Shadows of the Sand [Planetouched] (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 10th

Current map


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

Sorry, was expecting there might be more stealth checks from Zaza and Agaban then I realized that's not really their favorite thing yet, so they're probably hanging back a little like Gara.

Lucien, I think your header might be a little off. You're a sylph, right? Not a human. It's important here for the darkvision.

Lucien leads the way into the darkness of the tunnel, whispering the password as he moves with total silence. He moves forward through the earth shored up by planks and finds a small wooden panel.

Lucien's Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Listening around, he doesn't hear anything.

What now? Does Lucien communicate with any of his allies? Do any of them besides the sand come up behind him?


Defense & Ressources:
AC:14|12|12, HP:11/11, CMD: 15, Saves (F|R|W): 3|4|0, Initiative: +2, Perception: +12
Effects: none

Hold-my-beer. Perception is my thing!
Sand's Perception, Darkvision: 1d20 + 12 ⇒ (8) + 12 = 20


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

The sand hears voices speaking in Kelesh on the other side of the door.

Sand:

Go relieve Rade. His shift is up.

I just realized that the sand can speak every language Gara knows...


Defense & Ressources:
AC:14|12|12, HP:11/11, CMD: 15, Saves (F|R|W): 3|4|0, Initiative: +2, Perception: +12
Effects: none

Back at the others, Gara suddenly gets active.
"Someone is coming to the door at the end of the tunnel.
IT and Lucien will be spotted soon.
Move!"

***

Deeper down the tunnel, the sand creature emits a whistling sound to get Luciens attentions and then growls towards the door.
Ready trip vs whoever opens the door
Surprise Trip: 1d20 + 5 ⇒ (12) + 5 = 17


"Muvvyl," says Zaza quickly as the warning is heard. Drawing her whip, she hastens forward, but not so hastily that she would be heard easily.

Stealth: 1d20 + 3 - 3 ⇒ (16) + 3 - 3 = 16


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

Map updated.

The wood panel opens and a guard enters the tunnel only to be caught off guard by the living sand tearing at his feet, barely managing to bring him to the ground due to how surprised he is. Lucien slides the panel shut.

Init Guard: 1d20 + 3 ⇒ (1) + 3 = 4
Init Gara: 1d20 + 8 ⇒ (4) + 8 = 12
Init Lucien: 1d20 + 4 ⇒ (2) + 4 = 6
Init Zaza: 1d20 + 7 ⇒ (1) + 7 = 8
Init Agaban: 1d20 + 3 ⇒ (10) + 3 = 13

All Shadows up. That initiative investment is paying off, it would seem.


Male Sylph unMonk (Monk of the Mantis, Perfect Scholar) 4

I don't see the bad guy. I'll move to him if need be.

After shutting the door, Lucien stabs down at the prone man. Speaking of, prone modifies his AC and not my Attack roll, right? I'f I'm wrong, add the appropriate bonus to my attack. Also, if possible I'd move to flank with the Living Sand for an extra +2.
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 6 ⇒ (3) + 6 = 9


Zaza moves forward quickly, then attempts to cloud their next victim's mind, ensuring that he too cannot call out for help.

Daze, Will DC13

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

Seeing everyone moving forward Agaban approaches the alarm section and still takes the time to say "Muvvyl" before crossing the alarmed section and drawing his long spear.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara rustles forward, noisy as a tipped collection of armour plates but quickly passed by Zatinya and Agaban for he is slowed down by the heavy shield he is carrying along.

***

Near the door, the Living Sand is ripping and tearing at the downed foe.
Rip&Tear!: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15
Bite: 1d6 + 2 ⇒ (6) + 2 = 8
Rip&Tear!: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
Claw: 1d4 + 2 ⇒ (2) + 2 = 4
Rip&Tear!: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Claw: 1d4 + 2 ⇒ (4) + 2 = 6


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

Yeah I forgot to show where he is. Thanks, Lucien.

Guard Will: 1d20 - 1 ⇒ (10) - 1 = 9

The guard stares blankly off into space as Lucien and the Sand tear into him. His eyes roll back and he goes limp.

? Perception: 1d20 + 4 ⇒ (5) + 4 = 9

No sound comes from the other side of the wooden panel. The Shadows group up to determine what to do next.


As the second victim of this mission falls, Zaza can't help but feel that this was all too easy as they picked off their enemies one-by-one. Though if there was a tiefling wizard behind this next door, he would probably not be quite so docile.

"Quickly, let's get this door open. If we see Aroc, we need to stop him from using the teleport scroll!"

