Tyrian Conspiracy (Inactive)

Game Master Cronax

A campaign set in the Dark Sun Setting.


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After your arrest, you are tied at the ankle to a few dozen other prisoners by a stout length of giant hair rope, forming a chain and stuffed on a wagon. The wagon, a glorified cage on wheels, does not fail to hit a single pothole as it trundles up the north road.

When you finally reach your destination, it’s late afternoon. You see a couple squat mud-brick buildings and a sea of tents interspersed with livestock and more wagons. The haze of a silt estuary is visible a mile or so past the buildings to the northwest.

The Overmap
You are on the west side of the smaller circle (the pit)

The cages are opened and men and women wielding spears encourage stragglers out onto the cracked earth, the rope at your ankle keeping you in a queue of sorts. The line of slaves is dragged towards a wide hole in the ground near one of the structures, whose top is covered by some kind of bone latticework. As your draw nearer, an assembly line of men in leather armor works the queue with grim efficiency.

First, a pair of guards strip you of your armor, weapons and valuables. They aren’t shy or gentle about it.
Sleight of Hand may be used to try and smuggle an item through here. The DC is 15. If successful, you may attempt to smuggle another item through, but each requires another check with a cumulative +2 DC beyond the first. This check can be made untrained.
Other skills and abilities may also be helpful.

Next, you pass by a small fire pit, another guard holds you down as an apron clad dwarf hefts a thin stone rod from the pit and plunges the end onto your shoulder. The burns form a mark, a straight line with 2 symmetrical curved lines extending out from its midpoint.
This causes 1 point of fire damage

Finally, as you get to the edge of the pit, a bored looking guard asks in a repetitive monotone ”Are you trained as an artisan, slave?”

An ugly hunchbacked mul tromps up and down the line, barking orders and whipping slave and guard alike at the slightest provocation.

While all this is going on, a fair haired man in a loose robe lounges on a low chair about thirty feet to your side. A small table sits next to the man covered in foodstuffs and a silver goblet from which he periodically sips and a large hide umbrella keeps the whole affair in the shade. One of the templars who brought you here approaches him, talks for a minute, then money changes hands. After the exchange, a low hum can be heard coming from the man and the air around him shimmers slightly. The guards pay it no heed.

Spellcraft DC 15:
The man has manifested detect psionics.

Twelve more guards keep watch with crossbows a couple dozen feet back on either side of the line.


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

sneaking dagger in: 1d20 + 10 ⇒ (13) + 10 = 23

If expected to respond to the question
"I suppose, though I am not necessarily trained, slef taught is the word I use."

Any chance of a knowledge identifying identifying the fair haired man?


Knowledge: Local


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Spellcraft check1d20 + 10 ⇒ (5) + 10 = 15

Rennoc recognizes the man for what he is, a tester of talent and he keeps his eyes deliberately neutral and clears his mind of thought.

He answers the question with a truth of sorts, Glassblowing.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

The caravan ride was similar to others Daishata had endured since being enslaved. Why she was removed from her relatively comfortable pallet in the gladiator pits was mostly unimportant. That she was still alive was uppermost in her mind. At least the senseless killing for sport had reached some sort of pause...

Her belongings were long ago taken from her, she has nothing for these people to take. She clenches her teeth as the hot iron brands her, and inspects the mark with dull acceptance.

Daishata looks at the low functionary who questions her with ill-disguised contempt, and to his question merely replies:

"Gladiator"

Spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11

Dai's skills are rusty, she cannot even begin to concentrate on the fair haired man. Her recent focus on letting blood and drawing the crowd's fervor have left her somewhat unfocused. SHe joins her fellow prisoners.


knowledge: local: 1d20 + 8 ⇒ (10) + 8 = 18
After grabbing a quick glance at the fair haired man Gideon joins the rest of the prisoners.


Knowledge Local about the man (Gideon, use your previous roll)
(DC 10 and lower knowledge checks can be made untrained)

DC 10:

The man matches the description of Grak, a half elf mercenary of some repute. He retired to build a fortress over a naturally occurring spring which now serves as a popular rest stop for caravans.

