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


1,951 to 2,000 of 2,048 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>
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

fort: 1d20 + 5 ⇒ (1) + 5 = 6

As Jackdaw slides to the ground, all he can think is.... I hope... I see the sun again...


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

Agaban rushes over to Jackdaw and casts delay poison.

You're prone but you can take a full round's actions.

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

Popping to his feet, the confused Jackdaw says in Saul Gibson's voice, "It was a dark and scary night, the drow were coming, and gritty gumshoe Saul Gibson was on the case. With his trusty sidekick Jackdaw, the two were sure to get to the bottom of the caper. Why are the two never seen at the same time, everyone wonders?"

Shaking his head, Jackdaw suddenly realizes what he said and what current costume he is in. Switching his voice back to the gravely cut-off tones, he mutters, "You should ignore that."

Getting up and giving my speech are my turn since it was a long one...


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

Zaza moves up behind Lo'Laan and prepares to help trip a drow who comes within her whip's reach while maintaining her song.

Inspire courage still up for +1/+1. She readies a whip-trip.

GM screen:

Attacks at +10: 6d20 ⇒ (6, 8, 20, 9, 5, 19) = 67
Confirms: 2d20 ⇒ (11, 2) = 13
Dams: 2d4 + 1d4 + 1d4 ⇒ (4, 3) + (4) + (2) = 13

Amari and Hadha miss but Lo'laan strikes a solid blow while the Jackdaw recovers from the poisoned bolts.

But instead of charging in, the wily drow reposition and level their crossbows at Lo'Laan, who has moved to the front, making himself a target. They pepper him with crossbow bolts but get rather unlucky aside from one hard shot. The damage is not too serious but he begins to feel drowsy...

They have a 60% chance to hit him with each shot but only landed half of them. 13 damage but three saves DC 13 fort saves or fall unconscious. 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 + 1 + 1d6 ⇒ (7) + 7 + 1 + (6) = 211d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Jackdaw/Saul runs north next to red, trying to use that drow as cover against any other bolts. He feels his inspiration flowing. [using 2 inspiration to get d6 on a hit]


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 |

Fort: 1d20 + 5 ⇒ (1) + 5 = 6 Tenacious Reroll: 1d20 + 5 ⇒ (14) + 5 = 19
Fort: 1d20 + 5 ⇒ (3) + 5 = 8
Fort: 1d20 + 5 ⇒ (12) + 5 = 17

Darkness seeps into Lo's vision as the Drow Poison runs its course. After a few seconds of futile resistance, Lo falls unconscious.


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

After 1 minute, Lo repeats the save against the one that he failed on. If he succeeds, he's conscious. If he fails, he's unconscious for 2d4 hours.


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 rushes forward, positioning himself between two of the dark elves, clearly intending to cut their retreat. He looses an arrow against the one with the spear cut (red I think?)
Perfect Shot!: 1d20 + 11 + 1 + 1 ⇒ (4) + 11 + 1 + 1 = 17
Perfect Shot 2nd dice!: 1d20 + 11 + 1 + 1 ⇒ (11) + 11 + 1 + 1 = 24
Damage #1: 2d6 + 3 + 1 + 1 ⇒ (1, 3) + 3 + 1 + 1 = 9


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

Hadha should still go. I'll bot Zaza after he does so.


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 moves up to get a clear shot at the cost target.
ranged touch entangle: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
damage: 9 = 9


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

Moved you as you described, Haha.

Jackdaw, Amari, and Hadha all land solid strikes. Zaza moves forward and tries to trip one of the drow while protecting the fallen Lo'laan.

Trip: 1d20 ⇒ 3

But the drow warrior shrugs off her whip.

The drow leader and Shalazat continue to exchange angry, rapid flashes of spells and weapon blows. You and the drow soldiers seem to have agreed it is wiser to give them space.

The drow next to Amari sees Amari has no melee weapon drawn and fires point blank at him (provoking from Amari's feet). The drow on his other side drops his crossbow and draws a rapier. The other three drow all drop their bows and rush forward to thrust at Zaza.

GM screen:

Fire A: 1d20 ⇒ 2
Stab H: 1d20 + 11 ⇒ (14) + 11 = 25
Dam: 1d8 + 1 ⇒ (1) + 1 = 2
H fort: 1d20 + 3 ⇒ (18) + 3 = 21
Stabs Z: 3d20 ⇒ (2, 13, 17) = 32
Dam: 2d8 + 2 ⇒ (8, 1) + 2 = 11
Forts: 2d20 ⇒ (15, 8) = 23
Zaza aoo: 1d20 ⇒ 10
Dam: 1d4 ⇒ 1

Amari is missed but Hadha is struck with the rapier lightly (2 dam) but feels the poison coursing through him. He manages to throw it off, however (botted a 21 save). Zaza is struck three times but strikes one of the drow as he moves to flank her. But she succumbs to the poisoned rapiers as well.

