A Push of the Fates.... Zakhara... You Jewel!

Game Master Insnare

The Free City of Muluk takes it name from the long, unbroken line ofrulers whose history predates the Enlightened Throne in Huzuz It isknown for its exquisite regal purple dyes produced from local indigo plants.Muluk lies along the shore of the Great Sea at the mouth of the River Al-Zalim. Like most of the Free Cities, Muluk is a fiercely independent martialstate, engaged in unrelenting, low-grade conflict with the savage hill tribes ofthe nearby Furrowed Mountains, the ravaging pirates from the Corsair Isles,and the hostile armies of Umara and Qadib, both neighboring Free Cities

MULUK

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Shot Putter Funkmeister

There were 3 ships attacking your ship, each had 15 bowmen. Your mamluks. Right now it is about 35 vs 26. Their two ships are faster than yours. If you can come up with something to end the combat faster, I am willing to try it.


I suppose I could 'beg' them to stop. Just kidding. I'll think on it a bit.


Shot Putter Funkmeister

Any idea?


Am I one of the few elves on the crew? Maybe my infravision could help navigate the bends faster than normal so we can outrun them


CG Female Elf Cleric (Mystic) 2 | HP 9/9 | AC 5 | DA -3 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +2 | Infravision 60' |
Status:
None.

"Blast! I hoped losing one of their ships would break their resolve! And I'm out of those fancy new arrows," she adds the last part with a hoarse groan.

Shortbow w/bless: 20 - 1d20 - 3 - 1 ⇒ 20 - (16) - 3 - 1 = 0
Damage if hit: 1d6 + 1 ⇒ (5) + 1 = 6


Female Human Fighter 6 (Corsair Kit) | AC 5 | 43/46 hp | THAC0 15 | PPD 11 RSW 13 PP 12 BW 13 Sp 14 (-1 magical) | +1 to hit/damage (+1/+2 with short bow, +2/+3 with scimitar)
Weapons:
Jambiya 1d4+1, Short Bow 1d6+2, Scimitar 1d8+3

Nura sighs and sends another two arrows towards the foe.

Nura vs. enemy archer: 18 - 1d20 - 1 ⇒ 18 - (1) - 1 = 16 Damage: 1d6 ⇒ 3
Nura vs. enemy archer: 18 - 1d20 - 1 ⇒ 18 - (16) - 1 = 1 Damage: 1d6 ⇒ 3


Shot Putter Funkmeister

You could talk to the captain and set it up.


Shot Putter Funkmeister

Sorry, I had a busy week last week and I will get it back going tomorrow morning.


Chip rushes to the driver and explains "I'll be your eyes, ok?" pointing out the clearest route through the river murk.


Shot Putter Funkmeister

Maudril


Shot Putter Funkmeister

Maudril takes aim with his bow at a separate pirate

attack: 20 - 1d20 ⇒ 20 - (10) = 10 miss

Nabila and Nura both take down enemy pirates.

Platoon 1 looses against ship 2 twice 20d20 ⇒ (11, 4, 10, 18, 16, 17, 4, 5, 17, 19, 19, 6, 17, 19, 4, 18, 10, 16, 7, 4) = 241 hitting ten doing 10d6 ⇒ (6, 5, 4, 6, 3, 1, 4, 6, 3, 2) = 40 killing 4 from ship 2

Platoon 2 looses twice against ship 2 20d20 ⇒ (17, 20, 2, 9, 10, 10, 16, 12, 9, 13, 15, 4, 5, 18, 7, 14, 14, 7, 17, 18) = 237 hitting 6 doing 7d6 ⇒ (5, 1, 5, 3, 2, 4, 1) = 21 killing 2

Platoon 3 led by your leader, looses two arrows a piece at ship 3 16d20 ⇒ (18, 2, 13, 11, 12, 8, 8, 3, 19, 11, 9, 10, 10, 8, 2, 6) = 150 hitting two 2d6 ⇒ (3, 5) = 8

The Captain says, "Tell me what you got. Anything will be helpful to us."

Round 7

Initiative Party 1d10 ⇒ 7, Ship 2 1d10 ⇒ 1, Ship 3 1d10 ⇒ 1, Mamluks 1d10 ⇒ 7

Party


What should I roll to give our ship a speed boost based on my tips? Int?

Intelligence: 1d20 ⇒ 2


Female Human Fighter 6 (Corsair Kit) | AC 5 | 43/46 hp | THAC0 15 | PPD 11 RSW 13 PP 12 BW 13 Sp 14 (-1 magical) | +1 to hit/damage (+1/+2 with short bow, +2/+3 with scimitar)
Weapons:
Jambiya 1d4+1, Short Bow 1d6+2, Scimitar 1d8+3

Nura relentlessly launches arrows at the enemy boat.

