Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit is fine with it. He is a proponent of Nnn'tkklik'l and will speak for him/side with him if there is conflict.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

He would give up his spears or daggers if necessary as well.


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok cares not for any crystal or stinky crossbow. A good blade and a good meal is all he needs.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Go ahead.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Take it. Safia has armor and a spear, that's all she'll need gear wise (for now).


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

How do you want to do this? Was my intimidate considered part of the preparation round?


Safia wrote:
How do you want to do this? Was my intimidate considered part of the preparation round?

Yeah, we'll play it that way, so you can go ahead and take your Round 1 action.


We seem to be waiting on input from Gorkhan, Zok and/or Safia before moving along. Please post when you can.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Damn it, lost a massive post due to my computer freezing. Well, back to work again.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Once free of the elves Grit offers the tembo sword in sheath to anyone that might use it. It is just loot to him.

And I do not see the MW scimitar listed on the loot sheet. Grit did want it, but was going to give it to Safia if she was proficient with it.


She took scimitar as one of her proficiencies for being human, so I'll put it down for her. Is it ok for her to have the templar's medallion, as well? That particular piece of jewelry is not magical or psionic now that the templar is dead, but I think it has ... personal ... meaning to her.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Good with me.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

You can have the scimitar if you want, I still want a scythe at some point. Even if I get it now I'll likely pass it on to you when/if I do get a scythe.

And yes, the amulet is a pretty big thing to her at the moment.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Ok. You take the scimitar until you get to upgrade. Then pass it to me. That will be fine. I do more damage with a staff or club IF I can enchant it. But when I am our of spells I'll love that blade.


As you decide what to do next:

Grit and Nnn'tkklik'l are familiar with the lands around Kled and the neighboring oasis. Based on the elves description, they'll have a general idea of how to get there from the site of the argosy attack - according to the elves, it's about three days travel to the southwest.

I'll probably condense the hourly saving throws vs. heat exhaustion noted in the house rules to a single roll per day. The DCs will be much lower if you travel at night, although dangerous critters tend to be more active once the sun sets ...

Traveling by day, the group will need to consume a total of 8.25 gallons of water a day (4 for Raun, .25 for the thri-kreen and 1 each for everyone else). Traveling at night would cut your water consumption by half as long as you are able to find or make shelter during the day. Food is less a problem - you have enough to keep everyone healthy for about week without scavenging/hunting.

It's possible to try to scavenge food and water with a Survival check, but it reduces daily movement by half and the DC will be increased significantly (DC around 20) due to the terrain.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

  • WATER: Nnn'tkklik'l is carrying 3 gallons of water (1 gal each in two waterskins, plus 4 qts in mugs. I believe someone had a spell that could double water? Although depending on how the spell works that may not be as helpful as we would imagine. Could one casting double all our on-hand water, or just all the water in a single container? In any event, a casting only produces up to 1 gal/CL, so a level 2 caster would need to cast it 4 times a day to keep from dipping heavily into our reserves (only taking out the pint for the kreen). I dont think our casters can cover 4 castings a day, but we are going to need castings if we dont have success on our survival checks.

  • FOOD: The halfling has meat for 3 days, but i assume that is just for him because i doubt you all want to eat human meat.

    Nnn'tkklik'l can forage for food, although DC 20 is a formidable enough DC that he is more likely to fail than to succeed.

    Also, from our hourly natural healing, I can shuffle HP around that we gain from natural healing. For instance, Nnn'tkklik'l has taken no damage, so when he heals his 4pts, he can pass that off to someone more grievously injured.

  • TL;DR: we are going to most likely need to travel at night and do survival checks.


  • M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

    Water Grit can cast cast Create Water today to create two gallons of water before we sleep, replacing at least some of what we use today. In the morning he could memorize three more of those spells, but would rather not. I was thinking each water skin held 2 gallons, yes?

    WoundsGrit is down 2 health.

    Travel Grit would vote to travel at night.

    Special Grit can summon an animal friend to help us fight. Not sure what to summon. If I do summon up an animal friend I guess we will have to provide it food and water. It might take some time for Grit to summon his friend...


    Gorkhan and Safia are carrying 30 lbs. of food each. Even counting Zok, the group needs just under 8 lbs. a day. Right now, the group has 22 gallons of water.
    As for create water, it can only double water within a container, so you have to drink some first. It's more like 'stretch water' in that way.


    ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

    Your wounds will heal, on the Houserules page it said we heal Level + Con mod each hour if you are over half HP. I used my powers to put everyone at at least half HP. Good that you mentioned your wounds though, Grit should get back 5hp/hr, Nnn'tkklik'l can take those extra 3 plus 4 from himself to Raun and/or Zok.

