscious, Prone, Disarmed, Under a Spell

Auleth and Grimm can now act and Bannog must now attack Khoran.

4:30 PM on Solstag, the ninth of Eostre, 3517 I.R.


M Human Inquisitor (VMC Rogue)

Auleth takes Khoran's advice and double-moves out of the building, sheathing his scimitar as he does to avoid hurting himself. He looks for an area to take cover along the outside of the building, where he can see anyone coming. Finding it, he thinks, How can one break a Confusion spell, or do I just have to wait it out?

Dice rolls if needed:

Stealth, to hide outside: 1d20 + 18 ⇒ (6) + 18 = 24
Knowledge(arcana), to figure out how to handle the spell: 1d20 + 7 ⇒ (10) + 7 = 17


Auleth's move speed is 40 feet right? I've placed him around a corner based on that, but if it's higher or lower he might go somewhere else.

Other than dispelling it or waiting for it to expire on its own Auleth knows of no way to remove a confusion spell.


M Human Inquisitor (VMC Rogue)

Yes, 40-foot speed.

Knowing that the length of effect will tell how powerful the source of the magic is, Auleth counts: Things started to get weird, then I had a moment of clarity, then stabbed myself, then could run...


Goblin Aerokineticist 7 VMC Wizard | HP 87-21NL/87 (66 HP) | 3/9 burn | AC 22, T 17, FF 17 | 40% miss chance vs ranged | Fort +12, Ref +11, Will +4 | Perception +22 | Init +12

The angry goblin's eyes don't leave Khoran as he runs away. "Silly longshanks, can't run from me!" He flies just a little ways to try to get a clearer shot, then the familiar electricity courses through his body before shooting off down the hallway toward the fleeing shaman.

Touch Attack: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 4d6 + 7 ⇒ (4, 1, 4, 1) + 7 = 17
Empowered 17/2=8.5, round down to 8, 25 total damage


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Khoran has electricty resistance 5 and 16 temporary hp; he is down 4 actual hp

A little smoke rises, but Khoran seems unfazed...


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm exits the building.


Round Four Initiative Order

Auleth - Moved, Under a Spell
Grimm - Moved, Invisible
Bannog - Attacked Khoran, Under a spell
Tristan
Khoran
Groff - Unconscious, Prone, Disarmed, Under a Spell

Tristan and Khoran can now act.

4:30 PM on Solstag, the ninth of Eostre, 3517 I.R.

At this point if you can get everyone under the spell either isolated by themselves (like Auleth is,) or incapacitated (Groff is for now,) that'll be enough to end the encounter.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan continues dragging Groff out of the building


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Khoran ducks around the corner. He waits, his will gathered to strike if any of the party start acting crazy again...

Move Action- move 20'
standard Action - Ready to use slumber on craze Party member...


Hidden Dice Rolls:

1d100 ⇒ 85

The non-enchanted members of the party continue to try to get everyone to safe locations and are getting the situation under control to the best of their ability. Unfortunately for them, Auleth is once again overcome by his confusion and decides that Khoran is a threat he needs to deal with.

Auleth runs towards Khoran with his scimitar in hand, and the shaman, seeing him approaching attempts to put him to sleep before he can land an attack.

Auleth needs to make a DC 17 Will save or be affected by the Slumber Hex. If he is not he'll make a single attack against Khoran.

Round Five Initiative Order

Auleth - Making will save, attacking Khoran, Under a Spell
Grimm - Invisible
Bannog - Under a spell
Tristan
Khoran
Groff - Unconscious, Prone, Disarmed, Under a Spell

Auleth can attempt his save and possibly attack and Grimm can act normally.

4:30 PM on Solstag, the ninth of Eostre, 3517 I.R.


M Human Inquisitor (VMC Rogue)

Will save=: 1d20 + 9 ⇒ (7) + 9 = 16

Auleth collapses, suddenly utterly exhausted.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Grimm is up


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm will disarm Auleth and will then move away to a safe distance.


Hidden Dice Rolls:

1d100 ⇒ 67

When Auleth tries to charge and attack Khoran he is put into a nice gentle sleep allowing Grimm to recover his weapon for now. While this happens outside Bannog looks around and sees almost no one left to interact with, just Tristan dragging Groff through the door. In his confusion, the goblin decided to sneakily once again attack himself!

Bannog self damage: 1d8 - 1 ⇒ (1) - 1 = 0 1 damage

After this, Tristan is able to drag Groff through the doorway, out of sight leaving Bannog on his own while the rest of the party restrains the sleeping Auleth and Groff so they won't hurt anyone when they awake. A short time later, with no more damage done, the spell wears off the the party takes stock of the situation.

