Shadows of the Sand (Inactive)

Game Master caster4life

Players start as newly-trained members of a Qadiran strike force, about to embark on their first mission.

Start date: 4718 AR, Gozran 9th
Current date: 4718 AR, Gozran 30th

Current map
Qadira map
Mission log
Group loot
XP Tracker


1,401 to 1,450 of 2,048 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Maze:

Amari hears a *thump thump* and then a squelching noise as something falls to the ground.

Zaza can tell the blindheim is dead.

200 xp each.

Monastery:

Lo and Serenity operate exactly as expected and drop the monk. But another moves forward.

Lo, in this scenario, go ahead and roll a number of AoOs for me each round equal to the number you can make. It'll speed things up.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Maze:

Amari looks at Zaza for confirmation, then quickly continues to poke at (maybe) thin air and (hopefully) solid ground with his bow in a way that reminds you of a blind man with his seeking stick.


Maze:
"Nice shot--that did the trick!"

Zaza peers around the corner trying to see where the maze appeared to go next.

I think there might be more of the map I can see now from my position, which I updated?


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Monastery:

Risky AoO[/dice: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
NL_Damage: 1d10 + 1 + 7 + 3 ⇒ (4) + 1 + 7 + 3 = 15

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Monastery:

Not sure if this is same round or not but will roll another set of AoO and can convert to standard attack if that isn't possible.

Attack, BAB, Str, Bless: 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24
Damage, Str, Bless: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Attack Crit?: 1d20 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
Crit?: 2d8 + 2 + 2 ⇒ (2, 2) + 2 + 2 = 8

Attack (hyena): 1d20 + 3 ⇒ (3) + 3 = 6
Damage (hyena): 1d6 + 3 ⇒ (2) + 3 = 5
Trip: 1d20 + 3 ⇒ (18) + 3 = 21


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Amari and Zaza:

You move forward and find more wall.

Your maps updated.

Hadha:

Your map also updated.

You see more of the map in addition to a door which appears to be locked.

GM screen:

Attacks, Risky: 2d20 ⇒ (9, 1) = 10

Monastery:

Lo'laan takes down a monk, who falls to the ground making it harder for others to move into the room. But two more move forward and strike out at Lo and at Serenity but both miss. There are clearly more monks out in the hallway than you can tell but they are all clamoring to enter. "Protect the elder!"

This room is increasingly becoming difficult terrain. You guys can go now. I'll take Agaban's actions he already listed. Lo take your actions and Serenity's and give me your AoO rolls as well as Serenity's.


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Monastery:
Attack: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27 Confirm: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
Damage: 1d10 + 7 + 3 + 1 ⇒ (10) + 7 + 3 + 1 = 21
AoO: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13
Damage: 1d10 + 7 + 3 + 1 ⇒ (1) + 7 + 3 + 1 = 12
AoO: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13
Damage: 1d10 + 7 + 3 + 1 ⇒ (7) + 7 + 3 + 1 = 18
Bite: 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 17Trip: 1d20 + 10 - 1 ⇒ (2) + 10 - 1 = 11
Damage: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6
AoO: 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28 Trip: 1d20 + 10 - 1 ⇒ (16) + 10 - 1 = 25
Damage: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Lo struggles to wield his Glaive in an ever increasingly cramped room as he and Serenity attempt to fend off the swarm of monks.


Maze:
"I see a long wall to the north of Hadha, 20 paces north. The hallway heading west turns back south, after 35 paces. The hallway heading east continues on, I know not where. "


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Monastery:

Ha. I forgot Agaban had already gone and thus it was my turn.

Agaban and Lo'laan cut down another monk. One tries to move forward but is tripped by Serenity as she bites his calf. He then stands back up. Lo'laan strikes at him again but misses.

An AoO on him for hyena and Agaban if he's using his longspear. But if so, he'll have trouble when the monks get too close. Same with Lo and the glaive.

A monk in the doorway strikes twice at Serenity and has difficulty from there but manages to land a well-placed kick on the cheetah's flank (10 damage to Serenity).

AoO from Agaban and hyena and everyone go.

GM screen:

Attacks Serenity: 2d20 ⇒ (11, 19) = 30
Dam: 1d6 + 4 ⇒ (6) + 4 = 10

Maze:

Waiting on Hadha here.


HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

maze:
Hadha says, I see a door. It's locked. Give me a moment. He produces a set of interesting looking tools and gets to work.
DD: 1d20 + 10 ⇒ (6) + 10 = 16

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Monastery:

AoO (spear): 1d20 + 2 + 1 + 1 ⇒ (14) + 2 + 1 + 1 = 18
Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

AoO (hyena): 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trip: 1d20 + 3 ⇒ (13) + 3 = 16

Confirm?: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Yeah know it will be an issue if they can get close but the area is really tight and with Serenity and the hyena in between figured it would take a lot to get inside the spear's reach

Lo if you need send Serenity my way and will heal hopefully this group will back off and regroup soon.

Attack (spear): 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Confirm?: 1d20 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12
Damage: 2d8 + 2 + 2 ⇒ (6, 1) + 2 + 2 = 11

Attack (hyena): 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Trip: 1d20 + 3 ⇒ (20) + 3 = 23

Shesh these nat 20s are a little crazy...my other games are gonna suffer at this point I feel, and figured I would go ahead and rolls those if there aren't any valid targets for the 2nd attack will keep as a ready action.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Maze:

Hadha unlocks the door with relative ease and you all begin moving down a hallway that winds around. You come to an area where you could go right but, consulting each other on what walls you can see, you conclude that direction is a dead-end. Instead, you pass through a door to the north.

Everything south of the door you just moved north through I've shown on all your maps now since you guys have had time to talk about that. You'll all want to check your maps again now in conjunction with descriptions below.

Now you find yourselves in a large chamber where, to the north ahead of you, stands a large, ornate door with two keyholes in it. One keyhole appears to be made of pure sapphire while the other is made of pure ruby.

Zaza:

You start in surprise as you see a large, insect-like creature with feathery antennae lying in the northwest corner of this room. But then you relax. It must be dead. It doesn't move toward you or react to you entering the room at all. Then you see it gets up, explores the corner near it with its antennae, and relaxes again.

Unsure what to make of this, you look around and also note what appears to be a key made of pure sapphire in the southeast corner of this large chamber.

Hadha:

Immediately to the east of you, in the southeast corner of the room, you see a humanoid form made of what appears to be gold stalking back and forth with great agitation. The features look vaguely human but are contorted permanently in a sinister expression. It paces back and forth, never getting closer to you than 10 ft.

In the northwest corner of the chamber, you see a key made of pure ruby.

Amari:

You see that this large area of the maze seems to have two rooms of some sort in the corners, each with their own door.

Marked on map.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Lo to act in monastery.


Maze:
<I see a large insect-like creature in the northwest corner that doesn't see us yet. It's feeling around with its antennae when it's not resting. And in the southeast corner there's a sapphire key. We probably want that key, but we need to not alert the insect thing! There's a large door due north.>


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Monastery:
Attack: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
Damage: 1d10 + 7 + 3 + 1 ⇒ (2) + 7 + 3 + 1 = 13

Bite: 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27 Trip: 1d20 + 10 - 1 ⇒ (1) + 10 - 1 = 10
Bite: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7

"It will take more than this to dissuade these fanatics." Lo replies.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

GM screen:

Attacks: 3d20 ⇒ (19, 5, 20) = 44
Dam at +4: 3d6 ⇒ (2, 6, 5) = 13
Confirm: 1d20 ⇒ 20

Monastery:

Another monk goes down but another takes its place as they move forward, determined to rescue the elder they have come to value so greatly.

One of them steps through the door and hits Serenity hard with an elbow while one standing just outside the doorway tries to punch but misses. He carries his momentum, however, into a spinning kick that knocks the cheetah to the ground. The dangerous cat does not get up.

25 damage to Serenity from one hit and one confirmed crit. Agaban and Lo'laan, GO!


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Monastery:

Attack: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Damage: 1d10 + 7 + 3 ⇒ (3) + 7 + 3 = 13

Lo lashes out at the monk who dared to strike down his companion. "I'll not hold back any longer, those who enter will find their lives forfeit!" He shouts at the monks.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Maze:

<Two smaller doors, right beside me and one to the north-west.
Maybe the keys can be found in there?
>
Amari will also attempt to open the door to his right but does not open it yet.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Maze:

You guys probably need to hear from Hadha too before deciding anything.

DC 16 K dungeoneering for Zaza or someone who heard her description:

The creature seems to be a large rust monster, known for seeking out metal. It would likely be quite dangerous for the three of you to fight.

More info if you beat the DC by more.

DC 16 arcana for Hadha or someone who hears his description:

The construct Hadha sees is a golden guardian, known for ferociously defending an area. It would likely be quite dangerous for the three of you to fight.

