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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Question from Team Spirit regarding prep time: You will typically have prep time. You will often get to choose your next mission from a few options. More research to find missions might give you more options as well. So you will often have prep time. But every now and then you'll get thrown into something to keep the intensity up. Some encounters will cater to your strength while some will push you to adapt to cover your weaknesses.

Grand Lodge

Believe my bloodrager was originally part of spirit Me'mori though if you or alma think I need to adjust it to better fit just let me know.


Deft:

I always wanted to try out the Zen Archer monk to be honest and I think I can build him to be sneaky, climby and very capable in survival (he is wisdom dependent after all) in addition to his notoriously high ranged dps and defense. He wouldn't have track (but that's only 1/2 level bonus after all, everyone with a good survival skill can do it and no casting - but I think we have casting covered quite well already, don't we?

The thing about penalties for prone enemies is somewhat of a problem, but I guess, if every last enemy on the battlefield is prone, we already have mostly won the day anyway, right?.
Otherwise I would just attack someone else instead, or ready an attack for once they get back up.
Or you know, kick them in the nuts, yeah for unarmed combat and str-for-dmg dependency.

Planes:

My Summoner is coming together quite fine. Some questions though:
- Any face skill we need? Being Cha dependent I can probably fill one role quite well. Sadly I have very few skill points, so I cannot cover all skills.
- Eidolon may pick up more AC (+2) or a free combat maneuver (trip or grab) at level 1. What do you think would be more beneficial?


Teams that have their builds 90% assembled (just a few skill points, gp, spell known, etc to move around still) may submit a draft team to me for comments if they want. The draft include links to each alias and a description of what team synergy will look like in two examples of each kind of situation:
1. Two different kinds of combat
2. Two different kinds of social
3. Two different kinds of exploration

This doesn't have to be lengthy or a lot of work but a little thought here will go a long way toward showing me a team is mentally engaged and open to feedback. That said, feedback is a two-way street and I heartily appreciate it at every stage. Again, there's time to do these things. I know life is busy and I want to make sure that the quality of the final, chosen team is not compromised by rushing. Once the campaign starts, the pace will be pretty fast.


bzl109 wrote:

Believe my bloodrager was originally part of spirit Me'mori though if you or alma think I need to adjust it to better fit just let me know.

Ah, thanks. I felt I was missing someone, but hadn't seen them brought up recently. My apologies for forgetting. I'll do the roundup.

Team Spirit:

bzl109 - Storm Runner - Suli Bloodrager
Chyrone - Alma The Soulborn - Deathless Ghost
Browman - ??? - Ifrit Ninja
Me'Mori - ??? - Human Spiritualist(Seeker of Enlightenment)

Uncertain:
I add this because the ideas were posed, but no concrete statement was given, as there was more queries about whether or not they'd fit, not a concrete statement of "They're part of the team"
hustonj - Lerina - Elven Swashbuckler
• Quadiran Highlander, UC Monk/Barbarian(?)
Cpt. Moonscar - ??? - ???


2 people marked this as a favorite.

Deft Maneuvers:

@hustonj: looks good!

@Swordwhale: That's fine by me. A passionate player behind a good class will do well. As for the prone target, yes it could come up, but I think having a dedicated archer will be good, especially for spellcasters in the back (readied attack to disrupt spell!).

As far as the team comp, it looks like we've settled on the following:

So when Swordwhale gets finished with the zen archer, we'll be good to go! I'll begin writing some preliminary situations for everyone's review, and when we've got everyone's buy-in I will put them to the GM to review our team for suggestions!

Reviewing, I think the only glaring weakness we have is against swarms, since no burning hands and such. Anyone have any suggestions to deal with these?

Silver Crusade

deft:

We have a bard, so if the bard player could learn the sleep spell, that would help out early on vs swarms. Another way would be to invest in some alchemical fire/acid flasks. It wouldn't be great damage per say, but its a quick, cheap fix to dealing with lower level swarms. I will say, Karuum will likely focus more on disarming foes that use weapons than tripping at the start. (since disarming weapons still get the +2 bonus on CMB but tripping do not for some reason) I'll be decent level 1-2, but the build should really start to shine around levels 3-4 when I can do better damage (about 2 more at level 4, and 4 more at level 5. per hit) And by that time I'll be threatening out the full length.


Deft Maneuvers clarification for Rorek:

The bonus applies to both trip and disarm.

