Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


5,901 to 5,950 of 6,305 << first < prev | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | next > last >>

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 merely looks at Djal and shakes his head slowly, "Nope, no such luck. I'm guessing that whatever it is we may be looking to find in here, we're going to find it there." He indicates the taller buildings toward the center. "We may want to leave the mounts near the entrance. They tend to spook easy, and could make it harder for us to travel undetected."

Knowledge History 1d20 + 9 ⇒ (14) + 9 = 23 or
Knowledge Local 1d20 + 9 ⇒ (11) + 9 = 20
for anything he may know/have heard about this place.


Jareen, Arakan:

Spoiler:
You don't know anything about the history of this place (and even if you did, I couldn't tell you since my Dark Sun book is still packed away awaiting release after the redecoration) beyond rumours that the black dunes were created by ancient defiling magic. The buildings in the centre of the city are most likely civic buildings - palaces, temples and so on - which may or may not hold clues to what happened.


Are you leaving your mounts?


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

I'll follow Arakan's lead on the mounts.


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

Jaryx looks around, wide-eyed. Dead or not, this is by far the largest city he has been able to wander around in. His wonder overwhelms the potential for fear, but he notices Grea's tight grip on her spear, so he keeps his tonfa at hand.


OK, since no one else has said anything, I'll assume that you are all following Arakan's lead.

So you are heading towards the centre of the city. What exactly are you aiming to do? You might need to RP it.

Knowledge (Nature) or Survival, DC 15:

Spoiler:
An empty city like this should provide lots of places for predators to hide and lair. Yet it is weirdly empty - you have seen no evidence of animal life in here at all.


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Survival: 1d20 + 9 ⇒ (11) + 9 = 20

Grea starts sliding down the flank of her kank, then kicks herself clear of the insectoid's legs. Her knees bend with the landing and stay bent as she scurries forward a few steps.

"Plenty of good homesites here. Cover from eyes. Cover from wind. Cover from sun. But it's empty of hunters or prey. Maybe something strong and hungry lives here."

How do you picket a kank? Is one of these buildings suitable as an impromptu corral?


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

"Are we here to investigate, or to get through and to a sensible place to attack the village from?" Jareen looks to Arakan for leadership.


Djal nods at Jareen's question, now a bit confused and somehow regretting having suggested a plan that did not go where he intended.

"Grea, if there's a hunter here, leaving the animals behind could be our doom. We need them for travel. We should make sure they're safe."


OK, sorry for being a bit quiet - one of those weeks at work.

Alright, there doesn't seem to be much consensus - are you leaving the animals or aren't you? And what is you actual next move - do you want to head for the centre of town for a reason, or are you passing through to get to the bandit camp?


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Grea shrugs at Djal's comment. "There are mounts in the bandit camp. We could take them if ours die."

Does one of these buildings look suitable to be an impromptu corral? Is there anything around that could be used as a hitching post?

Grea's not going to be a leader in this. She'll back Djal, or if he expresses no strong preference, Arakan.


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

Cahel is on #TeamArakan


What a suck-up!


OK, we will assume that you go along with Arakan's suggestion and corral the kanks.

On Arakan's suggestion, they find the empty shell of a building to keep their mounts while they explore. They continue on to the centre of the city. Here the buildings are in a better condition. One is a large, square tower, made of the same grey stone as the city walls. Facing it across a large plaza, largely free of sand, is a hulking edifice with several dark entrances.


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

Jaryx looks across the plaza. "Not so much sand here. Someone clean it up?"

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


OK, where now? Exploring the ruins of pressing on to the bandit camp?


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Marching through the streets Grea drifts out to the party's left flank. She keeps an eye out for anything unusual.

At the plaza she gazes across the plaza to the hulking edifice.

"Not much sand," she echoes Jaryx. "Maybe the winds die so far into the city."

