Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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It's about 90 miles to Tyr, which you should be able to make in three to four days. I''m not too concerned about food and water this time - you can carry plenty and keep your water supply up with spells. Let me know if there's anything else you'd like to buy before the party departs.


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 tried to express my offer clearly but did not know how far the trip was. The intended offer was for a 4 day trip he pay is 8 silver if we do not fight and 16 if we do. Not sure if you understood that and are negotiating or missed my meaning. :)


I understood your offer, so did Fen. :)


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Fen's a cheapskate is what he's saying lol. DM you didn't answer my question concerning Däina's situation of freedom


Yes, Fen is good at hearing what he wants to hear. As for Daina's situation, it's complicated. She's technically Fen's slave, but the issue hasn't been pushed ... so far it's probably been easier and safer to play along.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Ooh, interesting, I like it.

Däina smiles. "Yes, I am his property, he treats me well."

Sense Motive DC 6:
Bluff: 1d20 + 2 ⇒ (4) + 2 = 6 Oh I am a boatload of subtlety.
Däina hesitated for a moment before answering the question about Fen...there might be something else going on here.


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

The bastard. He's cheap and apparently he bullies his slave and forces her to say all is fine. She knew who could not count on her aid during the trip. She just wasn't sure if she wanted to send such a bad man to the Grey where he could bully other spirits.

She was distracted by the Dwarf's offer for mounts, "I always wanted to ride a Kank, they just look so snugly and cute." She grinned from ear to ear. Another part of her choice though was that animals always seemed uneasy around her and she wasn't going to risk falling in the desert.

Safia's bonus on Sense Motive is higher than that so I won't even bother rolling


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 finally emerges, putting away some roughly cut sections of leather as she does so, looking down at everyone and the dwarf offering them mounts. "We going somewhere?" she asks, sounding surprised until she is brought up to speed. "Make delivery?" It didn't exactly sound like her idea of fun, but better than just sitting around she supposed. She had her armor to work on though...


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

"Property? Gorkhan asks taking a long look at the half-elven woman. "And he wants to go to Tyr with you? Your lucky week I suppose. What skills were you used for?"


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 Under a Dark Sun wrote:

Daina relays Grit's offer to Fen, who immediately agrees to the deal.

"Two silvers a day, each, four on any day that involves combat. You bring your own food and water, and your own mounts - I'm not going to wait, so you'd better be able to keep up. I'll pay you once we reach Tyr and the cargo is safely stored in my warehouse off Caravan Way," Fen says. The sweating merchant spits in his palm and holds it out to Grit or anyone else willing to shake.

Pulling his hand back from the wily merchant Grit says Not so fast Fen. If we fight for you at all you pay us 4 silver a day for the trip. Lets phrase it this way. Its a 4 day trip. You pay us 8 silver each, and another 8 silver each if we have to fight. With this Grid offers his hand.


The merchant eyes Grit approvingly before making a counter-offer.

"You're going to Tyr anyway, so it's hardly out of your way. And you'll have a much harder time making it past the templars at the gate looking like a bunch of runaway slaves carting stolen weapons than if you're mercenaries accompanying a merchant caravan. With Kalak's ziggurat so close to completion, the templars are looking for any excuse to add to their slave pool for a final push - and that is not work one tends to survive."

"So, final offer: 10 silvers each for the journey, with a bonus of two silvers for any day you have to draw blades to defend the caravan. And once we're in Tyr I'll arrange for you to be issued tokens certifying your status as free mercenaries."

Fen extends his hand again to shake on the deal.


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 looks to the others. If no one objects he shakes Fen's hand. You will find we are loyal mercenaries and will guard you and your cargo to the best of our ability. We will be ready to leave at first light. Tell us what you know of any treats on the road.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Darn, knew I should have gone bluff instead of diplomacy haha

Däina listen to Gorkhan. Think...you don't know how they'll react to you being a spellcaster... "Well I did hard labor for a bit, but you can see from looking at me I wasn't particularly good at it. So I was taken as a house slave, cleaning the masters living quarters and...other activities. Fen was passing through and liked me, decided to buy me from my last owner."

