Aardvark's "At Least It's a Dry Heat" Dark Sun Campaign (Inactive)

Game Master Troy Malovich

An adventure set in the world of Athas. Kalak has just been slain by a group of escaped slaves. The rest of the City-states are under an air of panic and discontent, as the Sorcerer-kings try to control their citizens to avoid any uprisings.


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F Human Wilder 1

Sinorei scavenges about the area for something that will work as a spear (or an actual spear if one can be found).


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Morthak grabs what he can, trying to move as fast as Anton.

Firesale!:
Round 1: FRA > 2 waterskins, backpack (10 lbs) [29 rnds, 8 hp]
Round 2: FRA > 2 waterskins, 2 days rations (10 lbs) [26 rnds, 7 hp]
Round 3: FRA > 2 waterskins, 2 days rations (10 lbs) [23 rnds, 6 hp]
Round 4: FRA > 2 waterskins, 2 days rations (10 lbs) [20 rnds, 5 hp]
Round 5: FRA > 2 waterskins, 2 days rations (10 lbs) [17 rnds, 4 hp]
Round 6: FRA > his obsidian heavy pick, 4 days rations (10 lbs) [14 rnds, 3 hp]
[ooc]Round 7: Flee

A minute later, body red and steaming, Morthak runs screaming from the wreck with an armload of gear.


Anton and Morthak rush out of the wagon, arms loaded down with all they could reasonably grab, their skin steams from the heat coming off of them. They have patches of red burns, and black char from the wagon. Most of what they carry is filled waterskins, focusing on the hardest thing to find in the wild, but they also have various armors and weapons with them.

As Sin looks around for anything that could work as a spear, while the other two drop their wares, the sun begins to set. The day slowly becomes night lit only by the light of Ral and Guthay, Athas' two moons, and the consuming flame of the wagon. It may be a source of light and heat during the night, but it could also be a source of any curious predators.

Sin returns unsuccessful, the terrain too rocky and barren to have any length of material suitable for a spear. The area doesn't seem to be suitable for much of anything, and probably why the 'locals' are desperate enough to hit a wagon.

Anton, the wooden armor isn't in the PFCRB, you can swap it for something else. Maybe studded leather.


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

Anton, the wooden armor isn't in the PFCRB, you can swap it for something else. Maybe studded leather.

Aardvark DM:
Sorry, right, it's an APG thing. I'll take a suit of studded, then -- after all, it's not like they're metal studs. Also: Can I break a few clubs off the wagon? And can I find anything that would serve as a divine focus?

Female Thri-Kreen Monk of the Four Winds 1

"Do we have a direction? The wagon continued along one path, the raiders left upon a second, and the guards fled along a third. Let us choose a direction and go. The night will cool our heated bodies effectively."


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Before we move out, Morthak will gather up the group and summon a burst of healing energy to soothe the burns and bruises.

Channel: 1d6 ⇒ 3


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

"My thanks Morthak. We should move quickly, the carcass of this caravan will attract scavengers."

Xanyon stands a little straighter now that he has been healed, although he surreptitiously searches the area for any sign of dead plants after this act.


So, who's taking what out of the gear, and where are you guys heading? [bad accent] I'm feeling veklempt, Tuwok amongst yewerselves, I'll give you a tuwopic. Dark Sun survoival? If it's Dark Sun there is no survoival, if you survoive yewer not in Dark Sun.[/end accent]


Male Mul Fighter

Averel will take the battle ax and one piece of armor. The waterskin he will take if there is extra left.


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Morthak will pass out the waterskins so that everyone has at least one. He'll also use the pack to carry the rations.

"I think me might head for Silver Spring. Obviously we should stay away from Urik and Nibenay. I would like to continue tracking the Black Sand slavers that took my family."


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Xanyon will take the longsword and any armor that is left after the others have equipped themselves.

"A pity about my weapons and armor, lost in the fire or sold off by the templars no doubt. I live outside Urik, I should return there at some point, but I will help you track these Black Sand slavers for now Morthak."


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

Anton takes up a scimitar and sling, dons a suit of studded leather and grabs the buckler. At least, now, I can defend myself... He then adds the waterskins and rations be collected to Morthak's pile for division amongst the group, and gathers up all the equipment into a separate pile.

He eyes the burning wagon, looking for a piece he could break into a club or something he could fashion into a focus. Without looking back at the others, he adds his voice to the discussion, "Indeed... a pity, my own armour was finer than this... In terms of destination, I do believe we should first head toward something safe and secure... However, over the longer term, I think we have to return.. I have... business... in Urik."

