Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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The three remaining magera go down in a flurry of fire, blood and crunching bone. Raun and tigone-Grit emerge from the charred pile of bodies covered in crimson and bits of scorched gristle, invigorated by the healing power Nnn'tkklik'l pumps into the collective.

To the south, Orryn cowers next to the tigone, in shock after her brush with death. But she quickly shakes herself and ventures a weak smile.

"Thank you Nnn. And Raun - you had to feel the cold for me. I felt it for a moment - it hurt. But then it was gone, as quick as that." She sounds relieved, but doesn't stray far from Ral.

Sifting through the magera's intact possessions, you find a number of crude but effective saw-toothed blades made from salvaged steel blades, as well as several steel-tipped javelins and a massive bow with a quiver of steel-tipped arrows - repurposed human-sized spears. In game terms, you've got half a dozen large steel great terbutje (a large-sized, two-handed tembo sword, does 2d10 damage) plus one that is masterwork, a large masterwork iron breastplate, 6 large steel javelins (1d10 damage) and a large composite longbow (Str 24) with 20 masterwork steel arrows (2d8 damage). All of it worth a fortune if you ever return to civilization.

Your fight doesn't appear to have drawn any attention - yet, anyway. As you search, a stale wind curls out from the now-open ruin, seeming to beckon you inside.

Let me know what you do next. For reference, here's what I have on hit point totals: Raun down 19 hp, with 30 temp; Nnn down 28 hp with 30; Grit down 22 hp with 30 temp; tigone down 15 hp; Daina has 15 temp; Orryn has 30 temp. Everyone else is at full hp.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

8d6 of channeling ought to get everyone to tip-top; probably much less, actually, since we can do it the exact way with multiplicative results when clustered. We need more like 3-4d6 if everyone gets hit with it for me to redirect.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun quickly hurries back to Orryn after the battle is done, pausing as she kneels next to the girl to splash sand over herself to rub off the worst of the blood before giving her a hug. She seems momentarily confused at the girl's thanks, but then just nods. "Said I would protect you Orryn"

Sounds like Raun got a new bow :p and maybe the masterwork terbutje... maybe.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Sorry, the weekend ran on long. I'll also likely be offline tomorrow, for Canada Day. That may also affect the rest of my week, but I can't say for sure.

<<Let's move on before anyone that may have heard the noise, comes to investigate.>>


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit will cast a Detect Magic and look over the bodies and loot before examining the entrance to the now-open ruin. He also considers its size compared to his own. How well will he fit in his current huge size?


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

<<Come close. Let the spirits give life to tall-ones. Much better after, ready to face dead-heart.>> Woki thinks as she beckons everyone close and calls upon the soothing energies of the rain spirits once more.

Channel Energy: 3d6 ⇒ (5, 4, 3) = 12 x 8 = 96 hp should take care of everyone

I have one 5d6 channel and three 3d6 channels left to use today.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Daina breathes out slowly and looks at the ruins. <<The only question is do we go now or do we rest and go in tomorrow?>>


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

with that 96 HP, everyone should be full except 3 HP, which I suppose Nnn can bear the damage of.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

After the healing Raun is barely winded, she's used one spell and a couple rounds of rage and tattoo, so she's good to press on.


After catching your breaths and stowing the (non-magical) steel plunder taken from the magera, you venture inside the ruins that emerges from the sand. Pulled wide, the doors are broad enough for Grit to squeeze through. Inside, crumbling stone carvings give the building the air of a tomb. A wide staircase leads farther down, past walls lined with burial niches.

Stone doors at the bottom of the stair take some work to push open, but Raun and Grit eventually are able to get the job done. Inside, centuries of dust greet you, rising like a cloud around stone columns before settling again to the floor. Carved men with the wings of eagles adorn the walls here. Small alcoves covered in bone dust are spaced evenly along the walls. Near each is a stone altar, although whatever once lay upon them has long since turned to powder.

Map of the basement

Survival 15:
Judging from your location above, you think the knight's chapterhouse should be to the west.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

survival: 1d20 + 10 ⇒ (15) + 10 = 25

<<West to knight-hive.>>


"Which way west?" she asks, looking around the dusty room for any sign of a passage in the direction Nnn indicates.

Perception: 1d20 + 12 ⇒ (4) + 12 = 16


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit taps that survival check.

The druid points a sure paw in the westward direction.


Who's handing who a shovel?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit has Expeditious Excavation and Soften Earth and Stone memorized. That can get us going.

Noting where the group needs to dig Grit concentrates and a 5' cubit pit opens in the area. He then casts again and the dirt below the pit becomes softer and easier to dig.

Expeditious Excavation:

School transmutation [earth]; Level druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (tiny shovel)
Range close (25 ft. + 5 ft./2 levels)
Area dirt in a 5-ft. cube
Duration instantaneous
Saving Throw see text; Spell Resistance no
You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling. Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size.