Sense Motive DC 10:

Bluff: 1d20 + 5 ⇒ (5) + 5 = 10 Yup, subtle as a brick through the window.

She's trying to make "other activities" sound like promiscuous activities, but it sounds like there's more behind it.


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 looks questioningly at Däina but does not say anything at the moment.

Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22


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

Gorkhan doesn't object to the fee.

Sense Motive: 1d20 + 9 ⇒ (5) + 9 = 14

Gorkhan plays with Däina's attempted bluff. "I can see good reason for such 'other activities'. In another life, I'm sure it would have been enjoyable," he says giving her an appreciative look, before chuckling, "but we both know that's not what you were talking about. In any case, it doesn't matter, you may keep your secrets to yourself. We all have them."

Ignore my previous bit about 'lucky week'. I had forgotten that we're at a time before Tyr was freed and outlawed slavery.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Däina blushes and stutters, but bites her tongue. She begins walking off, calling back "We're waking up early, be ready!"


The surrounding dunes are hot enough to cook erdlu eggs by the time your makeshift caravan leaves Kled. Sweating and cursing the delay - Safia had to have a few last-minute alterations done to her rather fetching new clothes - Fen begins calling out orders, directing two of your group to range ahead of the main line, with two the side and one bringing up the rear. Although domineering, the fat merchant's commands make sense - you can tell he hasn't spent his time on the road, not just getting fat on others' earnings.

You make good time, although the heat of the daytime desert grinds down on your like a fist, stealing your breath and making it difficult to concentrate at times. At least you are able to be relatively free with your water - the caravan is carrying plenty, and Grit is able to replace almost all of what you drink with a single spell.

Fen pulls out a surprisingly detailed map of the area that night, estimating that you should leave the stony barrens southwest of Kled early tomorrow and pass into the rocky badlands that border the foothills of the Ringing Mountains. You'll have to pass through a spur of the mountains before reaching the Tyr valley, which Fen thinks should be late on the third day or early on the fourth.

With no real need for sleep, Nnn'tkklik'l keeps watch, with the rest of you taking a turn as a second sentry while the others sleep. The sun rises all too soon and you prepare to continue your journey, eyes and ears (and antennae) alert for danger.

Couple of notes: You are well prepared for travel this time, so I'm not going to worry about water or heat for now. If you do end up in combat in the middle of the day I likely will roll a single heat check for everyone to see if you are fatigued when combat starts.
I went ahead and gave Grit and Safia riding kanks, with a pack kank for Raun. The half-giant, Nnn'tkklik'l and Gorkhan all move as fast or faster than a kank while on foot, so I didn't bother with mounts for them - the dwarves didn't have anything big enough for Raun, anyway.
Equipment should be up to date on the Campaign tab. Let me know if there's anything I missed or any last minute purchases you wanted to make before leaving Kled. Also post any special plans for scouting, camping, etc.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Do we have rope? If not I'll buy some.
Däina will have the breeze cantrip going on herself unless the cantrip is obvious.
Do I know which one of them is holding the spellbook?


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 there are two "spell books". One is a mw spear with a few spells on it, right?

The mul makes an offer Fen. Master Fen, you seem to know your business very well. I am impressed by your tactical understanding but wanted to offer you an alternative you might not have known about. I can take the form of a Kestrel and scout for the group if you so desire. The good of this is that I will see any large threat well before it is upon us. But the bad is that some smaller well hidden threat could be upon you while I am away and unable to help for a short time. What do you say


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 has 50 feet of rope, and I believe there was a second length of 50 foot, not sure what happened to that.

Raun straps her pack to the giant insect but keeps the cruder bundle of weapons with her as she moves out to watch the left flank of the group. Keeping her armor on she still manages to handle the heat better than most; she continues to show that she is much more suited to the harsh conditions of the wild than being some pampered noble's pet monster. She does her best to pick the most efficient path through the rough terrain and keeps a keen eye out for anything approaching herself or the others.

