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


1,751 to 1,800 of 2,048 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>

Stealth: 1d20 + 12 ⇒ (19) + 12 = 31

Question is, do we end up not seeing each other?


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

stealth: 1d20 + 13 ⇒ (5) + 13 = 18
perception: 1d20 + 9 ⇒ (9) + 9 = 18

Hadha almost literally walks down the well's walls, but doesn't notice the shadowy figure at the bottom.


@Saul/Jackdaw - With Stealth Synergy, everyone would end up using my 19 as their stealth roll unless they rolled a 20. :)


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

Amari has no trouble getting down the easily-climbed well and takes up covering position at the bottom, his shape melting into the darkness well-helped by the deep black stealth suite they already used during their last mission.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Stealth result with SS is 31 as well


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

Well the passage is pretty tight down there so at some point someone's going to bump into someone.

Give me a perception, Jackdaw.

Lo, give me your stealth and explain how you want to get Serenity down the well or if you leave her behind.

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

perception: 1d20 + 7 + 1d6 ⇒ (17) + 7 + (1) = 25

Jackdaw remains standing in the shadows, waiting for these Gibson associates to arrive.


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 |

Stealth: 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 10 ⇒ (13) + 10 = 23

Lo commands Serenity to watch over the enterance while he and the others decend into darkness.


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

Does Serenity know the guard trick, stay, or what? If not, make a handle animal check to push.

So Lo's stealth check with synergy then is 25 but Jackdaw's modifier is higher so he does see Lo but I don't think anyone has seen Jackdaw yet, putting the ball in his court.

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

As the first (apparent) figure drops down from the well, Jackdaw smiles. He steps forward and puts his hand on Lo's shoulder, surprising the half-orc.

"Gibson has sent Jackdaw Corvus to do the dirty work. The dirty work is what I do."

His voice is quiet, firm, and gravely, like a man who has spent too much of his life smoking bad pipeweed.


Zaza is quite startled as a creature appears behind Lo. Though she realizes that the same creature didn't notice the rest of them.

"So you're Jackdaw," she says, emerging from the darkness. "You're stealthy. Good. I was worried you'd be all muscle. Don't be alarmed, I just want to take a good look at you."

Zaza casts Detect Magic, then gives Jackdaw the once over, looking for anything suspicious.

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

His gear is quite magical, but nothing extraordinary. You recognize the equipment that you gave Saul.

"Gibson says I should thank you for headband and belt. It is good quality stuff." he says gruffly. You notice though, he doesn't actually say thank you.


"It's just a loan," reminds Zaza. Satisfied that this was no illusion--and indeed, was likely Saul's associate given the gear--she motions to the others to come out of hiding.

"We're all here. Our mission is simple. Find the drow tunnels, kill the drow, and collapse the tunnel. Whatever schemes they're up to, whoever they're trying to poison to start a war, doesn't matter if they're dead, and nobody else can come after them to the surface."


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 |

Handle Animal: 1d20 + 7 ⇒ (1) + 7 = 8 Bwahahaha!


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

Hadha steps from the wall to the ground as if there wasn't a 90 degree shift in angle associated with that action. He looks Jackdaw up and down, then nods. Greetings. Let's get this done.


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

Greetings made, you look around the dark brick tunnels and see a tunnel leading forward then to the right. You hope that Serenity stays near the well...

Map updated. Describe what you want to do and feel free to put yourself in marching order. Don't cheat and uncover parts of the map! I'm not a roll20 GM, at least yet.

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Jackdaw waits to the side, knowing that the others might appreciate him to neither take point nor rear guard.


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

Amari simply nods at the not-bird human as he passes by like a ghost.
Signing Hadha to follow in his wake, the archer quickly moves toward the next sewer turn, peeking around.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


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

Amari finds that he can't see through the dark of the sewers.

On the map I've shown the tunnels that you see on the map once you have some illumination.

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Jackdaw lights his hooded lantern and secures it to his belt, providing some meager light. He is quiet, and watches the others.


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

Hadha follows close to Amari, his feet making no discernable sound. His eyes remain alert for traps.
perception: 1d20 + 9 ⇒ (9) + 9 = 18


Zaza casts Message on everyone so they can communicate more easily.
UMD: 1d20 + 13 ⇒ (18) + 13 = 31
Followed by Mage Armor on Amari. (5 charges remain.)
And Heightened Awareness on Herself. (48 charges remain. She will use for +4 bonus to initiative should combat begin while it's active.)

She follows closely in her preferred position toward the back of the group.


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

Nobody seemed to attempt stealth so you are automatically seen. However, you also see the enemies, here.