The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.

Soften Earth and Stone:

School transmutation [earth]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft. square/level; see text
Duration instantaneous
Saving Throw none; Spell Resistance no
When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.


Grit's first spell tears a chunk out of the stone wall to the west, while the second turns the hard-packed dirt beyond into sand. Even so, the work is back-breaking and long. After several hours of alternating between tigone-form Grit and Raun, you break into a sand-filled fissure that is easier to clear.

After another hours work you've cleared a route through the sand to the east, where a vast chamber tiled in polished marble appears to have been damaged by the same disturbance that created the fissure. You emerge onto a rubble-filled balcony overlooking a wide, vaguely circular chamber. To the north, stairs lead to another level where you can make out a raised platform tiled in the same gray marble. As you draw closer, a you can make out what appears to be a large coffer or bier of a gold-colored stone on top of the platform.

Heavy stone doors can be seen to the north and south. To the west, you can make out a smaller door beneath the overhanging balcony. Large crystal statues carved to resemble meditating warriors still stand in the northwest and southwest portions of the chamber. You can see the shattered remains of others amid the rubble on the east.

Map


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit casts a quick spell as he paces onto the balcony and looks about. His keen vision is enhanced by both dark vision and the detect magic spell he casts.

Perception: 1d20 + 16 ⇒ (17) + 16 = 33


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

<<So... did we beat them here... or did they, for some reason, cover up their presence afterwards. Unless they had a different method of ingress...>>

Gorkhan looks around the area, searching for potential danger zones.

Perception: 1d20 + 19 ⇒ (18) + 19 = 37 incl. +1 for traps


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

<<Hope we beat them here. Cracked building, many ways in likely.>>


Gorkhan lacks the engineering knowledge needed to pinpoint the timeframe of the geologic disturbance, but it doesn't appear to be particularly recent. There's a thick layer of dust and pulverized stone across the area and no sign of tracks that would indicate recent movement.

Surveying the area while floating several feet off the ground, he does notice old scuff marks around the bases of the crystal statues. To Grit's eyes, both statues appear to hold some latent enchantment or psionic energy, but whatever it is it is inactive now.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Daina gives everything a good scan with detect magic. She is the resident smarty pants after all.


See above. There is an aura around the statues, but the specifics are impossible to determine due to age and being inactive.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

maybe ask the Champion/Seeker/Warden if the statues will animate. I would but i didnt detect the energy signature.


<<Psionic automatons>> the Seeker says, anticipating Gorkhan's question. <<Senior warriors at the chapterhouse would have been able to activate the crystal warriors with a thought, but any who would have shared that bond died long ago.>>


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

<<And I expect their set to automatically activate on unauthorized intrusion? Or will they remain in stasis for the moment?>> Gorkhan sighs. [b]<<I worry that, not only is it likely that we beat the world-enders here, but we may end up doing their job of clearing the place for them? Wonderful.>>

<<I don't suppose there is a way to psionically detect any potential life or unlife forms within this place? Make sure they actually aren't here and just set up an ambush? Perhaps after they've dealt with a few of the guardians here?>>


<<To lead the charge you must be first to cross the field>> the Seeker thinks.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

"Where stuff Dote need?" Raun asks simply as the others debate what they should do. She raises the enchanted stone high to illuminate more of the chamber as she peers around.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

<<Maybe if stone-men wake, we can get to spot they cant get to, leave them behind?>>


<<I would assume the Argent Codex would be among the other manuals and scrolls the knights kept>> the Champion says in response to Raun's question. <<If I remember ... I think the library was to the north, where the chapterhouse was carved into the cliff. As for the sword he seeks, it would have been carried by one of the most prominent knights. It was our custom to bury the most esteemed of our brethren in carved stone sarcophagi in prominent places. The one on the balcony above is one, but there may be others in the complex.>>


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

<<Let's head north then. Your lead.>>


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun lets out a grunt and nods, picking her way through the rubble on the balcony, pausing on the rougher parts to lifts the others over before leading them around towards the stairs. She eyes the statues warily, hammer gripped tightly in her hands as she approaches, taking the stairs slowly if they don't activate.

Might be worth trying to 'connect' with the guardians. Since we have three of the knight's minds with us we might be able to reactivate em and make em loyal to us to help fight when the necromancer shows up?


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

good idea!

Nnn'tkklik'l will try to reach into the guardians in search of a mind to pull into the fold.


The Warden stirs in Nnn'tkklik'l's mind as the thri-kreen brushes unsuccessfully against the blank space within the statue.