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

Seeing another guard down without any wounds for his compatriots makes Agaban feel like their training is paying off so far.

Guess lets go with shock and awe. I will cast a quick blessing before we go through that door and just let me know when everyone is ready.

Hope this wont be a mistake but going to cast bless to help us take down the wizard/sorcerer on the other side before he can get off any spells.


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

Looks like we're close to a consensus that it's time to open this door. I'm just waiting for someone to say they open the door.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

As soon as Gara reaches the others, he will hold up three fingers...
Takes away one finger,
then another,
then kicks in the door and rushes in, tower shield raised, shouting at the first obvious enemy he sees with a steel-cold, cutting-edge voice.
"YOU WILL DIE - NOW!"
Intimidate: 1d20 + 13 ⇒ (1) + 13 = 14 vs d20+HD+Wis or get shaken
The Living Sand is hard on his heels, its hellish red eyes searching for its next prey ...

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

As soon as Gara starts his countdown Agaban begins casting bless.

Assuming I wont be quite done when Gara busts down the door but figure it would be complete before anyone is able to react.


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

Agaban, we'll say you cast bless right before he went through. That's easy enough.

Agaban pronounces the components of his spell. That and the fighting in the tunnel may have been loud enough to overhear!

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

As you burst through the door, a tiefling standing behind a desk seems ready to attack you!

Inits!
Aroc: 1d20 + 9 ⇒ (13) + 9 = 22
Agaban: 1d20 + 3 ⇒ (14) + 3 = 17
Gara: 1d20 + 8 ⇒ (14) + 8 = 22
Lucien: 1d20 + 4 ⇒ (11) + 4 = 15
Zaza: 1d20 + 7 ⇒ (3) + 7 = 10

He yells out GUARDS!!! and weaves his hands together, conjuring a bright explosion at the tunnel entrance.

DC 17 will save for everyone vs glitterdust. Party up.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Ick, not good, Sandy does not have Devotion yet...
Will-Sand: 1d20 + 0 ⇒ (3) + 0 = 3
Jup, that was to be expected...
Let's see how Gara handles

Will-Gara: 1d20 + 3 ⇒ (15) + 3 = 18
That's better.
But Gara does not have offensive power whatsoever, so I hope some of you kill that bastard, while sandy recovers...
Which cast level is it, aka how long is IT blinded?

Shaking off the effects, Gara pounders into the room and takes notice of its interior.
Seeing the door on the opposite side, he make his way over to block it with his towershield, trusting on his allies to attack the Tiefling.
Walk over to the door and going total defense there for an AC 24.
Gonna hold up his 'guards' by blocking the door with my body and shield.


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

3 rounds.

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

Will (DC17): 1d20 + 6 ⇒ (11) + 6 = 17

Seems I just made it...tried to look it up to confirm but I only have to match the DC to succeed not roll higher than the DC. If it is the latter will be stuck in the door blind also but going to perform the rest of my action assuming he can see.

Even though he prefers his daggers; Agaban takes a better grip on his long spear. Before he moves out of the doorway and around the table into a position where he launches an attack Aroc, but is also able to support Gara against anyone coming through the door.

Attack: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Confirm: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Think I moved him so he is 10ft away from Aroc and got my hopes up for a second there for a crit.

Round 1 of 10 for Bless.


Defense & Ressources:
AC:14|12|12, HP:11/11, CMD: 15, Saves (F|R|W): 3|4|0, Initiative: +2, Perception: +12
Effects: none

The Living Sand screeches enraged and buckles as it claws its way towards the caster.
I can't see a penalty for the attack roll, beside the 50% miss chance. Is that right?
As it feels the presence of a nearby living creature, its horrific maw snaps and bites violently.
Blinded Bite: 1d20 + 3 ⇒ (14) + 3 = 17
Might hit, gogo 50-50 chance!
Potential damage: 1d6 + 2 ⇒ (4) + 2 = 6

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

Just wondering would it have been +3 or +4 for the Sand. Everyone is blessed +1 to attack rolls for 10 rounds.


Defense & Ressources:
AC:14|12|12, HP:11/11, CMD: 15, Saves (F|R|W): 3|4|0, Initiative: +2, Perception: +12
Effects: none

+4 then :-)


Male Sylph unMonk (Monk of the Mantis, Perfect Scholar) 4

Will: 1d20 ⇒ 15

"AH! MY EYES!" Lucien says. Gritting his teeth, he does his best to follow his training. Stumbling forward in the direction he had seen the caster, he tries to attack the man anyway.