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

As friends fall from the poison, Jackdaw wonders if they are in over their heads, and if he might simply black out and wake up in chains.

But he will fight until that happens!

He moves to flank red, and attacks.

longspear: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d8 + 5 ⇒ (4) + 5 = 9


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 back out of reach and fires a full power beam at the one he just entangled.
ranged touch disrupt pattern: 1d20 + 9 ⇒ (4) + 9 = 13
full damage: 1d6 + 6 + 1d6 ⇒ (5) + 6 + (3) = 14


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

With a wicked grin, Amari sends a kick against the drow who thought him unable to respond.
AoO Strike: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
AoO Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Followed by a lightning fast series of three arrows aimed to take down the first if the enemies. (red again if he is still standing) Should the first fall, he will redirect the remainder to the one he just kicked.
Flurry of Bows!: 1d20 + 11 + 1 + 1 ⇒ (18) + 11 + 1 + 1 = 31
Flurry of Bows!: 1d20 + 11 + 1 + 1 ⇒ (18) + 11 + 1 + 1 = 31
Damage #1: 2d6 + 3 + 1 + 1 ⇒ (4, 1) + 3 + 1 + 1 = 10
Damage #2: 2d6 + 1 + 1 + 3 ⇒ (4, 5) + 1 + 1 + 3 = 14
Ki Extra!: 1d20 + 11 + 1 + 1 ⇒ (9) + 11 + 1 + 1 = 22
Damage #3: 2d6 + 3 + 1 + 1 ⇒ (1, 6) + 3 + 1 + 1 = 12


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

Lo'laan and Zaza have fallen. Agaban does what he can to help but his resources are low and he misses with his crossbow. But Amari, Hadha, and Jackdaw all lash out with disciplined fury, finishing off two of the drow and wounding a third (orange).

GM screen:

Attacks: 3d20 ⇒ (17, 2, 6) = 25
Dam: 1d6 + 1 ⇒ (1) + 1 = 2
Fort: 1d20 + 6 ⇒ (8) + 6 = 14

Seeing Amari launch three deadly arrows, the drow converge on him to attack. Two miss the wily monk but a third lands a small scratch on him (2 dam). The monk begins feeling tired but his training lies deep inside him and he refuses to be fatigued, shaking off the poison (I rolled 14 for his save against DC 13).

Everyone GO! purple's movement provoked from Hadha if he threatens with some kind of melee attack.

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

anyway to help Lo'laan be able to participate? Slap him, etc?

Saul/Jackdaw turns his ire toward the purple one, standing between him and Hadha.

longspear: 1d20 + 7 + 2 + 1d6 + 2 ⇒ (4) + 7 + 2 + (4) + 2 = 191d8 + 5 ⇒ (1) + 5 = 6

going to spend 2 combat stamina and my final inspiration points to turn this sucky roll into something that has a chance


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

I don't threaten
Hadha steps back to make sure he can't get stabbed again and zaps the drow!
ranged touch, disrupt pattern: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (6) = 15


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

Unfortunately, the only way you could deal with the poison would be some magic or ability to fix it. Or time. Agaban already spent his delay poison getting Jackdaw back up. These drow warriors don't deal much damage but the sleep effect is the main reason they're scary.


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

Waiting on Amari!


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 aware of the impending doom inflicted by every ever so small wound, Amari redoubles his effort to take down as many Drow as possible while they are all focused on him.
He employs all the tricks of the Al'Fahd close-quarter fighting training to make himself as hard a target as possible, all the while shooting arrow after arrow at point blank range.
(defensive stance, -2 atk, +2 AC now 25)
Flurry of Bows!: 1d20 + 10 + 1 + 1 - 2 ⇒ (10) + 10 + 1 + 1 - 2 = 20
Flurry of Bows!: 1d20 + 10 + 1 + 1 - 2 ⇒ (4) + 10 + 1 + 1 - 2 = 14
Damage #1: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Damage #2: 1d8 + 1 + 1 + 3 ⇒ (6) + 1 + 1 + 3 = 11
Ki Extra!: 1d20 + 10 + 1 + 1 - 2 ⇒ (5) + 10 + 1 + 1 - 2 = 15
Damage #3: 1d8 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6


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

Bah my macros were off.
Should be atk +1 and damage should be
2d6 + 5 ⇒ (3, 4) + 5 = 12
2d6 + 5 ⇒ (2, 1) + 5 = 82d6 + 5 ⇒ (1, 6) + 5 = 12


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

Yes note Zaza can't keep inspiring while she's unconscious. Agaban has some cure spells left. Let's call it 1 clw and 1 cmw so feel free to bot those to yourselves.

