Shifting Sands

Game Master Stiehle

Mummy's Mask Pathfinder (1e) Adventure Path


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CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

@West: Thanks found the route on the map. I don't think there's much practical advantage to trying to find different locations than those Devin chose.

@Devin: Soumral has a Mage Armor wand so that's easily enough done. I doubt the race could take more than an hour.

I'll finalize spells and put up a pre-race post this evening after work.


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +21, Intimidate +2, Arcana +10, Dungeon +10, Nature +10, Planes +10, Religion +10, Perception +20, Sense Motive +16, Survival +15
Attacks:
[dice=+1(2) Greataxe]d20+13[/dice][dice=+1 (2) Greataxe Damage]d20+9[/dice] [dice=Longspear Attack]d20+12[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 8; Init +6; HP: 82/82; AC 20 (18), T12, FF 18 (16); CMD 22; F +11, R +7, W +13 [+1 per adjacent ally up to 4]; Spells 1st (5/5); 2nd (5/5); 3rd (3/3); Perception +20; B: 12/12

I was thinking of casting Magic Vestments on both camels, but Mage Armor is better.

So I cast Magic Vestments on myself, See Invisibility, Communal Protection from Evil (both camels, all 4 of our party members in the race). Shield of Faith (all four of us and camels). This leaves me with 1 2nd level and 1 3rd level spell slot.

I could do a Communal Resist Energy, but it would be really iffy on if I picked the right energy type and apparently flashy spells are not super likely to happen.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Devin's Second updated plan.
Part 1: 10 minutes pre-race
1) Cast Message on the party (I can have up to 7 targets - that's the whole party). 2) Cast Heroism on both drivers.
Part 2: At the start
3) Warn our teams using message and then use Auditory Hallucination (save DC 14) to induce a false start in as many hostile teams as I can get in a 30 ' radius.
4) Cast Haste on our teams (up to 7 targets - 2 camels, 2 "archers", and 2 "drivers".
5) Eat popcorn, watch the start, and then cut across to near the finish line, as indicated on the Tephu map.


LG Male Human Paladin 8 | HP 65 | AC 21 (T 13, F 19) | CMB +11, CMD 24 | F +11, R +8, W +10| Init +2 | Perc +12

Sounds like a plan!


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Oathday, the 17th day of Desnus, 4714 AR
Weather is clear and pleasantly warm (about 80 degrees) with a refreshing, mild breeze.
Hour of sunrise

----------------------------------------------

Devin speaks softly to the others using his cantrip, warning his companions of his attempt to produce a few false starts before putting words to action! The half-orc chooses seven racers clustered together and casts a spell, hoping that the auditory hallucination causes them to jump just as Muminofrah raises the thunderstone, preparing to dash it to the ground.

Will Saves:

Will Save: 1d20 - 1 ⇒ (15) - 1 = 14
Will Save: 1d20 + 3 ⇒ (3) + 3 = 6
Will Save: 1d20 - 1 ⇒ (13) - 1 = 12
Will Save: 1d20 - 1 ⇒ (2) - 1 = 1
Will Save: 1d20 + 2 ⇒ (14) + 2 = 16
Will Save: 1d20 + 5 ⇒ (13) + 5 = 18
Will Save: 1d20 ⇒ 14

Three of the contestants get the false start disqualification as the thunderstone smashes to the ground, though the riders protest vehemently to deaf ears. The other four were able to either ignore the sound or otherwise dismiss it as some kind of a trick and they surge forward at the same moment as the other riders, including Francis and Amenhep! Muminofrah waves at her champion and blows him a kiss as the charioteers race past her, all of them jockeying for position as the race begins in earnest!

Between the crowded start and the excited spectators edging into the track from the sidelines, the chariot riders are hard-pressed to get an advantage...

OK, here we go! I need Amenhep to give me a Handle Animal/Profession (Driver) skill check using either CHA or WIS (his choice) in order to jockey the camel into an advantageous position with the rest of the field. Or, alternatively, he OR Elliander can roll an Intimidate skill check to bully the other drivers out of his way to gain advantage. For this skill check, the driver can only roll one of those, not both. HOWEVER, if the passenger would like to roll the Intimidate check, they can do so, in addition to or in place of the driver making their roll for the first skill check. Again, if you both make rolls, this can give you an advantage in getting two successes in a single skill check event, but it can also be a bad thing if the second roll goes badly. You can also roll for the second skill check event this round, which is to push back the crowding spectators by either the driver or the passenger rolling an Intimidate check or, alternatively, by entertaining the crowd to get them to back off and not get in the way of the chariot by making a Perform check. As in the first skill check, the driver OR the passenger can roll only ONE of those choices to pass, OR they can each make a roll (again, not the same skill check - one must be Intimidate the other must be Perform) to go for two successes, realizing that again there is a risk in this.

As far as spells, take a look in the spoiler below and make me sure I didn't miss anything. If you believe your roll should benefit from a spell that isn't giving an obvious bonus to the skill check, write up in your post why you think it should apply and I might just give you a bonus to that roll. Figure that these first two skill checks span about two or maybe three minutes with regard to spell duration. Also, I need confirmation on a couple spells that might not do what you want them to do. Nevitash, Protection from Evil requires touching the target, and you can only do that to yourself, Francis and your own camel just before the start, as it lasts 7 minutes only. Leaving the chariot to run up and touch the others would be pretty obvious and likely to get you disqualified, you figure. Same goes for Shield of Faith. Let me know if you want to use these spells at the start of the race or perhaps save them for later (or not at all.)

Nevitash, since Francis' player is not active, you can make the decision (and the roll) for his character if you'd like. Again, you can simply do your own Intimidate in place of Francis making a roll, or you can BOTH make rolls for that first skill check event, as well as the second one. I'll let you roll for Francis in both of these skill check events. I hope I've made it clear what I'm looking for, but if you have questions please ask in the Discussion Forum. I've also summed up in a simple format below:

Skill Check Event 1 - Crowded Start!
Jockey for Position: Driver makes a Handle Animal or Profession (driver) check
AND/OR
Scream and Dash: Driver (or passenger) makes an Intimidate check

Skill Check Event 2 - Excited Spectators!
Make Way: Driver makes an Intimidate check
AND/OR
Entertain the Crowd: Driver (or passenger) makes a Perform (any) check

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis' Camel Unwounded [Mage Armor (+4 to AC - active for 45 minutes); Haste (+30' movement, +1 dodge bonus to AC and Reflex saves, +1 to attack rolls and extra attack with full attack action - active for 7 rounds)]

Francis 53/53 [Message (allows two-way communication with Devin up to 170' distance - active for 55 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 55 minutes); Haste (+30' movement, +1 dodge bonus to AC and Reflex saves, +1 to attack rolls and extra attack with full attack action - active for 7 rounds)]

Nevitash 71/71 [Magic Vestment (+1 enhancement bonus to AC - active for 7 hours); See Invisibility (active for 70 minutes); Message (allows two-way communication with Devin up to 170' distance - active for 55 minutes); Haste (+30' movement, +1 dodge bonus to AC and Reflex saves, +1 to attack rolls and extra attack with full attack action - active for 7 rounds)]

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Amenhep's Camel Unwounded [Mage Armor (+4 to AC - active for 45 minutes); Bull's Strength (+4 to STR - active for 7 minutes); Haste (+30' movement, +1 dodge bonus to AC and Reflex saves, +1 to attack rolls and extra attack with full attack action - active for 7 rounds)]

Amenhep 58/58 [Message (allows two-way communication with Devin up to 170' distance - active for 55 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 55 minutes); Haste (+30' movement, +1 dodge bonus to AC and Reflex saves, +1 to attack rolls and extra attack with full attack action - active for 7 rounds)]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day; Message (allows two-way communication with Devin up to 170' distance - active for 55 minutes); Haste (+30' movement, +1 dodge bonus to AC and Reflex saves, +1 to attack rolls and extra attack with full attack action - active for 7 rounds)]

------------------------------------------------------

Devin 59/59 [Message (allows two-way communication with Devin up to 170' distance - active for 55 minutes)]

Soumral 51/51 [Message (allows two-way communication with Devin up to 170' distance - active for 55 minutes)]


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

So I'm unsure what among spells Soumral could cast would make any difference if the race is a set of skill checks. There are a couple of things she will certainly do right before the start of the race, but after that I can only list possibilities.

