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

Oh-Oh: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
He can not.
With a really nasty gurgling sound and the splash of blood onto rock floor he staggers for a few more steps, arms wide to embrace the Drow in a death-mans grip before going down for good.
So, this is the end of the path, Sajid.
The dark tunnel beneath a Quadiran town filled with unspeakable horrors?
How fitting.
At least I saved the fire-lady of this end.
It was not her paths end...

Well there goes my second character.
... Unless you let me use the grapple roll for the save.
Since this is the last mission anyway, I am kinda good anyway.


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 hears the scuffle and appears around the corner. His ray is invisible in the darkness, but it streaks toward the Drow nonetheless!
Rolled above

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 soon as the drow leaves with Amari, Jackdaw starts chugging potions, getting himself to full health.

clw potion: 1d8 + 1 ⇒ (7) + 1 = 8

clw potion: 1d8 + 1 ⇒ (7) + 1 = 8

clw potion: 1d8 + 1 ⇒ (2) + 1 = 3

He then tries to follow with Hadha.


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

Brave Amari's body falls in the tunnel, bleeding from the neck. The Drow looks to make his escape but a vengeful ray shoots through the darkness.

Amari:

You open your eyes to see nothing but blue above you. You blink at the brightness of the sky and look around, finding yourself in the desert. Some distance in front of you, it seems you can make out your old Al-Fahd monastery. Confused, you walk forward and notice some things are different. Gorgeous fig trees and flowers are sprinkled around the monastery. Birds sing throughout the gardens, songs that are comforting and haunting at the same time. Haunting because of how deep inside you they reach. Bees buzz through the garden. The stone itself looks old and new at the same time. Every crack or corner worn by sandstorms comes together to add to the majesty of the edifice. Out of the front arch steps your first mentor, a wise and kind monk of great age. He walks with a spring in his step and a warm smile, his eyes crinkled at the corners. Looking at him, you grow more confused, unsure if he is your age or extremely old. He extends his hand and signs Welcome home.

J stealth: 1d20 + 7 ⇒ (3) + 7 = 10
K looks like you're both using Hadha's 8.

Drow perc: 1d20 ⇒ 5

Hadha surprises the Drow and pins him to the wall. Jackdaw also has a momentary window to seize.

You guys surprised him. Jackdaw is 20 ft away and can take a surprise round too. Pitch black in here.

inits: 3d20 ⇒ (18, 20, 9) = 47
You both also beat his init and can take an additional full 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

Hadha puts his full force behind his next ray! If Amari is to be saved they have to eliminate this Drow, and NOW!
ranged touch, disrupt pattern: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d6 + 6 + 1d6 ⇒ (4) + 6 + (2) = 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

In pitch blackness, Jackdaw can do little but pull out his last potion of darkvision and drink it down.


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

Hadha, how are you seeing in the pitch black? I don't think you have darkvision. Thanks to the noise of Amari and the drow, you know the drow's square so if you don't have darkvision, roll miss chance twice for those two rays. 51+ is a hit.

Jackdaw, I think that leaves you with a full round action for the top of round 1 after drinking the potion in the surprise round. You see the drow now 20 ft away standing over Amari's bleeding body.

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 his vision enabled, Jackdaw rushes forward and stabs!

longspear: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 5 ⇒ (3) + 5 = 8 bah!


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

Crap. Most of my characters have darkvision and I keep forgetting this one doesn't. Here's a miss chance: 1d100 ⇒ 72


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

Jackdaw misses while Hadha lands one ray

Miss chance for second ray: 1d100 ⇒ 15

but his second ray misses! The angry and desperate drow has no more hostages to exploit. He whirls and jabs his rapier at Jackdaw!

Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Dam: 1d6 + 1 ⇒ (4) + 1 = 5

Jackdaw and Hadha can go again.

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 five foot steps back and keeps up the assault.

longspear: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 5 ⇒ (8) + 5 = 13


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

He should be secured to the wall! Hadah says as he does another ray.
ranged touch, disrupt pattern: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d6 + 6 + 1d6 ⇒ (2) + 6 + (5) = 13


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

Miss chance: 1d100 ⇒ 42

Hadha's ray misses! The drow struggles to break free of the entanglement.