Anton will also keep on the lookout for anything that would make a useful divine focus -- holly and mistletoe are not so much desert plants, so I assume it's been something else.


Female Thri-Kreen Monk of the Four Winds 1

K'z'k takes the waterskin and bundles up the remains of the guard and slings it on her back. She curiously watches as the others choose weapons and armor.

"We leave now? Are you done with the fake carapaces?"


Anton, you caught me off guard with that one, I hadn't thought of that. Looked into it, and found that Aloe would most likely be a worthy substitute as a druid's divine focus on Athas.


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

Makes sense to me. Anton will be making survival checks pretty much all the time until he finds some that he can preserve..


Male Mul Fighter

Averel listens as the others speak before saying "After we get somewhere safe, I will take my leave. I have a mission to finish."


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5
Averel wrote:
Averel listens as the others speak before saying "After we get somewhere safe, I will take my leave. I have a mission to finish."

Morthak raises an eyebrow, "I'm sure we all have one thing in common, and that is the need to be somewhere else. Let's get moving in that direction."


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

Anton nods, "I think it best to worry about short-term plans at the moment."

I believe we already rolled survivals and geography checks, right?


Yes, you guys know which direction to move in to get to the Silver Spring Oasis to the south.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

"We head south, the Silver Springs Oasis."

The scarred mul shoulders his share of the supplies and begins heading south.


Female Thri-Kreen Monk of the Four Winds 1

"I will follow, master," K'z'k replies.

The thri-kreen steps in line behind Xanyon.


Male Mul Fighter

Seeing the others move out Averel adjusts the gear he had just gotten before following them.


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Morthak shoves what supplies remain into his backpack and moves out with the others. He is, strangely, smiling.


So, you guys will be traveling at night? Since you spent mostly inactive time in the wagon, you can travel a full 8 at night and spend your down time during the day. Or, will you just move a safe distance away from the wagon, make camp, and travel during the next day?

Regardless, now would be the best time to set a march order if you plan on having one. Not that you can't walk all staggered, side-by-side, or random clumps, just wondering how you would most likely move. Also, a watch order for camp if you plan to do so would be helpful as well.


F Human Wilder 1

Sin will gladly accept the sling that Anton scavenged, if nobody else is using it, and hunt around for some rocks to use with it. She'll also take any unused simple weapon and buckler if available, or forage for a club if no simple weapon is handy.

Biting her lower lip and rubbing her arms, Sinorei glances at the setting sun.

"Well, at least I'm not alone this time around... despite the fact that we were all apparently considered criminals of some sort."

Hot nights? Or cold nights?

Presumably her psy-crystal escaped and is somewhere about?


Yes Sin, your crystal found you. I forgot to mention there are also the bodies of three of the attackers with their gear. They each had Bone-studded leather, a Carrikal (see campaign page for stats), and a sling with a pouch of 10 stones. Lastly, they each have 12 Ceramic (gp).

Also, desert nights are ridiculously cold.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Xanyon equips the armor from the attackers as best he can, and takes up one of their carrikals.

"We should travel at night, without shelter we'll need to keep moving to stay warm. I'll stay in the front and search for hazards unless there are objections?"

Survival 1d20 + 5 ⇒ (9) + 5 = 14
Perception 1d20 + 5 ⇒ (20) + 5 = 25


Male Mul Fighter

Averel nods to Xanyon before turning to the others "Hope you are all ready for the walk."

Using survival to get bonus for cold weather and since I got two over DC, I help two others and they get a bonus.
Survival Check:1d20 + 5 ⇒ (12) + 5 = 17


Female Thri-Kreen Monk of the Four Winds 1

K'z'k says simply, "Agreed," and stays close to Xanyon.


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

"Agreed. It is far better to travel at night and try to sleep in shade than the opposite."

Anton will grab the extra gear from the corpses and stuff it into a sack.


F Human Wilder 1

Relieving a corpse of a sling, Sinorei spins in a little before nodding to herself as if it's as good as it's going to get.

"As ready as I'll ever be..."

As her psycrystal floats over to her, the psion reaches out to grab it and quickly tucks it away in a pouch she also relieved another attacker of.

"A little over thirty ceramic pieces, enough for food if we can find somewhere to spend it..." she tries to add with some hint of optimism.

Will grab a sling/bullets/bone-studded leather from one of the attackers. Presumably we'll pool the ceramic pieces.


