Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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Calla? Jareen?


Worn down by the relentless heat and stifling still air of the canyons, Calla eventually stops thinking of directions or pursuit, and concentrates on moving forward.

Endurance for phase 2: 1d20 + 8 ⇒ (14) + 8 = 22.


Phase 1 - make tracks: 3 successes/1 failure
Phase 2 - survive: SUCCESS!
Phase 3 - cover tracks: 2 successes/1 failure
Phase 4 - head towards Grak's Pool: 3 successes/1 failure

The party shrugs off the desert sun, taking maximum advantage of the wilderness or simply ploughing on relentlessly.

Only phases 1, 3 and 4 to go.


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan will once again try to use his experience with remaining unseen to cover the tracks that the group has made.

Stealth: 1d20 + 8 ⇒ (11) + 8 = 19


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

1d20 + 9 ⇒ (8) + 9 = 17 - Endurance, Phase 1

"Keep your knees slightly bent and breath in through the nose, out through the mouth."

Irivis passes on some advice she's found useful in the past when trying to make good speed.


Phase 1 - make tracks: SUCCESS!
Phase 2 - survive: SUCCESS!
Phase 3 - cover tracks: 3 successes/1 failure
Phase 4 - head towards Grak's Pool: 3 successes/1 failure

The party sets a good pace, putting a decent distance between themselves and the bandit tower. Arakan helps disguise their passage.


Calla tries to help Irivis and Jareen spot the best way towards Grak's Pool. "That canyon looks like it bends north in the distance..."

Perception: 1d20 ⇒ 5


M Mul Shaman 2 Elemental Priest

Gorad seeing Arakan's attempts at animal tracks looks for ways to keep tracks from happening in the first place. looking for rocks to walk on or harder places

1d20 + 10 ⇒ (18) + 10 = 28nature


Phase 1 - make tracks: SUCCESS!
Phase 2 - survive: SUCCESS!
Phase 3 - cover tracks: SUCCESS!
Phase 4 - head towards Grak's Pool: 3 successes/2 failures!

Calla leads the team up a blind canyon. But at least Gorad helps to disguise their tracks by steering clear of soft sand.


Come on - just one more roll either way. Who's game?


M Mul Shaman 2 Elemental Priest

1d20 + 10 ⇒ (10) + 10 = 20 percep I'm game

Gorad summons Sandswimmer at the top of the canyon (assuming it's less than 100 ft high of course) to assist with finding the way to Grak's Pool


Phase 1 - make tracks: SUCCESS!
Phase 2 - survive: SUCCESS!
Phase 3 - cover tracks: SUCCESS!
Phase 4 - head towards Grak's Pool: SUCCESS!

100 xp each.

The canyon-lands begin to peter out, the walls of the ravines getting lower and lower, until the path emerges on the far side. The estuary is out of sight on the other side of the twisting, maze-like uplands, but the road to Grak's Pool lies at the bottom of the valley. The group has also manages to evade pursuit and survive one day in the burning desert. But the shadows are stretching as night approaches.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Irivis draws a deep breath and allows herself to slow down.

"That was interesting."

She looks around for anywhere promising to make camp, but the pain in her maimed leg is simply too much of a distraction.

1d20 + 2 ⇒ (2) + 2 = 4 - Nature


M Mul Shaman 2 Elemental Priest

1d20 + 10 ⇒ (9) + 10 = 19 nature looking for a good place to camp

"You can say that again Irivis..." "I have this spear if anyone can make better use of it, my talents lie elsewhere.."


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan lets out a sigh of both relief and frustration, "Well, it appears that we have managed to make it out of the immediate danger. With the night closing in, and a weary open road ahead of us, I think we should use the natural cover of the canyons to find rest. The last thing we want is an open fire and backs exposed to both the elements and predators."

Perception to find a secure campsite 1d20 + 5 ⇒ (18) + 5 = 23


A brief reconnaissance finds a shallow cavern in the canyon wall, with a good view down back the way the group has come. A quick checks finds it empty of other inhabitants, and the travellers settle down for the night. The sun dips and dusk gathers. The sky clears and one of the moons rises, casting a wan light amid a riot of stars. Shadows pool under the rocky walls and it gets very cold, very quickly.

OK, you might want to consider the sleep rota, and maybe emote a bit. Are you having a fire (assuming you can light one)?


