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


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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 quickly signs, before heading for the next tunnel corner, the next arrow already notched...
<By the Living Sand, Taldans have disgusting under-cities!>


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

This is a densely-populated sewer!

GM screen:

+9: 4d20 ⇒ (2, 11, 7, 7) = 27
Inits: 6d20 ⇒ (11, 6, 20, 14, 16, 3) = 70

You head forward a bit until you all hear heavy breathing that is trying to be hushed. Something waits around the next corner!

You all won init but you don't know what's around the corner. GO!


Zaza tries to move quietly around the corner, unsure if she's been detected yet.
Stealth: 1d20 + 11 ⇒ (14) + 11 = 25

And then, upon seeing a cluster of foes, starts to cast a spell! Readied action Grease.

Reflex DC17, but Zaza is doing that after her ranged-attacking allies act.


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

Well played. They are aware that you are there since you were fighting a gigantic black widow spider and then not moving very stealthily.


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 advances and fires his ray a teh nearest foe.
inentify roll, all Knows +7: 1d20 ⇒ 12
ranged touch, disrupt pattern: 1d20 + 9 ⇒ (6) + 9 = 15
half damage if I fail to identify: 1d6 + 6 + 1d6 ⇒ (2) + 6 + (4) = 12

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 moves forward quickly, stepping in front of ZaZa and firing his poisoned crossbow at the drow directly in front of him. Then he immediately drops it and prepares for the onslaught.

poisoned hand crossbow vs flatfooted: 1d20 + 6 ⇒ (2) + 6 = 8


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 is hushing past his comrades to get a clear shot at the ... thing Hadha is firing at.
Arrow away!: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Damage: 2d6 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9
<Proof in point.>


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

Seeing them, you can tell these humanoids are definitely not Drow. They are small, dirty, and have an insane look in their eyes.

DC 13 K local but take a -4 circumstance penalty:

These are Derro, creatures of deep underground in the Darklands. They generally don't serve the Drow and are quite chaotic while also a bit insane.


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 ⇒ (9) + 9 - 1 = 17
Damage: 1d10 + 7 + 3 ⇒ (6) + 7 + 3 = 16
Lo moves around the corner to strike the nearest sewer resident.


Zaza gets her grease spell off right before Lo gets in there.

K. Local, penalty, DC13: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14

"Derro!" exclaims Zaza. "Half-mad creatures of the Darklands!"


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

kn:local: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7 - half damage

Hadha had never heard of a Derro, so unraveling their patterns is difficult.


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

Hadha, we'll use your first knowledge roll, which succeeds despite the -4 circumstance penalty. I'm not much for re-rolling when it's the same check/attack/etc. just because the roll "should" have been made later. Even more so in this case where there was nothing wrong with making your original untyped roll. Sorry if my spoiler suggested so. Just forgot you had already made a roll.

Hadha disrupts the first derro while Amari shoots him. Then Zaza places a grease spell beneath his feet and he falls prone while the Derro behind him does not. Lo'laan then finishes the derro with a vicious blow while Jackdaw fires an inaccurate shot.

GM screen:

Reflexes: 2d20 ⇒ (2, 18) = 20
More Reflexes: 3d20 ⇒ (4, 12, 20) = 36
Attacks: 2d20 ⇒ (14, 17) = 31

Despite seeing one of their comrades fall on the grease and be cut down, the derro cheer and cackle.

Undercommon:

"Hee hee! Welcome strangers! Let's party!"

They rush forward over the grease, waving strange hooked clubs with cords from the clubs tied to their wrists. One falls on the grease while two others rush forward (one provoking from Lo), attacking Amari. But thanks to his training as a monk and Zaza's protective spell, neither can strike him!

Nat 14 and 17 with +5 bonus but two misses! Everyone, GO!!

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

longspear: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 5 ⇒ (8) + 5 = 13

Jackdaw steps back and gives a very powerful stab with his spear!


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

Ah I wasn't sure if you were wielding your longspear, Jackdaw. You get an aoo as well, then.


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 |

AoO: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
Attack: 1d20 + 9 - 1 + 4 ⇒ (1) + 9 - 1 + 4 = 13
Damage: 1d10 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Damage: 1d10 + 7 + 3 ⇒ (5) + 7 + 3 = 15

Lo lashes out at two more of the Derro.


Stepping back, Zaza uses her whip to juke and then trip the derro nearest her!

Feint: 1d20 + 13 ⇒ (13) + 13 = 26 vs 10+HD+Wis/Sense Motive
Trip: 1d20 + 10 ⇒ (13) + 10 = 23

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

longspear AoO: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 5 ⇒ (4) + 5 = 9

Jackdaw stabs forward at a derro as it approaches him.


