Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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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 eyes the bard warily as he delivers his warning, her expression not changing much during the exchange as she eyes him. Once he's gone she goes up with the others to meet the woman who hired them for the first time. She is rather surprised to find Nell there as well, looking between the two women curiously.

Her expression darkens as Krysta begins; she knew Dote Mal Payne was a bad person, but he hadn't been plaguing them like his apprentice had. Twice she'd gotten away from them now... Raun would be pleased to see her dealt with.

She smiles as Ganaan is mentioned, having enjoyed the distraction a few times when he'd asked her for help. Once the women have finished speaking and the warden stuck his nose in, Raun nods to Grit's question about payment. While she might enjoy the mission purely for the excitement, she was coming to understand the joys of wealth too. She frowns at their response.

"Lets go get ready to leave then." Raun muttered, seeming to accept their excuses about payment, not overly upset.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Woki grins a sharp-toothed smile at the red-headed bard on seeing him again before their meeting with Krysta and Nell.

As the discussion of Dote Mal Payne and the female necromancer they were familiar with, Woki's expression turns into one of grim resolve, "Spirits not stand befoulers of land to breathe more breaths. This one would see evil ones hunted down and given to carrion feeders."


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 ponders the bard's warning for a moment before the realization hit. Hmm... I wonder if they've made some connections. I suppose it's possible if they were the ones involved in my set-up, my presence would be rather obvious... Best keep an eye out for a fellow with a scar as well as on my back.

"I am ready to leave."


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:

Krista sighs heavily.

"Forgive me, friends. I have spent many years looking out for my own interests alone. It is a new thing to have a city to care for. But I am afraid there is little I can offer but gratitude.

Gratitude from a friend is payment enough for me.The Mul says with a sincere smile. It seems we are ready to leave now. If you heard the bard talking it seems there is a fellow with a large scar that is looking for some of us. You might see if you can run down what it is he was after. I fear we will not be around long enough to find out unless he confronts us on the way to the gates. And with this Grit stands, ready to leave.


"I am glad to hear it," Krysta says as the group indicates it is ready to leave immediately. "You should have an easy time traveling out of Tyr's valley - Rikus has had his new army rooting out the bandits and monsters that moved in when Kalak was distracted with the ziggurat, but the deserts beyond will try to devour you. Don't let them - I've grown rather fond of all of you."

With a faint smile, Krysta nods and slips from the room, leaving you with Nell.

"The journey is likely to take 10 days on kank-back, so be sure to take plenty of food and water," she says. "If you need more, stop at the back of the Golden Inix and ask for Feranax. He'll see that you get what you need," Nell says. "When you get to Altaruk, seek an audience with the governor, Arisphistaneles. He is a friend. Tell him you met at his aunt's funeral."

She smiles warmly, then grows serious again. "Send word once you hear anything of the necromancer. Many here already treat him as a folk tale. But I fear his talons still threaten Tyr."

A half-elf guard stops you as you leave the gaming house and presses a heavy leather pouch into your hands. "The masters of Altaruk charge a gold piece for each traveler and mount that seeks passage beyond the city walls. My mistress would not have you left outside the gates."

Inside the pouch are 10 pieces of gold, one for each of you and your four kanks.

Is everyone ready to leave the city? Last chance to pick up additional supplies or ask further questions. I'm not overly concerned about tracking water and food - you are high enough level that a few simple spells can stretch your resources significantly - but let me know of any special precautions you want to take on the road.


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

We should likely stop at the Golden Inix to better supply. Shall we adopt moving by night and resting in shade during the day? Another question for the group is should Grit scout in bird form as we move. He has a trait that lets him stay in small or medium animal form for double his level in hours, so 14 hours. And with Nnn's telepathy communication while close is not a problem for him. Also as a small bird he eats and drinks less. :)


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)

Yeah I figured we'd go back to the old routine. Would you have low-light vision in bird form or just darkvision? You'd have to be flying pretty low if only the latter.


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

"Thank you, it's appreciated. Ready to move out everybody?"


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

Well supplied and ready to go Grit offers to have Daina or Woki ride with him. I plan to spend much of our time away from the group scouting anyway. The skies, they call to me.

Grit will take the form of night bird (assuming we travel at night) and circle above the group high enough to see threats from a good ways off and also to help choose the paths forward and to choose a good camping spot each time we rest. He will start each evening traveling with the group but before dusk each day he will take to the thermals above the group.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Woki nods in agreement with the sentiments on hitting the road right away. The halfling is already packed as everything Woki owns fits snugly in a the organ-stitched satchel.

Once they have their kanks and are outside Tyr, Woki looks up into the sky and raises one hand as a glowing blue kes'trekel comes soaring down to land on the outstretched limb. As it settles its wings, Woki speaks a few words of gibberish to the bird who replies back with sharp caws and screeches. A nod of the halfling's head at the bird's words is followed by Woki looks at the others, "Lon speaks that good winds flow round this tall-one great village. Much better since evil one sent to meet ancestors. Good sign for quick, fruitful hunt for ones that befoul land."