Calla at first just sits where Arakan indicates, head slumped, arms curled around some object hidden in her desert robes. Her body quickly recovers with rest, and she makes a start on preparing a meagre meal from the captured supplies. It's joyless, tasteless stuff, but she makes sure that each of the group gets something to keep them going.

"Do we light a fire and risk discovery? Or keep dark and risk the cold?" Calla asks through already chattering teeth.


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan paces around the small perimeter of the enclosure, dissatisfied and relieved at the same time. "Here's the deal, we have some hard decisions to make, and given the last time I had to rely on you all to make hard decisions it ended up with me making them. That said, I am going to present the things as I see them, wait briefly for input from the rest of you, and make a decision." He tells the group. He speaks with the authority of one who knows what he wants, and what he is willing to do to get it.

"We can travel by day or by night. The days are hot, the nights are cold, either way we suffer the elements. We will need to look for food and water as we go, as what we had found will not last us beyond this night. If we should stay for the night, we will need to determine watch. I believe the Mul and I both have better eyes for the darkness, and would be best for the darkest hours of the nights. If we travel by day, we have the grace of light to find supplies, but we are easily visible to any enemy. By night, we have the cover of darkness, but we limit our own visibility." He finishes, before looking around for something he could use to make a spark for a fire.

Pausing, he turns to Calla, "Now that we have time to discuss it, what's so important about going north?"

Either Nature or Perception for something to make sparks (same bonus) 1d20 + 5 ⇒ (12) + 5 = 17


"North is the shortest route to known water, food, and some sort of civilisation." Calla unconsciously apes Arakan's brusque tone.

"And once we have rested for a little while I think we should press on through the night, and try to find shade for the day. Only mad crodlu and Athasian's go out willingly in the mid-day sun. Uncle Tobir always said that."


M Mul Shaman 2 Elemental Priest

"This Mul still takes orders from the Caravan master, which is Calla now... If speed of journey is a must I suggest we travel early in the morning and travel later in the evening resting in between both. Unfortunately the majority of predators will probably be doing the same..." "As to my eyesight, mine is not much greater than you humans, however I come with assistance." Gorad glances to the side as Sandswimmer rises out of the sand.


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan looks at Gorad with a wry smile, "Caravan master? I don't know if you noticed, but right now we are a caravan of five, without goods, wagons, or security. From what I've seen thus far, if it were up to your 'Caravan Master' we would most likely still be in that tower, or possibly in the process of dying. Thanks only to your Gran pushing you to action" he points at Calla. He chuckles at the situation, before becoming serious "I may not have deep pockets full of ceramics, nor a warehouse of goods, but if I know one thing it's surviving when things don't want me to. My methods may not be friendly or charitable, but they work. Much like anything else in this sand-blasted wasteland I will do what it takes to further my own existence."

Again, no player angst, Arakan is just a self-serving #@$$%.

Considering Gorad's clarification of visibility, Arakan suggests, "Well, with me being the only one with decent night sight, we obviously cannot travel then. You may well be correct, that at sunrise we travel until the sun gets close to peak, then wait until it passes to begin again. Border on dusk and dawn, but we cannot move in the darkness without needing enough light to make us visible across the whole landscape. If that's the case we should sleep now. I will take the watch in deepest darkness. It will likely be the last to almost last if we plan on being able to make use of dawn to travel."

He pauses, counts on his fingers for a bit then suggests, "I say the old and infirm take the first and last, them needing a more solid sleep than those of us with youth and vigor. I will be second to last, so that leaves Calla and Gorad. I would say Gorad take the middle watch, given the hardy nature of most half-dwarves. So, it would be Jareen, Calla, Gorad, Myself, and lastly Irivis. We will just have to mark time as best we can, but if we can each go about two chimes, that should give everyone a decent rest." He turns to Calla giving a mocking bow, rolling his eyes at Gorad, "That is... if the 'Caravan Master' so approves?" he asks with sarcasm.


M Mul Shaman 2 Elemental Priest

"Watch how you talk to Calla or you may be my next spirit..." Gorad sighs "But your motive is sound survival is key.. I don't need the rest of the frailer races, I can make do with only 2 or 3 hrs a day"


OK, who's on watch first?


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

"Arakan can watch with me. I won't sleep until this foot is rested anyway."