DC 15:

You know that Grak is fairly skilled practitioner in the way, but uses it to subtly augment and bolster his soldiers rather than for direct displays.


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

It wasn't until the dwarf jabbed the hot brand in to his shoulder that Chumani finally came out of the daze he had been in for the the last several days.

"Huh? What? Stonemason.


The guard responds to each of you in turn

Gideon: ”So… no. Right pen!”

Rennoc: ”Left pen!”

Daishata: The guard’s deadpan breaks into a snicker. “Sure you are meat. Right pen!”

Chumani: The guard thinks for a moment before shouting ”Right pen!” He then turns to a fellow guard and says “Mark that one, we may use him as an overseer.”

After answering, your ankle rope is untied and you are herded to one side or the other of the pit. Hatches in the bone latticework have been opened and rope ladders have been hung.

Up above, you hear the last few prisoners questioned as you were, one responds “Screw you son of kank!” A few seconds later, an adolescent human flies through the hatch of the right pen. He lands with thud. By some stroke of luck, the lad survives the affair with only moderate bruising. Once the remainder of the prisoners are sorted, the rope ladders are then pulled up and the hatches closed.

The pit itself is about fifty feet in diameter, the floor is slightly concave, starting twenty feet below surface level at the outer edges to about thirty feet below surface near the center. The walls are hard packed dirt. The ribs of some massive beast form vertical bars separating the space into four quarter circle pens. they extend up to adjoin with the bone grid caging you in on the top.

In the center of the pit, a ten foot wide stone pillar juts straight up back to a little above ground level. Atop it, two guards take up a watch as you hear the others pack up and head away. A rope bridge extends from this tower to a stake at ground level on the outer edge of the pit.

The pit smells of refuse and body odor, and is very crowded, nearly two dozen slaves to each pen. It is mostly humans and mul with a few half elves and dwarves.

The right pen (General pen):

A scraggly bearded man shakes his head at the youth who got tossed “Stupid boy, lucky for you, you got here when you did as they haven’t fed us yet tonight.. ah there it is.” The man licks his lips and appears to be limbering up his limbs.

The left pen (Artisan pen)

A full blooded elf leans against the central pillar, his head rolling from side to side. His eyes look glazed.

The pen farthest from the arena (monster pen)

Rather than the normal mix, this pen is mostly full of halflings. One halfling is bedecked in bone jewelry; she seems to be in charge of the others. A couple of sickly looking thri-kreen huddle in one corner as well.

The pen nearest the arena (gladiator pen):

This section of the pit is a little cleaner, and is somewhat more sparsely populated. A heavy wooden door is embedded into the side wall of the pit in this pen. A couple of cots have been set up and a half giant is lying back on one, using an unfortunate mul as a footstool. A couple of dwarves sit cross legged, back to back, unmoving. They look nearly identical.

To avoid confusion, going clockwise starting from the north we have: Artisan pen, Gladiator pen, General pen, Monster pen.
You have line of sight and line of effect (with cover) to all of the other pens. It’s an easy matter to talk to or pass items between adjacent pens, but the pen on the opposite side will require shouting, special abilities or a willing messenger.

As night falls, a couple of buckets of food and water are lowered into the pits. The slaves swarm the buckets ravenously. Without extra effort, you don’t think you’ll get your fill.

Skills and abilities may be used to try and get more.
Otherwise you get a half ration. This will not cause any mechanical penalty, for the first day at least.

Decide what, if anything you’d like to do the first night. You have time for up to 2 ‘actions’. Options include (but are not limited to):
Try to befriend an npc or group (Diplomacy, slaves in each pen that are not specific NPCs are considered a single entity for this purpose)
Sleep (Recover hp, fatigue, spells, pps, etc)
Keep an eye out (Perception)


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Rennoc watched as the slaves of his pen looked at the slowly, torturously descending buckets of food and water with hunger... He calmly spoke to the strange, glazed elf as they feasted. Food could wait, escape could not.

Elf who are you?

what's the spellcraft check for making a smell that is cast in plain site look like the work of psionics?


It is opposed by an observer's spellcraft check, so it depends on who is watching. Spellcraft is trained only, so someone with no ranks has no chance to detect it.