<<You'll find nothing until it is activated. The brothers and sisters assigned to this chapterhouse would have known the proper commands, but they will remain inert without it. I suppose if one is activated, I, the Champion or the Seeker could try to make contact ... The constructs might not recognize us as a master, but they would have been programmed not to attack other members of the order.>>

You can't activate the statues without a command word, but if one is active, anyone bonded with one of the reliquaries would be able to make a manifester-level check to try to contact it. Depending on the degree of success, you might be able to issue commands or at least get it to leave you alone.

The statues remain inert as you move past them, carefully picking your way through the rubble littering the stairs. The massive, bronze-paneled doors screech as Raun puts her shoulder to them, but grudgingly scrape open, revealing another massive chamber beyond.

Dim green light illuminates the vast room, which appears to be a square where the previous chamber was oval. Stairs rise ahead of you, forming a stone walkway that intersects with another, perpendicular walkway in the center of the room. The ceiling rises at least 40 feet above the floor. Below the walkways, stone walls form several rooms lined with dust-covered shelves and tables. More statues can be see in the corners of the room.

Advancing fully into the chamber, you see that the green glow comes from a translucent hemisphere of energy that covers the center of the room below the walkways. Books and scrolls, rather than dust, fill the shelves and tables within the globe. Dimly, you can make out what appear to be piles of bones and a ghostly, glowing figure moving among the shelves.

Here's an updated map.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun comes to a stop inside the door, shuffling forward a little more to make room for the others, but otherwise hunkering down as she peers at the globe.

Perception: 1d20 + 12 ⇒ (13) + 12 = 25


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

is that blueish circular area the hemisphere? am i correct in picturing the area within to be relatively preserved (like that one room we encountered some long time ago) and the area without to be full of likely-useless-and-timeworn items?


Yes, yes and yes.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan moves up and along the nearby wall, keeping a wary eye on the strange glowing figure.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

<<Maybe Spirit isn't hostile. Do you recognize it?>> Nnn'tkklik'l asks of the Seeker, and the other ancient ones by proxy of their hosts.


Been busier than I thought I would be this week.

The ghostly figure appears not to notice (or care) as the group advances into the room. Up close, the glowing green hemisphere appears similar to other psionic barriers, although it carries a preservative effect unlike any powers with which you are familiar. The barrier even seems to repel dust, creating a thin bubble of air surrounded by motes of dust float.

As you near the center of the room, you see that a delicate crystal lattice has been embedded in the stone where the walkways meet. A many-faceted keystone lies in the center of the pattern, pulsing with light in a slow, steady rhythm.

Peering over the railing, you are afforded a closer look at the figure below. It is humanoid, but appears to be composed of pure energy, with only the vaguest of features suggested by shadows in the shifting light.

<<I have never seen or heard of such a thing>> the Champion muses. <<Perhaps it is some sort of mental construct created by one of the dying brothers. It might even be undead, or some creature from beyond the Black drawn here by ancient magic.>>


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Daina stares on in wonder and amazement at the terrain and the humanoid. She listens to the Champion and suspiciously scans the thing with detect magic.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

<<We should greet it. Who best to?>>

know psionics: 1d20 + 14 ⇒ (1) + 14 = 15 on that latticework specifically.

If the group is near the barrier, the 'kreen will reach out to touch it. (unless the knowledge roll suggests that is a bad idea)


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

"Daina talky person" Raun murmurs, still squinting at the figure. "Safe to enter?" she asks, watching Nnn carefully as he reaches out to touch it.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit pads quietly beside Raun, or behind her where the path is too narrow for them both. He is observant and quite as they advance but does offer <<If we seek the sword should we search each stone sarcophagi as we find it?>>


Daina is unable to read anything from the energy creature's aura - the aura of the barrier is simply too strong. Similar to a psionic wall of force, but more powerful, it appears to include potent preservative effects, as well.

Nnn'tkklik'l's examination of the crystal lattice is no more helpful. The lattice and the crystal keystone appear to be connected to the hemisphere of force, but the thri-kreen can't make heads or tails of how it works.

Reaching out a carapace-covered finger, Nnn'tkklik'l presses against the barrier, which has a gummy consistency initially but proves as impassable as stone after half an inch.

The being within seems not to notice.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

<<In a different form I could attempt to pass through the floor, but I could not bring any of you.>>


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

pass a wall of force??

<<cannot pass through this way. like stone. do not know how works, do not understand the crystals. i think they are connected, do not know how. we should talk to spirit-man. Woki, you speak with spirits, yes?>>


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

DM said it was a hemisphere. Grit can go under it.


All you can see is a hemisphere...


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15
DM Under a Dark Sun wrote:
All you can see is a hemisphere...

Wording is important!

Daina shrugs. "We could try hitting it or throwing magic at it."


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun hefts her hammer, tapping the dome with the head. "Need break? Stop us, stop deadhart." Raun observes.

Yeah we should probably check the sarcophagi. Check for booby traps first.

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