GM screen:

Inits: 7d20 ⇒ (7, 17, 1, 3, 11, 13, 5) = 57

As you move forward, you hear motion coming from your right and see a figure to your left! There is some large strange creature with many tentacles, teeth, and three legs to your right and a drow soldier to your left! Hadha reacts quickly while Zaza's spell brings her reactions up to supreme speed as well.

Hadha, Zaza
Drow
Amari, Lo, Jackdaw
Aberration

Go if you are bold


I shall boldly go!

"Quick, get to the narrow corridor!" suggests Zaza upon seeing the huge tentacle monster. She calls forth a sonic blast that impacts the monster.
Sound Burst: 1d8 ⇒ 4. Fort DC18 or stunned 1 round.

She then charges straight for the enemy drow, lighting up her cestus and then discharging the glow in a flash right in his eyes!
Dazzling Blade, Will DC17 or blind 1 round.


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

identify the aberration? dungeoneering: 1d20 + 9 ⇒ (12) + 9 = 21


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

GM screen:

Fort: 1d20 ⇒ 14
SR: 1d20 + 4 ⇒ (4) + 4 = 8
Will: 1d20 ⇒ 4

Zaza moves quickly with a good plan but the beefy monster resists her sound, taking some damage from it, while her spell is unable to affect the Drow (failed to overcome his SR).

Still, I must say you've won me over to this dazzling blade spell. I'll not to consider incorporating it into my future builds. It's amazing action economy.

Hadha recognizes the creature as an Otyugh. He knows that it can bite with its teeth (transmitting disease) while grappling and constricting with its tentacles. He also knows that the creature itself is immune to disease.

Hadha still has his action.


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

Hadha says, That's an Otyugh! Stay away! He rounds the corner and fires a black ray at the monster
ranged touch, disrupt pattern: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (5) = 14


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

GM screen:

Attacks: 3d20 ⇒ (3, 4, 12) = 19
Dam: 1d6 + 2 ⇒ (2) + 2 = 4
Dam: 1d6 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 13 ⇒ (3) + 13 = 16
Attacks on Zaza: 2d20 ⇒ (15, 9) = 24
Dam: 1d6 + 1 ⇒ (4) + 1 = 5
Zaza fort save: 1d20 + 1 ⇒ (8) + 1 = 9
Dam: 1d6 + 1 ⇒ (1) + 1 = 2

Zaza finds her courage confronted by the wily drow who stabs her once with his rapier. Some poison washes over her and she falls unconscious! The drow then stabs her again (5 and 2 damage to Zaza).

Jackdaw, Lo, Amari go before the otyugh goes!


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 |

Attack: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10

Lo rushes into position with the tentacle creature swinging wildly to keep it at bay.


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

Amari takes a measured step, shoulder-to-shoulder with Lo, facing the monster and thus shielding their companions from it. In the dark tunnels, the repeated *zzzing* of his bow string can be heard as he unleashes a salvo of arrows against the monster.
Flurry Attack #1: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Damage: 2d6 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10
Flurry Attack #2: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Damage: 2d6 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9
Ki Arrow away!: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Damage: 2d6 + 3 + 1 ⇒ (5, 3) + 3 + 1 = 12
Now those rolls are neat!


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

Amari fires at close range without leaving an opening for the otyugh, finishing the creature off with his first two shots.

You can save your ki point or 5 ft step and see how well that shot does against the cover the drow will have.

Jackdaw still to go.


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

I did a 5ft already to close rank with Lo.
I should be able to shoot at the Drow from here as well, soft cover (+4AC) would be either way...

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

With the monster dead, Jackdaw runs down the hallway to help ZaZa. He get in range of his longspear and attacks.

longspear: 1d20 + 7 ⇒ (12) + 7 = 191d8 + 5 ⇒ (3) + 5 = 8


Damned drow poison!


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

Saul manages to land a blow on the drow who snarls in pain and steps backward. Then he raises a hand and darkness covers the area! Jackdaw's hooded lantern has no impact on the darkness, leaving everyone in the spell plunged into darkness. But Lo, Amari, and Agaban can still see each other from the light filtering out of the spell.

Everyone, GO!


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

What happened to my ki arrow?
Or did the darkness prevents me from seeing whether it is a hit or not?


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

Hadha curses the darkness and listens to see if he can locate the Drow...
perception to locate via sound DC 20ish: 1d20 + 9 ⇒ (11) + 9 = 20


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

Your ki arrow hit through cover and was accounted for.

Hadha thinks the Drow is probably in the same place he was when he conjured the darkness (which you could see). Locating him after he moves around in the darkness will prove more difficult.