"I think they call me Ned" The elf gave a lopsided smile "Or maybe that's someone else. And whooo might yooou be?"


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani rubs at the spot on his shoulder where they marked him as he wanders over to an open spot against the wall and sinks down. He cradles his head in his hands with his elbows resting on his knees, not seeming interested to fighting to get extra food.

Chumani will "watch" for while and then "sleep"


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

A man of "special" talents, you seem to be the most interesting being in this pit...


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Intimidate: 1d20 + 8 ⇒ (5) + 8 = 13

Dai makes it clear to the others in the general pen that she will not abide bullies, and will try to see the weakest get their fill. If successful she still only gets a half-portion, but gifts her other half to an underdog.

Dai's Actions for the night:
1: Dai attempts to communicate with the "monsters" as inconspicuously as possible. as Dai has had prior dealings with both wild forest halflings and nomadic thri kreen traders during her time as a Gulg nganga. (I chose Thri kreen AND Halfling before I read your post!).
Stealth: 1d20 + 5 ⇒ (12) + 5 = 17 (to keep communication hidden from overseers)
Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12

2: Dai sleeps little, preferring to keep a constant eye out for opportunities, taking note of the overseers actions and habits.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Sorry if you want to make the rolls instead, ignore mine Cronax. I seem to remember you mentioning something to that effect... ;)


Gideon, seeing the crowd around the food and attempts to squeeze through any opening available (escape artist?)
escape artist?: 1d20 + 10 ⇒ (8) + 10 = 18

For the night Gideon take a look around, trying to keep out of sight for a while if at all possible, then heads off to sleep, away from as many people as possible.


Chumani:

The slaves give you what berth they physically can. You overhear a few whisper in disapproving tones ”Just what we need, another Marv.”
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Rennoc:

“Interesting?” Ned pushes himself up, off the pillar as he responds, ”Master Special, we are surrounded by the desperate and the dying, the killers and the cannibals. I am not so. Or maybe I am.” He slumps back down to his original space at the base of the pillar.
You can roll a Diplomacy if you want

Daishata:

Hunger yields to fear, if only barely and Dai is able to acquire a full helping to distribute.
(Check succeeded on the dot)
A halfling at first seems interested in your entreaties and sidles up to the dividing bars. When you approach, he tries to make a meal of your fingers. You pull back your hand to avoid the bite and the halfling loses interest.

Gideon:

With a little contortion, you squeeze through the crowd to end up right below one of the descending buckets and grab your fill. Its impossible to find a spot to sleep away from others, but you do find one that isn’t atop or beneath other sleepers.
I sometimes forget which alias to post under as well =)
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Daisharta, Gideon, Chumani:

Observing the the pit that night, you make a few discoveries:
The pit wall could be scaled by someone very skilled. Climb DC 25
Scaling the dividers would be slightly easier, but appear to creak and would be more noisy. Climb DC 20
You also hear the guards atop the pillar playing some kind of dice betting game, their attention does not appear to be focused down the pit at all times.

The following morning. You are rallied from your respective pens.
Rennoc and the artisans are taken to a fenced in clearing. Several tables have been arranged, each covered with a plethora of artisan tools. A few enclosed fires are doing duties as forges and kilns. Rennoc is tied to one such forge, given tools and ordered to produce bottles.
Rennoc, make a DC 12 Craft Check. (you are given normal tools) If you beat the DC by 5 you finish early and have some time to do what you want.

Those in the general pen are reattached with ropes at the ankle into a chain gang and marched about a kilometer north. There, a shallow gash in the earth marks the beginnings of a quarry. You are all given stone picks and shovels and ordered to work. Chumani is singled out and ordered to organize the others.
Daishata and Gideon, make DC 10 Constitution checks to endure grueling work conditions. Failure means you are fatigued by the end of the day.
Chumani, make a DC 12 Craft check to competently direct the work (You are given normal tools)

At both locations, a half dozen guards look on as you work.