Deft Maneuvers (Combat)
You are skilled in a variety of dextrous combat maneuvers.
Prerequisites: Dex 13.
Benefit: You do not provoke an attack of opportunity
when performing a trip or disarm combat maneuver. In
addition, you receive a +2 bonus on checks with trip and
disarm combat maneuvers, and you can make a Bluff
check to feint in combat as a move action.
You also receive a +2 bonus to your Combat Maneuver
Defense whenever an opponent tries to trip or disarm you.
Normal: You provoke an attack of opportunity when
performing a trip or disarm combat maneuver. Feinting
in combat is a standard action

Silver Crusade

deft:
Sorry, I meant the weapon quality. Trip/disarm


Rorek:

I see how I misread what you were saying. Thanks for clarifying!


bzl109 wrote:
Believe my bloodrager was originally part of spirit Me'mori though if you or alma think I need to adjust it to better fit just let me know.

Nothing wrong with that. :)


I did not clarify either of these points before but some people seem to have correctly assumed these to be the case:

1. Unchained classes allowed.
2. All races of 20 rp or less allowed. Some will fit the theme more or less well (e.g. androids don't fit well).

Updated campaign info to include these points.


I should have time tomorrow to get my ninja sorted out


Deft:
Spell selection - I tried to take spells to aid being sneaky. Forced Quiet prevents an opponent from raising an alarm, at medium range (100'+10'/Lvl). I admit, I was looking at Sleep and trying to make a choice between them. Forced Quiet is not as effective IN combat, but it can be good at preventing a combat from growing out of control.

Spirit:
I didn't claim Lerina was part of the team because I was asking of the team wants him. Very different approach. I'm not imposing myself on the group nor assuming intent.


Deft:
@Swordwhale Sounds good, I think we could use some longer range to round out the melee.

The only spell on my list that might work on Swarms was Burning Sands, which is OK, otherwise Oil is a cheap way to deal with swarms.


Deft Maneuvers:

For swarms, I don't think sleep would do much good seeing as how the majority of the diminutive or smaller swarms are vermin, and immune to mind-affecting spells. They are the absolute bane of my witch.

@hustonj: You might consider picking up a couple scrolls of sleep or forced quiet and memorizing the other.


Mhh, I couldn't find this, neither in the campaign info nor your initial post.
- Hit Points. Max first, average-all, average+1, ...?
- Starting gold and equipment? Are we equipped by the shadows or must we work with whatever puny amount of coins we have in our pockets?


Planetouched:
Swordwhale wrote:

My Summoner is coming together quite fine. Some questions though:

- Any face skill we need? Being Cha dependent I can probably fill one role quite well. Sadly I have very few skill points, so I cannot cover all skills.
- Eidolon may pick up more AC (+2) or a free combat maneuver (trip or grab) at level 1. What do you think would be more beneficial?

Rorek55 has the high-charisma sorcerer, so I think you can coordinate with him on face skills. One of you can be good cop and the other bad cop? Zatinya tries to be okay at intimidating because that feels in-character, but I'm more than ready to leave that as a side-thing than an actual specialty.

I like getting the combat maneuver on the eidolon, especially trip. Zatinya is also looking to knock some fools prone. Start getting some Combat Reflexes on the team and we can get some AOO synergy.

Silver Crusade

plane touched:

I was thinking about having bluff and intimidate be high skills for my character, It would be nice to not have to focus on diplomacy as well.


Planes:

I was thinking the Summoner would make for a good bad cop (Intimidate) due to the bitey-Eidolon in the back (also character wise).
But I can go Diplomacy as well. He would use the darker side of Diplomacy ("your really don't want to anger us. Being on good terms with us is so much less painful than being our enemy, you know...").
You're call.


@Swordwhale: 300 gp to buy whatever you please. This was under character creation details in campaign info but I know there's a lot of info there.

Hit points are max first, half+1 (which is the same as average rounded up) at each subsequent level. I forgot to put this in there so thank you.


GM:

Maybe some cheese but I am considering to equip my Summoner with a shield, maybe even a tower shield despite him being not proficient.
He would use it in battle to keep safe from ranged attacks, while buffing and letting the others do their job.
If he wants to cast, he would do something like this:
- drop the shield, or rather set it down (free action)
- cast without shield penalty (standard)
- pick the shield up (move action, provokes)
First of all, are you okay with that sequence? Otherwise I won't take it.

Second: As long as the shield is not equipped (aka strapped to the back), I do not incur the armor check penalty - right?