Miss Chance: 1d100 ⇒ 60

Attack: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage: 1d6 + 6 ⇒ (3) + 6 = 9


With Glitterdust, all the blinded folks get new saves at the end of their turn. Also, what is that weird square in the middle of the combat map?

Will: 1d20 + 1 ⇒ (20) + 1 = 21

Zaza happens to blink at the right moment to avoid the worst effects of their foe's magics. "Your schemes end here, Aroc!" She is waiting for Aroc to attempt to use his scroll of teleport, at which point she wants to knock it out of his hands. Readied action.

Readied Disarm, Bless: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 Doesn't look promising.


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

The white square is his 5x5 table. Sorry I forgot to mention that. I rule d100 rolls as high means the thing happens/succeeds, low means it doesn't. So Lucien's attack hits. And yes, you get to repeat the save at the end of each turn. Gara, I moved the sand to under the table as I couldn't tell where it was to be close enough to Aroc.

Sand miss chance: 1d100 ⇒ 96

Surrounded by enemies, the wizard grimaces in pain and disappears briefly, re-appearing on a crate to his left and stepping out of the way. He then pulls a scroll from his pack. Zaza tries to snap it out of his hands but she can't quite managed to snake her whip around Lucien.

Zaza's disarm fails because Aroc has cover between her and Lucien.

CL check: 1d20 + 3 ⇒ (7) + 3 = 10

Aroc focuses on the scroll but seems to mispronounce some words slightly. Outside the door, someone shouts

They've barred it! Break it down!

Axe blows begin making the door shutter.

All shadows up. Lucien and the Sand probably know the general direction of Aroc given the noise but might not know exactly what square he is in. I'm going to rule DC 15 perception check to pinpoint him by hearing in these circumstances.

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

Seeing Aroc blink away; Agaban makes a quick gesture while calling on his elemental tie to water. Casts Hydraulic Push CMB = CL/Wis = 16 assuming I still get the +1 CL for a water spell even though innate ability? attempting a trip maneuver.

Assuming that a successful trip attempt will screw with him attempting to teleport, if not can change that to either a dazzle/disarm maneuver with same CMB.

Not gonna happen Aroc.

Lastly I cast bless at +1 CL due to trait forgot that earlier so we are round 2 of 20.


"Don't let him use that scroll!" Zaza moves up--this time right next to Aroc--and is ready to interrupt any attempted use of magic by knocking the scroll out of his hands with her whip.

Move and ready action to disarm the scroll again as he is casting. She will eat an AOO if she attempts this while Aroc is adjacent.
Readied Disarm, Bless: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 So, so sad. Maybe it has a chance if Agaban trips him.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara does not even look at the man as he says:
"You will be dead before your man are here, traitor!"
Intimidate: 1d20 + 13 ⇒ (10) + 13 = 23
Shaken's -2 penalty should count for UMD as well since it is a skill check, right?
Otherwise, he simply prepares to face the enemies that soon will come through the door.
Defensive stand AC:24


Defense & Ressources:
AC:14|12|12, HP:11/11, CMD: 15, Saves (F|R|W): 3|4|0, Initiative: +2, Perception: +12
Effects: none

End of blinded?: 1d20 + 1 ⇒ (10) + 1 = 11
Nope
Where is my food?!: 1d20 + 12 ⇒ (11) + 12 = 23
5ft step + full attack round!
There it is! Bite!: 1d20 + 4 ⇒ (15) + 4 = 19
Miss?: 1d100 ⇒ 11
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4
There it is! Claw!: 1d20 + 4 ⇒ (19) + 4 = 23
Miss?: 1d100 ⇒ 54
Dmg: 1d6 + 2 ⇒ (5) + 2 = 7
There it is! Claw!: 1d20 + 4 ⇒ (12) + 4 = 16
Miss?: 1d100 ⇒ 55
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
With a fast movement like sand that is carried by a strong gust of wind, the creature is onto the caster and bites and snaps and claws at him.
Blood soaks the mysterious hide of it, as claws find their mark and tear flesh.
Should be 13 dmg if I see that right since both claws hit and did not miss.


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

Agaban trips the wizard with a rush of water as the living sand tears blindly at where he was, ripping out chunks with its claws and leaving the wizard lifeless.

Outside the room, axes strike hard against the door.

Dam 1: 1d12 + 10 ⇒ (1) + 10 = 11
Dam 2: 1d12 + 10 ⇒ (12) + 10 = 22
Dam 3: 1d12 + 10 ⇒ (3) + 10 = 13

And it bursts in a spray of splinters.