I believe no one in this party has darkvision, making this great.


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

Well, Zaza has...
And Lo can switch his Animal Focus to gain it.
We others though...

In situations like this, Amari feels the need to swear out loud non-initiates of his order often succumb to.
This, was not exactly going as planned.
He could not see the enemy.
And he knows that allies are within the target area, so he cannot fire blindly either, unless wanting to risk friendly fire.
With a silent, inwardly sight, he hurries into the darkness, eyes closed to focus entirely on his hearing.

If possible, I'd rush through the area of the darkness to block the drows escape route.


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

Hadha blind-fires a ray into where he thinks the drow is. He can't see a thing though so the attack is really born from frustration. He then moves down the hall trying to get out of the darkness.
ranged touch disrupt pattern: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13
miss chance: 1d100 ⇒ 45

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Jackdaw silently steps up five feet and then listens... Would the drow betray his position?

move action to perception/locate the square he is in: 1d20 + 7 + 1d6 ⇒ (5) + 7 + (4) = 16

At the slightest whisper of movement, Jackdaw will thrust his spear forward.

blind: 1d100 ⇒ 51

longspear: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 5 ⇒ (2) + 5 = 7

confirm?: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 5 ⇒ (7) + 5 = 12

wish my perception was better! if I don't hear anything, I will just attack where he used to be


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

GM screen:

AoO: 1d20 + 2 ⇒ (12) + 2 = 14
Dam: 1d6 + 2 ⇒ (4) + 2 = 6

Amari is struck as he runs past (6 damage) while Hadha launches a ray into the darkness. Jackdaw thrusts his spear forward hard and feels it bite into a body. Then he hears something slump to the ground. You don't hear any more movement and it seems the Drow is dead. Agaban moves forward and channels to heal Amari and Zaza.

Channel: 2d6 ⇒ (4, 4) = 8
Zaza repeat save: 1d20 ⇒ 18

Thankfully, Zaza resists the worsening of the poison and regains consciousness after a minute.

What do you want to do now? There are a lot of directions to go so describe where you are going and provide some mark on the map to make it clear.


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

Hadha waits for the Dark to wear off and searches the body for any clues.


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

Amari will carefully peek around the next corner to ensuring that there are no more drows hiding or running away to raise an alarm.
straight ahead, peeking right.
Trying to keep unseen.


Zaza blinks a few times and looks around, seeing all enemies dead. <Nicely done> she signals.

She inspects the drow for useful items. She thinks the poison would be especially useful if there's more.

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Jackdaw quietly relights his lantern, expecting no praise and receiving none. After the light comes back, he wipes the spear tip on the body and examines it.

percep, any unusual features, tattoos, scars, identifying marks?: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (4) = 15


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

Loot:

Potion of cure light wounds (2), potion of haste , thunderstone, masterwork studded leather, masterwork buckler, masterwork cold iron rapier, masterwork hand crossbow, 350 gp.

DC 18 K nat:

Looking very closely, you can tell the bolt loaded into the hand crossbow is poisoned.

Saul finds several tattoos on the body but he isn't sure how to interpret them.

Amari, that tunnel is very dark. How are you going to see down there?


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

If I don't see anything, I'll listen very intensively for a couple of seconds before waving for the others, wielding light sources.

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Still standing away from the front lines, so he can't be heard by any new enemies, Jackdaw mutters, "Anyone injured should drink these." Jackdaw picks up the potion of haste and buckles the cold iron rapier around his waist.

k nature: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (1) = 27 "This crossbow is loaded with a poisoned bolt. Good for a single shot. Who is taking it?"

Finally, Jackdaw reaches into his bag and pulls out a potion and drinks it.

someone drink these cure light wounds potions so we don't have to track them! Also, Jackdaw will take the crossbow and fire it one time in the next battle and then drop it, but I am not proficient. Anyone proficient in hand crossbow? The potion I drank is a darkvision potion and will last 3 hours.


Wait, Jackdaw's an investigator, right? I think they are proficient in hand crossbow. They even have Poison Lore.

"Not sure I've ever used a tiny crossbow like that, I'm sure I'd be a terrible shot."

Zaza takes the masterwork buckler and masterwork rapier (unless someone else wants--there's maybe a 5% chance the rapier sees use).

Grand Lodge

attack:
[dice=longspear]d20+7; d8+5[/dice]
0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

what are you talking about? Jackdaw is definitely a fighter. Didn't you see how effective he was in that battle? But... I guess he can use the hand crossbow for a single shot. Also I already snagged the rapier. But if you want it you can take it.

Jackdaw mutters. "Ok. I got it. One shot, and our next enemy will be sleeping."

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