And everyone make a fortitude save against the heat. Survival can’t really be used to assist it while you are tied in place, but other abilities may be able to.
DC 20: you take no damage
DC 15: you take 1d4 nonlethal
DC 10: you take 2d4 nonlethal
DC 5: you take 3d4 nonlethal
Utter Failure: you take 4d4 nonlethal damage.
Even the maximum isn’t enough to drop any of you unconscious, so don’t bother recording it unless you intend to a: not sleep the next night or b: try something risky before you sleep.
This is how desert exposure is going to be handled throughout the campaign.

When evening comes, you are marched back to your pens. The second night passes much as the first did.
You get a half ration again. Skill checks can once again be used to avoid this.
You have another two night actions to use as you see fit.

The day and night after that are similarly uneventful.
Same checks, one more time


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

first night:

con check: 1d20 + 2 ⇒ (18) + 2 = 20
fort save: 1d20 + 3 ⇒ (5) + 3 = 8
escape artist for food: 1d20 + 10 ⇒ (10) + 10 = 20
At night Gideon looks around the pit for that fellow who was tossed in just before the food arrived the first night, introducing himself, and making a slight mention towards his interesting entrance into the pit.
diplomacy?: 1d20 + 6 ⇒ (15) + 6 = 21
After Gideon makes his attempts I head off to sleep myself, again looking for an open area, but likely failing.

second night:

The next day the same repeats.
con check: 1d20 + 2 ⇒ (18) + 2 = 20
fort save: 1d20 + 3 ⇒ (19) + 3 = 22
escape artist for food: 1d20 + 10 ⇒ (5) + 10 = 15
The second night Gideon takes a look around the pit again, hoping for something new, or perhaps someone intriguing. Should nothing intriguing be seen, Gideon heads off to sleep.


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

RP/diplomacy:
I believe elf that it is best that we learn to work together for our common interests, I want out and you want out... My "talents" can help with this, however we must time things correctly.

    diplomacy check,1d20 ⇒ 15

    craft1d20 + 8 ⇒ (16) + 8 = 24

    fortitude, 1d20 + 4 ⇒ (6) + 4 = 10

Rennoc easily makes the bottles, the heat however is oppressive and he looks around for fellows slaves who have either finished their tasks or are performing mindless tasks...


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Daishata keeps her eyes and ears open, but otherwise makes no moves to escape or give reason to overseers to single her out.

1st Workday:
Heat check:
Fortitude: 1d20 + 6 ⇒ (12) + 6 = 18

2nd night:
Nightly food-scramble
Intimidate: 1d20 + 8 ⇒ (2) + 8 = 10

Actions:
1: Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25 with thri kreen
2: Sleep

2nd Workday:
Heat check:
Fortitude: 1d20 + 6 ⇒ (8) + 6 = 14

3rd night:
Nightly food-scramble
Intimidate: 1d20 + 8 ⇒ (7) + 8 = 15

Actions:
1: Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25 with halflings
2: Perception: 1d20 + 8 ⇒ (12) + 8 = 20


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Fatigue: 3d4 ⇒ (1, 1, 1) = 3

1 non-lethal the first day. Does my night of sleep heal this and my one point of lethal damage?

2 non-lethal the next.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Oops. Forgot the quarry:
1st Workday
DC 10 Con check: 1d20 + 6 ⇒ (18) + 6 = 24

2nd Workday
DC 10 Con check: 1d20 + 6 ⇒ (9) + 6 = 15


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Missed doing this when I first rolled, oops
heat damage: 3d4 ⇒ (4, 1, 3) = 8


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

same here

    heat damage:2d4 ⇒ (1, 4) = 5


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

For the next two days Chumani goes through the motions directing the others work, but makes no special effort to stand out.

Day 1:

If possible Chumani will take 10 on the Craft check for a 13.
Craft: 1d20 + 3 ⇒ (17) + 3 = 20 If I can't take 10

Do I get the +2 from Fire Acclimated for the Heat check?
Fort Save: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

Damage Non-Lethal: 1d4 ⇒ 2

During the evenings Chumani once again keeps to himself and takes the half ration, not seeming to care what happens.