More info if you beat the DC by more.


HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

maze:
I see a humanoid form made of what appears to be gold stalking back and forth with great agitation in the southeast. It looks vaguely human but it's face is sinister. It paces back and forth, never getting closer to us than 10 ft.

In the northwest corner of the chamber, I see a key made of pure ruby.

kn dung: 1d20 + 8 ⇒ (3) + 8 = 11
kn arcane: 1d20 + 8 ⇒ (19) + 8 = 27

I don't recognize zaza's vision, but mine is a construct. A Golden Guardian. It would be very dangerous.

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Little unsure where Serenity fell...is it possible for me to drop my spear, pull out my shield and Zaza's healing wand and use that on Serenity?


Maze:
K. Dungeoneering: 1d20 + 7 ⇒ (4) + 7 = 11
K. Arcana: 1d20 + 7 ⇒ (1) + 7 = 8

<So maybe it's a matter of getting to the keys without alerting the monsters. I see a large monster to the northwest literally large size, occupies 4 squares and a sapphire key to the southeast. Hadha sees a monster to the southeast and a ruby key to the northwest. And Amari sees doors. I wonder if the monsters are trapped by these doors that he can see. And if so, whether there's a way to lure the monsters away from the keys, and maybe even trap them in other parts of this weird maze. Amari, do you see any doors that lead elsewhere besides the northwest or southeast corners?>


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Maze:

<Where you say to see monsters, I see only walls and a door each.
I think you're right about them being trapped there.
There four doors total I can see: two which we think lock the monsters away, the big one ahead and the one we just came through.
>


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Maze:

Oof. Those low K dungeoneering rolls really hurt here. Zaza and Hadha, I'm going to let you each roll again after discussing the un-IDed monster for a little while. Go ahead and reroll so we don't get stuck.


HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

maze:
reroll: 1d20 + 8 ⇒ (7) + 8 = 15 - close, but no cigar


Maze:
K. Dungeoneering: 1d20 + 7 ⇒ (12) + 7 = 19

Zaza thinks about the puzzle some more, and how the monsters might be related. "Ah, I recall it now. That creature to the northwest is a rust monster, known for seeking out metal. Of course the construct to the southeast is made of metal! So if we can convince them to fight each other, we may be able to get the keys we need without fighting them directly."

Zaza looks to Amari. "You might want to hand any metal you have over to us. Then try opening the doors. I just hope they really decide to fight each other and not pursue us."


HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

maze:
This is one crazy puzzle, smoky man. Ok. Let's do this thing. Get the monsters to fight each other, grab keys, run like the city guard is after you.


I think I suggested Amari act but actually it's probably Hadha who acts with Amari as his eyes? Or is it me, I have lost track.

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Monastery:

Ok doesn't like there is a monk close enough to threaten and assuming I can't reach Serenity.

Seeing Serenity fall Agaban takes a quick moment to cast Stabilize on the fallen cat before dropping his longspear to draw his mace seeing the monks start to make headway into the room and figuring the spear will just be too cumbersome shortly.

Attack (hyena): 1d20 + 3 ⇒ (4) + 3 = 7
Damage (hyena): 1d6 + 3 ⇒ (4) + 3 = 7
Trip: 1d20 + 3 ⇒ (15) + 3 = 18

Also not sure if there should be any AoO the number of rushing monks has me lost as far as the round goes sadly.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Had a busy week with a surprise two-day-training...

Maze:

Amari simply nods, and starts to hand over his backpack and quiver after extracting a single arrow. After a moments hesitation he also hands over his bow to Zaza.
<You must warn me when they start to follow me.
What a foolish thing to do. Baiting a thing you cannot see.
But it cannot be helped. We must end this quickly!
>
Wearing only the deep black shadow stealth suit now, he motions the others to head over to towards the big door ahead of them.
Then with a grimace, he opens the door to the rust monster and waves at it with the arrow, ready to run over to the other door at a warning call from Zaza or Hadha.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

GM screen:

Inits RG: 2d20 ⇒ (10, 18) = 28
Attack: 1d20 + 12 ⇒ (1) + 12 = 13
Antennae: 2d20 ⇒ (16, 19) = 35
Miss chance: 2d100 ⇒ (50, 53) = 103
Fire: 2d6 ⇒ (3, 2) = 5
Reflex: 2d20 ⇒ (17, 11) = 28
Dam: 12d6 + 20 ⇒ (2, 6, 1, 6, 1, 5, 2, 4, 4, 1, 4, 2) + 20 = 58

Maze:

From signing to each other what is happening, you determine that the metal-eating monster is making quick work of the odd metal construct. Despite being equally formidable, this is just a match-up the construct is not designed to win.