1. Cast Guidance on all four race participants before the race begins.

2. Cast Message on all four race participants (if they can have 2 Message spells active on them at the same time).

3. Cast Mage Armor on all the camels using wand.

4. IF Soumral can move a little ways down the race course, she could cast Grease to partially cover the race's pathway. This assumes she can cover ~50% of the width of the path, leaving a clear route through for our chariots.

At this point she would move to location #2 and it all depends on the race situation nearing the end.

1. She could cast Silent Image of a cart filled with building stones sitting in the way on one side of the track, to force all chariots to go through that point single file. Only really advantageous if at least one of of our chariots is in the lead.

2. She could cast Confusion on the driver of the chariot in front, or the most serious competitor. If Confusion is too high caliber, she try the same thing using Daze instead.

3. She can cast a second Haste spell if the 1st one is no longer active.

4. She could block the route with Obscuring Mist and let out chariots know via Message that the route is clear so they can proceed through the mist at full speed.

So as you can see, the only sure thing is the initial Guidance casting, which is single use on a skill check.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

As final preparations for the race are underway, Soumral spends a moment petting each of the four camels that will be pulling their two chariots. While she does, she uses her wand of Mage Armor to give them enhanced protection.

Just before their teams mount the chariots, Soumral wishes the drivers and and passengers good luck, kissing each on both cheeks in turn. Along with this she casts Guidance on each one.

When she moves to the sidelines, she casts Message pointing out both their drivers and passengers to add to the network. If possible.

In the moments before the race gets underway, Soumral hurries down the racecourse fifty yards or so to see if using Grease seem workable.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Using Grease might affect your own teammates. There is a lot of jockeying around for position and especially at the beginning everyone is clustered together. It'd be a big risk.


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +21, Intimidate +2, Arcana +10, Dungeon +10, Nature +10, Planes +10, Religion +10, Perception +20, Sense Motive +16, Survival +15
Attacks:
[dice=+1(2) Greataxe]d20+13[/dice][dice=+1 (2) Greataxe Damage]d20+9[/dice] [dice=Longspear Attack]d20+12[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 8; Init +6; HP: 82/82; AC 20 (18), T12, FF 18 (16); CMD 22; F +11, R +7, W +13 [+1 per adjacent ally up to 4]; Spells 1st (5/5); 2nd (5/5); 3rd (3/3); Perception +20; B: 12/12

Francis can drive and I will snarl at someone. Probably ineffectively.

Check 1

Francis Driving+Heroism: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22

Nevitash Intimidation: 1d20 + 2 ⇒ (3) + 2 = 5

Check 2

Francis Driving+Heroism: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Nevitash Intimidation: 1d20 + 2 ⇒ (6) + 2 = 8


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Elliander doesn’t have the look or charisma to scare other people without outright attacking them. He does what he can to help Amenhep clear the way of competitors.

Aid Amenhep in Intimidate check(?). Cast Dancing Lights in the form of a vaguely humanoid form/ghost and have it appear in front of a camel’s face (of a competing chariot) in order to sway a little to the side, out of the way. The form can move 100 ft/round.
Would I have to make an Intimidation or Spellcraft check to use this to help Amenhep?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Be sure to read the skill checks required for each Event. Event 2 requires an Intimidate check AND/OR a Perform check. Elliander, you can cast a spell most certainly, though you still have to make a skill check. In this case, because of your description and usage of the spell, I'll give you a +2 on the roll.


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +21, Intimidate +2, Arcana +10, Dungeon +10, Nature +10, Planes +10, Religion +10, Perception +20, Sense Motive +16, Survival +15
Attacks:
[dice=+1(2) Greataxe]d20+13[/dice][dice=+1 (2) Greataxe Damage]d20+9[/dice] [dice=Longspear Attack]d20+12[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 8; Init +6; HP: 82/82; AC 20 (18), T12, FF 18 (16); CMD 22; F +11, R +7, W +13 [+1 per adjacent ally up to 4]; Spells 1st (5/5); 2nd (5/5); 3rd (3/3); Perception +20; B: 12/12

Sorry about that, I just saw driver and expected drive. Francis is +3 Cha and +2 from Heroism. He will stick with Intimidate because he is not trained in Perform and with his roll he ends up with a 13 Intimdate.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Given the number of intimidate and perform checks so far, I may have made an error about my usefulness as a charioteer. Oh well...


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Looks like the AoE of Grease isn't shapable so I'll not cast it.

Soumral finds the race route too narrow and crowded so she gives up on the idea of using spell near the start of the race. Instead she hurries off to the second location to wait for the racers to arrive there.


LG Male Human Paladin 8 | HP 65 | AC 21 (T 13, F 19) | CMB +11, CMD 24 | F +11, R +8, W +10| Init +2 | Perc +12

I think just trying to aid however possible is probably the best move for Elliander at the moment.


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Intimidate: 1d20 - 1 + 2 ⇒ (10) - 1 + 2 = 11 , Aid Amenhep


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

So Amenhep will get a +2 to his Intimidate check - is this for Skill Check Event 1 - rather than doing a Handle Animal/Profession (Driver) check? No problem if so, just want to make sure! Amenhep, go ahead and give me an Intimidate check for this skill event if so.

If you want to do the same for Skill Check Event 2 (a second Intimidate check), I'll need another Aid Another from Elliander AND another Intimidate check for this one as well. At that point I can wrap up the two events and let you know where the race stands going into the 3rd and 4th skill events. Or is it too confusing to do two at a time? Should we just do one at a time? My concern was dragging this out too long in a play by post format if we just did one at a time, but I don't want to create a lot of confusion.


LG Male Human Paladin 8 | HP 65 | AC 21 (T 13, F 19) | CMB +11, CMD 24 | F +11, R +8, W +10| Init +2 | Perc +12

Intimidate: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

Intimidate: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

With a triumphant battlecry, Amenhep sets off alongside Elliander, the two warriors using their natural ferocity to scare any competitors in their way.

I’m totally fine to do two at a time!