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

Lo'laan strikes one of the Derro hard as he approaches while the Jackdaw has a hard time landing his blow on the crazy assailant. Then Zaza trips the derro!

Amari and Hadha still to go.


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

ranged touch Disrupt Pattern - Binding Pattern: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
damage: 1 + 6 + 1 = 8
If hit, entangled for 4 rounds
A cryptic with this insight can cause creatures struck with her disrupt pattern ability to become entangled for a number of rounds equal to the cryptic’s Intelligence modifier, although the disrupt pattern damage is minimized (all dice rolls are treated as 1s). Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier (16).


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

Using the momentum of his fluid dodge, Amari pulls out two arrows at once and fires them against the last standing thing.
Flurry Attack #1: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Damage: 2d6 + 3 + 1 ⇒ (6, 4) + 3 + 1 = 14
Flurry Attack #2: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Damage: 2d6 + 3 + 1 ⇒ (2, 4) + 3 + 1 = 10
The first arrow falls from the string a milisecond before he lets loose, but his aim does not waver for a second, sending the second one right into the disgusting flesh of the creature threatenin him.

AoO vs the grounded one should it rise:

Unarmed Strike, AoO: 1d20 + 7 ⇒ (18) + 7 = 25
1d8 + 2 ⇒ (4) + 2 = 6


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

Jackdaw and Lo'laan strike hard into one of the derro while Zaza trips him. Hadha strikes another, immobilizing him for Amari to land an excellent shot at close quarters. The prone Derro tries to stand but Amari puts him down for good with a swift knee to the side of the hide.

Amari, you don't provoke while firing, correct? I always forget when you get that.

GM screen:

Attacks: 2d20 ⇒ (16, 13) = 29
Dam: 1d6 ⇒ 5

The derro in the grease stands up and rushes Lo'laan (provoking from Lo) and strikes him hard with the small, odd weapon. The entangled derro strikes at Amari but can't get past the monk's defenses.

Everyone, GO!!

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

Silent as a snake, Jackdaw strikes forward with his spear at the one diagonal from him.

longspear: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 5 ⇒ (5) + 5 = 10


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 just got that right this level :-)
Amari casually steps back from the entangled creature swinging pointlessly at him and fires another double-shot at point-blank range.
Flurry Attack #1: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Damage: 2d6 + 3 + 1 ⇒ (3, 4) + 3 + 1 = 11
Flurry Attack #2: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
Damage: 2d6 + 3 + 1 ⇒ (3, 6) + 3 + 1 = 13
But somehow he looses concentration despite the careful step and the two arrows harmlessly clatter against the tunnel wall.
uf, now that was some bad luck


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 |

AoO: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
Attack: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15
Damage: 1d20 + 7 + 3 ⇒ (13) + 7 + 3 = 23
Damage: 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18

Lo'Laan strikes out twice more at the tiny crazed monsters.


Zaza steps up and prepares to protect her allies from a future Derro attack!

5-foot step, ready action to grant ally +2AC
Aid vs AC10: 1d20 + 8 ⇒ (6) + 8 = 14


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

Been waiting on Hadha but I guess we'll go ahead and skip him since it's been four days. You there, Hadha?

Jackdaw, weirdly enough, that one two diagonals from you is outside your reach. But if you 5 ft stepped diagonally toward him, you'd be too close to use your longspear. For the sake of moving forward, we'll just let it stand as you did it.

Jackdaw jabs hard at one of the derro, striking him in the gut and bringing the crazy underworlder down. Amari fires two shots at point blank range but can't manage to land one on the wily and erratic creatures. Lo, however, strikes hard twice and brings down the last Derro.

640 xp each.

The skirmish finished, you look around and catch your breath, realizing that you have found a dead end where the derro had some sort of little camp full of rubbish and odds and ends.

What now?


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

Leaving the task to loot through the disgusting creatures to his allies, Amari starts searching for any secret doors or passageways, using his hands wandering over the walls of the room.
Should he not find anything (take-10 for 21 Perception) he will sign the group to backtrack and follow the main sewer pathway further down.
marked a route for backtracking, if we do not find a path leading forward

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 sorts through the derro junk, expecting to find nothing but hoping for enough treasure to keep Saul happy.

percep: 1d20 + 7 ⇒ (15) + 7 = 22


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 wanders forward and help Amari. It was nice to have competent allies.
Perception aid roll auto-succeeds, Amari gets a +2


Perception (aid): 1d20 + 3 ⇒ (4) + 3 = 7

Zaza was better at talking than observing, and while she wants to help search, she's mostly distracted by how insane those derro were. Which reminds her that she ought to heal the wound one inflicted on Lo.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5 . 34 charges remain.