Swordwhale wrote:
** spoiler omitted **

Response to question:

Yes that's completely legal and I don't have a rules problem with it. Just three points for practical consideration:
1. You won't want to provoke extra AoOs every turn. But often that will be fine.
2. Biggest problem would be dedicating your move action to that every turn. Your call.
3. The shield's encumbrance will still be a serious consideration.
None of these seem like automatic deal-breakers if I were building the character. Just pointing out things you've probably already considered.


Shadows of Sand GM wrote:
Swordwhale wrote:
** spoiler omitted **

** spoiler omitted **

Re:

@shield's encumbrance: You mean its weight? Or is this some kind of answer to my second question "do I incur the armor check penalty of the shield while not having it equipped aka strapped to the back"?
-> this would indeed be a deal breaker, since it would kill any attempt at stealth.
Actually I would have my Eidolon carry the shield most of the time, taking it from him as the fight starts. Probably.

Your other points are well considered and most valid.
I was just thinking about what to do to stay alive against ranged attacks and what to do after my buffs are cast and/or I have no target for a utility spell. The usual crossbow/cantrip thing is ... Meh and don't fit the concept.
If I am allowed to, I would actually refluff the shield into 'Defensive sand' he is controlling with his left hand (using all mechanics of the tower shield of course - if that is cool with you.
The character he is based on frequently uses psychically hardened layers of sand he can control to form defensive barriers against attacks. Sounds like a shield for me ^^

Planes:

As of now, I plan to equip Gara (the summoner) to be quite tanky, using a tower shield (!) to protect himself against ranged attacks and to be generally in the way.
I look at a AC of 20 at the moment.
Going with a finesse light weapon he may actually be able to hit someone, but he would probably just take total defense for AC24 if attacked and let the Eidolon handle everything else.
Skill-wise I look at a +9 stealth and +8 on some Face skill of your choice, although intimidate would likely fit best.
He's a creepy guy with a ... problem (his Eidolon).
Intimidate seems fine.
But if someone is doing an intimidate build, I can go bluff or Diplomacy instead. Expect dark diplomacy though. He's likely lawful evil. Or maybe lawful neutral. But ... more evil ^^


Swordwhale wrote:
Shadows of Sand GM wrote:
Swordwhale wrote:
** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Reply:

I meant the weight of the shield only.

Refluffing it to be a wall of sand goes a bit too far as it makes the shield unrecognizable as a piece of mundane equipment.


Me'mori wrote:
bzl109 wrote:

Believe my bloodrager was originally part of spirit Me'mori though if you or alma think I need to adjust it to better fit just let me know.

Ah, thanks. I felt I was missing someone, but hadn't seen them brought up recently. My apologies for forgetting. I'll do the roundup.

** spoiler omitted **

Still need to sort out background, but the mechanics should be done.

This is Browman's ninja


Deft:

Hi Team, Swordwhales artillery has arrived.
He's not yet fully done mechanically (2 feats are missing) atm, but he has skills, class stuff, background, traits and basic offense/defense stats.
Probably enough to start our discussion?
***
Actually .. I am considering to have him take the vow(s) of silence and truth for more Ki. He's not a talker anyway with 7 Cha, so silence is gold in his case anyway.
I think it can make for some interesting RP to flesh out how he is communicating with you guys. Sign language? Clicking sounds using the tongue and fingers? Writing on a block he is carrying?
Its rather optional so I can not do that if you are against it. But I think it might be great?

@GM: Gotcha. How are your thoughts on retraining? E.g. Zen Archer provides several archer feats at later levels as bonus feats. I have two feats left for level one to take, so I consider gaining one of them now, retraining it once I get the bonus feat from zen archer. Legit?


@Amari: Retraining is fine according to the normal rules. I intend to track downtime as a consumable resource just like other things. In addition, retraining a feat does cost some gold and require you to find someone to train you, which is probably not too hard.

But you can't take vows as a zen archer because you have replaced still mind, which vows also replace. I've seen some people rule that the ZA can take vows but it seems a pretty clear case of illegal archetype overlap to me.


Oh, right. Hadn't looked that up.
It appeared under Monk Customization in the app I'm using, so I thought it a free-for-all like orders for Cavaliers.
Well, maybe I'm just doing it for fluff reasons. Silence is still gold with a Cha of 7, right? ;-)

A question on the behalf of my Summoner: How rigid will you have us to track weight&encumbrance? I probably have to rethink or at the very least redistribute my Attributes if we go strictly RAW...