She looks back along the street they've traversed.

perception: 1d20 + 10 ⇒ (6) + 10 = 16

Survival: 1d20 + 11 ⇒ (17) + 11 = 28

Know(nature): 1d20 + 6 ⇒ (1) + 6 = 7

Trying to figure out if the sand drop off looks natural.

Arakan wanted to figure out the cause of the ghost stories and figured it was at town center. My guess is we're entering the hulking edifice, but I'll wait for him to say.


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])

Sorry for my delay.

In response to Djal concerns, Arakan offers additional reasoning. "If there's a hunter about, leaving our animals behind may also save us. The thought of an easy meal of kank may just keep the hard meal of armed travelers off the hunter's mind. Besides, the noise and draw of them could bring the hunter down on us if they were with us. Either way, they are a target I'd rather not be associated with."

As they make their way through the abandoned streets, Arakan's silence is somewhat forced, mainly to calm his own nerves. He has no issue telling others what to do, or feeling like they should listen to him, but now he has to make them think he isn't scared shitless so they'll keep doing what he says. "Were here for two reasons. We want to find what this place has that scares or kills the bandits, and then, we want to use that against them to scare or kill them off." Looking at the courtyard, he worries, "There, we investigate the tower first. From that vantage, we may be better able to see the layout of the camp, and also try to spot any hidden dangers lurking in the other building across the way or in the courtyard itself." He hunkers down into the shadows as best he can near the building leading to the tower. "We would be better off if we travel with the intent of remaining unseen. Even a bad attempt is better than none at all." He adds to the two half-giants, fully expecting them to whine about how bad they are at hiding their immense bulk.

Perception 1d20 + 7 ⇒ (8) + 7 = 15
Stealth 1d20 + 9 ⇒ (2) + 9 = 11


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

Cahel, not being one for stealth but also not being one for defying the group's leader, crouches down and places his arms on the ground in front of him before changing his body into the shape of a medium reptilian animal of some description.

I haven't had an easy time of finding pathfinder or 3.5 dark sun druid wild shape lists, but i figure something on Athas looks like this dinosaur.


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

Jaryx scratches his head, "Jaryx can hide, but dead boss always say Jaryx better distraction for important warriors."

He crouches down, actually making a passable effort to be less obvious.

Stealth: 1d20 + 6 ⇒ (16) + 6 = 22


Djal listens at Arrakan's words and nods his approval. He is otherwise unconvinced by the bard's words, but knows that a half-ass plan is better than no plan and no leader.

Stealth: 1d20 + 3 ⇒ (11) + 3 = 14


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

Jareen nods at Arakan's plan, obviously not entirely happy, but unable to come up with anything better.

Stealth: 1d20 + 4 ⇒ (20) + 4 = 24


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Stealth: 1d20 + 9 ⇒ (19) + 9 = 28 Are we moving at half speed?


An empty doorway yawns - it seems to be the only entrance, at least that's visible. Inside the tower it is pitch black.


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])

Seeing the dark beyond is the final straw for Arakan's nerves. His bravado wears off, and his voice is shaky as he begins to speak, but he clears his throat and continues. "With the darkened depths, I suggest that those with night sight should take the lead. Followed by us that need light. I believe Morthak and Djal, that your dwarven blood affords you that benefit? Can anyone else create light?"


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Grea shakes her head.

Totally light dependent.

Aubrey, any windows in the tower or hulk? What are their dimensions?


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

"I should be able to help illuminate, but those who can see without my aid should stay forward of me."

Jareen has Light prepped


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

Jaryx has low-light, but not darkvision, and I have no light source available.


Jareen can go all Gandalf-in-Moria.


"Sure, I'll go first..." Djal frowns at Arrakan, feeling put on the spot where the last thing he wanted was to get inside the town.

"Just follow closely, Arrakan." he adds, sounding suspicious, before he steps in and lead the group inside the tower, thinking of all the idiots he has called stupid in the past.