Day 2:

If possible Chumani will take 10 on the Craft check for a 13.
Craft: 1d20 + 3 ⇒ (6) + 3 = 9 If I can't take 10

Do I get the +2 from Fire Acclimated for the Heat check?
Fort Save: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Damage Non-Lethal: 1d4 ⇒ 1


Gideon:

The youth meekly introduces himself as Jon. His will seems to be a bit broken now. “It weren't fair you know? It was only a loaf of bread I stole. Why should I spend the rest of my days in a hole? You, uh, you seem more competent than most, do you know a way out of here?”

Rennoc:

"Out..." Ned looks wistfully towards the sky "Out would be nice, wouldn't it?" He shudders slightly, then leans in conspiratorily. "Want to see a trick, Master Special?" Ned clasps his hands together and closes his eyes for a moment. When he pulls his hands apart, he is holding an ocarina shaped like an aprig. He hands it to you and smiles, putting a finger to his lips. A couple hours later, the instrument evaporates into nothingness.
Ned is now 'Friendly'

DC 16 Spellcraft:
Ned manifests Ectoplasmic Creation

Daishata:

Both the thri-reen and the halflings are a little more hospitable this time. They agree to stop trying to bite you for the time being. The bone jewelry clad halfling approaches the bars.
“Greetings large one, I am called Vinoose and this is my tribe. You must forgive them, hunger pushes my people to extremes at times. Although you must admit, you do look rather appetizing.” She gives you a vicious smile full of sharpened teeth.
Nice rolls. Since I was considering all of the unnamed slaves in a pen a single entity for diplomacy, I’ll apply your second one to the halfling leader instead. They are now 'Indifferent'
You are unsuccessful in acquiring extra rations the second night, but manage it on the third. You are feeling quite parched at this point.
Do you distribute it to the weak again, or are you taking it for yourself?
[oo]The work check to resist fatigue is a constitution check, not a fortitude save. You still succeeded, so no worries there.
If you sleep the night, fatigue, all nonlethal (except for hunger/thirst) and 3 points of normal damage are removed.[/ooc]

Chumani:

On the second day, Chumani’s poor performance earns him a lash from the guards (He heals the damage back the next night). They warn him that if he fails again, he’ll be put on the general chain gang (Although I’m guess he wouldn't care)
Chumani is starting to feel the effects of dehydration.
After reading several mind numbing pages of threads debating the merits of permitting anti-fire abilities to apply against environmental heat, I’m just going to rule that it does apply

Gideon and Daishata:

Your work in the quarry leads you to believe that a tunnel could be dug through the slave pit walls. It would take significantly longer without proper tools and you’d need to find a way to conceal it.

On the third day, all of the slaves from both the general and artisan pits are taken to the quarry and are put to work digging. Rumors abound that you are getting close to something, but no one seems to know exactly what it is. As chance would have it, you four are roped together.

A full dozen guards are out today, as well as the hunchbacked mul you saw when you first arrived. He leads two oversized jhakar on leashes as he roams through the work site.

A few hours into the morning, you hear a crash, then a minute of silence, followed by scream coming from behind a nearby boulder. When you go to take a look, you find a five foot wide crevasse has opened in the ground.

Three guards have also come to investigate. One looks to another ”What do you think?”
“It don’t look like that far a drop, so I don’t think it was the fall that got the sod.”
he responds.
”Ol’ Graftcrush’d want us to investigate no doubt.” They look at each other with some trepidation, then turn their gazes towards you and grow evil grins. “Let’s send the meat to go take a look see instead.” While one guard unties your bonds, another lights a torch and tosses it down the hole.
A few of your digging tools are thrown down ahead and the rope that had bound you is affixed to a rock and thrown through the opening. You are then ordered down into the cave.

You land on a sandy floor. At the limit of your vision, a small underground stream is visible and the cave echos. A single humanoid foot sticks up haphazardly out of the sand, motionless. You then hear a low grating noise.

You are armed with your choice of picks (light, heavy or pickaxe), light hammers or shovels (clubs). Rennoc still has that knife he smuggled in. The picks and hammers suffer a -1 to hit and damage from poor materials.
Daishata still has 2 points of nonlethal damage from the work shift the day before.
You have two rounds to make what preparations you may. By walking a few steps from beneath the hole, you can easily get out of line of sight from the guards above.


