Manu the Half Giant |
"Its very little to go on...just head west until you find some mythical cistern and do something there to find out how it works. I don't know if what we learned about Agis helps us anymore either. According to that fellow though we can't talk to anyone about this or we forfeit his payment. I say we buy supplies for a long trip and head out, perhaps we'll get lucky and find others heading that way who we can force more information out of them."
Crimson Sun |
You easily gather some supplies for the trip and make your way out.
The sun-scorched hills of the Tyr region stretch before you. A shimmering heat mirage paints the false lure of water across the horizon before giving way to the soaring peaks of the Ringing Mountain to the west. Compared to this desolate wasteland, the chaos of the great, thronging city behind you seems a virtual paradise.
Please make three perception checks as you travel to try and stay on course.
Crimson Sun |
Nice rolls!
Traveling through the foothills at the base of the mountain like you have been here before you make good time of 4 hours before you come to something that appears to be what your looking for.
Nestled at the base of a large hill, it appears to the untrained eye to be little more than an odd rocky spire jutting up from the hillside.
The endless barren landscape suddenly gives way to a lush patch of vegetation near a large hill. You can see no water source, yet the plant life thrives. A tall, rocky spire juts from the hillside and a cave entrance yawns open below it. The entire valley is filled with a strange noise; a thick whistling that sounds much like the world's largest pair of lungs sucking in a single, great, continuous breath.
Manu the Half Giant |
"I know nothing of spirits or druids save for that Thri-kreen we met at the oasis. Still water has always fascinated me. We seem to be drawn to it by fate if nothing else."
Manu draws his sword and keeps it at his side as he leads the way slowly toward the vegetation and the cave. His eyes move around knowing that where there is this much plant life there is water and where there is water there are monsters that seek to make it their own and protect it from all others.
Crimson Sun |
You make your way into the cave. The whistling shriek of wind echoes throughout this strange cavern. Sunlight lances down from a hole in the ceiling, painting a bright circle of yellow light over a similar hollow shaft in the cavern floor. The porous walls glisten with moisture. Softly glowing runes around the ceiling opening pulse in time to the breath-like intake of air. The cavern air is surprisingly cool, and the floor is slick and wet. Clumps of luminescent fungi grow from the moist ground, adding an eerie green glow to the shadows beyond the bright circle of light.
Tall, emaciated humanoids lounge about the cavern, drinking water from large gourds. Weapons lie close to hand, but these gith are hardly prepared for battle.
Make stealth rolls if you want to try to be stealthy. You can see 5 Gith in here.
Manu the Half Giant |
Manu moves forward sword in hand dispatching any Gith he passes with a coup de grace cut as he looks for the source of the noise Tydus heard, drawing focus on himself so Tydus could follow ready with another mind blast as needed.
Manu the Half Giant |
"Surrender or die." Manu says in his most intimidating voice as he moves in to cut one of the Gith down with his metal blade.
Sword of Kemalok: 5d6 + 2 ⇒ (6, 6, 4, 3, 4) + 2 = 25
Sword of Kemalok wild: 1d6 ⇒ 5
Damage vs smaller non metallic armor: 9d6 + 1 ⇒ (2, 5, 2, 5, 6, 4, 5, 5, 3) + 1 = 38
Not sure how exceptional that is but on the off chance it matters just add more d6s to damage yourself GM. Pretty sure one of the shocked Gith will be getting cleaved apart brutally. If the other two surrender then no need for init but let me know.
Crimson Sun |
You take in the cavern a bit more now that combat is over and you see a 10' wide hole in the center. Moisture from the trap collects and trickles through this 10' hole into whatever is beneath it which you could only assume is the cistern.
The two Gith looks confused as if they really don't understand what your saying.
Crimson Sun |
The bright light and howling winds above give way to the cool darkness of the cistern. The only light here is a wan, greenish glow produced by clumps of fungi that does little to dispel the gloom in this cramped space. The cistern is obviously not full, although you've never seen so much water in one place. A wide, irregularly shaped pool divides the cistern in half; its waters are still, clear, and only knee-deep.
To the far side of the cavern you see a horrific beast which roughly the size of an erdlu, quadrupe dal, and covered in a rock-like hide with jutting spikes of stone and crystal. Its cat-like head has large ears, greenish eyes, and a wide jaw. The beast is armed with formidable talons and a massive set of dagger-like fangs. However, despite the beasts terrifying natural armaments, the obvious, malign intellect behind its glowing, red eyes is even more horrific.
Tembo
Please make init checks.
Crimson Sun |
tembo init: 4d6 + 2 ⇒ (5, 5, 4, 3) + 2 = 19
Sorry for slow posts guys things been crazy with sick dog, family and work.
Round 1
Tembo - 19
Tydus - 13
Manu - 8
The creature lunges at Manu racking with 2 claws.
attack1: 6d6 ⇒ (6, 3, 2, 5, 5, 5) = 26
attack2: 6d6 ⇒ (3, 6, 6, 6, 2, 1) = 24
attack1 wild: 1d6 ⇒ 2
damage1 + exceptional: 7d6 ⇒ (5, 1, 1, 6, 1, 3, 1) = 18
damage2: 6d6 ⇒ (6, 1, 6, 1, 6, 2) = 22
The first rake of the claws strikes but Manu's tough skin absorbs the blow. The second one however draws blood!
Your at stunned state so -1D to all rolls for 2 rounds.
Both of you are up now.
Manu the Half Giant |
Using the one Hero Point left on my sheet to 'shrug off' the stunned. However you did roll a 6 wild on the second damage, and in this game we do wild damage as I recall for extra brutality. My action below assumes I shrug off the damage but if that increases the injury type please subtract the appropriate dice as needed after applying 1 wound level reduction from a hero point.
Manu lets outs a roar of pain as the Tembo rakes its claws over his body, twisting to throw it off before it does more then long red scratches that will no doubt leave a mark. As he struggles to find footing in the water he grips his sword tightly and brings it down in a two handed cut at the monster's neck.
All Out Attack Kemalok's sword: 7d6 + 1 ⇒ (2, 3, 5, 4, 3, 5, 2) + 1 = 25
Kemalok all out damage vs smaller creature and non metallic armor: 10d6 + 1 ⇒ (2, 5, 4, 6, 3, 2, 3, 2, 6, 4) + 1 = 38
Manu now has -10 to all defenses until his next turn.
Manu the Half Giant |
Manu stands there in the water covered with blood both his own and the Tembo as he lets the all out attack's fatigue on his body pass. It really took a lot for him to go all out and if he hadn't finished the creature swiftly he has no doubt he would be the one cut down in the pool of water at his feet now. "Water is life. I am sure there may be even more creatures drawn here to this place like the Gith and the Tembo."
Manu looks around his surroundings now that he has more of a chance and looks to see what sort of light sources are down here.
Crimson Sun |
Looking around there doesn't appear to be any other exits or entrances besides the hole you dropped into. This is really a marvelous work of art though. The area above is able to generate renewable water that flows down into this area. A never ending supply of water for whoever controls it even if it's a slow process. Water is life on this world and whoever controls this will definitely have power over those who do not because even the biggest Oasis eventually dry up.