Str check: 1d20 ⇒ 18

He rips himself free and sidesteps slightly.

Jackdaw and Hadha to go again.


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 the sound of his steps and fires another binding ray, trying to limit the Drow against Jackdaw!
perception: 1d20 + 9 ⇒ (14) + 9 = 23
ranged touch, binding ray: 1d20 + 9 ⇒ (10) + 9 = 19
miss?: 1d100 ⇒ 75
damage: 8 = 8

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 ⇒ (17) + 7 = 241d8 + 5 ⇒ (3) + 5 = 8

Jackdaw five ft steps as needed and doesn't give up.

"Stupid! I told you that you have no leverage with a dead hostage. Now we send you to Hell."


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

The drow sneers and begins to retort but then Hadha's ray catches him while Jackdaw runs him through. The sneer frozen on his face, he slumps forward onto the Jackdaw's spear.


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

VENGANCE A@&!~$*, BURN IN HELL AND BE FORGOTTEN! (sorrynotsorry)

GM:

Amari feels a deep calm as he approaches the monk and a total lack of surprise.
He does not walk mind you, he appraoches him in the curious way common to dreams.
<Greetings, Ma'z'ama. Today is a good day, is it not?>


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

Amari:

The old monk nods, smiling. <It is indeed. Come in. It is meal time.> He beckons welcomingly and turns to walk back into the monastery himself.

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 slumps down next to Amari and examines him, wondering if there is anything that can be done.


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

Hahda works his way there a little slower.
heal, untrained: 1d20 + 1 ⇒ (20) + 1 = 21
He tries to check for vitals.
Jackdaw. I can't see in here. Run and get help.

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

"From where and from who? I think our best hope is to rouse the others as best as we can."


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 sighs. You're right. Let's 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

Since he can see in the dark, at least for a few more minutes, Jackdaw grabs Amari under the armpits and starts dragging him back the way they came.


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

Even in the dark, Hadha can tell that Amari's spirit has moved on. Jackdaw retrieves the body back to be with the others.


Your handler sees you dragging Amari back and shakes her head slightly in sadness. Once she confirms that you killed the drow, she nods. "Good. He won't report to others then. We will likely have time undisturbed so that we can wait for Zatinya to rouse."

You wait for an hour but no Drow interrupt. Slowly, Zaza comes to.

Zaza, remember your mission here?


Zaza stirs and looks around to see Hadha, Jackdaw, and Shalazat. Amari lies motionless, surely unconscious like her? She sits up and looks again, before seeing the cut on his neck. "No! Amari!". She shakes him futilely, then looks around at the others. "How? How did he die? Did we defeat the drow?"

She looks around again and checks for the scroll of Disintegrate. It was still with her, not lost and obviously not used. "If we did, we still need to collapse the tunnel. If we can find a weak point."

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 goes to Lo'Laan and swats him on the face until he wakes up too.

"Everyone should heal up quick before we are attacked again." he says in his gravely voice.


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

This chamber you are in currently is large with only one column supporting a high ceiling. It would serve.


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

He died so that you would live, Zaza. He traded a certain death for a merely probable one. And the odds caught up with us. If it is any comfort, the Drow is dead. We made sure of that.

Hadha points out the column dispassionately. He mourns quietly, seemingly drained of enthusiasm though he still moves swiftly and with purpose.


"He died for me?. Zaza looked down at the fallen monk, only beginning to understand that she was only alive because he had died. Was it fate? Chance? Why did she live but he die? "The noblest of us all," she says, leaning over and planting a farewell kiss on his brow.

"We should stand back. Far back.". Zaza moves far back, to what she gauges as the outer limits of the magics that have been provided, and allows the others to do so as well. Taking out the scroll, she begins to intone arcane words.

Use Magic Device: 1d20 + 13 ⇒ (3) + 13 = 16
Use Magic Device: 1d20 + 13 ⇒ (18) + 13 = 31
Ranged Touch: 1d20 + 7 ⇒ (3) + 7 = 10

The first time, nothing happens, leaving her worried if she could really do this. The second time, though, she points an unsteady finger at the pillar . . .


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

Shalazat nods quietly and steps back with the others. At first, Zaza fumbles with the spell then a thin green ray springs from her finger and hits the large support column, removing a massive chunk from it. The column falls and the ceiling begins crumbling...