GM screen:

Attacks: 3d20 ⇒ (5, 4, 18) = 27
Scorching J, A, H: 3d20 ⇒ (10, 11, 9) = 30
Bounce: 4d20 ⇒ (15, 14, 5, 7) = 41
Dam: 4d6 ⇒ (3, 5, 5, 4) = 17
Dam: 4d6 ⇒ (6, 4, 5, 2) = 17
Dam: 4d6 ⇒ (1, 6, 4, 6) = 17
Dam: 1d4 + 11 ⇒ (4) + 11 = 15
Dam: 1d4 + 11 ⇒ (1) + 11 = 12
Dam: 1d4 + 11 ⇒ (4) + 11 = 15
Dam: 1d4 + 11 ⇒ (4) + 11 = 15
Attacks: 2d20 ⇒ (4, 9) = 13
Iterative attacks: 2d20 ⇒ (6, 8) = 14

Amari lands one of his shots while Jackdaw lands a jab with his spear and Hadha misses once. Suddenly, the drow leader tumbles away from Shalazat and fires a spell at Jackdaw, Amari, and Hadha, lances of fire shooting out and striking into you (17 fire damage each as the scorching rays hit you). Shalazat responds quickly by throwing a dagger that strikes one of the drow and manages to luckily deflect off it into another. The dagger continues zipping around the room with incredible speed, striking three drow and downing one of them, before returning to her hand (startoss shower) then she steps to engage with the drow leader once more, spells and blades flashing back and forth between the two. The remaining drow try to recover from their wounds and step around Amari to jab at him, each striking at him twice, but the monk dodges every attack!

Highest to hit was 20. 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

Flinching from the new horrible burning scar across his bare chest, the black skinned monk does not pause in the intricate fighting dance drilled into him by his upbringing. Dodging, arrow drawing and firing intertwined in one uninterrupted fluid movement.
(defensive stance, -2 atk, +2 AC=25)
Flurry of Bows!: 1d20 + 11 + 1 - 2 ⇒ (7) + 11 + 1 - 2 = 17
Flurry of Bows!: 1d20 + 11 + 1 - 2 ⇒ (10) + 11 + 1 - 2 = 20
Damage #1: 2d6 + 3 + 1 ⇒ (5, 4) + 3 + 1 = 13
Damage #2: 2d6 + 3 + 1 ⇒ (3, 3) + 3 + 1 = 10
Ki Extra Attack: 1d20 + 11 + 1 - 2 ⇒ (8) + 11 + 1 - 2 = 18
Damage: 2d6 + 3 + 1 ⇒ (6, 2) + 3 + 1 = 12
(I don't think it would be healthy for agaban to get into touch range to heal me.)

Edit: spend 2 Stamina on that 18 to make it a 20.


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's vision blurs as the fire stiches its way across his shoulder and left side of his chest. He keeps it together, but barely. With great effort and a strained grunt, he fires another ray at the one directly in front of him (purple)
ranged touch, disrupt pattern: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
damage: 1d6 + 6 + 1d6 ⇒ (2) + 6 + (6) = 14
but the pain is too much and his aim is severely mis-judged.

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

Saul takes step back so that he is equidistant from purple and yellow.

He strikes at whichever seems more likely to fall! if I can't tell, then purple.

longspear: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 5 ⇒ (4) + 5 = 9

[hp:8/28]


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

Amari and Jackdaw finish off one of the drow with a blow to the other. At the same time, Shalazat strikes the drow spellcaster multiple times with her blade, dropping him to the ground. The last remaining drow snarls at you and steps over to the sleeping Zaza, his blade pointed immediately at her neck. "Stand back or she dies, now!"

It's a little irregular but I'm letting the Drow ready an action to coup de grace. Here's a spoilerful of my reasoning and why this is partially to your advantage, if you care to read it. PCs go but be careful what you do as you don't know what his trigger is for the readied action and if you do trigger it, Zaza may die. Obviously, though, I don't want you to respond by being afraid to ever try anything.

Some reasoning:

I'm doing something not exactly RAW here as a compromise of several things:
1. This drow is spiteful and could coup de grace Zaza right now.
2. I want to give you a chance to talk to him and try to deal with this situation. Technically, speaking is a free action and you could have a conversation of indefinite length while it's still his turn here.
3. I'd like to give you guys the opportunity to try to do things besides talk here but that would require his turn to end without killing Zaza. So I'm allowing him to essentially ready a coup de grace, even though you can't ready a full round action. The alternative is he does it right away without an opportunity to negotiate or anything, which isn't satisfying.