Nura vs. archers: 18 - 1d20 - 1 ⇒ 18 - (14) - 1 = 3 Damage: 1d6 ⇒ 4
Nura vs. archers: 18 - 1d20 - 1 ⇒ 18 - (11) - 1 = 6 Damage: 1d6 ⇒ 5


CG Female Elf Cleric (Mystic) 2 | HP 9/9 | AC 5 | DA -3 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +2 | Infravision 60' |
Status:
None.

Gritting her teeth and reaching for her normal arrows, Nabila fires on Nura's targets.

Shortbow w/bless: 20 - 1d20 - 3 - 1 ⇒ 20 - (14) - 3 - 1 = 2
Damage if hit: 1d6 ⇒ 2
Shortbow w/bless: 20 - 1d20 - 3 - 1 ⇒ 20 - (17) - 3 - 1 = -1
Damage if hit: 1d6 ⇒ 4


Shot Putter Funkmeister

Make up some sailor babble or something.

Fadi's gen comes back and says, "This boy does not like the sea right now there are arrows dropping in everywhere. Can I help more?"

Silver Crusade

male Human 8 bloodrager (spelleater/arcane)/2 Fighter (high guardian)/1 living monolith(hp 85 max, AC 20, FF 20, T 13 init +8, F +10 R+7 W+8(rage+10))

attack: 20 - 1d20 - 4 - 1 ⇒ 20 - (16) - 4 - 1 = -1

attack: 20 - 1d20 - 4 - 1 ⇒ 20 - (1) - 4 - 1 = 14

damage: 1d6 + 2 ⇒ (1) + 2 = 3

damage: 1d6 + 2 ⇒ (4) + 2 = 6

Maudril watches arrows and fire flying back and forth and with most large battles and no skill in sailing cannot tell what is going on or who is winning.


Quote:
The Captain says, "Tell me what you got. Anything will be helpful to us." Make up some sailor babble or something.

Sorry, was that to me? Is this what were waiting for...?

Chip's elven eyes refine details in the cool water, the vegetation still glowing a dim blue "Reed cluster ahead, thick one! Hard to port!"


Shot Putter Funkmeister

Nura and Nabila are each able to take down one enemy and even though Maudril hit one target that assailant was able to not fall.

Chipluck's instruction to the ship captain enabled the vessel to pull out of arrow range from the two remaining pursuers.

Combat Over

The mamluck captain and your commander walk over to Fadi and says, "Well, you put them to sleep. A Shai'ra in our platoon. Never thought I would see one up close."


CG Female Elf Cleric (Mystic) 2 | HP 9/9 | AC 5 | DA -3 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +2 | Infravision 60' |
Status:
None.

"Ah, such wonderful arrows. I guess the pirates got those at least?" Nabila laughs for a second looking smug. "Oh!" She suddenly recalls others may have been wounded and sets about to try and bandage the crew.


Chip continues to help the vessel through the night, quite used to enduring the elements...the cool desert river's air wasn't much unlike that crispness that came during Muluk's monsoon season. "How long do we have until we're back to safer waters?"


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

Fadilah bows to the mamluk commander and says, "It is nothing, the gifts of the marid are wondrous and I am but an intercessor. Truly, though I may have doused fires and felled archers with spells, the ones who stood and fought with naked blade - who risked spilling their own blood - are the true heroes of this clash."


Shot Putter Funkmeister

The captain says to Chipluck, "Generally, this part of the gulf is relatively safe."

The commander nods her head and says to Fadilah, "You do make a good point. The Marid are very interesting."

Silver Crusade

male Human 8 bloodrager (spelleater/arcane)/2 Fighter (high guardian)/1 living monolith(hp 85 max, AC 20, FF 20, T 13 init +8, F +10 R+7 W+8(rage+10))

Maudril smiles and puts away the bow and collects any arrows of the enemy that did not break helping clean up after the battle being that he can't sail.


To the captain "Who do you think they were? Did you recognize their garb? After the weapons were they, you think?"


Shot Putter Funkmeister

The captain says, "I would imagine they were after the weapons. I do not recognize them. Normal corsairs, I should think."


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

"Nothing that should keep us from continuing the journey, then?" asks Fadilah. "Just bad luck that they crossed us in this part of the waters, that are normally safe for travel?"


Shot Putter Funkmeister

The captain shrugs his shoulders and says, "As long as Kar'r'rga wills it efendi, may he watch over this craft for all time. Hopefully the Evil Eye has not befallen us...."


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

Fadilah makes the simple gesture against the Evil Eye out of habit - not that it would actually do anything if the curse had befallen the ship, but it's hard to break certain reflexes.