I'm planning to go raw on encumbrance. I love dumping strength too but it should have its downsides. Now, to be realistic, I'm not going to personally re-check everyone's encumbrance very often. But I'll be keeping an eye on it and if it seems too high I'll calculate the total weight a character is carrying.


So say, I can make it such that my armor, shield, weapon, spell component pouch fit in (medium load) can I consider that ok, or do I have to compute the load of tiny nit-pick gear in as well?
I will keep encumbrance in mind and don't run around with a ton of adventuring gear anyway.
Plus I have my big buddy carry the heavy stuff during long walks anyway...
Mind you, that's after upping my strength score by lowering Con, otherwise I can't even move with my combat gear on -.-


Haha. Yeah you're planning to be a caster with a 45 lb tower shield so...

I wouldn't worry about the little gear if it's pretty clear that you're in the medium load range. You might not want to be carrying a medium load though. Just a tip. -10 move speed and -3 extra ACP hurt quite a bit.


I know. But both will only happen in combat (using the Tower Shield) as I will have my Eidolon carry the blasted thing for me any other time - which will drop me to light load. Plus I would simply discard it, if things get really bad and we're running from something scary.
But maybe I will go with Str dump after all, settling on a big wooden shield for the time being, waiting for a darkwood tower shield (half-weight, 630g).
Lowering Con by 2 points seems dangerous.
Effectively it is a trade-off between +2 AC plus the possibility to have full cover and having more HP and a better Fort safe.
#undecided...


Deft Maneuvers:

@Amari: Looks good! Maybe Amari didn't go all the way through the Vow of Silence process, but still tries to adhere to it?

I was thinking about synergies between the builds and thought we might benefit from a smaller scout team within the team to probe dangers ahead of the rest, specifically a two or three-man stealth team with stealth synergy. Ashivla could replace precise shot with stealth synergy, and maybe Amira could take it too? Perhaps another person (Basheer maybe) could take it? Lo’Laan’s animal companion already has an enormous stealth bonus. Just thinking out loud here. What does everyone think?

On a separate topic, I will try and finish up the situations for our submission review today, although I’d need everything firmed up on the stealth angle for the Exploration situations before I finish.


GM wrote:
Now, to be realistic, I'm not going to personally re-check everyone's encumbrance very often. But I'll be keeping an eye on it and if it seems too high I'll calculate the total weight a character is carrying.

And for those without a str score....

Dex based?


Deft:

Interesting idea.
I can probably fit it in.
I have two feat slots semi-open with lots of ideas of how to fill them.
Stealth synergy is very powerful since everyone would need to roll bad to flush us.


Alma the Soulborn wrote:
GM wrote:
Now, to be realistic, I'm not going to personally re-check everyone's encumbrance very often. But I'll be keeping an eye on it and if it seems too high I'll calculate the total weight a character is carrying.

And for those without a str score....

Dex based?

*Rubs forehead at adjudicating 3rd party material* Well I would say that con makes more sense as a sub for str but you have cha as a sub for con... So cha counts as your strength score too. Why not?


Neat. :)


Deft:
Sounds good. I can pick up Stealth Synergy at level 3, and the animal will get it for free.


Deft:
I could swap Stealth Synergy for Lingering Performance, trading one piece of serious Gouda for another. Whichever the group thinks will be more useful.


@GM: Would you allow the following?
.. Using Half-Elf alternate race trait "ancestral arms" to pick up tower shield proficiency
.. Take Weapon focus tower shield (or would that be shield bash?)
.. and finally take dazzling display for aoe intimidate?
Would give my summoner a nice backup combat role using intimidate


@Swordwhale:

Interesting idea but there are two problems with this.

1: From this FAQ, I understand that armor proficiency (shield) is different from martial weapon proficiency (shield). So taking martial weapon proficiency (shield) still leaves your summoner with the problem of not being proficient with a shield as armor.

2. You can't bash with a tower shield.

Possible solution: You could take the shield proficiency feat as well and do this with a heavy shield (which you can bash with). I doubt you want to go this route as it is a 4 feat investment (shield proficiency, martial weapon proficiency (shield), weapon focus (shield), dazzling display. But if this appeals to you, go for it.