Shalazat steps back and sheathes her daggers, holding up empty hands non-threateningly.

DC 14 perception:

While sheathing her daggers, she made a few subtle hand gestures that you can interpret easily in your Shadows sign language: [i]"Your comrade, your call."[/b]

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

It would be a shame if the blonde dame went to the big party in the sky, but it's the others call. She is their comrade, not mine.

my idea:
so if you permit it, I thought maybe I could do a stealth check to slight edge closer with a 5 ft step. that would get me close enough to do an AoO if he goes for a coup de grace. Since it is not technically my turn,of course I wanted to run the idea by you.

stealth: 1d20 + 7 ⇒ (17) + 7 = 24


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

Jackdaw:

Yes I'm ok with that if you guys keep him talking in the meantime. I'll roll opposed perception and if he notices you start to move, he might CDG before you move, as readied actions do.

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 takes an almost imperceptible step forward, to within spear's length.

[24 stealth]


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's mind races as he tries to come up with a way out of his situation. Surely any obvious move will kill Zaza. So it must be subtle. Good. Let's do subtle
Part of the Psionic rules allows me to dispense with all displays with a successful concentration check. See under Display, if you want to read the text. Thankfully, Deja Vu doesn't have any other verbal or somatic components.
concentraion DC 16: 1d20 + 7 ⇒ (20) + 7 = 27
He draws upon his will, focuses as hard as he can to contain the power and prevent any sign of it's use, and insinuates himself into the mind of the Drow, silently and without a single movement compelling him to relive the last few seconds. If it didn't work, then Hadha hopes he is just confused. After all, no one is going to move, just as he said.
Casting Augmented Deja Vu, DC 16 will or repeat his last action. If he can't repeat his action, he does nothing, meaning we have a one round window to remove him from melee range of Zaza.


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

Cool. I'll let Hadha's successful use of Deja Vu help provide cover for Jackdaw's stealth.

GM screen:

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

The drow does not notice Jackdaw's threat as he again repeats his threat. "Stay back or I will kill her!"

Jackdaw can 5 ft step so he'll now get an aoo if the drow tries to CDG. May or may not be enough to finish him to prevent the CDG. I will say that getting closer than 10 ft, however, will not be feasible without incredible stealth. What are you guys doing now? Someone will want to at least talk to him a little.


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

Any more ideas? Amari? Anyone?

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

I'm being quiet so he doesn't see me sneaking on him


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

Sorry, days flies ATM for me. Plus Amari isn't the talker, really ^^

Seeing the state of affairs and no one taking the lead, he sighs inwardly.
Here was one of the dilemma his master had warned him.
Weighting between your vow and one of your comrades life is like choosing between your two hands. Which one will you rather see broken?

In a low but sharp voice which would be hard to hear in any other circumstance but which echoes clearly in this tense stand-off, Amari raises his voice.

"Why do you want to provoke a war between Taldar and Quadira, Drow?"

Is it a clever tactic to simply ignore the thread? Trying to off-balance the enemy by playing against expectation? Or simple the first thing that came to his mind?


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

Just to be clear, Jackdaw, he knows you're there but didn't notice you inched close enough to jab him with your spear.

The Drow's eyes narrow at Amari's question and he sneers but keeps his rapier close to Zaza's throat. "Isn't it obvious, desert-peasant? The weaker your nations become, the easier it will be for us to rise up and take what we want."

Ok so I'll rule that Amari distracted him for about a round's worth of actions so Jackdaw and Hadha can try something else. He's still looking around so it's not totally free what those actions could be for you but Amari is stalling for time. It's also not as free as when Hadha got him with the deja vu, which really kept him tied up for a moment and gave penalties to him noticing or reacting to something you tried.

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

"If you kill her now, you lose all leverage and we kill you immediately after. Step back and run away, and we don't chase you down. It is only logical."

diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16


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

MmmmHmmm. Hadha stands leisurely by as if this decision was obvious.
diplo aid: 1d20 ⇒ 2


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

The drow eyes Jackdaw warily but doesn't like his offer or Hadha's poor attempt at assistance. "No. I'll drag her with me into the tunnel then leave her when I feel safe enough. How about that!?" He keeps his rapier right on Zaza's throat.

Try something else? Or go for broke and try to attack him? There's always a chance Zaza will make the fort save, or Jackdaw's aoo might crit, etc.