They've each taken a turn and the giant rust monster has taken a little damage but dealt a crap ton. Do you guys want to be involved here at the bottom of round 1?


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Monastery:

Lo nearly drops a monk but the monks continue moving in, pressing their attack.

Can I get one AoO from Lo and the hyena each real quick? Sorry I didn't update the monastery yesterday. Got distracted.


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Monastery:

AoO: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27 Confirm: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15
Damage: 1d10 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Crit?: 1d20 + 20 ⇒ (15) + 20 = 35


HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

Eaten post!

maze:
Hadha darts past the combatants going for the Emerald Key!
acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23


Maze:
<Amari--go for the other key!>

Zaza focuses on just getting to the other doorway out of here, knowing that she was the biggest liability on the group in her injured state. She looks at the door, seeing if there were a pair of keyholes corresponding to the keys.


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Maze:

<Then guide my hand!>
Amari lungs in the other direction from Hadha, feverishly feeling about to get a grasp at the key and rush to Zazas side if possible.
He knows about the keyholes and the way they ought to match!


Maze:
<The key is right in the corner.> Zaza gives the best directions she can manage for getting to the other key, pointing to where the rust monster is.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Maze:

Hadha rushes off to the spot indicated by Amari to hold the door, feeling the wall as he goes. Amari rushes south through another door. Hadha sees the golden monster lash out at Amari as he runs by and Amari feels something red-hot slam into him (12 bludg and 4 fire dam). Then the construct lashes out at the bug and seems to land one decent blow but misses horribly on another. The bug reaches forward with its tentacles and disintegrates the central torso of the grotesquely humanoid-looking monster. It falls to the ground in a pool of molten gold, burning the bug but cooling quickly. Amari only need move carefully over it not to fall (acro check but I'll allow at full speed).

Party, GO! I've updated your positions on your respective maps.

GM screen:

AoO: 1d20 ⇒ 9
Dam: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (4) = 16
Attacks: 2d20 ⇒ (11, 1) = 12
Dam: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12
Attacks: 2d20 ⇒ (15, 12) = 27
Miss chance: 2d100 ⇒ (50, 44) = 94
Dam: 1d6 ⇒ 5
Dam: 6d6 ⇒ (6, 2, 3, 3, 2, 3) = 19
Reflex: 1d20 ⇒ 1


HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

My map link seems to be broken


AC:23|18|20, HPxx, CMD: 24, Saves (F|R|W): 5|7|8, Perception: +11, Initiative +5, Sense Motive: +10, Ki 2/5, Perfect Strike 4/4, Stamina 5/5 || Conditions: Dead

Maze:

The hit causes Amari to flinch in pain and search for his footing...
Acrobatics!: 1d20 + 9 ⇒ (7) + 9 = 16
can one spend stamina on skill checks? Would be willing to spend a couple of points to make it through...
Also: Somehow I though Hadha was taking the 'dangerous' route. Or is the fight happening in-between the two doors?
Unable to see anything is quite a pain indeed ^^


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Maze:

Hadha link retry

Well Hadha's route would be more dangerous if the rust lord had 10 ft reach but it's only 5 ft. I know it's a little confusing but I'll let you guys see everything again soon. Almost done with this bit of torture. XP

Monastery:

Still need AoOs from Agaban

Grand Lodge

Male Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Monastery:

Apologies work has gotten a little out of hand lately

AoO (hyena): 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage (hyena): 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Trip (hyena): 1d20 + 3 ⇒ (10) + 3 = 13

Afterwards Agaban will move up slightly and launch a blow with his mace at the nearest monk.

Attack (Agaban): 1d20 + 2 + 3 + 1 ⇒ (2) + 2 + 3 + 1 = 8
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

And the Hyena attacks the same monk as its summoner.

Attack (hyena): 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage (hyena): 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Trip: 1d20 + 3 ⇒ (11) + 3 = 14

Also wondering is there a limit to the number of summons we can have present at a time...hopeing the maze group will finish sooner than later...not sure how long we can last since they are starting to make their way in and getting attacks.


Maze:
"Well, here goes nothing!" As it appears only the Rust Monster remains, Zaza begins to try and mesmerize it with a dazzle of dancing lights and colors.

