Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal bounds off with the rest of the group.


With a grinding crash the ceiling falls in, rocks and boulders flying everywhere.

OK, you each suffer the following "attack":
Th'Kal 1d20 + 6 ⇒ (11) + 6 = 17 v Reflex
Furio 1d20 + 6 ⇒ (19) + 6 = 25 v Reflex
Jareen 1d20 + 6 ⇒ (5) + 6 = 11 v Reflex
Arakan 1d20 + 6 ⇒ (20) + 6 = 26 v Reflex
Safier 1d20 + 6 ⇒ (3) + 6 = 9 v Reflex
Gart 1d20 + 6 ⇒ (9) + 6 = 15 v Reflex
Damage 2d10 + 3 ⇒ (10, 6) + 3 = 19, half on a miss.

If you survive, award yourslves 50xp each.


Looks like Arakan's luck is holding up as usual.


male Mul Fighter 4 EXP 3873

I survived, but I'm bloodied.


MAP 42/42 hp
Furio Tembo wrote:

I survived, but I'm bloodied.

Same Here


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}
Gart wrote:
Furio Tembo wrote:

I survived, but I'm bloodied.

Same Here

Ditto


male Mul Fighter 4 EXP 3873

I expend two surges; I'm at 49 of 50 hp now.

Is this tunnel blocked off now?


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

Jareen's kept well back throughout, and so doesn't get caught in the collapse.


That's what you think - the whole ceiling's coming down. I think it missed you - half damage. Maybe hanging back helped...

The rumbling finally stops and the dust begins to clear. The statue is now buried completely under huge slabs of rock and the main area in the middle of the chamber is filled with a teetering pile of massive rocks. A small gap at the top allows retreat back towards the hejkin village - assuming it is still there - but it looks perilous. Otherwise, the route is onwards.

Th'Kal finds he is still holding the odd artefact in his claws - at least they recovered... something.


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

Ah, ok, yeah, missed the half damage bit. Ouch...


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])

So, technically, Arakan takes max damage as it got a nat 20 against him.

Arakan's eyes are drawn to the object he and Th'Kal had pried loose, more concern for where it was in the bug's hands while they ran than where he was going. For his efforts he was rewarded with a number of heavy stones pelting him in what felt like every bone and joint.

Most definitely bloodied.


OK, want to examine your prize? Try some skill checks that seem relevant.


male Mul Fighter 4 EXP 3873

knowledge: history
1d20 + 1 ⇒ (16) + 1 = 17


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

STATUS:
Th'Kal is Bloodied and with that damage he's down to 20/41 (was at 39/40). He's got two surges left. If he uses both he'll be at 40/41, but then he's out... I tend to like to save at least one surge just in case, but only spending 1 surge puts him at 30/41. Perhaps if Gart or Arakan have a healing encounter spell they could use, that could squeeze out a few more hp and still allow 'T' to keep his last surge for the day...

Th'Kal is shaken after the cave in, but manages to fair better than some. While catching his breath, he inspects the item, holding it out in front of him for others to get a good look too.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Nature: 1d20 + 3 ⇒ (9) + 3 = 12


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

"I hope your prize was worth us all nearly dying under all that rock." Safier tries to maintain composure after the collapse, but finds it difficult to hold her tongue. "At least it might slow pursuit, I suppose. Fortunate on that account."

Spent two surges.


MAP 42/42 hp

Gart will use Inspiring Word twice on folks. That adds 1d6 to surge value. Thkal and whoever else needs one.


MAP 42/42 hp

Gart will use 3 surges on himself.


Furio the history buff...

The item is roughly rod-shaped and the lenght of a man's forearm, made of the same cold, hard metal stuff as the now-buried statue. It is surprisingly heavy, a sort of shiny pale-ish grey. One end has strange flanges and protuberances, the other end seems more like a smooth hand-grip. It doesn't look damaged or even scratched, which is surprising given that it was roughly levered out from between some heavy boulders. If nothing else, it would make a fairly lethal club.

Furio has a vague recollection of his dwarvish great-grandmother telling stories, when she was lucid, of the ancient dwarven metal-workers. They could make weapons that could pierce a braxat's hide with ease and armour that made the wearer invulnerable. They also made wondrous machines for long-forgotten purposes (well, she'd definitely forgotten, anyway), pieces of which turn up from time to time to confound scholars of the modern age.

In fact, shen mentioned one dwarvish family in Tyr who, over the generations, have collected various bits and pieces turned up by adventurers, nomads and the like to create a sort of museum. Possibly they could help if they managed to survive the upheavals of the revolution. If only Great-Grandma had remembered their name...


male Mul Fighter 4 EXP 3873

Furio recounts sagely, "I don't know what this item is, but....like many items, it makes a good weapon."


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal accepts Gart's inspiring words and feels better able to continue...


Surge+Bonus Healing: 10 + 1d6 ⇒ 10 + (6) = 16
-Thanks Gart!


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

Arcana: 1d20 + 10 ⇒ (7) + 10 = 17
History: 1d20 + 10 ⇒ (10) + 10 = 20
Religion: 1d20 + 10 ⇒ (1) + 10 = 11

Jareen has a look at the rod.


I'm not too sure what Religion as a skill actually means in the context of DS where the gods are all dead. I assume it's knowledge of the ways of the Sorcerer-Kings. Anyway...

Jareen is able to ascertain much the same as Furio concerning the provenance of the rod. In the scholastic circles he frequents the Dridger clan of Tyr seems to ring a bell as collectors and dealers in dwarven antiquities - perhaps that is the same family that Furio's great-grandmother was referring to. The item also seems to have a magical aura when handled, though that doesn't explain what it is actually for.