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

"Fine. Take her, then, and leave her when you are far enough away. I see little other choice."


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

Time for a final gamble...
"Take me instead of her.
You would need to carry her and she may wake up any moment and struggle.
I will leave my weapon here and come along quietly."

Behind his back he signs quickly towards Hadha:
<I will try to subdue him when the opportunity arises.
Be ready.
Follow us silently if necessary.
>


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 gives no sign that he saw anything.


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

Clarification Amari, if you agree to this, he'll have a readied cdg on you. Raw, that doesn't work but he would never agree otherwise. Are you still down for that?


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

Yah. If things go south, I have a better Fort save than Zaz at least.
But I also have one or two ideas to break out of that situation, but we will first have to see what the Drow is doing...


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

The drow nods. "Fine. You will be my hostage." He draws a knife and holds it to Zaza's throat and holds out his rapier. "Bring your throat to my blade and I will step away from your friend. You and I will head back into the tunnel."


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

Gonna keep this moving with the Drow's action since nobody seems to want to interfere.

The Drow leads Amari back down the tunnel with the rapier point pressed to Amari's throat. He heads around one corner with the monk then another into pitch blackness, leading the human slowly and warning him not to stumble on an uneven step from time to time.

Will give another couple days IRL to see if you do something.


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 silently and waits for Amari to make his move.
stealth: 1d20 + 13 ⇒ (8) + 13 = 21
Constant readied action to preform a ranged touch and entangle the Drow, anchoring him to the tunnel walls.
readied ranged touch: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20
damage: 1 + 6 + 1 = 8


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

Jackdaw, are you going with Hadha? It matters for the purposes of stealth synergy.


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

Having completely forgotten about the deep, deep darkness of the corridor, Amari flinches inwardly. This would make things much more difficult for him.
But try he must, that much is obvious, for he did not trust the Drow to stand up to his word. Not like he was going to anyway.
But at first he is the perfect hostage, hoping to cull the alertness of the enemy by following his instructions to the letter.
After three or four corridors, Amari will wait for another of those step the drow is warning him about, steps over it as he is ordered to and then, right as the perceived situation is resolved, stumples forward and to the side, right into the weapon arm of the enemy, such that the dangerous weapon arm is pushed aside by his shoulder!
GiveMeThatTwentyPrettyPlease! (acrobatic I'd guess): 1d20 + 10 ⇒ (14) + 10 = 24
I hope this will break his readied CDG by catching him unawares. I'd be willing to spend 4 additional stamina points on this if allowed.
Should he survive this reckless action, he will immediately attempt to grapple the Drow.
Grapple: 1d20 + 9 ⇒ (19) + 9 = 28


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

Ok this is kind of tricky. That beats the Drow's cmd so I'm going to rule that he now has to make the attack roll on the CDG instead of auto-hitting. He has a slightly worse than 50:50 chance of hitting.

GM screen:

CDG attack: 1d20 + 11 ⇒ (14) + 11 = 25
Dam: 2d6 + 2 ⇒ (2, 5) + 2 = 9

As Amari tries to twist out of the way, the Drow stabs him in the neck! Perhaps the doughty monk can withstand the blow?

He hit. Exactly average damage roll on the CDG for 9 damage. DC 19 fort to survive the CDG. I will allow you to spend combat stamina on the save.

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Shopping list:

Cloak of Resistance +1 - 1000
Masterwork Whip - 301
Masterwork Buckler - 155
Masterwork Chain Shirt - 250
Wand of CLW - 750
Wand of Heightened Awareness - 750
Scroll of Identify x2 - 50
Scroll of Comprehend Languages -25
Scroll of Remove Fear - 25
Scroll of Silent Image - 25
Scroll of Unbreakable Heart - 25
Scroll of Glitterdust - 150
+250.7 gp

Zaza then immediately uses a Scroll of Identify on the damn vest.
Spellcraft Take 10: 10 + 6 + 20 = 36


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

It's a mnemonic vestment.


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

Also, everyone can feel free to conduct their shopping as Zaza has just done. Just spell out what you want and, once I give approval, you can remove gold and add items to your inventory.

Zaza, all that can be provided at this base. The scrolls might not be on hand but can be scribed quickly and easily. The rest is certainly on hand.


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

I'm still looking into it. Should be able to post something soon.


For the mnemonic vestment, does Zaza need the scroll in hand to use it?

*Edit* - And if so, is it a move action to draw a spellbook and get to the right page?


I just realized that none of the spells in that spellbook are Bard spells, so maybe it doesn't work with the mnemonic vestment anyway. Was that the reason you were thinking we should hold off on selling the spellbook?