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Remember everyone has a +1 from Guidance they can apply to one skill check.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Oathday, the 17th day of Desnus, 4714 AR
Weather is clear and pleasantly warm (about 80 degrees) with a refreshing, mild breeze.
Hour of sunrise

----------------------------------------------

Skill Check Event 1 - Crowded Start!
Francis does an amazing job of driving the camel forward as the race begins (Profession [Drive] 25 vs DC 10 = +4 points), but Nevitash tries to intimidate the other drivers to a point where they all make efforts to retaliate instead, slowing down their own progress (Intimidate 6 vs DC 15 = -2 points) and quite nearly startling their camel into a catastrophic collision between two other chariot drivers!

Amenhep, with Elliander's assistance, manage to scream and dash their own chariot to a great start as well (Intimidate 20 vs DC 15 = +2 points), his field actually cleared up a bit as the other riders seem intent on driving Francis' chariot off the course and giving him a momentary advantage.

Skill Check Event 2 - Excited Spectators!
Francis has a tough time trying to make any headway, as his path out is hampered by the crowd and the good-hearted cleric doesn't want to risk injury to any of the townsfolk (Intimidate 13 vs DC 20 = -2 points) as Nevitash is unable to assist effectively.

Again though, Amenhep proves quite capable and drives his chariot with ease through the crowd pressing in on either side, managing to avoid injuring anyone (Intimidate 23 vs DC 20 = +1 point) as Elliander assists, using his magic to good effect as the spectral figure seems to drive folk back.

Elliander's Intimidate (Aid Another) Check: 1d20 - 1 + 2 ⇒ (10) - 1 + 2 = 11

Opponent Rider's Rolls:

Events 1 & 2: 2d20 + 10 ⇒ (20, 7) + 10 = 372d20 + 4 ⇒ (20, 6) + 4 = 302d20 ⇒ (17, 15) = 322d20 + 6 ⇒ (9, 9) + 6 = 242d20 + 2 ⇒ (17, 12) + 2 = 312d20 + 4 ⇒ (20, 16) + 4 = 402d20 + 10 ⇒ (5, 13) + 10 = 282d20 ⇒ (5, 16) = 212d20 + 2 ⇒ (8, 18) + 2 = 282d20 + 2 ⇒ (9, 12) + 2 = 232d20 + 4 ⇒ (13, 9) + 4 = 262d20 + 6 ⇒ (16, 11) + 6 = 332d20 ⇒ (2, 3) = 52d20 + 10 ⇒ (20, 15) + 10 = 452d20 + 2 ⇒ (5, 5) + 2 = 122d20 + 4 ⇒ (18, 15) + 4 = 372d20 ⇒ (5, 12) = 17

#1 Elite Chariot = 5-1 [+4 points]
#2 Good Chariot = 3-2 [+1 point]
#3 Poor Chariot = 2-1 [+1 point]
#4 Great Chariot = 1-1 [+0 points]
#5 Decent Chariot =2-2 [+0 points]
#6 Good Chariot = 3+1 [+4 points]
#7 Elite Chariot = 2+1 [+3 points]
#8 Poor Chariot = -1-1 [-2 points]
#9 Decent Chariot = 1+1 [+2 points]
#10 Decent Chariot = 1-2 [-1 point]
#11 Good Chariot = 2-2 [+0 points]
#12 Great Chariot = 3-1 [+2 points]
#13 Poor Chariot = -2 [Catastrophe in Event 2!]
#14 Elite Chariot = 5+2 [+7 points]
#15 Decent Chariot = -1 [Catastrophe in Event 2!]
#16 Good Chariot = 3-1 [+2 points]
#17 Poor Chariot = -1-2 [-3 points]

Though Francis and Nevitash avoid the crash between two of the racing chariots that sends bodies flying appears to injure a couple of spectators, the cleric is relived to see no sign of fatality - mostly cursing and shaking fists. However, the pair find themselves roughly in the back part of the middle field, with three chariots behind them and a few others right alongside. Amenhep and Elliander are off to a very good start, though they can see that there are others just as skilled - and probably more so - in driving these chariots. Three are ahead of them, one with a very good lead, and they are neck and neck with another chariot as they pull ahead into the front of the pack.

The racers are approaching the bridge constructed to span the canal just ahead and realize quickly that it it angles up so that the chariots can perform an awe-inspiring jump to perhaps please the crowds! Taking another route might be possible, but getting delayed or even lost along the side streets could be a real possibility. Soon after navigating that nasty obstacle, the pair of chariot racers find themselves in another crisis as they find themselves targeted by chariot riders whose sole intent seems to be knocking them out of the race entirely!

The Haste spell has expired, as it's already been more than a minute of time (but it DID give Francis a bonus of +2 on his Profession (Drive) skill check since it had a direct effect on the camel's speed), and you're all out of range of the Message spell. For the 3rd event, you can choose between one or the other skill check - you can't do both. Only the driver can attempt the Handle Animal check, while either the driver OR passenger can attempt to find another route. The 4th event is aimed ONLY at the party members - the other racers don't have to deal with it, though you might pick up some bonus points for getting through it. Once again, you can choose between one or the other skill check - you can't do both. Either the driver OR the passenger can make EITHER roll.

I'm not going to give you the exact DC you're needing to beat, but I'll give you an idea of how tough the roll is going to be so you can make a fairly informed decision if given a choice.

Skill Check Event 3 - Bridge!
Jump the Gap: Driver makes a Handle Animal check (Very Tough DC)
OR
Find an Alternate Route: Driver (or passenger) makes a Knowledge (Local) check (Average DC)

Skill Check Event 4 - Skullduggery!
I've Got a Bad Feeling: Driver (or passenger) makes a Sense Motive check (Tough DC)
OR
Knock 'em Off the Road: Driver (or passenger) makes a Bull Rush attack (Tough DC)

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis/Nevitash Chariot +0 Points

Camel Unwounded [Mage Armor (+4 to AC - active for 44 minutes)]

Francis 53/53 [Message (allows two-way communication with Devin up to 170' distance - active for 54 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 54 minutes)]

Nevitash 71/71 [Magic Vestment (+1 enhancement bonus to AC - active for 7 hours); See Invisibility (active for 69 minutes); Message (allows two-way communication with Devin up to 170' distance - active for 54 minutes)]

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Amenhep/Elliander Chariot +3 Points

Amenhep's Camel Unwounded [Mage Armor (+4 to AC - active for 45 minutes); Bull's Strength (+4 to STR - active for 6 minutes)]

Amenhep 58/58 [Message (allows two-way communication with Devin up to 170' distance - active for 54 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 54 minutes)]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day; Message (allows two-way communication with Devin up to 170' distance - active for 54 minutes)]

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Devin 59/59 [Message (allows two-way communication with Devin up to 170' distance - active for 54 minutes)]

Soumral 51/51 [Message (allows two-way communication with Devin up to 170' distance - active for 54 minutes)]


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Also, since Soumral's note about Guidance might have been missed (and with pbp in conjunction with this particular circumstance, and the minute long spell wouldn't have lasted for much more than the first event - and maybe the second - I just gave you all a +1 to your rolls for that first one made. It averted a catastrophe for Francis and Nevitash (they missed by one point on the check.) AND it gave Amenhep one more point to get to 25, so he got +4 points instead of +3 that'd he'd have had for scoring 24 on the check. So in all, the Guidance spell was a very good choice!


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Devin looks at the cloud of dust left by the passage of the chariots and shakes his head. That looked a tomfool's game, and a good way to get your neck broken, no sport for a refined 'gentleman' like himself. Realizing Sourmal has already headed off for the observation spot near the finish line, he heel and toes after her...