The total duration of the spell is 12 rounds.

The encounter is over and you are now outside the building in the Desolation in the late afternoon.

4:35 PM on Solstag, the ninth of Eostre, 3517 I.R.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Well guys...That could've gone better. But given that we just tangled with a powerful spellcaster in there, it also coulda been WAAYYY worse. I say let's get outta here and leave the spellcaster alone.

it's quite comical that the Slumber Hex is used more on our own party than on villians


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I'm in favor of moving on. Two strikes is sufficient.


Goblin Aerokineticist 7 VMC Wizard | HP 87-21NL/87 (66 HP) | 3/9 burn | AC 22, T 17, FF 17 | 40% miss chance vs ranged | Fort +12, Ref +11, Will +4 | Perception +22 | Init +12

Bannog flaps his head violently as he comes back to himself, and quickly joins the others outside. "Bannog mighty wizard, but maybe not most mighty. Leaving tower to other wizard seems better!"

Agreed, I didn't care much for being all out of control. Lets take our party elsewhere!


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

"Agreed; not sure what is in there, but if I used such an enchantment, it might have lasted half as long... I think best to leave whatever it is for another time. To business, it is late afternoon. Let us head back towards the road until the light fails, and then camp."

Before we go, I will spread some healing around...

Channel Healing: 4d6 ⇒ (2, 3, 2, 1) = 8

and I will follow that up with a healing touch on Grimm

Heal: 1d20 + 7 + 3 + 4 + 2 + 2 ⇒ (18) + 7 + 3 + 4 + 2 + 2 = 36
7 ranks +3 trained +4 wis + 2 Healing satchel +2 Booze

Edit: 33 HP healed on Grimm


M Human Inquisitor (VMC Rogue)

Auleth is less convinced about moving on. On the other hand, anything that powerful must be guarding something worth knowing or having. Either it's some guarding ward left by the Army of Light, or it's profaned that space.

Can we find a way to strengthen ourselves against that sort of magic? If so, another assault would benefit from our knowing what we are facing.
We have no reason to hope the next place we find will be any less well-guarded.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"I've been almost killed messing around with someone not related to our mission. I'm not trying a third time. You're welcome to get yourself killed in there if you like, but without me."


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

"I'm curious too, Auleth, and you're right with guardians that capable, there is probably something of value in there. Still, we gone in there twice, and had bad luck both times. Let's give our luck some time to change."


M Human Inquisitor (VMC Rogue)

I hate to leave something like this behind us. Crossing the Desolation to the actual city must be a journey of some days, so it'd be best to have a safe place to rest.

Auleth looks around at the outside of the building and the surrounding area. Where's the next target, and how far?


Agreeing that somewhere else is the best place to be for now the group heads back towards the road, giving themselves some space between themselves and the building. The trudge through the Ashen Waste is silent and the ever-present dust continues to swirl thick in the air, but nothing in encountered along the way until it starts to get darker. When it gets close to evening you estimate that you're still about an hour away from the road. Would you like to stop and camp for the night or continue until you get to the road?

5:55 PM on Solstag, the ninth of Eostre, 3517 I.R.

If there's somewhere else on the maps (the Ashen Waste or the others) you'd like to head for we can start going there and find some new adventures!


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Groff the glib wrote:
"I've been almost killed messing around with someone not related to our mission. "

Groff I'm pretty sure that exploring the Desolation is central to our mission. Without doing that and going straight to Tsar will mean certain death. My metagame understanding of this AP is that we need to/should explore the Desolation before attempting Tsar. This will accomplish 2 goals A) leveling up B)learning the history/backstory of the area that may or may not be useful in preparing for Tsar. Yes this is a FGG app which means probably 25% of encounters will be potential TPKs and everyone will just need to outrun Groff ;) But I'm fairly certain attempting to bypass the Desolation and go straight to Tsar will be certain death. As such lets explore the Desolation and be prepared to back away/run when needed. I propose we explore the entirety of the Ashen Waste and then the Chaos Rift because they are furthest away from Tsar and I feel that stuff will get deadlier the close we are to Tsar.

I tried using arrows on the map but was unable to do so. Lets just do a counter-clockwise search through the interior of the Ashen Waste and see if we manage to survive that. That should take us through all the places that seem interesting on the Ashen Waste section of the map


Anyone who wants to edit the maps will need to get permission from me to do so. You should be able to request that permission from the document (I know I've given it to a three people already and am happy to do it for others!)