Sorry for delays, last two weeks of school for the semester. I can drop a player post quick and easy, but the DM posts take a bit more time in one sitting.

Survival checks:
For the Survival rolls, please label the intent. Rolling one check doesn't provide blanket results. Here in Athas I need to know if you are rolling to determine the weather, to avoid getting lost, to find food and water, to protect against the elments, or to find tracks. Each is a different type of use, and each requires its own roll.

Traveling through the growing darkness, Xanyon leads on, ensuring by what light is given off of Ral and Guthay that he stays as best he can toward the south. K'z'k stays close at his heels. Averel seems to be working at weathering the chill of the open desert night, offering guidance where he can to help others stave off its effects. The desert is quiet at night, and eerily calm, staying on the move may be helping to avoid predators as you enter and exit their territory quickly. The night seems to be long for a world with so much sun, but it could just be exhaustion from a long day of excitement. From looking at your surroundings, you could have gone tens of miles, or but a few, but the time you spent walking through the gravelly sands gives you the feeling of distance. The magmic dark of the sun peeking over the tips of the Ringing Mountains provides ample warning of the need to find shelter to sleep away the hottest part of the day. Hopefully, your proximity to the foothills of the range to the east will help in providing for some large enough terrain to create shade.

Everyone make a DC 15 Fort save, or take 1d6 ⇒ 4 NL. Which two get your +2 bonus Averel? I dropped the time frame for hot/cold weather checks by one step. So the 1/hr, is 1/day, the 1/10 min is 1/hr, and the 1/min is 1/10 min. I just think that 1/hr for below 40 adds up real quick, besides growing up in a world of really cold nights, and really hot days acclimatizes you a bit.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Survival to avoid damage 1d20 + 5 ⇒ (16) + 5 = 21
Should be enough to aid the others that Averel doesn't.

"Keep moving, we need to stay warm. And keep your eyes open for a likely shelter when we get closer to sunrise."


Male Mul Fighter

Sinorei and Morthak get the bonus.
Fort Save:1d20 + 6 ⇒ (18) + 6 = 24

"He is right." Averel says after hearing Xanyon speak.


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

Anton takes 10 on a survival check to resist damage. That allows him to help up to 4 other people, so everyone should get the +2 after Averel's help..

Fort Save: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 {+2 from Survival}

Anton winces at Xanyon's statement, "We should have taken some wagon-fragments as we fled -- we could have used them to build a small structure..." He laughs with a wry smile, "Apparently being made a slave and then being set on fire makes a person forget the basics."

As we travel, Anton will pause periodically to get his bearings and ensure we're on the correct path, making corrections as necessary.

Taking 10 gets me 19, which should keep us on the road, barring a storm or other weirdness -- and I'll roll if there is such a thing.


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Fort save: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

"That way," Morthak points towards the foothills. Despite his dwarven constitution, he seems more and more fatigued and listless. The random spurts of attitude change also taper (thankfully) off as he gets more tired.


F Human Wilder 1

Fort Save 1d20 + 2 ⇒ (17) + 2 = 19 (with +2 from Averel)

Rubbing her arms with her hands, Sinorei continues to blow into them to warm them up.

As she wonders along, she plays a mental game with Quib, not unlike a game called "I spy..." but in the sands of Athas, it tends to be "beetle carcas" or "fragment of bone" more often than anything else.

Why are we playing this game again?

*To continue to develop your mental coordination, and take your mind off the chill...*

Oh. I think I need to teach you a trick to emanate heat in nights like this.


Female Thri-Kreen Monk of the Four Winds 1

Fort Save 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Survival to find food/water 1d20 + 9 ⇒ (17) + 9 = 26

While traveling, K'z'k stays silent, mostly, picking up a stone. She manipulates the stone while she walks, spitting upon it and scraping the acrid spittle across its surface while she looks around. Reddish dots and lines and patterns cover the face of the stone. She stops, stares at it, looks at the horizon, back at the painted rock, and begins to dig.


Still need the Fort save from Xanyon vs the NL damage.

The night is cold, but with the assistance of the Muls, the heat conducted from the march, and the leftover excitement of the escape, the majority are able to push back the cold. As the sun rises, and eyes adjust to the ever brightening light of day, the search for a safe shadowy place to rest is the priority. As you wander the rocky terrain, K'z'k scurries to and fro, digging here and there, reaching into burrows, and her skill as a hunter pays off. She brings back a brace of jarbo, and half a cactus pod full of squirming renk.

Jarbo are similiar to jackrabbits, and renk are juicy slugs that can be eaten for their liquidity.