Since Lucien didn't act this round, he may attempt a new save against glitterdust and move at half speed. New round now and all Shadows may act. Map updated.


"Too late, your leader has fallen!" cries Zaza, as she hopes to inspire her allies to heroic feats. At about the same time, Zaza moves up and touches Gara's shield, which begins to glow with a silvery light.

Inspire Courage, +1 to hit and damage. Casting Dazzling Blade. Gara should use it when appropriate to attempt to blind an enemy for a round, Will DC15.

Dazzling Blade:
Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a dazzling blade become almost hypnotic. The wielder of a weapon under the effects of dazzling blade gains a +1 competence bonus on all Bluff checks made to feint in combat. The wielder also gains a +1 competence bonus on all CMB checks made to disarm a foe, and a +1 competence bonus to his CMD against disarm attempts made against the weapon bearing the dazzling blade effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.

The wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point of this burst of light—that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for 1 round).

Status Effects:
Inspire Courage (+1/+1), first round


Male Sylph unMonk (Monk of the Mantis, Perfect Scholar) 4

Will: 1d20 ⇒ 1

Continuing to rub at his eyes with his free hand, Lucien staggers toward the sound of the axes, hoping to be able to do something useful.

I’m on my phone and can’t work the map. Somebody move me?


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

Lucien is going to have trouble seeing where he should go. His allies can call out to him but he'll have a little difficulty.

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

Seeing Lucien still staggering a little and unsure about his location; Agaban puts a hand out to stop him before he jostles Gara.

Stay there Lucien no room around the doorway right now.

After issuing his Command/suggestion; Agaban turns back to the doorway and attempts to stab the closest guard on the other side with his longspear.

Attack, Str, Bless, IC: 1d20 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9
Damage, Str, IC: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Bless round 3 of 20. Just assuming we have to kill these guys to complete the mission, just worried cause we don't have much crowd control really, and lastly still have obscuring mist if we need to withdraw.


Male Sylph unMonk (Monk of the Mantis, Perfect Scholar) 4

"Fine." Lucien says, a frown creasing his pale face.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Sand ... finally?: 1d20 + 1 ⇒ (7) + 1 = 8
Hell no, can it smell fresh blood?
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Meh, wish the rolls were the other way round ...
The sand creature, its strange body now of the color of arterial blood, moves sluggishly towards the noises of shouting and falling axes, walking straight into a thick barrel and climbing it up.
***
Meanwhile, Gara is face-to-face with several guards eager to lay into the shadows.
Feeling Zatinyas magic on him, he immediately discharges it into the face of the first man.
"She is right.
Aroc IS dead.
The Living Sand has come and took his life.
Give up hope and DESPAIR!"

Intimidate: 1d20 + 13 ⇒ (12) + 13 = 25
Should I try and hold them back until you guys can see again next round?
Otherwise I would fall back a step and draw them in, single-file through the door so we can lay into them from all sides.
Gara is a tank-only and can not fight at all due to shield penalties.
[ooc]Defensive stance, -1 Atk, +1 AC for 21


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

Bottom of round 3.

Will: 1d20 - 1 ⇒ (2) - 1 = 1

AH! MY EYES!! shouts the first guard. Gara's shouts of anger strike fear deep into the heart of the second guard (shaken for four rounds).

The two guards do their best to swing their great axes at Gara

Blinded power attack with combat stamina: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
Miss chance: 1d100 ⇒ 64
Damage: 1d12 + 10 ⇒ (11) + 10 = 21

Shaken power attack with combat stamina: 1d20 - 2 ⇒ (8) - 2 = 6
Damage: 1d12 + 10 ⇒ (11) + 10 = 21

Bummer, Gara. Top of round 4, all Shadows may act... except for Gara... Unsure what happens to the Eidolon but I rule that it fights on for the time being.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

The threat is the last sound that will ever leave the mouth of the half-elf, as a massive blind thrust crashes through his shield, arm AND armour, into his ribcage - killing Gara outright.
He topples onto the second man, showering him with blood and gore in the process.
Usually, Eidolons are immediately banished upon death, KO, whatnot of the summoner.
I am obviously fine if you rule otherwise, just wanting to note that ^^
Go, revenge me, Shadows!


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

Yeah this fight is rough enough and it will be more fun if you still have something to do. Keep controlling the sand.