Nah, this is way too feat intensive. Worth a shot though.
I'll stick with single target intimidate then.
Hiding behind a large slab of wood and yelling people they're doomed and should better give up before getting ripped apart sounds like a fun way to play a summoner if you have nothing better to do ;-)
Is skill unlock system from Unchained available?
Intimidate unlock allows more severe fear effect if you beat the DC by 10 (later 5) or more.


Not using skill unlocks. Trying to keep the number of variant rules reasonable to make management and book-keeping easier for everyone.


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Deft Maneuvers:

All right everyone, sorry for the delayed response here. Easter weekend is always a bit hectic with a two-year-old (EVERYONE wants you over at their house so she can pick up easter eggs!). Here are the proposed situations and how we as a team might resolve them. Let me know what you think, if anything needs to be changed. If all looks good, in a day or so, I will flip this to the GM for review.

_______

Combat 1: Showdown
A rival group of Taldan spies faces off with the party on an empty town street. Two archers are on the rooftops and three others are on the street, two fighters with greatswords and a lone wizard in the back. Team Deft Maneuvers finds themselves out of position, all down on the street.

Amari starts to pick apart the archers up top. Basheer starts to inspire his fellows in combat. Ashivla, Karuum, Lo’laan and Serenity move forward into battle. Ashivla and Karuum disarm the greatswords and allow Lo’laan and Serenity to bypass the guards and get to the wizard, dispatching him quickly. Cleaning up, Amari and Ashivla will provide cover from the archers as the Basheer, Karuum, Lo’laan, and Serenity trip and dispatch the weaponless fighters. Then, if the archers are still alive and haven’t fled, the team will climb using grappling hooks and rope.

Combat 2: The Temple
A cult of Norgorber has installed itself within a local temple of the Dawnflower, selling state secrets to Qadira’s enemies. The team has had time to scout the location. Amari has climbed up to a window perch and uses it as a sniper’s nest. Ashivla and Basheer pick their way through the pews toward the priests, stealthily stealing their holy symbols and spell component pouches before combat begins. The rest of the team charges in and dispatches the priests in a flurry of combat. Perhaps a sorcerer adherent gets off a lucky vomit swarm. The team then all draws their alchemist’s fire or acid flasks and bathes the swarm in splash damage.

______

Social 1: The Dinner Party
A known assassin is hiding amid nobles at a dinner party. Basheer takes the lead, impressive everyone with his diplomacy and skills at bluff, lying about his noble house. Ashivla aids Basheer. Lo’laan and Amari keep watch for suspicious behavior. Karuum searches for clues the assassin might’ve left behind.

Social 2: The Hostage Negotiation
Once business partners, one man has taken their split hard and has kidnapped his old partner and is threatening to kill him in a run-down flat, the windows all covered with cloth. The city guard has the building surrounded, but does not want an influential patron’s blood on their hands, so the Shadows are sent. Basheer steps in as negotiator, asking questions and getting to know the man through good diplomacy. Amari uses a grappling arrow to ready a rope tied to Karuum. Basheer will use message to give progress reports. Upon saying a specific code word, if things go wrong, Karuum will swing over through the window, burst through, and disarm the man with his whip.

______

Exploration 1: The Scout Team
Ashivla, Basheer, and Amari, through their Stealth Synergy feat, scout ahead of the others amidst the twisting corridors of a dungeon. Ashivla disarms any traps they encounter, and Basheer messages back their progress, or if any combat occurs. (At level 3, Lo’laan and Serenity will also join the stealth synergy team due to the hunter’s teamwork feats).

Exploration 2: Fort Creature
A ramshackle fort lay on a strategic river, poisoning everything downstream for the villages there. The creatures that inhabit the fort are strange, twisted things. Basheer identifies them and Lo’laan manages to cast comprehend languages to see what they are talking about. The team sees a hidden entrance behind a waterfall and uses it to get in the back way. Basheer might even cast disguise self from a scroll to look like the creatures, and be escorting “prisoners” back through the complex to their leader.


Thanks for putting that together, Ashivla. Glad to hear your kid had a fun Easter. XD


Deft:

Cool composition! Thanks for the work.
@Showdown: Actually in such a situation, I would rather pick on the mage. Either by flurry him to death asap, or by using prepared actions to shoot him as he casts, doing damage and hopefully doing enough damage to break his concentration.
While the archers are dangerous, a mage can likely shut down the fight in much more nasty ways. If the bypassing part works in round one though, the proposed strategy is perfect.
One note to keep in mind: Amari is much more capable to hold his ground in close combat than most archers due to unarmed combatant and good physical attributes. He even threatens (and can AoO) while wielding using his bow (since monks can fight unarmed even with both hands occupied - "beware the monks kick-to-the-criticals!" coupled with decent AC and HP. Actually, unarmed atk&dmg is very close to my ranged capabilities at low levels.
So it is not essential for me to stay back as you would normally expect an archer to do. Starting with level 4, I don't provoke anymore for shooting while threatened. At that point, I will probably accompany the frontline - adding a couple of kicks to your generated yummy-AoOs-chaos. While shooting someone a hundred feet away.
As a side-note, I am also capable of treating your wounds - the old way.