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

request sent


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

exploration route mapped out


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
Tristan Luckbringer wrote:


Groff I'm pretty sure that exploring the Desolation is central to our mission. Without doing that and going straight to Tsar will mean certain death. My metagame understanding of this AP is that we need to/should explore the Desolation before attempting Tsar. This will accomplish 2 goals A) leveling up B)learning the history/backstory of the area that may or may not be useful in preparing for Tsar. Yes this is a FGG app which means probably 25% of encounters will be potential TPKs and everyone will just need to outrun Groff ;) But I'm fairly certain attempting to bypass the Desolation and go straight to Tsar will be certain death. As such lets explore the Desolation and be prepared to back away/run when needed. I propose we explore the entirety of the Ashen Waste and then the Chaos Rift because they are furthest away from Tsar and I feel that stuff will get deadlier the close we are to Tsar.

I tried using arrows on the map but was unable to do so. Lets just do a counter-clockwise searcthat. That should take us through all the places that seem interesting on the Ashen Waste h through the interior of the Ashen Waste and see if we manage to survive section of the map

Oh, I understand that. But I will continue to use it as an excuse if we hit a nut that's too tough to crack. It's in character rhetoric.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Dashed line is a proposed modification to the planned route. I am a bit curious about what's inside the dashed circle...

Khoran spits on the ground and speaks "Nightfall... I figure wandering around the Desolation at night is pretty much a death sentence, so it's time to camp. I can shelter us, but it'll be a cold supper tonight; there ain't no firewood here."

I'm proposing the usual Sylvan Hideaway camp. What do you guys think?


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

the dashed line modification is fine with me

As night falls and the camp (sylvan hideaway) is set Tristan sets about dancing his nightly devotions with the group hopefully watching over him.. And as soon as his devotions are completed he returns to the safety of the hideaway


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Looks fine to me. As I don't eat, a cold camp is no loss to me.


Goblin Aerokineticist 7 VMC Wizard | HP 87-21NL/87 (66 HP) | 3/9 burn | AC 22, T 17, FF 17 | 40% miss chance vs ranged | Fort +12, Ref +11, Will +4 | Perception +22 | Init +12

Bannog watches Tristan dance with a confused look on his face. "We have dance party now? No music? Me could sing goblin fighting song to dance to..."

Path looks good to me. I also don't need to eat, but most definitely still will if there is food to be had!


M Human Inquisitor (VMC Rogue)

I've slept in less, and eaten worse. I can keep us in pure water, if that's an issue, though can't help with food. But I agree, best to keep to some kind of shelter.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

And after a completely uneventful night the group starts exploring the rest of the Ashen Waste ;)


Hidden Dice Rolls:

1d100 ⇒ 62
1d6 ⇒ 4
1d100 ⇒ 18
1d6 ⇒ 3
1d100 ⇒ 96
1d6 ⇒ 2
1d100 ⇒ 45
1d6 ⇒ 2

The group settles in for the night in the Ashen Wastes, making do with a cold dinner and watching Tristan's evening dance under the largely dust-obscured stars. Although Groff and Bannog hear howls coming through the trap door to the shelter at around 4 in the morning which Groff recognizes as the screams of screamers like those who invaded the sylvan hideaway before, this time they don't seem to notice the entrance. In the morning, after another cold meal and standard preparations, the group heads out with a new plan formed.

The day is slightly less hazy than yesterday, though certainly visibility is still bad, and it's getting warmer, though not to the point that heat is the main discomfort anyone feels. Trudging back to the road, following it south for a while, and then back into the Ashen Wastes there are no signs of life at all other than your companions. The tedium of the landscape mixed with the constant fear that something might be lurking just outside your vision, obscured by the dust, combine to make a dull but stressful journey.

Early in the afternoon the lonely winds blowing their powdery dust are all the company you have in this ashen plain. Not even a small hill breaks the monotony around you. This changes as you spy something on the ground ahead. It looks like it may be bodies — recent if the dark stains visible upon them are any indication.

1:40 PM on Ardsdag, the tenth of Eostre, 3517 I.R.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

At the start of the day......

At the start of each day Tristan casts Lucky Number on everyone remember your own Number and use at your discretion, Tristan only has five of these spells and one person will not have it cast one them, to be determined randomly each day

who doesn't get the spell: 1d5 ⇒ 1
#1Lucky Number, Auleth: 1d20 ⇒ 7
#2Lucky Number, Bannog: 1d20 ⇒ 7
#3Lucky Number, Grimm: 1d20 ⇒ 1
#4Lucky Number, Groff: 1d20 ⇒ 4
#5Lucky Number, Khoran: 1d20 ⇒ 10

Lucky Number, Tristan: 1d20 ⇒ 20

Upon seeing what may be bodies.....
perception: 1d20 + 11 ⇒ (6) + 11 = 17

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