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Grea nods at the arrangements and steps into line beside Jareen.

Djal:
Don't worry. Jaryx and I will watch your back.


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

As they begin to move into the building, The head of Jareen's staff begins to glow. "It may not look like much, but there is more to this staff than meets the eye, as you can see."


The group move gingerly inside the tower entrance. The doorway is at least twenty feet high, and although there are holes for the hinges, there is no sign of the doors.

As they step into the dark, it gets much colder. Jareen's staff gives off a steady glow, but even so it is hard to make out the far walls in this enormous chamber. There seem to be doorways leading off to either side, but the end of the room is invisible in the dark ahead.


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 rolls his eyes at Djal's request, "Don't worry, I won't be far from the group if at all." Stepping into the expanse of the tower, he doesn't like the options. "It's never good to leave your flank open, let's check these doorways first." He moves in to have a listen toward each one, while looking for any signs of danger.

Perception L doorway 1d20 + 7 ⇒ (16) + 7 = 23
Perception R doorway 1d20 + 7 ⇒ (7) + 7 = 14
Detect Magic (bluff as Primal) 1d20 + 11 ⇒ (3) + 11 = 14


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

Jaryx remains near Grea, as usual, peering into the darkness in the dim glow of the staff. I presume the description still applies for low-light vision, but the big fella's gonna try.


Djal lets Arakan check the doors, waiting for his signal to open one and go in.


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Grea cocks her head at Arakan's actions. "The clever man outsmarts himself. Surely it would be simpler to just open the doors and see. "

Sense Motive take 10 = 13


Sorry, I've had a bit of a beast of a cold, which while not preventing my fingers from working a keyboard didn't exactly help with my powers of inspiration.

Also, just for clarity - none of the doorways have doors in them unless otherwise stated. They have all rotted away, or turned to dust, or whatever.

All Arakan can hear is the beating of his own heart. And Jaryx's whistling nasal passages.

Jaryx:

Spoiler:
As you move further inside, with your night vision you can see there is a tall doorway at the back of the chamber. Either side of the the doorway stand two imposing statues of warriors, one holding a mace and one an axe.


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 gulps in the silence of the place, "We should... we should... hug one of the walls as we move around the interior. We present too easy a target across the middle. Let's go... uh... along the right wall." His sureness wavers a little as he considers the options, but he makes a quick decision for no other reason than to keep them moving. The longer they are still, the more things the mind conjures.


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

Jareen moves closely to Arakan, ostensibly to give him better light to see by.


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

The small saurian creature follows as well, the sharper features of his face seeming somehow more intelligent than the half-giant's dull face once looked.


Djal nods and tries not to frown, just follow orders, so he hugs the right wall and proceeds.


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Grea moves closer to Arakan too, but she is just following the light source.

If there are no doors, what do we see through the doorways as we pass?


Nothing - your light doesn't penetrate far enough to pick up anything beyond a bit of floor.

The group move cautiously along the margins of the room. The walls seem to be covered in stucco, and while most of it has faded and fallen away a few show largely indistinct shapes of people engaged in various tasks. On reaching the back of the chamber, they find a tall doorway. Either side of the the doorway stand two imposing statues of warriors, one holding a mace and one an axe.


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

Grea:
Room empty except statues and us. Maybe something in a doorway.

Jaryx is attentive because of the group's wariness, but does not appear to be overly concerned about their surroundings.


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

Morthak examines the warriors with interest.

Do they represent anyone, or just generic statues?


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

Knowledge History: 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge Religion: 1d20 + 12 ⇒ (13) + 12 = 25

What Morthak Asked ;)


Nice rolls. They don't mean anything to you beyond their martial stance.


Going through the doorway?


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

Looks liek the only option. "Come on, lets keep moving."

5,901 to 5,950 of 6,305 << first < prev | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Aubrey's 4e Dark Sun campaign All Messageboards

Want to post a reply? Sign in.