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

The chariot gets off with a jerk and Elliander has to hang on to not fall off. At first, all he can do is to keep his light illusion moving to keep camels and spectators to the side. Luckily, Amenhep masters the situation and the duskblade starts to wonder if the paladin isn’t actually enjoying himself.

Up ahead, a rather step incline up a bridge comes at them at a fearful speed, and Elliander wished they had checked the track better before the race.*

Then some of the other competitors try to push them and Elliander tries to push back.
CMB: 1d20 + 10 ⇒ (1) + 10 = 11

*Again, sorry I’m pretty useless at these skill checks. I’m untrained in both Handle Animal and Kn(Local), so I guess I can’t help in check #3?
Elliander cast Bull’s Strength on the camel before. Would it help in a bull rush at all?


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +21, Intimidate +2, Arcana +10, Dungeon +10, Nature +10, Planes +10, Religion +10, Perception +20, Sense Motive +16, Survival +15
Attacks:
[dice=+1(2) Greataxe]d20+13[/dice][dice=+1 (2) Greataxe Damage]d20+9[/dice] [dice=Longspear Attack]d20+12[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 8; Init +6; HP: 82/82; AC 20 (18), T12, FF 18 (16); CMD 22; F +11, R +7, W +13 [+1 per adjacent ally up to 4]; Spells 1st (5/5); 2nd (5/5); 3rd (3/3); Perception +20; B: 12/12

Check 3
Francis and Nevitash consider the best route.

Francis Trained Local+Heroism: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Nevitash Untrained Local: 1d20 + 1 ⇒ (18) + 1 = 19

I am not sure I can make the check untrained. If its beyond me I would cast Guidance on Francis instead.

Check 4
Both Francis and Nevitash get try and gain insight into the race!

Francish Sense Motive+Heroism: 1d20 + 9 ⇒ (9) + 9 = 18

Nevitash Sense Motive: 1d20 + 14 ⇒ (13) + 14 = 27


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Remember that an OR means that ONLY a single skill check can be made for that event, using either the first skill or the alternative one offered. If it's AND/OR, then BOTH skill checks may be attempted, with the knowledge that you might be undoing the success of the first roll by rolling poorly on the second roll (as happened in that very first skill check event. In this case though, there is no AND/OR, so only one skill check is allowed, using either the first or the alternative skill. The description tells whether the driver or the passenger (or either one) can make the roll, though either can only make one roll in an event - so if you're going for broke and rolling twice when circumstances allow it, the driver must roll one check and the passenger rolls the other.

Also, know that an 'untrained' Knowledge check is allowed, though your max result is a 10. Still, that's better than nothing at all...


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +21, Intimidate +2, Arcana +10, Dungeon +10, Nature +10, Planes +10, Religion +10, Perception +20, Sense Motive +16, Survival +15
Attacks:
[dice=+1(2) Greataxe]d20+13[/dice][dice=+1 (2) Greataxe Damage]d20+9[/dice] [dice=Longspear Attack]d20+12[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 8; Init +6; HP: 82/82; AC 20 (18), T12, FF 18 (16); CMD 22; F +11, R +7, W +13 [+1 per adjacent ally up to 4]; Spells 1st (5/5); 2nd (5/5); 3rd (3/3); Perception +20; B: 12/12

I thought both driver and passenger could make a check. If only one check per turn can be made I will just take the one who had the best chance. So in Check 3 Francis had the higher bonus so we have his 10 and in the second Nevitash would handle the roll with his higher bonus for a 27 sense motive.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

No, sorry if that was unclear. It's either the driver OR the passenger - though in some instances only the one or the other can make the check - but this is clearly written. For instance, in Event 3, if you want to try the Handle Animal check, ONLY the driver can do it - the passenger cannot. If you want to take the alternate Knowledge check (probably wise, because that is going to be a tough DC to beat for the Handle Animal roll), it's stated that EITHER the driver or passenger can make that roll. Again though, only one or the other. Not both. If, however, I'd written AND/OR, then the driver could have made the Handle Animal roll (if he'd wanted to try...) AND the passenger could have made the Knowledge roll. Once again though, only one check per turn, so if you chose to skip the Handle Animal check, only ONE Knowledge check could have been rolled by either the driver OR the passenger, in this instance. And again, rolling twice (one each for driver and passenger) when allowed can have serious repercussions, as you've seen. You can get more points, yes, but you can also lose more points - or wipe out one good roll with a crappy second roll and coming up with a net 0 for points in that event.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Francis can do the first one since he has Knowledge-Local. Not great but he can use Recall if he gets a bad roll.... Nevitash's Sense Motive is better than mine so he can do the second.

Know-Local + Heroism + Guidance: 1d20 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14
Know-Local + Heroism + Guidance + Recall: 1d20 + 5 + 2 + 1 + 4 ⇒ (13) + 5 + 2 + 1 + 4 = 25

And can I cast Guidance on Nevitash?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Oathday, the 17th day of Desnus, 4714 AR
Weather is clear and pleasantly warm (about 80 degrees) with a refreshing, mild breeze.
Hour of sunrise

----------------------------------------------

Skill Check Event 3 - Bridge!
Once again, Francis does an outstanding job in finding a shortcut that gets him past the obstacle ahead of most of the field, moreso as Nevitash points out an alley they can use to shave off another few precious seconds (Untrained Knowledge [Local] 27 vs DC 15 = +3 points).

Amenhep does his best to find an alternate route so they don't have to make the ridiculous jump across the gap in the bridge, but the paladin winds up getting lost on a couple of side streets (Untrained Knowledge [Local] 7 vs DC 15 = -2 points) before finding his way back onto the racing course.

Amenhep's Untrained Knowledge (Local) Check: 1d20 + 2 ⇒ (5) + 2 = 7

Skill Check Event 4 - Skullduggery!
This time it's Nevitash who spots the danger of the incoming chariot, (Sense Motive 29 vs DC 20 = +2 points) urging Francis into an angle that allows them to easily avoid the contestants - though the half-orc is actually quite sure the pair weren't present at the starting line... so where did they come from? If they aren't racing to win this, and it certainly doesn't appear that this is the case as the vehicle slips down another street, away from the racing course, then who are they? as Nevitash is unable to assist effectively.

Amenhep and Elliander don't see the danger until it's too late, and though the duskblade tries to shoulder aside the driver of the incoming chariot, a burly man with dark skin and a cruel scar running down his left cheek, the vehicle has all the momentum and Elliander's attempt to shove aside the big man is like trying to stop a boulder (Bull Rush CMB Attack 11 vs DC 20 = -2 points.) The pair are driven into the side of a building, sparks flying as the chariot scrapes against the bricks and the camel bellows in fear and pain until the paladin can bring the animal back under some semblance of control. By then, both of them have lost sight of their attackers and the camel seems to have been injured by the attack.