"I should hope not. At least with the corsairs repulsed we can resume our journey."


Shot Putter Funkmeister

The captain says, "We sure will."

Maudril is able to find two undamaged arrows the others are either broken or the shafts are too charred from the flames to use.


CG Female Elf Cleric (Mystic) 2 | HP 9/9 | AC 5 | DA -3 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +2 | Infravision 60' |
Status:
None.

After patching and caring for the crew Nabila finds herself going below decks for a moment trying to find a place alone. Once she has some semblance of privacy Nabila shakes and cries. Oh, Great Najm, forgive me for shedding blood! I have likely ended sparks of curiosity in the world...I am so sorry, but I had to protect this vessel. And my friends.

With a final sniffle she sighs deeply and takes some time to brush her black hair, pulling it up into a bun and covering it with a yellow paisley scarf. She wipes the tears from her eyes and blinks before returning above decks and walking to the front of the ship to breathe in the salt air and clear her head.


Shot Putter Funkmeister

Everyone give me 2 d20 rolls against either Intelligence or Wisdom.


CG Female Elf Cleric (Mystic) 2 | HP 9/9 | AC 5 | DA -3 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +2 | Infravision 60' |
Status:
None.

Wis vs 16: 1d20 ⇒ 13
Wis vs 16: 1d20 ⇒ 9


Int vs 15: 1d20 ⇒ 10
Int vs 15: 1d20 ⇒ 5


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

Int vs 16: 1d20 ⇒ 6
Int vs 16: 1d20 ⇒ 5


Female Human Fighter 6 (Corsair Kit) | AC 5 | 43/46 hp | THAC0 15 | PPD 11 RSW 13 PP 12 BW 13 Sp 14 (-1 magical) | +1 to hit/damage (+1/+2 with short bow, +2/+3 with scimitar)
Weapons:
Jambiya 1d4+1, Short Bow 1d6+2, Scimitar 1d8+3

Int 10: 1d20 ⇒ 6
Int 10: 1d20 ⇒ 12


Shot Putter Funkmeister

Everyone is on edge for the rest of the day and into the next. You try to see if the corsairs will try again at night but they do not.

A day after the attack, the ships reach the town of
Adhal, where a long string of camels awaits. The
cargo is unloaded and divided up among the camels.

The chief camel drover is an ill-favored Qudran man
named Sarsour al-Wasat. His temper matches that of
his charges, and he is thoroughly unpleasant to all the
hired guards, while treating the mamluks and
Bahramiyah with an obsequious respect which grates
on everyone’s nerves.

He tells Bahramiyah and your commanders, "I
t is a journey of about 60 miles from the Sea of
Caravans to Qudra. The camels can travel about
two miles an hour while burdened with the
weapons. Since I have planned to travel for eight hours
each night, the caravan should reach Qudra within
four days barring any unforeseen weather issues. How should we set up the marching order?"

Feel free to explain what you did the night before and any other preparations in the smaller town before the caravan takes off that evening

Silver Crusade

male Human 8 bloodrager (spelleater/arcane)/2 Fighter (high guardian)/1 living monolith(hp 85 max, AC 20, FF 20, T 13 init +8, F +10 R+7 W+8(rage+10))

Maudril will buy eight water flasks and fill thm in the well and put them on his person two quarts of water per day.


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

The night before, Fadilah is only too happy to see a new place - she wanders about the town of Adhal, taking in the sites, chattering happily with her gen, but being careful to stay to places where she doesn't think she'll be mugged. Noting that this is a small town with minimal agriculture and a small amount of trade she quickly exhausts any interesting sights in that regard.

She too purchases several waterskins and some spare food, plus some pouches to carry them. The next day she seeks out Nabilah and says, "I bought some skins to carry extra water, in case the caravan master does not intend to supply us - plus some additional food. Did you do likewise? Or does the caravan normally provide? I am rather new to this life, so I do not know."


Chip circled the small village numerous times before finding an out of the way alley to hide his newly acquired wealth, the blade of the Grand Caliph. A mark would never give to one holding such a weapon.

His wounds were healing slowly, but he exploited the sorry state of his ragged and tattered garb, using the dried blood to give a more pathetic look.

As he began what had become a kind of meditation for him, he gathered not only pity coins but insights into the culture and mindset of this distant people...

Begging vs 12: 1d20 ⇒ 12 -2 penalty for small town, so fail

--------

The next day, he felt out of place with the caravan and struggled to find a duty fitting of his station. There were no latrines that needed cleaning or animals to be de-liced as was his usual lot. The local snake charmer indeed needed a rat snatcher but at the last moment decided not to take the journey, his wife being caught in an sordid affair. Finally even his old standby failed, as the Mamluks were bored of his juggling routines.