Hmm. Calla and Irivis both have a lovely +0, Jareen is +3, Arakan +5 and Gorad +10. Suggest pairing up Arakan/Irivis, Calla/Gorad and then maybe Gorad/Jareen if that works for everyone and means Gorad gets enough rest.


M Mul Shaman 2 Elemental Priest

works for me I only need 6 hrs rest every 3 days I assume as long as I'm resting consistently day by day I'm okay?


The group of ill-matched travellers rests for the night, with pairs of them maintaining watch. Hours pass. A few small creatures make skittering noises in the night, but otherwise it is silent.

You've gone without a fire as far as I can tell. You get the benefit of an extended rest, but you need to make DC 10 Endurance checks against the cold otherwise you fail to recover one of your healing surges.

It is the darkest, coldest point of the night. Suddenly there is a flare of light in the sky. With a hideously loud hissing, roaring sound a ball of flame, trailing embers behind it, plunges out of the night and hurtles across the heavens. It is impossible to guess its size or trajectory at first, and for a horrible moment it seems to be heading straight for the cave and its stricken inhabitants. But that is just a trick of the eye and instead it is quickly clear that the missile is much larger and more distant. With a flash it crashes into the ground several miles away with a huge explosion that lights the canyon as if it were day.

Try a Nature check, DC 10 (no assistance):

Spoiler:
It landed roughly at the position of the bandit tower.

If you get 15 or more:

Spoiler:
That was a meteorite crashing into the ground. Anything that was at the point of impact or close to it will likely have been vaporised, and there will probably now be a significant crater.

If you get 20 or more:

Spoiler:
You have a few seconds (one round) to prepare for the shockwave.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

1d20 ⇒ 12 - Nature
1d20 + 9 ⇒ (3) + 9 = 12 - Endurance. Irivis can't fail, but she can help the less able.

Irivis sits bolt upright.

"What was that?"


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan, as he had said, knows how to survive as he chooses a spot very close to Irivis to sleep, in hopes of consolidating whatever body heat they produce between them. As the giant flaming ball falls to the desert, the resounding crash startles Arakan from his reverie of watching the spectacle, with sudden realization. He stands bolt upright, "GET OUT OF THE CANYONS NOW. QUICKLY OR WE'LL ALL BE CRUSHED!" He runs toward the open expanse where they saw the valley road.

Endurance: 1d20 + 6 ⇒ (15) + 6 = 21
Nature: 1d20 + 5 ⇒ (20) + 5 = 25

Move, stand
Move, run as far as he can (8)


Calla lies awake in the cold, thinking of all the retorts she could have, should have, made to Arakan. Should have told him that at least I had people to care about, and at least I have a destination. What does he have? Nothing. Bitterness and nothing. And that's what he'll always have. When I'm back safe with the House in Tyr... he'll still be alone, with nothing and no-one and bitterness...

At last she sleeps, and wakens to her watch, and sleeps again. And wakens to fire and panic. Calla is on her feet, spear in hand, almost before her eyes are open.

Endurance: 1d20 + 8 ⇒ (3) + 8 = 11. Nature: 1d20 ⇒ 16.

"Seemed to strike near the tower where we were held. Was that... was that their ritual?"


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Startled by Arakan, Irivis knows she probably can't move fast enough. She stumbles to her feet and grabs Calla.

"Don't know, but Arakan's got the best instinct for self-preservation of anyone I know. Get out."


"Come on then." Calla supports Irivis and together they follow Arakan. Damned before I leave anyone else behind.

"Gorad, Jareen, we're running again. Can anyone make a light?"


M Mul Shaman 2 Elemental Priest

1d20 + 12 ⇒ (20) + 12 = 32endurance Gorad quickly moves to follow Calla and nods a silent thanks Arakan's way. "Unfortunately I have no light that I can make and they confenscated my sunrods"


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

"No flint, no time."


Jareen?

The ground makes a violent convulsion, dislodging boulders from the tops of the ravines. At the same time, a searingly hot winds roars down the canyon carrying gravel like sling bullets and flensing sand.

This is a very hot hurricane-force wind with added flying particles and falling boulders. You stand the risk of being blown off your feet and being shredded by the shrapnel. You can try either an Acrobatics check (to roll with it rather than fight it), an Athletics check (to grab hold of something and anchor yourself in place), or an Endurance check (to hunker down and try and sit through it), all DC 20. You may also choose another individual to assist as well as rolling for yourself. If you fail, you are attacked by the following:

+7 v Fortitude, damage 3d8+3. Half damage on a miss.