Survival: 1d20 + 6 ⇒ (8) + 6 = 14
Perception: 1d20 + 12 ⇒ (20) + 12 = 32


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)

The kreen will do as he is asked, and will ensure that care is taken when setting up camp during nightly stops.

survival: 1d20 + 9 ⇒ (1) + 9 = 10
perception: 1d20 + 12 ⇒ (14) + 12 = 26


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

Gorkhan uses his added mobility and stealth to scout the area ahead, although he doesn't range as far as a kestrel may.

Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Stealth: 1d20 + 15 ⇒ (18) + 15 = 33


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Däina rides next to Fen, generally agreeing with whatever plan seems reasonable. At Grit's offer she says "Here, take Anar with you. He can help keep an eye out, plus he's good company."

Perception: 1d20 + 11 ⇒ (5) + 11 = 16


Male Owl Familar 3

The colorful bird circles once and squawks, landing near Grit. He turns his head sideways, then speaks. "Hello, hello! You can scout ahead and I'll watch behind?"

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


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

Survival 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Safia is seemingly in trance while riding her kank. Her familiar has take a place on it's head, waving it's claws in the air as if glorying in it's mighty steed.


Ah, yes, there was a second length of silk rope I accidentally deleted from the list. I've added it to Raun's pack.
Also, regarding the spellbooks - one is a carved, MW agafari spear, the other is a set of stitched leather strips sewn into an old cloak. Not sure who's carrying them - they're probably strapped in with Raun's stuff.

Fen stops to listen to Grit as the group packs up for the second day's travel.
"A skin changer, are you? Well, that's useful. Certainly, take to the air and scout ahead. Däina's bird can watch our back trail and the others can range in diamond pattern." Satisfied with the preparations, he leans back into the saddle of the lead kank and sets off into the rocky terrain ahead.

The badlands are rough country, with a multitude of places for an ambush or surprise encounter with a predator. But with your aerial lookouts and landbound scouts, you manage to avoid several patches of blood-sucking sand cactus and other natural dangers.

There are numerous signs that the area you are passing through is the territory of one or more groups of b'rohg - four-armed humanoids that are half again as tall as a half-giant and more savage. Shortly before high sun you spot a pair of b'rohg several miles distant, but manage to avoid crossing paths.

Raun makes a more grisly discovery several hours later while scouting a shallow box canyon. The carcass of a jozhal - an intelligent, semi-humanoid lizard known for its psionic prowess and aptitude for thievery - has been left to rot in the hot sun. The corpse appears to be about a day old. Its reptilian snout is frozen in a grimace of horror. The jozhal's chest has been torn open by sharp teeth or claws, but it doesn't appear to have been eaten, just killed violently and horrifically. The tracks around it are difficult to read, but its attacker appears to have been four-legged and about the size of one of your kanks, with clawed feet.

Fen orders an extra watch when you set up camp that night on a rocky bluff overlooking a dry gulch, the shadow of the Ringing Mountains plunging the badlands into an early chill. Two of you stay up with Nnn'tkklik'l, with a plan to switch off a few hours before midnight and again a few hours after.

Safia and Raun are awake with the thri-kreen for the second shift. Of the twin moons, only Guthay, the smaller, amber moon, is visible. Since all of you have some form of nightsight, you've let the campfire die down to a few glowing embers.

Nnn'tkklik'l is checking the kanks where they've been hobbled in a makeshift pen when the bugs start waving their antennae in agitation. Just then, the thri-kreen hears it, too. Something large is moving - and moving fast - through the rocky terrain to the north, perhaps a hundred yards and closing quickly.

Moments later, the sound is loud enough that Raun and Safia hear it, as well, and Grit stirs in the hide tent where he and his tigone are resting with Gorkhan. The crashing of heavy feet is joined by a bellow of rage and fear.