Opponent Rider's Rolls:

Events 3 & 4: 1d20 + 10 ⇒ (16) + 10 = 261d20 + 4 ⇒ (8) + 4 = 121d20 ⇒ 11d20 + 6 ⇒ (13) + 6 = 191d20 + 2 ⇒ (16) + 2 = 181d20 + 4 ⇒ (7) + 4 = 111d20 + 10 ⇒ (11) + 10 = 211d20 ⇒ 31d20 + 2 ⇒ (11) + 2 = 131d20 + 2 ⇒ (17) + 2 = 191d20 + 4 ⇒ (20) + 4 = 241d20 + 6 ⇒ (18) + 6 = 241d20 + 10 ⇒ (20) + 10 = 301d20 + 4 ⇒ (17) + 4 = 211d20 ⇒ 3

#1 Elite Chariot = 1+1 [+6 points]
#2 Good Chariot = -1+1 [+1 points]
#3 Poor Chariot = [Catastrophe in Event 3!]
#4 Great Chariot = 1+1 [+2 points]
#5 Decent Chariot = 1+1 [+2 points]
#6 Good Chariot = -1+1 [+4 points]
#7 Elite Chariot = -1+1 [+3 points]
#8 Poor Chariot = [Catastrophe in Event 3!]
#9 Decent Chariot = -1+1 [+2 points]
#10 Decent Chariot = 1+1 [+1 points]
#11 Good Chariot = 2+1 [+3 points]
#12 Great Chariot = 2+1 [+5 points]
#14 Elite Chariot = 2+1 [+10 points]
#16 Good Chariot = 2+1 [+5 points]
#17 Poor Chariot = [Catastrophe in Event 3!]

A few of the braver souls, perhaps emboldened by their skills and the roaring of the crowd, try to jump the bridge while others scatter through side alleys and streets as well, searching for easier ways across the canal. Only two of them land cleanly though - and in fact one of them performs the jump so spectacularly that the cheers of the spectators are nearly deafening! The third has difficulty with the landing, careening out of control as they lose ground, even as the rest of the racers seek other routes. Of those that followed the more cautious choice, three of them never reappear - perhaps crashing on one of the side streets or becoming hopelessly lost.

One of the chariots has a good lead over the rest, but Francis and Nevitash are a close third, tied with another pair of racers with the majority of the pack close behind. Amenhep and Elliander aren't out of it yet though, despite the rough time they've had over the last several minutes, but they are definitely lagging behind everyone else at the moment. Quiet descends upon the race track as they pass through a neighborhood with a series of narrow streets, trying their best to avoid the more... mundane obstacles along the track where there isn't even room for gawkers - though some can be glimpsed upon the nearby roofs and some of the balconies - before racing up a long flight of steep steps that rattles the teeth of the chariot riders!

Yes, the driver or passenger can cast a spell, so long is it's not more than a standard action to do so. As far as both characters rolling (since yeah, this is pbp after all so I totally understand when folks might accidentally post over each other), so I'll simply take the roll of the character with the higher modifier as THE roll, with the other one being an assist roll. Note that as none of the other racers were targeted by the kamikaze chariots, each of them picked up an automatic 1 point for Event 4.

Skill Check Event 5 - Quiet Neighborhood
Low Laundry Lines: Driver (or passenger) makes a Perception check (Easy DC)
OR
Housewife Emptying a Chamber Pot: Driver makes a Reflex Save (Average DC)

Skill Check Event 6 - Steep Steps
Whip the Camel: Driver (or passenger) makes a Strength check (Average DC)
OR
Don't Get Bounced Out: Driver (or passenger) makes an Acrobatics check (Tough DC)

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis/Nevitash Chariot +5 Points

Camel Unwounded [Mage Armor (+4 to AC - active for 40 minutes)]

Francis 53/53 [Message (allows two-way communication with Devin up to 170' distance - active for 50 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 50 minutes)]

Nevitash 71/71 [Magic Vestment (+1 enhancement bonus to AC - active for 7 hours); See Invisibility (active for 65 minutes); Message (allows two-way communication with Devin up to 170' distance - active for 50 minutes)]

------------------------------------------------------

Amenhep/Elliander Chariot -1 Points

Amenhep's Camel Wounded [Mage Armor (+4 to AC - active for 41 minutes); Injured (-2 to checks involving the camel directly); Bull's Strength (+4 to STR - active for 2 minutes)]

Amenhep 58/58 [Message (allows two-way communication with Devin up to 170' distance - active for 50 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 50 minutes)]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day; Message (allows two-way communication with Devin up to 170' distance - active for 50 minutes)]

------------------------------------------------------

Devin 59/59 [Message (allows two-way communication with Devin up to 170' distance - active for 50 minutes)]

Soumral 51/51 [Message (allows two-way communication with Devin up to 170' distance - active for 50 minutes)]


LG Male Human Paladin 8 | HP 65 | AC 21 (T 13, F 19) | CMB +11, CMD 24 | F +11, R +8, W +10| Init +2 | Perc +12

Perception: 1d20 + 11 ⇒ (15) + 11 = 26

Strength: 1d20 + 4 ⇒ (13) + 4 = 17

Amenhep's keen eyes help him to steer past the low laundry lines of the quiet neighborhood which he follows up with putting his all into whipping the camels up the steps.

While he shuddered to think what Muminofrah would want from him should they win, all he did was in service to the greater good.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Nevitash has a much better Perception than Francis so he can make that check. Same with Strength or Acrobatics, although neither of us have great numbers for them. Can I assist on either?

Perception assist if allowed?: 1d20 + 4 ⇒ (2) + 4 = 6

Strength check assist if allowed?: 1d20 + 1 ⇒ (8) + 1 = 9

LOL! Can't even get an assist with rolls like that!


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Munches popcorn....
@GM West, given Sourmal and I's new position, what skill check events (by #) might we interfere with?
@ Sourmal - it looks like we may need to intervene overtly; clearly this fake chariot that's running teams off the course means that someone else is...Got any ideas for taking out 2 or 3 specific chariots?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I'll let you know when you catch sight of them, though it won't be until the final two events. You'll actually hear them before you see them, via the Message spell - though they'll have to come into range first.


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Elliander is taken aback by the ferocity of the other competitors, some he did not even see at the starting line.
The walls flash by in the narrow lanes between the houses in the old part of town, but the duskblade at least has time to look up and spot the low-hanging laundry.
The others might be way ahead of them now and the camel isn’t feeling happy either. Elliander does what he can to help steady Amenhep, as the paladin pulls the reins left and right to properly control the animal.

Not really sure what you meant, GM West. Shall the both of us always roll now? Elliander has +13 in Perception, so is it his roll that counts, despite Amenhep rolling 26?
Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Strength: 1d20 + 3 ⇒ (4) + 3 = 7 Aiding Amenhep


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection
Devin Horekson wrote:

Munches popcorn....

@GM West, given Sourmal and I's new position, what skill check events (by #) might we interfere with?
@ Sourmal - it looks like we may need to intervene overtly; clearly this fake chariot that's running teams off the course means that someone else is...Got any ideas for taking out 2 or 3 specific chariots?

I have quite a few spells I could use, take a quick look at my spell list if you want. The bolded ones are ready to go. The problem is more with how obvious most all of them would be. My current plan is to hit the leading chariot's driver with Confusion if it's not one of ours. It's probably the subtlest option I have. If there's a place where I could do it on the down low, I could drop Glitterdust, or use Web to stop a chariot or two completely. I could dismiss the spell after the following chariots have caught up to the held ones. But, like I said, real obvious.