If you succeed, you just take the half damage.

The howling gale seems to go on for an age, but eventually it begins to moderate. It is then that huge chunks of rock, thrown up by the impact miles away, begin to return to earth.

You can try a Perception or a Nature check (both to find cover), or an Acrobatics check (to dodge the falling rocks), also DC 20. Again, you may choose an individual to assist as well. If you succeed or fail, you are attacked three times as follows:

+5 v Reflex, damage 2d6+3. No damage on a miss.

If you made the skill check, add 5 to your Reflex defence for this section.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Do you want a separate roll for the aids or just the one?
1d20 + 9 ⇒ (13) + 9 = 22 - Endurance
1d20 + 7 ⇒ (15) + 7 = 22 - attack v Fort.
3d8 + 3 ⇒ (1, 5, 7) + 3 = 16 - halved = 8
1d20 + 2 ⇒ (18) + 2 = 20 - Perception plus Know Direction bonus
1d20 + 5 ⇒ (7) + 5 = 12 - attack v Ref (Ref 19 for this)
1d20 + 5 ⇒ (18) + 5 = 23 - attack v Ref (Ref 19 for this)
1d20 + 5 ⇒ (1) + 5 = 6 - attack v Ref (Ref 19 for this)
2d6 + 3 ⇒ (6, 2) + 3 = 11 - damage from this hit
19 damage total. Bloodied on 11hp

Irivis drops to the ground and curls up, looking for (and finding) some small cover from the blast. Spotting Jareen's frail frame, she manages to pull him down beside her. For all her efforts, she can't avoid the ruthless battering.

"Curl you idiot."

Aid goes to whoever is squishiest. Jareen, I think.


Calla hunkers down, trying to shield Gorad as much as she can.


Endurance: 1d20 + 8 ⇒ (11) + 8 = 19. Assistance to Gorad.
Attack vs Fort (17): 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 3d8 + 3 ⇒ (6, 2, 8) + 3 = 19 - half is 10 damage.
Nature: 1d20 ⇒ 4
Attack vs Ref (14) 1: 1d20 + 5 ⇒ (18) + 5 = 23
Attack vs Ref (14) 2: 1d20 + 5 ⇒ (2) + 5 = 7
Attack vs Ref (14) 3: 1d20 + 5 ⇒ (9) + 5 = 14
Damage 1: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Damage 1: 2d6 + 3 ⇒ (6, 2) + 3 = 11
Damage 1: 2d6 + 3 ⇒ (5, 1) + 3 = 9
20 damage total. Bloodied on 15 HP.

Calla is bloody and bruised, but still conscious after the onslaught.


Also, wow. Awesome image!


M Mul Shaman 2 Elemental Priest

1d20 + 12 ⇒ (16) + 12 = 28endurance
1d20 + 7 ⇒ (1) + 7 = 8 vs fort miss
3d8 + 3 ⇒ (6, 1, 4) + 3 = 14 half is 7 dmg

1d20 + 10 ⇒ (11) + 10 = 21nature
1d20 + 5 ⇒ (12) + 5 = 17vs ref
1d20 + 5 ⇒ (12) + 5 = 17vs ref
1d20 + 5 ⇒ (15) + 5 = 20vs ref
2d6 + 3 ⇒ (5, 4) + 3 = 12
2d6 + 3 ⇒ (1, 4) + 3 = 8
2d6 + 3 ⇒ (1, 1) + 3 = 5

Despite twisting and turning as best he can Gorad slumps to the dirt as the damage is just too much for him to bare.

32 total damage -4/28


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

The Rolls:
Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Attack vs. Fort: 1d20 + 7 ⇒ (2) + 7 = 9 miss
Damage: 3d8 + 3 ⇒ (1, 5, 8) + 3 = 17 halved for 8

Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Attack vs. Ref: 1d20 + 5 ⇒ (8) + 5 = 13 miss
Damage: 2d6 + 3 ⇒ (3, 3) + 3 = 9 no damage

Attack vs. Ref: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13

Attack vs. Ref: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9

30 total damage, -4/26 hp. Is there any chance to have been able to spend a minor for healing during the explosion?