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani looks around the cave and the others that have been dropped in to this situation with him.

Actions:

Round 1:
Move Action - move forward to be out of sight of guards.
Standard Action - manifest Inertial Armor (+4 AC Armor Bonus / 4 hour duration)

Round 2:
Full Round Action - manifest Call Weaponry (Large Maul / 4 minute duration)


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

RP with Jon:
[bold]I may, but it will take planning, and lots of it. If you can find out how distracted out guard friends are at night It'd be great.[/bold]

Gideon takes a look around and up, then focuses on the task at hand.

actions:

1st round:
Move action-Step forward out of sight.
Standard action- Draw concealed dagger (I smuggled one in first post with my 23 I think?)

2nd Round:
Standard action- Manifest lesser fortify (+1 resistance bonus to saves)
Move action- step into dim light and hide if possible.
stealth?: 1d20 + 13 ⇒ (11) + 13 = 24


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Spellcraft check1d20 + 10 ⇒ (20) + 10 = 30

RP:
Rennoc easily recognizes what his elven "ally" has done and nods in appreciation...

actions:

round 1
Move Action - move forward to be out of sight of guards.
Standard action Conjure Mage Armor

round 2
Standard Action Apply Shield, defenses are a total ac of 20,12,18


oops, I mistakenly said Rennoc had the smuggled knife in my last post, when it should have been Gideon.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Yes Daishata distributes half her share on the third night. I did notice the Con check, but then forgot it and defaulted to Fort. ;)

Are the shovels metal, or are they inferior? ( your post only mentioned picks and hammers as inferior...)

Updating character sheet (btw Init should be +7, will adjust when I get to an actual computer), actions in a minute...


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Actions:

Round 1:
Standard action: Sort through weapons and choose a shovel.
Move action: Likewise join the rest of the party.
Free action: Talk to fellow prisoners: "Well met. I am Daishata. Let's stay alive down here..."

Round 2:
Standard Action: Cast magic weapon on shovel.
Move action: Move stealthily with Gideon:
Stealth: 1d20 + 5 ⇒ (9) + 5 = 14



Here is a map

The shovels are not metal, but they do not suffer the -1/-1 penalty that most CRB weapons do (as clubs are one of the weapons listed here). The pile of tools remains in the square with the torch in case anyone wants to grab more during the battle.)

Within 20’ of the torch is normal light, within 40’ of the torch is dim light (20% concealment). Low light vision doubles these ranges, darkvision allows you to see normally out to its range.

The stream is shallow and is considered difficult terrain. The rest of the area is normal terrain (both the sand and the rocks).

Chumani and Gideon manage to spot the sand beginning to shift at T16 and S18 and so are able to act in the surprise round.
If you win initiative (see below) You may take a either a standard or a move action, a swift action and any free actions plus a 5’ step if you did not otherwise move. If you decide to ready an action, go ahead and make any rolls assuming the trigger occurs, if it doesn’t, we’ll just ignore them.

Daishata and Rennoc are surprised and will not be able to react until the first normal round.

Initiative: The DC for this battle is 11. If your initiative total equals or exceeds this DC, you act before the monsters (take a surprise round turn now if you spotted the sand moving and beat the initiative DC). If it doesn’t, the monsters will act before you. The order of actions in relation to your fellow party members will just be the order in which you post, which may vary from round to round.


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Initiative: 1d20 + 4 ⇒ (11) + 4 = 15

Chumani calls out as he points at the moving sand below the humans feet. "Look OUT!"

Before he has finished speaking Chumani starts moving,stepping up to the bewildered human that is about to suffer the same fate as the poor fool that found this hole, and shoves him backwards with all his strength.

Surprise Round:

Chumani will take a 5' step to square S17 and then Bull Rush Rennoc, attempting to push him back out of the square with the moving sand.

Bull Rush: 1d20 + 7 ⇒ (1) + 7 = 8


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

[oc]what your saying is a bit confusing do I or the monsters have a surprise round due to the Initiative I have rolled?[/ooc]

Initiative1d20 + 7 ⇒ (11) + 7 = 18


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
I am going to assume no surprise round, based on that so I await the enemies actions.