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

I would like: 3761.7
Cloak of the Hedge Wizard (Transmutation) - 2500
If I can, I would like to change my psicrystal crown to a normal staff. I was unaware of the limitations a crown imposed when I chose it. Since the crown was barely mentioned and never used, I could say that I was picking it up from special order now.

I will save the rest of my money, 1261.7


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

Zaza, my RAW reading of the mnemonic vestment is you only have to be carrying the written source. I'm amused that none of those are bard spells. I thought it would be a useful item for you, and I think it will be, but the spellbook isn't so useful since those aren't bard spells. Go ahead and sell it.

Hadha, that is completely fine.

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

Thanks so much Zaza for doing the quartermaster job and even donating the skill point to me, and guess we need to put a sold under the claim section for the stuff that we liquidated.

Dont think I took anything from that post since that was the mission before I joined I believe and only party loot I have so far is the headband of wisdom +2

Now for the shopping bit...kinda torn wanting to spend the majority of it on a set of mithral armor or the cheaper option of druchite armor (also feel like it would be slightly more appropriate for spies...both the bonuses for mithral is so good.) Will also say if anyone has any input for items to look at let me know...keep trying to understand the magic items but feel like I am constantly missing stuff or unsure the cost and thus overlook it.

What are the chances I can get either available for me or am I looking at ordering it and having to pick up after the monastery.

Guess the belt of str should go to either me or zaza unless Amari wants to trade out his dex belt which any of the remaining of us could take advantage of it.


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

Mhh I think the amulet was worn by no one, as we never ended up with a decision after all (this being the last mention of it.
I'll add it to my sheet for now to break the deadlock.
@Str-Belt: We could actually give it to serenity. AC's can wear magic items as well. It probably needs a redone for her to wear, but the magic works regardless. Once I hit level 4, Str Belt is a relevant option for Amari, as his Atk will be Wis-fuelled, so I could up Strength for additional damage (requiring me to get a stronger composite bow too)

Assuming 1100g for the efficient quiver, I am left with something like 2,4k gold. Mhh.
- I could have my bow enchanted to +1 (2k)
- (or) I could get Brazers of Armor (1k)

- Several doses of Inguested, Knock-Out Poison (90g*x)
--> How many doses would one need to, say, poison a big bowl of soup made for many people?
- 5 Menacles (75g)
- Another 2 stacks of blunt arrows & refreshing of spent ones (5g)


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

Hmmm.... Amari I see the efficient quiver's price listed as 1800 gp. Did I miss something?

I would say 1 dose for 1 person unless you are willing to dilute it and thus decrease the save DC.

And good point, Agaban. I figured fighting a monastery full of zen archers and other monks would be sufficiently challenging. Definitely at least a copper mission. Are you going to take the staff of animal buffs? I won't lie: it was intended for you.


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

Ahh, no, just me messing things up.

@Poison: Hm, okay. Gosh, poison is way too expense in PF. One possible plan I had in mind was us sneaking in an poison food/water supply with an disabling, ingested poison. But those poison prices are really debilitating.
Any chance that the shadows have a capable alchemist that would be willing to sell poison for the manufacturing price (so 1/10th for alchemists)?

@Monks: Well I'd imagined the majority to be 'normal' monks, rather than Zens. But yeah, this is going to be another straight-forward-is-suicide missions.

Shopping: Okay, so I am actually left with 1,7k gold instead. So no magic bow this time. Guess its time for +1 bracers (boy I wish we had someone able to cast mage armor on me reliably... I'd even buy them a pearl of power in turn) and maybe a couple of human bane arrows.


I can cast Mage Armor on you unreliably. I do have a wand with 10 charges. If you split the cost of a second wand with Lo, I can continue to tag both you and Serenity for a while.


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

For the Price of the bracers I can buy a full wand and have 250g leftover ^^
Still, a reliable cast with lvl progression for full-day MA would have been ice in cake ^^
... Researching ...
Ohio, I would be willing to pay (parts of?) A Ring of Spell Knowledge II.
It allows you to store the knowledge about a spell you do not know. If it is not on your class list it counts as one level higher (thus we need the lvl II version and you need to sacrifice lvl 2 spellslots).
You need to pass a Spellcraft 20 to make the ring learn the spell from any source you have at hand (including simply watching it being cast).
It costs 6000g, but that is by far cheaper than me and serenity getting armor AND it will scale with your caster level for all-day MA.
Not for the short run, but definitely a long-term plan in my eye.