If there was more room for the chariots to maneuver, I could also use illusions to bottleneck the course (illusory cart in the road, Obscuring Mist) for everyone except our chariots, who could be notified to drive on through them via Message.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Horek hurries to catch up with Sourmal as they head over to the observation site that they had picked out to watch the end of the race, and begins to whisper to her "It wasn't looking good, the lads were several spots back last I saw. We may have to get involved overtly. If we're going to do that, we shouldn't be identifiable as us." He looks around as they head down the street, trying to spot someone selling kufiyya's (arabic head scarves). Spotting a vendor, he hurries over and grabs 2 big, colorful ones, and slaps a pair of gold in the vendors hand before rushing back to Sourmal. He whispers again, "Duck into this alley with me for a sec."

Assuming Devin and Sourmal can find a hidden spot:

He quickly winds one colorful kufiyya around Sourmal's head to hide her features, and as much of her recognizable clothes as he can and then does the same for himself. "If we do have to do something overt, No one should be able to see your face. I can hide us with magic for a handful of seconds, and if we dump the kufiyyas in that time and blend in, they'll be looking for the bright colors, not our regular clothes."

Disguise to hide Sourmal's Features: 1d20 + 2 + 3 + 3 + 3 ⇒ (5) + 2 + 3 + 3 + 3 = 16
2 ranks +3 trained +3 cha +3 Buffoonery

Disguise to hide Devin's Features: 1d20 + 2 + 3 + 3 + 3 ⇒ (3) + 2 + 3 + 3 + 3 = 14


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +21, Intimidate +2, Arcana +10, Dungeon +10, Nature +10, Planes +10, Religion +10, Perception +20, Sense Motive +16, Survival +15
Attacks:
[dice=+1(2) Greataxe]d20+13[/dice][dice=+1 (2) Greataxe Damage]d20+9[/dice] [dice=Longspear Attack]d20+12[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 8; Init +6; HP: 82/82; AC 20 (18), T12, FF 18 (16); CMD 22; F +11, R +7, W +13 [+1 per adjacent ally up to 4]; Spells 1st (5/5); 2nd (5/5); 3rd (3/3); Perception +20; B: 12/12

Check 5

Watch Out! Nevitash screams out and points!

Perception: 1d20 + 18 ⇒ (3) + 18 = 21

Check 6

Stay in!" Nevitash holds onto the chariot and Francis!

Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7

That was a terrible set of rolls.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Oathday, the 17th day of Desnus, 4714 AR
Weather is clear and pleasantly warm (about 80 degrees) with a refreshing, mild breeze.
Hour of sunrise

----------------------------------------------

Skill Check Event 5 - Quiet Neighborhood
Though Francis isn't able to help much, Nevitash spots the danger in time to avoid the low laundry line - though the cleric winds up pulling a woman's undergarments away from his face, flinging it to one side as their chariot rattles ever onward. (Perception 21 vs DC 10 = +3 points)

Amenhep, with Elliander's assistance, easily skirts around the obstacle course and winds up making very good time indeed. (Perception 28 vs DC 10 = +4 points)

Skill Check Event 6 - Steep Steps
The steep steps proves to be a killer however, as the chariot of Francis and Nevitash bounces crazily up the sharp slope. (Acrobatics 7 vs DC 20 = Catastrophe! -5 points & 7 damage) Both of the chariot riders are tossed out of the chariot as the camel continues upward a short distance before glancing back with an almost reproachful look. Precious time is lost as the two have to run and catch up with their ride, battered and bruised, before starting onward again - having lost a significant amount of ground...
Falling Damage: 2d6 ⇒ (2, 5) = 7

Amenhep and Elliander fare better than their allies, with the paladin using the whip to good effect and driving the camel up the steps and onto the flat track again - spotting their friends a short distance ahead now as they clamber back into their chariot. The paladin and duskblade exchange bemused glances, wondering what terrible calamity must have befell their friends, for they definitely seem worse for wear - even though they still have a short lead. (STR 17 vs DC 15 = +1 points)

Elsewhere in the city, Devin purchases some scarves and does his best to disguise himself and Soumral, then the two of them hurry to intercept their allies where they anticipate them to appear along the end of the race track.

Opponent Rider's Rolls:

Events 3 & 4: 2d20 + 10 ⇒ (7, 17) + 10 = 342d20 + 4 ⇒ (8, 16) + 4 = 282d20 + 6 ⇒ (19, 7) + 6 = 322d20 + 2 ⇒ (14, 18) + 2 = 342d20 + 4 ⇒ (8, 19) + 4 = 312d20 + 10 ⇒ (4, 14) + 10 = 282d20 + 2 ⇒ (20, 6) + 2 = 282d20 + 2 ⇒ (12, 2) + 2 = 162d20 + 4 ⇒ (9, 7) + 4 = 202d20 + 6 ⇒ (14, 12) + 6 = 322d20 + 10 ⇒ (16, 5) + 10 = 312d20 + 4 ⇒ (17, 18) + 4 = 39

#1 Elite Chariot = 2+3 [+11 points]
#2 Good Chariot = 1+2 [+4 points]
#4 Great Chariot = 4-1 [+5 points]
#5 Decent Chariot = 2+2 [+6 points]
#6 Good Chariot = 1+2 [+7 points]
#7 Elite Chariot = 1+2 [+6 points]
#9 Decent Chariot = 3-2 [+3 points]
#10 Decent Chariot = Catastrophe!
#11 Good Chariot = 1-1 [+3 points]
#12 Great Chariot = 3+1 [+9 points]
#14 Elite Chariot = 4+1 [+15 points]
#16 Good Chariot = 3+2 [+10 points]

Another of the chariot riders, one of those that had been struggling to stay in the race, loses it completely on the steps as a wheel pops off and the two tumble out of the vehicle, cursing vehemently as other riders laugh derisively as they pass them by. There are four chariots with a fairly clear lead now, one of them far out ahead of the field. Unfortunately, our heroes are in the main part of the pack, toward the back end of it. Just ahead are some curvy streets that will require some tricky maneuvering, and beyond that - the People's Square, which is packed full of humanity. Spectators, vendors, entertainers and all manner of folk are spread out as far as the eye can see among the business and residences that surround the plaza! And, as it turns out, snipers that fire bolts at the heroes - though they don't seem to be aiming at anyone else in the race...

Man I wish were at a table so I could explain this more easily using spoken words... So basically, pay attention to the OR in the Event descriptions below. That means that the occupants of the chariot can only do one or the other - depending on the likelihood of passing the skill/save/attack or what have you. BOTH characters can roll, but only one can make the skill check, the other has to make the assist. Now, if it's an AND/OR that separates the skill checks, both players can make their own skill checks, if they'd like to do so. This gives the chance to garner more points if both do well, but it might also lose you more points if both players make a bad roll, or risks one doing well and the other doing poorly making it a wash. And of course it also doubles the chances of getting an ill-fated catastrophic failure... Or the players can simply take the OR option and again only one player rolls the skill check and the other rolls the assist. I hope that helps... not sure how else to explain it better.