    Was it two gallons each? Just checked, yeah they are. so Nnn'tkklik'l has 5 gallons, Raun has 15. Everyone should have their water for the day (Nnn'tkklik'l passed around mugs before refilling them, but hopefully Raun got enough water for herself before filling the cask because Nnn'tkklik'l probably didnt have time to run 16 mugs to Raun.

    20 gallons on hand
    6.25 needed per day (considering the 2 you magically produce)
    = we should have water for 3 days, barring any unfortunate water-related issues. Hopefully any Survival successes can help counter any water-related misfortunes that may befall us.


    ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

    OK, so we should be drinking from the cask first so that there is room within for water to double without spilling.

    Also, question for the DM: With the survival skill, if you meet the DC it says you find enough food and water to sustain yourself. Taking into account the disparate food and water needs (particularly water) by race, would Raun find x4 the water Grit would on a success? Would Nnn'tkklik'l find x0.25? or would there be a standard amount?

    And my new idea would be to just travel at night, since it appears we have enough food and water for 3 days. If we stop to forage and fail, we may die.


    A successful Survival check would get you enough food and water for a human, so 1 gallon/pound of each.


    F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
    Normal:
    AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
    Raging:
    +20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

    Raun is down 14 hit points at the moment and gets 4 an hour, so with Nnn'tkklik'l shuffling stuff around she'd probably be fine in 2 hours. I think we all have decent survival scores, so our options would seem to be travelling during the day and try and get to Kled as quickly as possible, travel during the day but go slowly enough to scavenge, travel at night and hope we don't run into anything trying to eat us (not to mention most of the party can't see well). Raun will be for travelling at night.

    GM: Any feats the guard or bearded man had that Raun might want to take tomorrow? :p Or will it have to be something that they were identifiably using to take for impressionable (like two-weapon fighting)?


    Raun wrote:
    GM: Any feats the guard or bearded man had that Raun might want to take tomorrow? :p Or will it have to be something that they were identifiably using to take for impressionable (like two-weapon fighting)?

    It would need to be something you conceivably witnessed, although I'm pretty lenient in that regard. For the bearded man, tarek and templar, and the guards from earlier, you could choose from:

    Alertness, Armor Optimization, Combat Expertise, Endurance, Improved Initiative, Toughness, Two-Weapon Fighting, Weapon Focus (heavy crossbow), Weapon Focus (scimitar), Weapon Focus (tembo sword)


    Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

    Also, Safia has the spell Dream Feast. By GM design it halves ones daily need for food and water (as opposed to feeding you for the day, as the original) for the day after the sleep. You only need to sleep for 1 our uninterrupted to get the effect. It's a perfect way to dump any remaining spells per day for me, as I'll regain my spells with prayer/meditation once per day, after rest.
    It would be a great spell to cast on Raun :P


    ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

    yeah, best for Raun. not only would the kreen be the worst choice since he needs less water, but he also doesnt sleep, so no dreams.


    Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

    Still, I'll use the spell on as many people as my remaining number of slots allows, with Raun as prime target (and Safia will always try to hold one back for herself, but that's another thing).


    As written, that spell provides you with the nutrition of "one meal," not a whole day of food. I thought I was being generous letting it count for 1/2 a day's food (and water) rather than 1/3.


    M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

    If we all drink from the 15-gallon cask it make it easier for Grit's Create water to restore 2 gallons today. At least the first two gallons should come from the cast.

    What is the consensus on how many create water spells Grit needs to have tomorrow. The choice is from zero to three. More water means less healing or offense.

    And any thoughts on the animal companion? DM, what is your thought on how long it will take to summon my companion and what all might be available in this area?


    Animal Companion: It will take a day or two to attract a companion. It shouldn't be hard to justify finding most any of the companions included on the modified list in the Races and Classes document.

    On Survival: I'm going to consider your Survival check in the gameplay thread to be a check to find shelter for the group until nightfall. As long as you travel at night and have shaded shelter during the day, the group's water consumption is cut in half.

    You also may make separate Survival checks to: a) scavenge food and water (modified DC of 20+2 per additional person) or b) get a bonus on Fort saves vs. heat. Each of those actions requires you to move no more than half your normal overland speed, which I don't think is something the group wants to do. Also, by traveling at night you avoid the worst of the heat, so a +2 bonus from a successful Survival check is less valuable.

    Based on the posts so far, here's what I assume your traveling plan will be:

    * Travel at night, risking the increased chance of encounters but reducing party water consumption by half.
    * When day breaks, Grit makes a Survival check to find shaded shelter (Nnn'tkklik'l, the PC w/ the second highest Survival, will roll to aid another)
    * Eat and drink water from the cask.
    * Grit casts one create water to restore 2 gallons to the cask.
    * Safia uses any remaining spells to cast dream feast (priority is Raun, Safia, then Grit or Gorkhan) to reduce consumption needs for the next day.
    * Nnn'tkklik'l can be the primary sentry, with others taking shorter turns on watch.
    * Sleep. With shade and the lack of activity during daylight, you won't have to make heat checks unless it gets really hot or you wander into extremely inhospitable terrain.