Shalazat does not bother to state the obvious but begins running back the way you came.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 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

"Move, move!"

Jackdaw begins to run, trying to support Lo'Laan who just came to.


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 doesn't need telling twice and books it.


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

You rush through the tunnels, hearing crumbling and crashing all behind you, carrying Amari's corpse. Then you reach the second shaft that you climbed down, your rope still tied to it.

DC 5 to climb up. DC 10 for accelerated climb. If you're carrying Amari too, add 160 lbs to your load and consider what extra ACP that incurs. That will not be easy.

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

accelerated climb: 1d20 + 4 + 1d6 ⇒ (18) + 4 + (5) = 27 using luck pt to increase check

Jackdaw's hands flies over the rope as he climbs it like he is half monkey.

"Leave the body! I know he is your friend but you'll be a body yourself if you don't put him down!"


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

Give him to me! Hadha takes the body, then casts a power and proceeds to simply walk up the wall, though he does so slower than Jackdaw because of the strain of carrying 160 lbs. of dead weight straight up. Every step leaves a slightly glowing footprint of ectoplasm that quickly evaporates back into it's home plane.

Manifesting Wall Walker and literally walking up the wall. Lasts 4 mins., but my speed goes to about 10 ft., so 20 ft./round. due to the power and my new load.


Stumbling after the others, Zaza arrives at the rope, and figures she'd better climb quickly!
Accelerated Climb: 1d20 - 1 ⇒ (7) - 1 = 6

In her haste, she gets absolutely nowhere! "Damn it, can you pull me up?"


Lo?

Shalazat scrambles rapidly up the rope and pulls Zaza up.


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 |

Aren't I unconcious of 2d4 hours.


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

Ah right. Well someone will have to pull Lo up as well then. I forgot that you got the long one while Zaza's was the minute version due to her save.


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

Ok I'm going to expedite things here.

Hadha repeats his trick and gets the unconscious Lo'laan up the shaft. But the extra delay costs you as rubble continues to fall, striking everyone.

Dam to everyone: 1d6 ⇒ 6

You rush through the sewer and climb slowly up the well but make it back into the marketplace in the dead of night. Serenity the cheetah slinks over and sniffs and licks Lo, her unique bond with him bringing him back to consciousness.


Shalazat turns to you and bows slightly. "Well done, Shadows. And Taldane friend. You've stopped the Drow threat, for a while. Perhaps we can maintain peace along our border."

And that would bring you guys to level 5. Wrap things up for your characters.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 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 removes his mask, making it clear that he is Saul, though it is something everyone had probably figured out by then.

"I believe I get two treasure shares, but it appears our haul is zero. So I will chalk this one up to good graces on behalf of my country. Neither of us wanted drow beneath our feet. I will keep my eyes open though, for more signs of them."

Saul starts to walk away but he half turns and says. "Most interesting case I've had in quite some time. Better than searching for cats and missing fidelity. Look for my office if you need help in the future. It's the one with my name on it. Sorry about your friend."

And he leaves.


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 returns the bow with a little more depth, as is appropriate. All for the Shadows, mistress.


Nah, I don't think Zaza figured it out.

When they reach the surface, Zaza uses smelling salts on Lo, to get him conscious again.

She's certainly surprised when Saul reveals himself. "Saul! Clever, clever. Your alter ego is skilled in battle. Brave of you to reveal yourself, though. Your best protection from us was the fact that you and Jackdaw were not in the same place at the same time, you know?" Zaza smiles devilishly, leans in close . . . and gives Saul a kiss on the cheek.

"I guess I owe you a second share," she says, straightening up. "But you'll have to come to claim that reward."

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 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 smiles at the kiss and pauses as he walks away. "You know what? Keep it, blondie. Send it to the family of the dead man. I have my life, and for me, that's enough right now. That and the bottle of scotch in my desk."

And then Saul walks away, but he doesn't need the last word if someone else wants to address him. :)


Ok folks, I'm gonna wrap it here.

Shalazat nods as the Taldane walks off. "He served is country like you did yours." Then she turns to the damaged but resilient and well-trained group of Shadows. "Now, are you ready for your next task?"

GG.

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