As far as the assist rolls, just tell me if you're rolling to assist. If BOTH players are going for the skill check roll and neither one mentions they're assisting, I'm going to go with whoever has the higher modifier to determine who is making the skill check roll and who is making the assist roll - even if the higher modifier rolls crappy. So long as you tell me if you're rolling the assist, I'll take your word for it. In this case Elliander, I'm going to presume that since you saw Amenhep roll that 26, you're going for the assist on that one. Same for the STR, since your modifier is lower than his. But again, please do specify in your post if you're rolling the assist or not (just like Francis did.) So if you wind up posting before your teammate and your modifier is low, just specify you're making the assist roll and when the other player makes their skill check roll THAT one will be the result I use, for better or worse. Again, I hope I'm explaining this adequately. Assist rolls in pbp are problematic to say the least, since folks over a long stretch of time instead of within seconds of each other when sitting around a table.

Skill Check Event 7 - Tricky Maneuvers
Sharp Corner: Driver makes a Handle Animal check (Very Tough DC)
OR
Hidden Shortcut: Driver (or passenger) makes a Perception check (Tough DC)

Skill Check Event 8 - Rooftop Snipers
Dodge a Crossbow Bolt: Driver AND passenger BOTH must make a Reflex Save vs DC 15
IF FAILED
Poisoned Bolt: Those struck by a bolt must make a Fort Save vs DC 20

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis/Nevitash Chariot +3 Points

Camel Unwounded [Mage Armor (+4 to AC - active for 35 minutes)]

Francis 46/53 [Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 45 minutes)]

Nevitash 64/71 [Magic Vestment (+1 enhancement bonus to AC - active for 7 hours); See Invisibility (active for 60 minutes); Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes)]

------------------------------------------------------

Amenhep/Elliander Chariot +4 Points

Amenhep's Camel Wounded [Mage Armor (+4 to AC - active for 35 minutes); Injured (-2 to checks involving the camel directly)]

Amenhep 58/58 [Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 45 minutes)]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day; Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes)]

------------------------------------------------------

Devin 59/59 [Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes)]

Soumral 51/51 [Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes)]


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Amenhep manages to steer clear of the obstacles pretty well, and Elliander still has hopes. He can see some of the others are also struggling in the race up ahead. Suddenly, they seem to be under attack though, as bolts start flying about. Elliander looks for a way out in the myriad of narrow lanes and he thinks he spots something that can help them.

Perception: 1d20 + 13 ⇒ (15) + 13 = 28 SC#7
Reflex Save: 1d20 + 5 ⇒ (14) + 5 = 19 SC#8


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Good deal, so by way of explanation, I'll use Elliander's Perception check for Event #7, since you didn't say you were 'assisting'. However, if you'd had a cruddy roll or something, I'd have allowed Amenhep to try it himself instead and there would have been no 'assist' roll at all. In effect the rider and passenger can take two bites at the apple if the first player rolls badly (AND if the skill check allows for the driver or the passenger to make the check, as noted in the Event description), in the hopes that the second player gets a better roll. I believe that'd be easier all around, now that I think about it. In such a case though, there'd be no 'assist', since both players attempted the check roll. In this case though, Amenhep can simply take the automatic assist, bringing that total up to 30! Unless he wanted to roll the check himself with his +11 modifier and hope to get a better result than 30 with his automatic assist - though he'd need a natural '20' to accomplish that. Does all this make sense? I feel like I'm changing things up a bit as we go, but damned if this whole pbp thing doesn't play havoc with skill check scenarios like this one...


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Event 7, let Nevitash make the Perception check.... I'll try to aid.

Perception aid: 1d20 + 4 ⇒ (14) + 4 = 18

Event 8 - Rooftop Snipers and my bad saves....
Reflex save for snipers?: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Fort Save if the Reflex fails?: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Saved by the Heroism!


LG Male Human Paladin 8 | HP 65 | AC 21 (T 13, F 19) | CMB +11, CMD 24 | F +11, R +8, W +10| Init +2 | Perc +12

Trusting Elliander's ability, Amenhep steers towards the hidden corner that he points out.

Aiding Elliander.

Reflex: 1d20 + 8 ⇒ (14) + 8 = 22

Guided by Ra's grace, Amenhep easily dodges the crossbow bolt, murmuring a small prayer to the Pharaoh of the Dawn.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Soumral looks for a spot with some amount privacy and casts a spell to scry on the race's progress. Conguring an invisible eye to appear as far down the course as she can see, Soumral sends it farther onward from there until it's about 100 to 150 yards down. She concentrates on what she can see through it and waits for some sign of approaching chariots.

Casting Arcane Eye to recon the race so Soumral and Devin will have some lead time on any casting, and know which chariots are leading and by how much. I'm making a guess on distance, but Soumral wants enough notification to be able to cast "Glitterdust at its maximum range of 170' if she decides to.


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +21, Intimidate +2, Arcana +10, Dungeon +10, Nature +10, Planes +10, Religion +10, Perception +20, Sense Motive +16, Survival +15
Attacks:
[dice=+1(2) Greataxe]d20+13[/dice][dice=+1 (2) Greataxe Damage]d20+9[/dice] [dice=Longspear Attack]d20+12[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 8; Init +6; HP: 82/82; AC 20 (18), T12, FF 18 (16); CMD 22; F +11, R +7, W +13 [+1 per adjacent ally up to 4]; Spells 1st (5/5); 2nd (5/5); 3rd (3/3); Perception +20; B: 12/12

Event 7

"Hard right!

Perception: 1d20 + 18 ⇒ (7) + 18 = 25

Event 8

"Oww!"

Reflex Save +1 Ally: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13

Fortitude + 1 Ally: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16

I have Protection from Evil up, but that would only add 1. If the camels are next to me and count as allies then I succeed as I get +1 to saves for each adjacent ally. If not I fail.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Oathday, the 17th day of Desnus, 4714 AR
Weather is clear and pleasantly warm (about 80 degrees) with a refreshing, mild breeze.
Hour of sunrise

----------------------------------------------

Skill Check Event 7 - Tricky Maneuvers
Nevitash spots a shortcut through the winding, maze-like streets of this area, with Francis assisting a bit by pointing out a bad bit of road that might have slowed them down. (Perception 27 vs DC 20 = +2 points)

As Amenhep scans the confusing race track, Elliander spots a way that he deems will see them through more quickly, and the paladin deftly guides the camel through the narrow gap - confident that they'll come out on the other side ahead of the competition - or at least gaining significant ground. (Perception 30 vs DC 20 = +3 points)

Skill Check Event 6 - Rooftop Snipers
But the high rooftops in the area, along with the narrow streets and alleys of the neighborhood, are apparently being used by hidden snipers, for a hail of crossbow bolts hiss through the air, most of them striking walls or armor without effect - save for Nevitash, who is struck square in the back of his right shoulder. Besides the pain of the bolt itself, he can feel the pain of the powerful poison that must have coated the steel head of the projectile and he begins to falter...
Heavy Crossbow Bolt Damage: 1d10 + 3 ⇒ (9) + 3 = 12 piercing
Poison: 1d6 ⇒ 4 CON damage (-14 to Max HP total) Nevitash, I need another Fort save - which will take place during Event #10 - unless you take some action before then.