Map of the camp site

Nnn'tkklik'l can hear one, maybe two large creatures approaching from the north. He has three rounds to prepare. Raun, Safia and Grit hear the same thing a round after the thri-kreen - they have two rounds to prepare. Gorkhan, Daina and Fen awake a few moments later and have a single round to prepare. Anyone who is alerted earlier can spend an action to wake the sleepers, granting them an extra round.

Let me know what you intend to do in preparation, then I will roll initiative for the group for the first round of combat.

Dice Rolls:

Perception (Sleepers are -10)
Nnn'tkklik'l: 1d20 + 12 ⇒ (14) + 12 = 26

Gorkhan: 1d20 + 13 - 10 ⇒ (2) + 13 - 10 = 5

Raun: 1d20 + 12 ⇒ (7) + 12 = 19

Grit: 1d20 + 10 - 10 ⇒ (15) + 10 - 10 = 15

Safia: 1d20 + 9 ⇒ (8) + 9 = 17

Daina: 1d20 + 11 - 10 ⇒ (6) + 11 - 10 = 7

Fen: 1d20 + 6 - 10 ⇒ (18) + 6 - 10 = 14


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

Round 1

Grit casts Barkskin on the Togone (standard) as he has it wake Gorkhan (free for Grit), and moves out of the tent.

Round 2

Calling his Togone to him he activates his psionic power and pulls his scimitar as he moves towards Nnn, thinking to the Kreen <<Are you safe my brother? What danger comes?>>


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)

The jozhal didn't have any loot I take it? Didn't look like it had been looted either? The picture isn't working for me btw.

On the map, North is up right?

Raun looks at Safia as the noise appears, standing and starting to move towards it for a better look. She passes the first tent and she hears Grit moving around inside, but pauses to call into the second. "Something's coming..." she growls, nudging whoever is closest to the entrance before moving past the tent, placing herself between it and the noise.

She sets her hammer in front of her, wiggling it into the ground a little so that it stays upright and ready to hand, before drawing a spear, taking a throwing stance as she waits for the creatures to appear.

Round 1 move north of tents, wake Daina or Fen. Round 2 drop hammer (free), draw spear (move), ready to throw spear when within 40 feet or stops moving towards her.

Thrown spear (-2 range): 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Damage: 1d8 + 5 ⇒ (5) + 5 = 10


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Däina wakes with a gasp, finger pointed at Raun as if to attack her with a flick. She comes to her senses, clearing her throat and blinking wearily as she's told what's happening. Well, either reveal yourself or possibly die. Däina quickly reaches into her pouch and pulls out a dark purple root, running outside to locate all the others. She begins muttering "Haciedo di niru..." and after her third chant she utters each of their names. Suddenly everything seems to slow down for them as their bodies accelerate in time. Anybody that questions her gets a look that says Is now really the time?

Haste, affecting every party member but me. Full attacks give you an extra attack, your movement speed is increased by 30ft, and you gain a +1 to attacks/AC/reflex saves.


Raun wrote:
The jozhal didn't have any loot I take it? Didn't look like it had been looted either? The picture isn't working for me btw.

Nope/Nope/Weird, works for me.

Raun wrote:

On the map, North is up right?

Yup.


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)

Round 1
(Free Action) Nnn'tkklik'l will attempt to wake up his collective telepathically, if possible, to give them additional rounds to prepare (those that have less than 3 rounds, particularly) <<Danger comes quickly, two large creatures from the north.>>

(Move Action) Move closer to the others (continuing movement next round)

(Standard Action) Manifesting Vigor, augmented to 5 PP. This will give Safia, Gorkhan, and Grit 15 temp HP each, duration 5 min (but let's be serious, it won't last that long in Athas)

Round 2
(Move Action) Move closer to the others (ending between Raun and Tigone)

(Standard Action) Manifesting Vigor, augmented to 5 PP. This will give Raun and the Tigone 20 temp HP each, duration 5 min.