Fascinate Will DC16. Can force a reroll 1/day, which I will use if necessary.


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

GM screen:

Attacks: 2d20 ⇒ (11, 7) = 18
Dam: 1d6 + 4 ⇒ (6) + 4 = 10
Will save: 1d20 + 8 ⇒ (12) + 8 = 20
Will save: 1d20 + 8 ⇒ (8) + 8 = 16

Monastery:

Lo'laan knocks out a monk while the hyena fails to bite another. The monks then strike at the hyena but only one manages to quick the beast (10 dam).

Maze:

The monster shakes off the spell both times but seems to be focused on consuming the molten gold. It looks as if it will only attack those moving past but not chase them.

So who's going to run past first, Hadha or Amari?


HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

maze:
Hadha takes the initiative and runs past first. acrobatics: 1d20 + 10 ⇒ (2) + 10 = 12


N Half-Orc Hunter 4
Stats:
Init: +4 | HP: 31/31 | AC: 19 | FF: 16 | Fort: +5 | Ref: +7 | Will: +3 | Perception: +10/+12 Low-Light Vision |

Monastery:

Lo continues to mow down any who try and enter the room.

Attack: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Damage: 1d10 + 7 + 3 ⇒ (10) + 7 + 3 = 20

AoO?: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15
Damage: 1d10 + 7 + 3 ⇒ (8) + 7 + 3 = 18

AoO?: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12
Damage: 1d10 + 7 + 3 ⇒ (1) + 7 + 3 = 11


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

GM screen:

Bite: 1d20 + 14 ⇒ (8) + 14 = 22
Dam: 1d8 + 8 ⇒ (7) + 8 = 15
Attacks: 3d20 ⇒ (13, 18, 13) = 44
Dam: 3d6 ⇒ (5, 3, 6) = 14

Maze:

Hadha rushes out, carrying one bejeweled key. He feels something massive bite him in the side (15 damage) but continues running and makes it to the door. Amari rushes by at the same time, managing to keep his feet on the hot gold (taking 1 fire damage but otherwise fine). You insert your keys quickly into the bejeweled lock and open the door, rushing through and closing it behind you before the large metal-eater takes an interest to follow.

In the next room, you can all see. There, you find two great, thick golden chains threaded through massive holes in opposite walls. They come together to meet in a massive golden clasp of complicated design held suspended by the tension in the chains a few feet above the floor.

DC 15 K eng for those in maze:

The entire complicated clasp hinges on a sturdy pin deep in the interior. If one could reach in and pull it out firmly and quickly enough, the giant clasp would come undone without one losing an arm.

This would be a DC 12 str chec.

Monastery:

Lo, technically the fact that Agaban and the hyena are right on you like that means that you can't take AoOs because of soft cover. Just realized. But we'll remember that for next time and won't worry about it for now.

Agaban: No there's no limit to how many summon spells you can have active at a time except for their duration. Speaking of which, I'm pretty sure Mr. Hyena has expired by now. But that's ok. The monk's will just finish him. Just track that next time.

Lo'laan manages to take down one of the monks and injure another which steps up but the monk keeps his feet and punches the half-orc hard (9 damage) while two more monks finish off the hyena with quick blows.

Party, GO!


Maze:
"Nicely done," says Zaza, acknowledging their sacrifices in emerging with the keys. "Since we can all see the same thing again, I hope we've finally made it."

She stares at the chains, and the mechanism holding it all up. K. Engineering: 1d20 + 7 ⇒ (14) + 7 = 21

"Do you see that pin in the interior of the clasp? If someone can reach in and pull it out firmly and quickly enough, the giant clasp would come undone without one losing an arm." DC12 Str Check.

She tries to figure out what hidden thing might be revealed if they opened the clasp. Perception: 1d20 + 4 ⇒ (7) + 4 = 11


Current Date: Gozran 25th Amari Maze Hadha Maze Zaza Maze

Zaza:

From looking at the chain and clasp, you can't tell what it releases.


HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

maze:

4/19
Hadha grunts and limps into the room as fast as he can, feeling flesh try to rip apart in the grievous wound with every step. Needless to say, he is entirely done with this crap.
I'm in no condition to attempt something like that. But maybe I can help.
He touches over- of his many tattoos. It goes and sliders off him and across the ground towards Amari. It touches him and the monk feels his muscles grow.
Go at it, big guy.
Minor metamorphosis gives you +2 Str for a minute

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