Amongst the stony earth and the boulders, a decent sized chunk of shade can be found, which at its best could provide enough shade during the larger portion of the day to cover everyone if they sleep huddled together.

If you are setting watch, give me the order, and how long each shift is, and from this point on I will put it in the campaign tab as a reference for the future.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Fort save 1d20 + 5 ⇒ (11) + 5 = 16

"I'll take first watch."

We did well, but we won't be able to keep this pace for long. And if we're attacked...


Male Mul Fighter

Averel looks around at the group than says "I will take last watch than."


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

Anton looks around, nodding at the shelter and food with a smile. He takes what he can of the excess gear and places it in the stones to extend the coverage of the shelter to help the group resist the sun's heat.

Survival: [Taking 10]+ 9 -> 19

He looks at his fellows, "The sun will be up for a long time -- I think we should try for 12 hours rest. If we do that, we can do 2 per watch and each still sleep for eight hours. That would be my recommendation."


Female Thri-Kreen Monk of the Four Winds 1

K'z'k looks around, her antennae twitching. "You are doing the useless prey thing, yes? Everyone usually rests at night, it will be convenient to rest during the day when there is more light. It is easier to see the patterns at daytime. I can remain bored for you while you are useless. There is a pretty rock here."


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Morthak looks around the campsite, trying not to grimace. "I can take a middle watch, if needed, though I will require some time alone with the sun." He shrugs and sits down on a clear spot of sand, in plain view of the sun. He turns his face up to the light, as if absorbing its energy. A smile of contentedness creeps onto his face.


I like the useless prey comment. The last Kreen I played consistently pointed out the obvious weakness of sleepers.

SO, K'z'k is offering to be on watch the whole time. Will you guys be okay with it, or still want to pull watch with shifts?


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

Anton nods to the Kreen and says, "You cannot be everywhere, I think it best that more than one of us keep watch at a time, though this does make things easier."

I vote we still pull shifts... for now I think 3 shifts is good, but we might want to do 4... And while Anton won't say so, part of that is "just in case the Kreen gets hungry, she only brought 1 corpse with her". He's very glad he's not an elf.


So the watch is Xanyon, Morthak, Averel for 4 hours each, and K'z'k awake the whole time.

Is everyone still with me after the holidays? I didn't intend to be absent so much, but the holidays tend to surprise you with how much more busy you end up being.

The day, hot and uncomfortable as it was, remained still. K'z'k, meanwhile, burdened with feelings of wasted time, managed to at least entertain herself enough to keep from rushing the "sleepers" (or dra in the kreen tongue) in completing their ritual of uselessness.

Go ahead and give me 1d4 ⇒ 2 day's worth of survival/travel rolls.
Survival for direction
Survival for food (if anyone other than K'z'k looks for food your speed drops to 15')
Fort save vs NL cold damage
and the actions taken for any failed rolls (no food, remove rations and water. damage taken, any healing used.)


Male Human Druid (Drake Shaman) 1 [Campaign Ended (Darksun)]

If we're using survival as a bonus against elements, we're moving half-speed anyway -- it's up to people what they want to do -- we should have enough supplies to make it, but personally, I'd rather take longer and not use them up if we don't have to -- we could do a division of labour here, so that (for example) Anton and K'z'k hunt while Xanyon and Avarel help the others with their fort saves? I'll wait to hear other people's opinions before rolling anything other than direction...

Day 1:
Survival for direction -> Take 10 + 9 = 19
Survival to predict the weather -> Take 10 + 9 = 19

Day 2:
Survival for direction -> Take 10 + 9 = 19
Survival to predict the weather-> Take 10 + 9 = 19


Male Mul Fighter

Day 1:
Survival Aid:1d20 + 5 ⇒ (16) + 5 = 21
Everyone gets the +2 for bonus

Day 2:
Survival Aid:1d20 + 5 ⇒ (19) + 5 = 24
Everyone gets the +2 for bonus

Fort Save:1d20 + 4 ⇒ (11) + 4 = 15
No idea if you wanted survival bonus or not so did not add it in.

Well seems Averel got everyone for bonuses this time maybe two people go out to get food in case?


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Still here... holidays tend to slow things down, I've noticed.

Day 1 Survival (direction): 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Day 2 Survival (direction): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

Morthak will use the rations first, before slowing down to scavenge for food.

Day 1 Fort save: 1d20 + 5 ⇒ (9) + 5 = 14
Day 2 Fort save: 1d20 + 5 ⇒ (6) + 5 = 11

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