Updated map

If Rennoc wishes to allow the half giant to shove him, he can instead be in S 20 at the start of his turn.

Bursting up out of the sand are a pair of hunched humanoids with bony, wedge shaped heads sporting small, flat ears and sunken beady eyes. Along the things’ backs are strange spinal ridges.
Black Tokens
1 (AC 12, Touch 11, FF 11, CMD 14)
2 (AC 12, Touch 11, FF 11, CMD 14)

They look like this.

knowledge: nature, 12 or higher:
These are Anakore, sometimes called Dune Freaks, subterranean hunters that burrow through the sand.

17 or higher:
They have rending claws, but their favorite tactic is to use their burrowing to drag a foe beneath the sand and leave them there to suffocate. Their bites are also poisonous.

22 or higher:
Their back ridge allows them to detect vibrations in the sand, granting them tremorsense. However, they aren’t able to sense creatures standing on solid rock. They also suffer from light blindness.

Stepping out of the rock wall as if it wasn’t there are three short, squat, red skinned humanoids each with a round chubby face accented by a large nose and small, slanted eyes. Their furry ears are small and pointed. A green flash of energy surrounds the creatures, leaving a patina of slimy ectoplasm which quickly evaporates.
Blue Tokens
3 (AC 12, Touch 11, FF 11, CMD 8) Has 20% concealment from dim light
4 (AC 12, Touch 11, FF 11, CMD 8) Has 20% concealment from dim light
5 (AC 12, Touch 11, FF 11, CMD 8) Has 20% concealment from dim light

They look like this.

Spellcraft DC 17:
They each manifesting biofeedback.

knowledge: local or psionics, 12 or higher:
These are Hej-kin, a degenerate race of humanoids who live underground and have a keen hatred for all surface dwellers.

17 or higher:
While not physically strong, their claws are poisonous

22 or higher:
They possess a few inherent psychometabolism powers including a unique abilitity to slowly phase through solid rock.

Gideon can now take a surprise round turn.
Chumani and Rennoc can take normal turns.
Daishata can take a normal turn if she succeeds at initiative (DC 11)


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

knowledge local: 1d20 + 8 ⇒ (3) + 8 = 11
move action- move to P24 (that is just outside the dim light correct?)


Correct


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

allowing him to bullrush me

spellcraft1d20 + 10 ⇒ (9) + 10 = 19
spellcraft to deceive psionicists and others1d20 + 10 ⇒ (12) + 10 = 22

burning hands (converted to lightning damage), damage 3d4 ⇒ (4, 2, 4) = 10

shoved aside from the creatures in the sand Rennoc see's that three creatures are manifesting a psionic ability he takes forth his blue lens and charges forward (not truly charging and ending move action at U22) he unleash from his hand the raw energy of the Cerulean Storm, at two of these creatures. The wave of purple lightning lashes from his hand to deal horrific damage to the creatures.


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani gets a good grip on his maul, bringing it up and over his head before bringing it down on top of one of the creatures. Then moves so he will not be surrounded by the creatures.

Maul Attack: 1d20 + 6 ⇒ (13) + 6 = 19 Using Power Attack.

Damage: 3d6 + 9 ⇒ (1, 4, 2) + 9 = 16

5' Step to R16.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Initiative: 1d20 + 6 ⇒ (13) + 6 = 19

Kn. nature: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Daishata is startled by the rising creatures. She tries to determine what the small creatures have englamoured (psionic manifestation) but she is too rattled. Mastering herself, she notes the anakore by her other companions, but chooses to deal with the smaller creatures first… She calls on her holy power, and threatens the nearest of the small creatures with all the awe and fury of Lalali-Puy.

Swift Action: Judgment: Destruction

Standard Action: cause fear on token 5 (T23). DC 14 Will save.


Updated Map

The bulbous creatures squeal under the magical onslaught. One of them, motivated by magical fear, melds back into the wall from whence it came.