@GM: Don't pushing, but skill unlocks are a great way to make skills more interesting and helping non-casters do cools things out of combat. They are usually 'hidden' by a feat and unchained rogues will get some for free (it is part of the UC redesign) so you may be interested in this subsystem as you stated that it is your goal to bring martials up. Just as a heads-up.


I'll consider implementing it at a later point. Not for now.


Deft:
Impressive, but I'm not sure how I'm supposed to cast Comprehend Languages per Exploration 2.


@GM: Thanks! She certainly did.

Deft Maneuvers – GM Review:

Team Deft Maneuvers:

________

Combat 1: Showdown
A rival group of Taldan spies faces off with the party on an empty town street. Two archers are on the rooftops and three others are on the street, two fighters with greatswords and a lone wizard in the back. Team Deft Maneuvers finds themselves out of position, all down on the street.

Amari starts to pick apart the wizard in the back with flurry. Basheer starts to inspire his fellows in combat. Ashivla, Karuum, Lo’laan and Serenity move forward into battle. Ashivla and Karuum disarm the greatswords and allow Lo’laan and Serenity to bypass the guards and get to the wizard, quickly finishing them off. Cleaning up, Amari and Ashivla will provide cover from the archers as the Basheer, Karuum, Lo’laan, and Serenity trip and dispatch the weaponless fighters. Then, if the archers are still alive and haven’t fled, the team will climb using grappling hooks and rope.

(At higher levels, Amari will shoot at point-blank range while capitalizing on Attacks of Opportunities from tripped opponents.)

Combat 2: The Temple
A cult of Norgorber has installed itself within a local temple of the Dawnflower, selling state secrets to Qadira’s enemies. The team has had time to scout the location. Amari has climbed up to a window perch and uses it as a sniper’s nest. Ashivla and Basheer pick their way through the pews toward the priests, stealthily stealing their holy symbols and spell component pouches before combat begins. The rest of the team charges in and dispatches the priests in a flurry of combat. Perhaps a sorcerer adherent gets off a lucky vomit swarm. The team then all draws their alchemist’s fire or acid flasks and bathes the swarm in splash damage.
______

Social 1: The Dinner Party
A known assassin is hiding amid nobles at a dinner party. Basheer takes the lead, impressive everyone with his diplomacy and skills at bluff, lying about his noble house. Ashivla aids Basheer. Lo’laan and Amari keep watch for suspicious behavior. Karuum searches for clues the assassin might’ve left behind.

Social 2: The Hostage Negotiation
Once business partners, one man has taken their split hard and has kidnapped his old partner and is threatening to kill him in a run-down flat, the windows all covered with cloth. The city guard has the building surrounded, but does not want an influential patron’s blood on their hands, so the Shadows are sent. Basheer steps in as negotiator, asking questions and getting to know the man through good diplomacy. Amari uses a grappling arrow to ready a rope tied to Karuum. Basheer will use message to give progress reports. Upon saying a specific code word, if things go wrong, Karuum will swing over through the window, burst through, and disarm the man with his whip.
______

Exploration 1: The Scout Team
Ashivla, Basheer, and Amari, through their Stealth Synergy feat, scout ahead of the others amidst the twisting corridors of a dungeon. Ashivla disarms any traps they encounter, and Basheer messages back their progress, or if any combat occurs. (At level 3, Lo’laan and Serenity will also join the stealth synergy team due to the hunter’s teamwork feats).

Exploration 2: Fort Creature
A ramshackle fort lay on a strategic river, poisoning everything downstream for the villages there. The creatures that inhabit the fort are strange, twisted things. Basheer identifies them manages to cast comprehend languages to see what they are talking about. The team sees a hidden entrance behind a waterfall and uses it to get in the back way. Basheer might even cast disguise self from a scroll to look like the creatures, and be escorting “prisoners” back through the complex to their leader.

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