Round 2
(Standard Action) The kreen will ready his mental assault for when the enemies get within 100ft. If they are already within 100ft, he will expend Psionic Focus to force them into the collective as a Move Action, then use a Standard Action to try to force the other one into the collective. Save vs. Collective is DC 19 Will negates. Save vs. Drain Health is DC 19 Will Halves, but since at that point they are already an Unwilling Participant, they take a -2 on that save.

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
TOTAL: 10 PP spent (29/39 PP), psionic focus lost, total of 85 temp HP given out to 5 creatures; two possible new unwilling participants in my collective.

NOTE: Daina may not be in the collective yet (not sure we have discussed it, RP-wise not sure if she would be a clutch member; Fen certainly wouldn't be.)


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I highly doubt I would be, until this point I have kept my abilities a secret and we're just business associates.


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

Within seconds after hearing something approach Safia's shape shifts to be somewhat like the jozhal they saw earlier but sturdier and stockier. The new shape hefts her scythe high up into the air before a broad grin appears on it's face.

Round 1: Use Many Forms to take the shape of a Ssuran, gaining +2 strength and, if it has them, scent and low-light vision.

Then the newly shaped Safia takes a step forward while one of her clawed hands traces patterns in the air and she speaks in some hissing, guttural voice.

Round 2:
Move: Move one step diagonally North and West
Standard: Cast Divine Favor


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

Round 1

Gorkhan's eyes snap open when Grit's Tigone nudges him.

Round 2

Gorkhan stands up and concentrates his psionic power to create an armor-like field around him.

Move action: Stand from prone
Standard action; Inertial Armor
Free: 5' step towards tent exit.


Another echoing bellow sounds out as two huge figures emerge from the darkness trailing a plume of dust. Twelve feet tall and lean, the b'rohgs roar as they rush forward with wild, rolling eyes. As they charge toward your camp, they split to either side of the rocky pillars in the center.

Raun flings her spear as the one on the left draws near. The missile streaks toward the enraged creature but the b'rohg bats it away with one of its four arms at the last second before turning mad, squinting eyes on the half-giant.

Nnn'tkklik'l, meanwhile, scrambles up the rocky spire to a vantage point that allows him to see both of the approaching creatures. Concentrating, he pulls the b'rohg approaching to the right into the collective, but is unable to break through the defenses of the one on the left.

As the others spread out to take positions, the frenzied, four-armed humanoids roar again and lunch forward.

"Protect the kanks!" Fen yells as he crawls from the tent to hide behind the spur of rock.

Initiative Rolls:

Nnn'tkklik'l: 1d20 + 3 ⇒ (8) + 3 = 11

Gorkhan: 1d20 + 7 ⇒ (8) + 7 = 15

Raun: 1d20 + 3 ⇒ (7) + 3 = 10

Grit: 1d20 + 3 ⇒ (12) + 3 = 15

Safia: 1d20 + 6 ⇒ (15) + 6 = 21

Däina: 1d20 + 5 ⇒ (12) + 5 = 17

B'rohgs: 1d20 + 2 ⇒ (8) + 2 = 10

Ok, I tried to place everyone generally according to your descriptions. Everyone beat or matched the b'rohgs on initiative, so you can all go now and I'll follow up with the enemies.

Illumination: The fire has died down to the point that it provides no significant illumination. The moon provides only dim light, so you are stuck with darkvision unless someone stokes the fire (standard action) or produces another light source (such as the continual light stones Raun and Grit carry).

Map

Combat Round 1

Initiative Group 1: Raun, Nnn'tkklik'l, Grit, Gorkhan, Safia. Däina, Fen

Initiative Group 2: Enemies

Various Rolls:

B'rohg Will save vs. collective: 1d20 + 2 ⇒ (17) + 2 = 19
B'rohg Will save vs. collective: 1d20 + 2 ⇒ (8) + 2 = 10


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

Where are the kanks?