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

Kind of a weird spot for me and the staff because at best I was hoping to get to a point where if I'm in melee then this guy is duel wielding daggers in honor of his god and worse case then will be using a two handed weapon with reach. So I pretty much wouldn't use it in combat if I am holding to those cases but think we have 3 people that can use the spells from the staff if needed (myself, Lo, and Zaza) so not sure if we want to sell it or hold onto it.

Will ask again anyone have any suggestions for items...generally dont play a cleric and when I do usually just go for armor to keep alive but this campaign feels like I need a little more versatility but not sure any good options.


My favorite cleric item is a metamagic rod of reach, which I like to use on Protection from Evil: Communal. I know that's an awfully specific thing, though. Pearl of Power is an old standby.


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

Staff of animal buffs is probably best used buffing before combat anyway so I wouldn't worry too much about it cramping anyone's style.


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

Not much help for casters, since I don't ever have played a full caster.
I mostly stick with martials or 6th level hybrid with a martial focus.

Having a good armor never hurts though - preventing a TPK is always a nice thing to do xD
Otherwise ... get wands for short-duration buff spells so your daily slots are more free?

Another way would be to go down and don heavy armor, get a shield and act as our tank. A slot we are lacking atm - and clerics can fill that slot quite well actually.
Obviously, you would have problems sneaking around in full plate...

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

Not worrying quite as much for the buffs since Zaza is carrying a bunch of utility spells/wands/scrolls.

Though think going for mithral kikko/chainmail/breastplate will probably be the way to go with a +3 dex bonus think that is almost the equivalent of a regular plate mail and will not drastically impact stealth or speed.

Guessing mithral armor is something to commission though and if so can I maybe go with mountain pattern with the symbol being changed to to something else?

Still wont like being the tank (remembers Gara and his shield) though we at least have 2 others that can cast healing spells.


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

Hah, sure do I remember him ... and his fate.
Although one has to note that 1st level combat is incredibly deadly due to dmg<->hp discrepancy at low levels

Mountain armor looks good and I can see various kind of symbols on such armor. What's Pharasmas symbol again?

@Spells: With Lo and Serenity, it might be an interesting option to prepare one 'Command' spell. It is an awesome payoff to prevent an enemy from attacking for one round AND making him provoke AoOs (by using 'Approach'' or 'Flee') option of the spell.


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

Ahh poor Gara. He just wanted to your friendly neighborhood, earth-themed, creepy torturer. Unfortunately the rolls were against him...

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

So think I have decided will go mithral mountain pattern. Were the masterwork saps small or medium size cant remember but may see about trading out my light mace for one if medium size.


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 am actually not too sure how we are going to go with this mission.
My instinct is, to approach the monastary alone and see if I could go in as I am one of them.
Chances are they know I am with the Shadows now and will be attacked on sight as anybody else - or worse, they led me in and attack me then with no way out.
Should I made it in, it would be a massive boon to the mission, but I would probably hijack way too much spotlight and gametime in a solo-action. Of course I'd be looking to let you sneak in asap but we all know the 'speed' of PbP.

We could just try to sneak into the fort from the start. Not an easy task, but maybe with my knowledge of its layout, we could do it after some initial inquiries of the locals about what is actually going on.

But from there ... if poison is not an option to incapacitate most of the inhabitants we cannot risk any fighting without getting swarmed and taken out quickly. We can only hope that there is a big, splashy-colored thing standing around labelled with 'evil mind-magick inside' or some unknown caster-guy walking around like he owns the place - and subsequently try to take it/him out AND hope that as soon as it/he fails, my brothers will return to normal or it is tpk-time as well ^^

@GM: There is this funny RAW item "Masterwork Tools" that basically is a blank-cheque for a +2 on any skill if one can come up with an appropriate tool to help with the skill. As I anticipate this to be a massive stealth mission if there ever was one ... can we get Masterwork Stealth Tools for the party? Ideas:
- Specials black (ninja) clothing that is worn over everything else, preventing armor/weapons to hit each other in inconvenient times, including hoods and masks
- Special slippers similar to Cat's Boots special Catfolk item that soften the sound of steps
- Special black paint with a light absorbing quality to be applied to faces/clothes/items/...


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

@Hadha: Would yo be open for loaning me 300g so that I can get myself a +1 enchantment for my bow? I am not very happy about my other options at the moment and you stated you would keep the money for now...
Obviously I gonna pay it back from whatever share I would be getting from the next mission xD


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

Can do! No problem.

As for the mission, I think we are operating on too little information. I think we should head over there and see what's up exactly before we make any solid plans.


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 |

@Amari: I can caver that too if you need it.

@Zaza: Does that number include selling the mundane gear? I'd like to clean up the sheet if we can.


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

@GM: Can I get my bow enchanted on the spot (so within a day, two at most) or do I have to order that?

