Shifting Sands

Game Master Stiehle

Mummy's Mask Pathfinder (1e) Adventure Path


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Initially Francis will be using 3 spells and 2 wand charges per day for the Endure Elements. As we go he may switch out 1st level spells so only 1 charge is used, or none at all. I suggest SW, NW, SW toward the river? And I'd suggest searching any/all hexes. I'd hate to say 'Not the first one' and then find out that it was there and we bypassed it....

Assuming those are 2-day to search hexes, that would 'cost' 6 charges from the first wand. ??


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

With Endure Elements and several party members without Darkvision, I think we need to travel during the day.

I am not sure why we would be searching hexes. Is it just for fun, or are we not sure where we are going?


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

Correct, you don't know where the tomb is, a search of the hex is required for that.


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

It had been hot in the city of Tephu too, but there they could at least find some shade and refreshments. The open desert of the Parched Dunes offers no such relief and it’s only thanks to Francis’s help Elliander can endure the heat. The duskblade takes care to protect his skin and eyes from the sun and sand. He will also make use of his salt tablets when needed if he sweats a lot. The sand has a way to find its way into his boots though.

Elliander would prefer to walk in the morning and in the evening. At noon it’s very hot and better to rest, while at night the darkness makes it difficult to walk when the terrain is rough. The duskblade can provide his own light to guide him, but that also makes them visible to any enemy from a distance.

Having collected some info along the way and gotten a general idea of the few landmarks there are, like the river to the southwest and the mountains to the west, Elliander ponders where someone might want to hide Chisisek’s tomb. The river seems to be a place travelers seek and not so secluded. Likewise, the area of sandflats north of them is the trail most commonly used by caravans. He suggests they head out northwest.


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

If we need to search to find it, then Nevitash would suggest searching any areas that might contain it rather then just walking by.

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