OK, what now?


male Mul Fighter 4 EXP 3873

"Ready to surge onward?"


MAP 42/42 hp

"As ready as ever."


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

"Well, lets stow the item until we can study it more safely, and get on.

How would we go about working out what it can do magically?


Take it to the Dridger clan and ask them.


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

I thought you may say that ;)


The wide hall continues, but is getting increasingly choked with fallen rubble. The way continues ahead, or a smaller side passage that is maybe safer leads off at a right angle.


male Mul Fighter 4 EXP 3873

Taking the side passage I reckon.


The adventurers move cautiously along the narrower passage. It looks like it was once an ancient side street. Empty doorways gape in the darkness on either side from abandoned dwarven homes and shops. And it is getting chilly again, with breath beginning to frost in the air.

"I wish that we could fill a magic box with this cold. We could sell cold air. Make a mint," muttered Furio. "Think there's more dwarf stuff around abouts?"

Gart glanced into the doorways as he passes, wanting to make sure no one would pop out at the group. "Could be," he replied. "I am not sure if anyone would have wanted to live in this cold area, though. Maybe it didn't used to be so cold."

"I think the cold is made by spirits," added Furio.

History, DC 15, +5 if you are a dwarf or a mul:

Spoiler:
Dwarven cities used to be warm and comfortable places, not cold like this.

Arcana, DC 15:

Spoiler:
The cold could be a magical effect, possibly evidence of defiling magic.


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

Arcana: 1d20 + 10 ⇒ (17) + 10 = 27

"I wouldn't get too excited about the cold if I were you. It feels magical to me, and defiling. It could be draining the life force of us all just standing here."

Jareen - ever the optimist!


MAP 42/42 hp

history: 1d20 + 3 + 5 ⇒ (3) + 3 + 5 = 11


The passage leads onwards and the chill becomes more oppressive.

Perception check, DC 9:

Spoiler:
You hear the slow shuffling of feet from up ahead.


male Mul Fighter 4 EXP 3873

history
1d20 + 6 ⇒ (7) + 6 = 13

percep
1d20 + 2 ⇒ (19) + 2 = 21


male Mul Fighter 4 EXP 3873

".....shhh....I hear footsteps up ahead......."
whispers furio.

Looking for cover;

1d20 + 1 ⇒ (11) + 1 = 12 stealth skill


MAP 42/42 hp

perception: 1d20 + 1 ⇒ (11) + 1 = 12
stealth: 1d20 - 2 ⇒ (19) - 2 = 17


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

It's fox! Why fox hello!

perception: 1d20 + 2 ⇒ (13) + 2 = 15

Jareen will hold back, ready to fire off a force missile at the first sign of an enemy.


The footsteps don't seem to be approaching closer. It seems someone - or someones - are wandering about aimlessly in a small area up ahead.


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

Seeing Jareen ready himself, Safier readies her own spell. "Maybe we can draw them to us if we make some noise, ambush them?"


male Mul Fighter 4 EXP 3873

"Who wants to sneak up and check it out?"


Stealth checks from whoever is going to have a look, please.


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

"I am absolutely the worst person to do that. Arakan? You want to show off your sneaking and sulking, sorry skulking?"


Aadvark said he might be a bit patchy - does someone else want to roll for him?


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])

I'm here, don't kill me with bad rolls..... I can do it myself.

I will spend 2 surges and take the other d6 offered by Gart earlier, 1d6 ⇒ 2 so I get a total of 20 back.

To examine the rod:
Arcana 1d20 + 7 ⇒ (10) + 7 = 17
History 1d20 + 6 ⇒ (1) + 6 = 7
Streetwise (kind of appraise) 1d20 + 9 ⇒ (12) + 9 = 21

Arakan rubs his hands together greedily, thinking primarily of what value they could get for just such a trinket.

For the cold:
Arcana 1d20 + 7 ⇒ (14) + 7 = 21
History 1d20 + 6 ⇒ (6) + 6 = 12

Perception 1d20 + 6 ⇒ (5) + 6 = 11

He rolls his eyes at the old man's poorly vield joke, before adding, "Well, since the rest of you sound like a herd of drunken mekillott, it's up to me again to carry the load. I'll go look, but I am not going far." The surety of personal risk laying in wait prompts him to be certain about his movements and staying undetected.

Perception 1d20 + 6 ⇒ (10) + 6 = 16
Stealth 1d20 + 9 ⇒ (19) + 9 = 28


male Mul Fighter 4 EXP 3873

Furio'll hang back; not stealthy.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal could manage to go with, his dex bonus is good enough to maybe be passable -- not a 28 like Arakan, lol.
But I won't risk giving him away.

Th'Kal contemplates going with his halfelf clutchmate... instead he just tenses, ready to sprint in his direction if he needs the support.


Arakan creeps forward. Ahead the passage opens out into a larger chamber with several exits. Ice patches cover the floor or hangs in icicles from the ceiling. A few people shuffle slowly about in the confines of the room, until they bump into the walls or each other. They are dressed like desert nomads or traders but they have a bluish-white palour and their eyes are vacant. A few have wounds that could otherwise be expected to be fatal, and most are rimed here and there with more ice. They don't speak or otherwise seem to be aware of their surroundings or companions - they certainly haven't noticed Arakan. And they don't seem to be breathing - unlike Arakan's cohorts, none of them fog the air with their breath.


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])

Figure they're zombies of some sort, but Arakan doesn't know so I'll roll the respective knowledge skill.
Religion 1d20 + 6 ⇒ (10) + 6 = 16

Arakan takes in the surroundings as best he can, trying to get as much info to bring back to the others, before he skulks back to the group to tell what he saw.


Arakan recognises these as undead, probably pretty mindless but undoubtedly tenacious in battle.

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