@Big-Money-People: Thanks :-)


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

Cool idea, Amari. I wouldn't normally allow that but such a stealth tool is so appropriate for this campaign. Go for it.

Also, a +1 enchantment is a common thing and can be done on the spot.


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 |

I'm thinking Campfire bead and maybe Smuggler's Wayfinder (or something that functions like one)


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

How about this? I'll let you guys keep shopping until Monday morning eastern US time then I'll assume you are ready to head to the monastery. If you let me know you're ready before then, I'll move us forward earlier assuming I can at that time.


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

I'm good to go.


I'm ready!

Two odds and ends:
1. There exists a Bag of Holding. Who wants it? If nobody else speaks up, I'll have it in my inventory just to close out the loot.

2. I already sold mundane gear. Now I'm selling the spellbook. 2 2nd level spells and 5 1st level spells. I read online that the value is equal to the cost of the scrolls and cost of the ink. So I have the sale value at (2x190 + 5x35) / 2 = 277.5. So everyone gets a whopping 55.5 more gold. Please add to your inventory, and that will close out the Mission 1 and 2 loot.


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 roll with my bow upgrade (loaning 200g from Hadha) and awesome-cool-ninja-shadow stealth suits for 50g, taken from the salvage of the spellbook.
Then I am basically blank xD

1800g Efficient Quiver
2000g Bow +1 Enchant
50g Shadow Stealth-Suite
6g Stocking up Arrows (Normal&Blunt) and food/water
75g 5*Manacles
== 3931g

Money:
00573.3g - Savings
00055.50g - Spellbook
3,129.58g - Mission Payment and sold gear
== 3758.38g
+ 200 loaned coins

====
27g left
-200g credit

Guess I'm ready to go.


Did we agree Serenity gets the second +2 Str belt? Please add to inventory if so.


Oh, Zaza buys a Sap. She'll probably never use it, but just in case.


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 |

It's only an extra point of damage but sure.

@GM Let me know if these are OK to buy.
Muleback Cords
Pouch,Pathfinder
Boot's of the Cat

Wand of CLW

Price = 3750g
Remaining = 84g


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

Yes those would be on hand.


Hey Lo, Zaza bought a CLW Wand already. It's fine to have two, but wanted to let you know in case that shifted your purchases.


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

@GM: Just wanting to let you know that I am really looking forward for this mission!
It feels like it is going to be a very interesting coming-homenot-home-what-has-hapenned? kind of mission.
@Al'Fahds: I am making stuff up as I type, so please feel free to retcon anything that feels off to you whenever you see it xD


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

Sure thing! For the most part, I am ok with running with flavor details you devise as this is your homecoming. I'll keep one hand on the wheel, tho. ;)


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
My stupid Self wrote:


(...)guards are positioned on the watchtower day and night in four eight hour shifts.

Golarion does have a 32h day, right?


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

XD

As usual, let me know when you've decided what to do.


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 |

All of the gear has been sold correct? I'd like to clean up the sheet if we can before we have to start adding to it.


Everything's been sold except for 4 bear traps--I couldn't remember how much they cost. So . . . anyone want bear traps?

I just started a new sheet. I prefer that than deleting anything, if that's what you had in mind, Lo.


Okay, proposed plan of attack:

Everyone buys dark suits for stealth! (That was a good idea we forgot to implement!)

Amari approaches from one direction, providing a distraction. The rest of the team sneaks up and gets into the watchtower. We either take them out or Agaban can silence first. We will try to do so non-lethally, maybe using saps.

That's all I got for my plan.


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

Plan approved.


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

A motion and a second to the motion works for me, assuming Amari is on board as he is the point man on this.


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 am good.
It's late her though so no lengthy post before tomorrow from my end.


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

No worries. I'll go ahead and give the party their prompt.


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

@Sleight of Hands: Jup, that was kind of a nice-to-have feature, so he would not have attempted it if he was watched closely.

@Group: Well, shit. I think my best chance to take the remaining guard out is to flurry him unconscious with blunt arrows, but that will take more than one round, especially as I have to draw the bow first. But from the planning we had, Amari will probably trust Agaban to silence the bell with magic...
I could also go into a brawl, which would stop the other from ringing the bell immediately - but to shackle him, I have to win two (or three?) grapple checks in a row, which certainly isn't going to happen easily against another monk. Unless one side is getting very lucky, it will probably be a long draw and I will not be able to help you with the rest of the encounter.

@GM: In this situation, with the other monk still trusting me (?), would it be possible to shackle the monk with one treacherous action, while the other turn his back on me to ring the bell?

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