As Zaza sees the skilled warrior cleave Gara in twain, a sense of complete panic infuses her, barely held in check by her training as a Shadow. They are badly outnumbered, and Zaza is sure they have met their match in skill. "We need to run. NOW! Back through the tunnel!"

Want to see if Lucien recovers from blindness . . . if not, Zaza wants to help him move into the tunnel. If so, Zaza wants to take a Run action. Also, really wish we had a common language they didn't understand right now.


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

The glitterdust expired at the bottom of round 3. Lucien is not blinded anymore.


Ah, got it!

Zaza runs like her life depends on it. Because she thinks it does. As she goes down the tunnel, she says, "We can collapse the tunnel, but it'll take a few seconds and some strength!" Str DC10, full round action.

If there's a place she needs to stop to collapse the tunnel, she can do that.


Male Sylph unMonk (Monk of the Mantis, Perfect Scholar) 4

As Lucien regains his sight, he watches Zaza flee back down the tunnel, confused. But then he sees Gara's body on the floor, and begins to back away toward the tunnel.

Lucien will act as a rearguard. Once the others are through he'll go, but he'll let them go first.


While she darts past him, Zaza quickly touches Lucien's rapier, causing it to glow with a silvery light. Dazzling Blade

Status Effects:[/b]
[ooc]Inspire Courage (ironically enough), +1/+1

Dazzling Blade, Lucien


Defense & Ressources:
AC:14|12|12, HP:11/11, CMD: 15, Saves (F|R|W): 3|4|0, Initiative: +2, Perception: +12
Effects: none

Free of the balancing influence of Gara, the demon known as the living sand roars in hatred and lust for blood, throwing itself at the blood-sprayed guards.
Bite!: 1d20 + 4 + 1 + 1 ⇒ (18) + 4 + 1 + 1 = 24
1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Claw!: 1d20 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Claw!: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23
1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Mage Armor is still running, so AC:18.
Without Gara he will soon be sucked back into whatever dimension he came from, so no reason to flee.
Will give you some time to collect yourself and prepare that trap.


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

The sand avenges his master, destroying the blinded guard that brought his master down. Seeing the sand fight on, the other guard remains somewhat fearful and fights on uncertainly.

Agaban still up this round before team Smuggler goes.

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

Agreeing with Zaza's plan Agaban withdraws back to the doorway.

Though not sure how effective it will be considering they heard that...Guess lets try to make it where they want to pursue blindly or hope they are too groggy to understand.

Reaching the doorway Agaban turns back and sees the Sand going berserk and demolishing the guard that struck down Gara.

Speaking softly to Lucien

Lets add a little more annoyance to them Lucien while Zaza finds the collapse point for us.

Points at the other guard in the doorway before speaking another soft word. Casts Icicle

Ranged Touch, Dex, Bless, IC: 1d20 + 3 + 1 + 1 ⇒ (9) + 3 + 1 + 1 = 14
Damage, IC: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 Not sure if inspire courage would impact damage on a spell?

Round 4 of 20 for Bless...Also, can I state the casting action is delay until I am sure the Sand will still be alive cause once the guards start pouring through the door I am withdrawing with all haste.


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

The wording of inspire courage is pretty weird. It seems to say that the +1 applies to all attack rolls but only weapon damage rolls. Yes you can ready the action to do that. Zaza, feel free to move yourself on the map.

Seeing the sand tearing into one of their comrades, the guards are taken aback but move forward and attack it.

Attack: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
Damage: 1d12 + 10 ⇒ (10) + 10 = 20

The other guard moves after Agaban to attack him but does so somewhat feebly, still troubled by the strange sand and the crazy half-elf.

Attack shaken: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damage: 1d12 + 10 ⇒ (5) + 10 = 15

The rest of the guards move to follow.

Agaban, do you want to make that attack against the first guard or do you want to flee with your round 4 turn? Map udpated including marking the weak spot in the tunnel. All shadows may act at the top of round 5.

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

Seeing the Sand struck down by another guard even as it avenges Gara; I don't think I would have paused to cast that spell to be honest.

After making that comment Agaban is disheartened to see the Sand struck down with another blow.

Nevermind, RUN!!!

Shouting this he puts feet to action and starts chasing Zaza down the tunnel though he continues to look over his shoulder at Lucien periodically just in case he needs to support.

Went ahead and did 2 double moves into the tunnel then, and sadly them being unarmored maybe a bad thing now since they will be faster than me at least. Also, will be turned around and have my longspear out so I can support/AoO any guards that try to attempt anything other than a straight-forward attack on Lucien.

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