The other two dart forward, trying to claw the wizard. Sparks fly as their attacks are deflected off of his magical defenses.
#4 reflex: 1d20 + 1 ⇒ (14) + 1 = 15
#5 reflex: 1d20 + 1 ⇒ (19) + 1 = 20
#5 will: 1d20 + 4 ⇒ (9) + 4 = 13
rounds: 1d4 ⇒ 2
flank: 1d20 + 3 ⇒ (11) + 3 = 14damage: 1d4 - 2 ⇒ (4) - 2 = 2
flank: 1d20 + 3 ⇒ (13) + 3 = 16damage: 1d4 - 2 ⇒ (1) - 2 = -1
flank: 1d20 + 3 ⇒ (11) + 3 = 14damage: 1d4 - 2 ⇒ (3) - 2 = 1
flank: 1d20 + 3 ⇒ (16) + 3 = 19damage: 1d4 - 2 ⇒ (2) - 2 = 0

Monsters #3 and #4 5’ step and full attack Rennoc with flanking. #5 flees into the wall.

Meanwhile, in the center of the chamber, Chumani’s blow hits home. The monster shrieks, then takes one last desperate claw swipe before collapsing in the sand.
#1 is staggered, it 5’ steps, makes an attack, and drops to -1 HP.
attack: 1d20 + 4 ⇒ (17) + 4 = 21damage: 1d4 + 1 ⇒ (3) + 1 = 4

Its fellow bellows and lays into the half giant.
#2 full attacks Chumani
claw: 1d20 + 4 ⇒ (17) + 4 = 21damage: 1d4 + 1 ⇒ (2) + 1 = 3
grab: 1d20 + 4 ⇒ (18) + 4 = 22
claw: 1d20 + 4 ⇒ (10) + 4 = 14damage: 1d4 + 1 ⇒ (4) + 1 = 5
grab: 1d20 + 4 ⇒ (20) + 4 = 24
rend: 2d4 + 1 ⇒ (1, 4) + 1 = 6
bite: 1d20 + 4 ⇒ (7) + 4 = 11damage: 1d3 + 1 ⇒ (2) + 1 = 3

Chumani takes 7 damage and is now grappled by the creature.

Monster Status:
#1: Down for the count.
#2: (AC 10, Touch 9, FF 9, CMD 12) grappled (AC penalties included)
#3 (AC 12, Touch 11, FF 11, CMD 8)
#4 (AC 12, Touch 11, FF 11, CMD 8) 11 damage, (20% concealment from dim light), bloodied (in the d&d 4e sense)
#5 (AC 12, Touch 11, FF 11, CMD 8) 5 damage, frightened, phased into stone


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Rennoc steps back (U20) and unleashes another blast of purple lightning at the beasts...

burning hands converted to electric, 3d4 ⇒ (3, 2, 3) = 8


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani winces as the creatures cut in to him with their claws, and is taken by surprise when the second one grabs and holds on to him. Using his maul as a lever he tries to break free but can't seem to break the creatures grip.

Break Grapple: 1d20 + 7 ⇒ (2) + 7 = 9


#4 takes an AoO at Rennoc. It is ineffective.
claw: 1d20 + 1 ⇒ (4) + 1 = 5
#4 reflex: 1d20 + 1 ⇒ (6) + 1 = 7
#5 reflex: 1d20 + 1 ⇒ (2) + 1 = 3

#4 is down, having conducted more than the proscribed voltage for today.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft
Cronax wrote:

#4 takes an AoO at Rennoc. It is ineffective.

[dice=claw]1d20+1
[dice=#4 reflex]1d20+1
[dice=#5 reflex]1d20+1

#4 is down, having conducted more than the proscribed voltage for today.

#5 is in the wall. Is it #3 or #4 that is down?


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai moves to defend Rennoc charging whichever of the small creatures is still upright, bringing her shovel around in a wide-sweeping arc designed to batter brain and rattle skull…

Move action: Charge to U22
Clubbing!: 1d20 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9 [BAB, Str, Charge]
Shovel-love: 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9 [Str, magic weapon, Judgment]

N.B. AC = 9/9/8 until the end of Dai's turn due to charge.

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