Opponent Rider's Rolls:

Event 7: 2d20 + 10 ⇒ (20, 7) + 10 = 372d20 + 4 ⇒ (18, 9) + 4 = 312d20 + 6 ⇒ (5, 6) + 6 = 172d20 + 2 ⇒ (17, 14) + 2 = 332d20 + 4 ⇒ (12, 12) + 4 = 282d20 + 10 ⇒ (17, 6) + 10 = 332d20 + 2 ⇒ (9, 14) + 2 = 252d20 + 4 ⇒ (11, 13) + 4 = 282d20 + 6 ⇒ (6, 14) + 6 = 262d20 + 10 ⇒ (12, 7) + 10 = 292d20 + 4 ⇒ (4, 2) + 4 = 10

#1 Elite Chariot = +2 [+13 points]
#2 Good Chariot = -1 [+3 points]
#4 Great Chariot = Catastrophe!
#5 Decent Chariot = +1 [+7 points]
#6 Good Chariot = +1 [+8 points]
#7 Elite Chariot = +1 [+7 points]
#9 Decent Chariot = +1 [+4 points]
#11 Good Chariot = +1 [+4 points]
#12 Great Chariot = +2 [+11 points]
#14 Elite Chariot = +1 [+16 points]
#16 Good Chariot = Catastrophe!

The chariot riders find themselves back out on a wide open expanse of race track with a much better field of view. Two more of the competetion appears to be missing, either temporarily lost in the maze-like streets of the neighborhood they passed through, or maybe victims of those crossbow bolts. Two of the riders have a tremendous lead, seemingly impossible to overcome, and a third is out just ahead of the rest of the pack. But oddly enough, the other riders don't appear frightened or confused, giving the four adventurers cause to wonder if perhaps they were the only ones targeted...

Nearer the finish line, just at the final bend where the street becomes straight as an arrow (more or less) for the last 1000 feet or so, Soumral casts a spell that sends an invisible, arcane eye bobbing along at a decent clip, backtracking the race route until she can get a glimpse of her allies. Very soon she sees them, Nevitash grimacing in pain and holding the reins loosely in his hands as Francis looks on in concern. The elven wizard can see a crossbow bolt embedded in the half-orc's shoulder, though the rest of her companions appear to be unharmed - as do the remaining riders in the race. She notes that the field is far less than those that began the race about five minutes ago.

Just ahead of the pack of chariot racers, an enormous camel souk proves to be yet another obstacle, as a large, sweating merchant is attempting to cross the race track tugging at the reins of a dozen or more of the recalcitrant beasts that are spitting and braying for all they're worth! A moment later, the party realizes they are in direct communication, thanks to the Message spell cast earlier. But very quickly the riders can see that yet another marketplace has been set up just north of the Hammam of Jebel, where so many observers are enjoying their hookah pipes outside the bath house that the air in the street has become thick with the spicy-smelling smoke, making the riders' eyes tear up as they try to negotiate through the route where some folks have actually wandered onto the track for a better view of the pack that is approaching the final straightaway!

Nevitash, I need another Fort save - which will take place during Event #10 - unless you (and/or Francis) take some action before then. Note that I'm figuring HP damage in a similar manner to how barbarians get extra HP during a Rage, but opposite - that is to say, -1 HP/Level for every +1 modifier of CON is lost to the poison. So you've lost 14 HP from your maximum and your current totals at the moment. As far as timing goes, I'm figuring that, on average, each of these events is about a half minute at least to a minute long at the very most - depending on what's going on during them. Remember that if you take an action to deal with the poison, you cannot effectively make a skill check below (unless you can give me a really good reason why you can.) Know as well that the driver and passenger can switch places, if they are so inclined just let me know. Also note that the first skill check requires TWO rolls, since those camels are spittin' mad!

Soumral, you can 'see' the contestants at the start of Event #9, though they're obviously out of your own line of sight (with your own eyes, in any case) and roughly 1000 feet away from you (following the race course, maybe 750 feet as the crow flies) at the moment. Just before the beginning of Event #10, you can all communicate with each other as you'd like. Just keep conversations short, if you want them to remain free actions. Soumral and Devin, you'll be able to see your friends (and the rest of the pack) just after Event #10 ends, as they round that corner and enter the last straightaway going into Event #11. Hold off on posting actions until I set up the last two events please, but you can act DURING Event #11, if you'd like to do so.

Skill Check Event 9 - Camel Souk
Dodge the Fat Merchant: Driver (only - though passenger can make an Assist roll) makes a Handle Animal [or Profession (Driver)] check (Tough DC)
AND
Spitting Camels: Driver and passenger BOTH must make a Fort Save vs DC 15

Skill Check Event 10 - Crowded Market
Smoky Confusion: Driver (or passenger) makes a Perception check (Average DC)
OR
Cut Through the Crowd: Driver (or passenger) makes an Intimidate check (Tough DC)

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis/Nevitash Chariot +5 Points

Camel Unwounded [Mage Armor (+4 to AC - active for 35 minutes)]

Francis 46/53 [Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 45 minutes)]

Nevitash 38/57 (while poisoned) Normal = 52/71 [Poisoned (-4 to CON, next save in 1 minute); Magic Vestment (+1 enhancement bonus to AC - active for 7 hours); See Invisibility (active for 60 minutes); Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes)]

------------------------------------------------------

Amenhep/Elliander Chariot +7 Points

Amenhep's Camel Wounded [Mage Armor (+4 to AC - active for 35 minutes); Injured (-2 to checks involving the camel directly)]

Amenhep 58/58 [Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes); Heroism (+2 to skill checks, saves and attack rolls - active for 45 minutes)]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day; Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes)]

------------------------------------------------------

Devin 59/59 [Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes)]

Soumral 51/51 [Message (allows two-way communication with Devin up to 170' distance - active for 45 minutes)]


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Devin whispers urgently "Talk to me Sourmal, what do you see?", as he maneuvers through the crowd, looking for a good spot; one that offers:
a) an acceptable angle for viewing the race and spellcasting,
b) an escape route, from what's likely going to be an angry crowd if we start taking steps,
and c) if possible, some cover to hide them (Sourmal and him) from the crowd while they act...


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Not much cover you can take, there's people EVERYWHERE! Same with escape routes, etc. Once you do what you're gonna do, we can talk about your options for escape. I'll give you appropriate Perception checks to find something suitable if that becomes necessary, of course.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

If Con damage could be noticed?:

Francis pulls and uses his wand of Lesser Restoration on Nevitash.

Lesser restoration: 1d4 ⇒ 2

Question. What would happen if I cast Air Walk on the camel? Could it take the chariot into the air? Neither of us has Handle Animal or Profession Driver, so a hard DC will likely mean that we kill the fat merchant....

Fort save: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 Thanks again for Heroism!


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Francis DEFINITELY notices that Nevitash is suffering from some kind of poison effect. Both of those checks you've referred to can be made unskilled, in this circumstance - though only by Nevitash (though you can definitely assist, if you'd like.) Air Walk can be used on a trained mount, as I've cut/pasted below. Unfortunately, this camel has not be trained in this manner... :)

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Out from the narrow street and in to the open again, Elliander can see the total chaos consisting of crazy camels and their handlers. While these animals might be useful in the desert, he’s starting to take a dislike to them. The duskblade does what he can to help Amenhep keep their beast in check and avoid it running right into people or other camels.
The market up ahead is filled with a sweet-smelling smoke, but Elliander at least thinks he can see a way forward and tries to point it out to his team mate.

Handle Animal: 1d20 - 1 ⇒ (18) - 1 = 17 SC#9 aid Amenhep Dodge the Fat Merchant
Perception: 1d20 + 13 ⇒ (5) + 13 = 18 SC#10, Smoky Confusion

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