Grit casts Greater Magic Fang on his Togone and if the kanas are behind them they both fall back 20'. If they are in that pin Grit calls for help and advances to the front of the pin. [/ooc]


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

*Flips through spellbook, facepalms* Oh my god, I didn't take the light cantrip because I thought a desert environment wouldn't have much need for it.

Däina takes out a small candle and lights it with a word, then begins chanting. These chants are slower and more careful then before, and after a moment the air above them starts to lightly shimmer.

Casting Summon Monster 3 to get some creatures from the Summon Monster 2 spell list out here. I'll post stats when they show up next turn since the spell is a full round action.

Summoned Monsters: 1d3 + 1 ⇒ (3) + 1 = 4 Nice

DM, any special adjustments to the summon monster lists?


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 usually summons elementals at that level. Earth are slow but strong.


The kanks are in the pen to the north of Grit and his tigone. As for summoning, there are custom lists in a spoiler on the Campaign Info tab.


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)

how far up is Nnn'tkklik'l's elevation compared to that of the b'rohgs and that of his clutch?

The kreen focuses for a moment, gathering his mental stamina. His all-out mental assault moments ago left him drained, but through practiced meditative techniques, he brought his mind back into focus. His willpower grew into the form of an arrow, and then he let it fly at the b'rohg on the left.

Move Action: Regain Psionic Focus
Standard Action: Attempt to bring b'rohg into collective, DC 19 Will negates.


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 Under a Dark Sun wrote:
The kanks are in the pen to the north of Grit and his tigone. As for summoning, there are custom lists in a spoiler on the Campaign Info tab.

then Grit and his tigone are forced to move forward to stand in front of the pen - side by side. Grit has no problem getting there hasted.


Nnn'tkklik'l wrote:

how far up is Nnn'tkklik'l's elevation compared to that of the b'rohgs and that of his clutch?

Ten or 15 feet, so about eye level with the b'rohgs. The other rocks give you cover, I just put you there so you'd have line of sight to both enemies for collecting.


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)

thanks GM. elevated and in any sort of cover sounds like a good place to me.


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

Gorkhan concentreates, focusing his psionic ability and then focuses on the psionic ability of his psicrystal.

Move action: psi focus
Standard action: psi focus
Free: 5' step N


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)

I'm guessing we have the higher ground right? That's what that ridge looking bit is I'm assuming.

Raun glowers as her spear is batted aside by the rampaging b'rogh, appearing unfazed by their superior size. She calmly lifts her hammer, frowning in momentary confusion as the b'rogh's seem to slow, glancing back at Daina before moving forward, readying to meet their charge with her hammer.

Move north to the ridge, preferably giving her a height advantage, or at least making sure the enemies don't have one, and readying an attack.

Non-raging Earthbreaker (PA, FF): 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24+1 more if significant height difference
Damage: 2d8 + 14 ⇒ (8, 5) + 14 = 27


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 said this ooc, but thought I better say it ic as well. I am just a little concerned about one melee character being on this side and the rest on the other, especially when Grit's tactics are dictated by having to defend the kanks.

As Grit and his Tigone move up to stand between the B'rohg and the kanks he calls out to his friends both with his voice and through the link Could use a little help defending the mounts!


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Next round there is going to be four more melee combatants, so it shouldn't be a problem.


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

All on your side of the hill…


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

Hearing the cry coming from Grit and convinced Raun and Gorkhan could handle things on that side Safia rushed over to help. She positioned herself between the kanks before unleashing a mental assult on the creature, though one very different from what Nnn did.

Those in view of the creature could see a whiff of grey smoke go up it's nose as she finished her attack.

Move: Move to Grit and end in between the kanks (yay Haste and more movement)
Standard: Gift of Madness on right B'rohg. DC 16 Will or confused for 1 round

And now I remember what feat I actually had planned for this level: Ability Focus on Gift of Madness. Will be a lot of fun come 7th level


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15
Grit wrote:
All on your side of the hill…

Quite the contrary; I can make them all individually appear wherever I want. And with a casting range of 35ft that means I can drop them on both sides of the hill.

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