She remembers to use another wand so as to not be caught unawares next battle.
Wand of Heightened Awareness, 48 charges remain.


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

Remember you can bot your cleric to heal you if concerned about any wounds. I know there's not much.

You move around to the part of the sewers the Drow seemed to be guarding and find a hole in the sewers leading even further down through natural rock. You see strange fungi growing on the walls.

DC 15 K nat:

These seem to be fungi of the Darklands.

DC 15 K eng:

This spot doesn't look critical enough to entirely destroy the Drow access to Taldor. You'll need to go down the tunnel, looking for somewhere more critical to use the scroll of disintegrate.

1000 story xp each, here.

You see the steep walls of this tunnel and realize you'll need to make preparations if you wish to descend.

DC 15 climb check.

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

k nature: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (2) = 13
k engineering: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (2) = 22

Jackdaw growls and speaks in short sentences. "Gibson has taught me what he knows. Which isn't much. But I know that bringing down this tunnel will be tough. We need to get lower."

He pulls his rope off his back and secures it to a rock outcropping and throws the other end down the steep slope, trying to make the climb easier.


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

How long has it been since we descended the well? A few minutes?


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 |

"Any clue how many more of these spiders are down here?" Lo asks.


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

I like to rule game time by how it would be proceeding if we tracked rounds in between combat. You haven't done anything that takes particularly long down here so I'd say it's been 15 minutes or so, which is realistic. When a strike team moves through a hostile area, they're pretty quick about it.


K. Nature: 1d20 + 7 ⇒ (11) + 7 = 18
"The glowing fungi are native to the Darklands. Helpful for letting us see."

Zaza peers down into the darkness to gauge the distance. "We'll need a way to climb down. This might be easy for some of you, but it'll be hard for my skill. Maybe some rope to make it easier?" Zaza looks for a place where they might tie off a rope..


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 takes Jackdaw's rope. I'll go first.
climb: 1d20 - 1 ⇒ (10) - 1 = 9
stealth: 1d20 + 13 ⇒ (6) + 13 = 19
precep: 1d20 + 9 ⇒ (17) + 9 = 26

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

climb: 1d20 + 4 ⇒ (11) + 4 = 15

"Right behind you."

Jackdaw secures his spear across his back before following Hadha.

stealth: 1d20 + 7 ⇒ (7) + 7 = 14

i also have stealth synergy btw


As the others go down, Zaza takes the rope, though she's definitely not excited to use it.

Climb: 1d20 - 1 ⇒ (14) - 1 = 13


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

Sorry if I wasn't clear, Jackdaw, but there wasn't anything of real value among the derro.

Zaza, Jackdaw, and Hadha make it down the shaft to the floor of a more natural tunnel winding down. The passage turns tightly to the left.

Need climb checks from Lo and Amari. I'm pretty sure they make it without much issue but maybe Lo's ACP will make this interesting.


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

Lo'laan climb: 1d20 ⇒ 15

Lo and Amari make it down the rope with no problem.


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

Once everyone is safely down, Hadha slinks forward.
New rolls? or no.


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

No you just caught me between posts.

Other stealth synergies: 3d20 ⇒ (14, 13, 8) = 35

The Shadows move forward together very quietly, brave Hadha leading the way. He spies two odd creatures clinging to the walls, their tentacles moving slowly.

They are 5 ft up the wall but within reach. Surprise round for the Shadows and Jackdaw! Standard or move action. GO!

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 advances... hoping that he gets a better initiative and can hit them flat-footed!


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 +7: 1d20 ⇒ 19


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

Hadha knows all about these creatures! Gricks!


Zaza steps forward, and gives the signal to strike! Inspire Courage, +1/+1, go get em!


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

GM screen:

Inits: AHJLZ E: 6d20 ⇒ (3, 1, 9, 2, 1, 20) = 36

I'm back from holidays and looking to get rolling again. Hadha, Lo, and Amari yet to go for the surprise round with either a standard or a move action. Unfortunately, the grick got a nat 20 for init and are going first before everyone.

Hadha, Lo, and Amari, GO!


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 peeks around the corner and fires at the upper one!
ranged touch, disrupt pattern: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d6 + 6 + 1d6 ⇒ (1) + 6 + (2) = 9


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

A quick arrow leaves Amaris bow by reflex, targeting the leftern one.
Arrow away!: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 soft cover +4 AC
Damage: 2d6 + 3 + 1 ⇒ (4, 1) + 3 + 1 = 9
Confirm?: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Crit Damage: 2d6 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10
Crit Damage: 2d6 + 3 + 1 ⇒ (5, 6) + 3 + 1 = 15

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