Arakan runs to escape the canyons only recently used for defense. As the blast of wind blows down through the canyon's walls, he tries to flow with it. His timing off, he gets blown into one of the rocky walls, hitting his shoulder as his arm goes numb. Picking himself up to continue to try and beat the blast, he tucks and rolls to avoid the debris, a smaller stone just misses him as he spins away from it, but soon after a larger one hits him hard in the back of the thigh, knocking him to one knee. Barely rising, he rolls to avoid another, but is unable to move fully out of the way. It doesn't smash into his face as it would have, yet still hits him upside the head, knocking him unconscious.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Arakan:
Eesh. I should have remembered Arakan's terrible record with rolls and offered him the help.


Jareen?


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Sorry, hectic time at work..... Give me a mo.

Endurance to sleep well: 1d20 + 1 ⇒ (10) + 1 = 11 Nature: 1d20 + 3 ⇒ (12) + 3 = 15

Jareen bends and attempts to weather the oncoming storm (Endurance: 1d20 + 1 ⇒ (2) + 1 = 3 it's a long shot, but it was -1, 0 or +1...hmmm)

1d20 + 7 ⇒ (13) + 7 = 20 vs Fort (12) Dmg: 3d8 + 3 ⇒ (6, 5, 1) + 3 = 15, but fails miserably. Battered and bruised, again, he loks around for someplace to hide, Perception: 1d20 + 3 ⇒ (20) + 3 = 23 Nature: 1d20 + 3 ⇒ (14) + 3 = 17 and finds a small crevice.

Atk: 1d20 + 5 ⇒ (16) + 5 = 21 vs Ref (15+5) Dmg: 2d6 + 3 ⇒ (3, 2) + 3 = 8

Woo, on 4/27 HP.....

After the second blast, without daring to move, Jareen says in a quivering voice. "Let's hope that was the last meteorite we ever see. Damned shooting stars."


Calla stands in the sudden oppressive silence. Small pebbles and fine sand rain down, last debris of the explosion coating the scene of ruin. Calla's head is spinning and at first she cannot make out the forms of her companions strewn amid the chaos.

"Gorad! Irivis!" She calls out but cannot even hear her own voice over the ringing in her ears.

Finally she spots movement, and as Irivis gets to her feet Calla moves to her side, still looking for the others.


Hey Jareen, not wishing you ill, but there are three final attacks against ref...


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Calla the Quick wrote:
Hey Jareen, not wishing you ill, but there are three final attacks against ref...

Testicles. Missed that.

Atk: 1d20 + 5 ⇒ (10) + 5 = 15 vs Ref (15+5) Dmg:2d6 + 3 ⇒ (2, 1) + 3 = 6
Atk: 1d20 + 5 ⇒ (4) + 5 = 9 vs Ref (15+5) Dmg:2d6 + 3 ⇒ (5, 2) + 3 = 10

Phew!


It's dark again, and weirdly quiet after the tumult of the last minute os so. Particles begins to settle out of the air, covering everything with choking dust.

OK, separate Perception checks (DC 10) to find your fallen comrades. If you find them, you can try a DC 15 Heal check to stabilise them. You can assist each other with those checks.

Oh, and 150xp each for surviving a meteor strike - not often you get to write that. Although strictly, a couple of you haven't survived it yet...


"Jareen, you're alright! Come on - we need to find Gorad. I suppose Arakan too..." Calla starts moving through the rocky debris, stumbling in the dark, hoping that the next thing she finds isn't a corpse.

Aid Jareen to find Gorad: 1d20 ⇒ 19.
Aid Jareen to find Arakan: 1d20 ⇒ 16.

EDIT: Dang, should have just looked for them, but decided to aid another before I saw the rolls.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

1d20 + 2 ⇒ (14) + 2 = 16 - Perception to find Arakan
1d20 + 2 ⇒ (5) + 2 = 7 - Perception to find Jareen
1d20 ⇒ 5 - Heal to stabilise Arakan

"Over here. He needs help. Calla, we probably wouldn't be this much alive if we hadn't had his warning."

Irivis spots Arakan among the rubble and moves towards him, realising as she kneels down that her healing skills are no use at all in this situation.


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Aubrey, when do you want Gorad and I to make our Death saves?


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Naturally it would be the two healers who go down.

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