    Anyone have any issues with that?


    Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
    Active powers/abilities:
    conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

    Works for me. Is there moonlight or starlight enough to have shadowy illumination around us? Anyone have darkvision, low-light vision, or a source of light?


    Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9
    DM Under a Dark Sun wrote:
    As written, that spell provides you with the nutrition of "one meal," not a whole day of food. I thought I was being generous letting it count for 1/2 a day's food (and water) rather than 1/3.

    Ah yes, seems I misread the original spell. It's a very nice upgrade indeed, thanks.

    As for darkvision, Safia has darkvision and so does our kreen friend with the named that's horrid to spell. She doesn't have a light source nor can she cast Light, but it will be the next cantrip she learns (in two levels :P)


    M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

    DM, I think you have it right. For now Grit will use one spell a day for Create Water. If we are delayed he can change to two spells a day, or even three if it becomes critical. Hopefully the extra water he creates will more than offset the water his animal friend will consume, once he summons it.

    Grit has darkvsion 60'.


    Using the above plan, even if you add a companion and Safia only uses her spell on Raun, you'll have a net loss of about 1.5 gallons.

    Athas has two moons, Ral and Guthay, so you'll have dim light at night unless you venture into a canyon or a dust storm kicks up.

    Looks like Safia, Grit and Nnn'tkklik'l have darkvision 60'; Raun has low-light vision; and Zok and Gorkhan have normal sight.


    ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

    I agree with the plan the DM compiled from our posts.

    Also, regarding healing. I don't know how you all individually think you did (mostly talking to the folks who were injured) in that combat, but my healing ability was almost all used up in that one combat.

    Granted, Athas is a far more lethal place than standard DnD; and granted, Psionic healing is not as powerful as divine healing. Just something to think about when we plan for healing spells.


    M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

    I can drop mending and pick up Stabilize. And will continue to pack a Cure Light Wounds spell.

    Good to know that by sleeping in the daytime and Safia's spell Grit could keep us supplied with water if he had to.


    F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
    Normal:
    AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
    Raging:
    +20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

    Plans all sound good to me :)


    Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

    Yeah, I was hoping we could use survival to find shelter for the rest of the day. That was my plan, sorry if I wasn't more specific.


    On a side note, how did the first two combats work for everyone? Were turns clear enough? Did anyone feel jilted by being "carried over" to the next part of the round? Is there additional info I could add to make it run better?


    ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

    i think breaking things down into 2-3 initiative groups like you did worked quite well, i actually suggested it to the DM in another game i am in where the combat was confusing.

    also, while i didnt get carried over into the next round, i wouldnt be miffed if it had to happen to me at some point. seems like a pretty fair solution since the PC doesnt lose the action, and the combat still seemed to move along at a decent pace.


    M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

    I think it went very well - not sure how do do any better in PBP.


    Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

    I agree with the other fellows. It was good and your map was adequate for what we needed, I've certainly worked with much worse. Also, since Zok is in the front, I'm going to let others work out the details before I get in on the action.


    I had assumed you both returned to the main group to report. I thought about doing spoilers for you and Gorkhan, but that gets old after awhile.


    F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
    Normal:
    AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
    Raging:
    +20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

    Yup, ran fine for me, nice and fast too which is always good :) Apologies for slow posting on my behalf.


    Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

    Was a little confusing at times for me, especially the second combat, and I managed to loose track of what was happening there. Mostly stems from having no time to post myself and then being moved to the next group. It'll take getting used to.
    The Initiative groups were fine though.


    @Raun: Based on your use of Intimidating Rage, I assume you are now raging, with the corresponding drop to AC.


    Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
    Active powers/abilities:
    conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

    Note: I'm going to be away for the Canada Day long weekend and then some. I might be online early tommorrow morning, but after that, I'll be effectively unavailable until Wednesday. It's possible that I'll be near some internet/wifi at times, allowing me to lurk a bit, but I can't guarantee to be able to post. Feel free to bot me where necessary.


    Gorkhan Trask wrote:
    Note: I'm going to be away for the Canada Day long weekend and then some. I might be online early tommorrow morning, but after that, I'll be effectively unavailable until Wednesday. It's possible that I'll be near some internet/wifi at times, allowing me to lurk a bit, but I can't guarantee to be able to post. Feel free to bot me where necessary.

    Gotcha.


    F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
    Normal:
    AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
    Raging:
    +20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

    Ahh yes, sorry if that wasn't clear DM.


    @Grit: Have you decided what kind of animal companion you would like?


    M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

    Thinking a medium cat.

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