So it was that Chipluck became the caravan's shadow, a hidden and pulsing spirit moving forward and backward, ever aware of its members and events.

Going to assume natural healing took care of my 1hp damage


Shot Putter Funkmeister

Guards are spread out ahead of, behind, and to either side of the caravan to provide maximum protection. The first night’s travel is uneventful.

You sleep throughout the day due to the extreme heat.

On the second night, several of the camels must be prodded to their feet. After moving only a short distance, many of them stop and begin trembling. Others fall or sink to the ground, braying in pain.

Bahramiyah comes over to your group and says, "Oh Shaira can you help us get the camels moving again?"

Silver Crusade

male Human 8 bloodrager (spelleater/arcane)/2 Fighter (high guardian)/1 living monolith(hp 85 max, AC 20, FF 20, T 13 init +8, F +10 R+7 W+8(rage+10))

do so many camels get sick in such a fashion at once?Maudril wonders as he looks around to see if any of his friends are animal experts besides those whom they are with.


Female Human Fighter 6 (Corsair Kit) | AC 5 | 43/46 hp | THAC0 15 | PPD 11 RSW 13 PP 12 BW 13 Sp 14 (-1 magical) | +1 to hit/damage (+1/+2 with short bow, +2/+3 with scimitar)
Weapons:
Jambiya 1d4+1, Short Bow 1d6+2, Scimitar 1d8+3

Nura shakes her head in answer. SHe knows little of the ways of land animals.


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

"I do not know... I am not familiar with animal husbandry. But I will try," says Fadilah.

"Oh gen, do go forth please and see if you can find a spell for me to speak with animals, that mayhap I may speak with these camels and learn a bit more about their condition."

Since we're not under time pressure, this could take a while but the gen should eventually come back with the spell, unless I get a bunch of really bad rolls in a row.

Assuming the gen returns with the spell, Fadilah will go to try to talk to the camels and at least see if they have eaten anything different or if anyone unusual has interacted with them in the last day.


CG Female Elf Cleric (Mystic) 2 | HP 9/9 | AC 5 | DA -3 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +2 | Infravision 60' |
Status:
None.

Animal Handling vs 15: 1d20 ⇒ 7
Healing diagnose poison vs 14: 1d20 ⇒ 12
Healing diagnose disease w/herbalism vs 16: 1d20 ⇒ 19

"Let me look them over while your companion seeks your magic," Nabila says kneeling near the camels. She softly pets one on the muzzle and whispers soothingly. "Shh now beautiful, I will take care of you."


While Fadilah appeals to magic forces and Nabila her healing arts, Chip slinks past the camel tender's wagon investigating for clues. Specifically, he tries to break in and acquire a handful of feed for inspection...

Pick Pocket: 1d100 ⇒ 57
Move Silent: 1d100 ⇒ 12
Hide: 1d100 ⇒ 4


Shot Putter Funkmeister

The gen says, "Well, this is the first time I get to visit the gods, oh joy... see you in a few hours." as he disappears.

GM Rolls

Spoiler:
1d100 ⇒ 28 Modifiers Gen 50% +5% for level, +10% General Knowledge and common, -30% Priest spell= 35%, to be notice 10% 1d100 ⇒ 40 1d6 + 1 ⇒ (4) + 1 = 5 hours

Chipluck taking advantage of the commotion surrounding the non-moving camels, is able to get his hands on a sample of feed.

Nabila

Spoiler:
You are able to ascertain that the camels have not been poisoned but are not sure if they are sick or have been diseased.


Chip returns, tap-tap-tapping Nabila on the shoulder, holding out a handful of oats from god-knows-where with a big smile on his dirty elf face.


CG Female Elf Cleric (Mystic) 2 | HP 9/9 | AC 5 | DA -3 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +2 | Infravision 60' |
Status:
None.

Nabila spins about, ready to deliver a vicious tongue-lashing to Chipluck for getting too familiar when the sight of the animal feed brings her back to being a little girl in her family stables. Her father's face floats into her mind. "We must be careful, my daughter. Always check the horses food for mold and vermin. Our horses rely on us to keep them healthy."

Instead of snapping at the beggar she gives him a weak smile and looks through the food for signs of contamination.

Would you like another check from any of the above NWPs?


Shot Putter Funkmeister

Herbalism would work.


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CG Female Elf Cleric (Mystic) 2 | HP 9/9 | AC 5 | DA -3 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +2 | Infravision 60' |
Status:
None.

Herbalism vs 12: 1d20 ⇒ 2

Yay, I'm up way too late but I nailed a roll before passing out, lol.

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