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)

With what little he owns strapped tightly to his body underneath the clothes that he had made, the 'kreen steps off with the others, glad to be back in their "outside the city" routine.


Grit, you'll need to stay within 170 feet of Nnn'tkklik'l if you want to stay in the collective. If you move beyond that, you can circle back and he can re-establish contact as a standard action.

After gathering your kanks from the stable on Caravan Way, you stop at the Golden Inix, where Nell's contact fills your packs with salted jerky, dried fruit and faro-bread. With the afternoon shadows lengthening, you make your way to the eastern gate and pass beyond the walls that have provided a home for the past several months.

Traveling along the dusty trade road through Tyr's valley, you see teams of former slaves performing the same back-breaking tasks they did under Kalak's yoke. But now the black-robed templars directing the work join in alongside them, taking turns as the waterskins are passed among the laborers.

You reach one of the valley's half-ruined client villages as night falls. The village's new residents gather in a long hall for a shared meal as a dozen members of Tyr's new army burn the bodies of several raiders caught and executed earlier in the day. A familiar figure waves as you pass by - the half-giant Gaanon, his head and body shaved to mimic a mul's smooth skin, chews on an inix leg while he supervises his men.

"Leaving Tyr? We're going to Urik to kill another sorcerer-king soon," he says, wiping greasy fingers on the matted cloak of a dead raider. "You'll miss all the fun! Maybe we'll leave a couple for later!"

Silence falls soon after you pass beyond the torchlight of the village. Grit transforms and scouts the path ahead. He spots a few predators moving far beyond the path, but Krysta was right - the new army has been keeping the valley clear of threats, for the most part.

You make camp beneath a spur of rock as the sun rises. Another night's travel will take you out of Tyr's valley, into the rocky badlands running east toward the trade routes. As you drink sparingly from your waterskins, the Warden breaks the silence.

<<No doubt you have questions about our interest in the necromancer>> the spirit says, its mental presence joined by the Champion and the Seeker within the collective. <<While I cannot tell you all, I can share a part of our concern.>>

<<As you know, my comrades and I were warriors in life, ascetics dedicated to the study of warfare as well as the Way. Members of our order were known as the Knights Eternal, and while we served a higher purpose ... we could not avoid being drawn into the conflicts that shook the land in those days. Champions of the Warbringer, Rajaat, sought to exterminate the non-human races in those days, and we did not sit idly by as the defilers rampaged across the land. It was a losing battle and eventually the last of us chose to enter these reliquaries so we could maintain our vigil even in death.>>

<<Our oaths forbid us from sharing what it is we are sworn to watch. Suffice to say, humanity will be better off if such secrets remain sealed away.>>

You sense the entity known as the Seeker shift uncomfortably, as if mentally seeking movement.

<<The Seeker has recovered much of her strength after bonding with the swift one's psicrystal. She has not, however, recovered her memory of her time in the necromancer's grasp. We worry that he might have pried some knowledge from her as her psyche was shattered. Much damage could be wrought if that is the case ... It is important that he be found, and eliminated.>>

The Warden's voice goes silent as waits for your questions.


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

Understood. Grit plans to fly well above that 170 feet so will be out of the collective most of the time.

Grit listens to the Warden speak for a while. His thoughts are more about the unnatural state the three are in as souls unattached to bodies. If we kill this Pane, will you then be able to rest?


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

One thing I didn't miss was the food. Daina begrudgingly packs up the dried food.

The sight of everybody working together brings a smile to Daina's face. "There is truly progress going on."

In the half ruined village Daina gives the giant a reluctant smile. "I wish you the best of luck with that. Yes, perhaps we shall meet again in the future."

Daina is reading through one of her books when the warden speaks up. After some silence after the end of his speech, she asks just one question. "Why us? Why did you pick us?"


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 begins to pace in response to the Warden's unconscious desire to move, the psi-crystal taking on a spider-like form to allow it to travel back and forth along his shoulders and arms.

<<So this thing you watch is something none should know about, but it is possible that the necromancer was able to pry this from the Seeker... I wouldn't plan on leaving the man intact in any case, but is there a way of knowing whether he has some of this information? Whether through his whereabouts or actions?>> Gorkhan asks.

<<Secrets, once released, are very hard to contain. Should the nectomancer have the information, it stands to reason that any remaining followers may likewise have it. If they are together, it should, hopefully, not be too difficult to eradicate them to a man. If they are not, there is no telling how many may ultimately gain knowledge of your secret.>>

<<I suppose we'll have to wait and see after the man is dead.>>


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)

<<Can Seeker psyche be healed by us?>>


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 breaks away from the others to talk with Gaanon, catching up a few minutes later as they ride on past the village.

As the Warden begins to speak that evening Raun frowns at the reminder of the origin of the voices in her head. She was fine with taking the three beings at their word however, not interested in other people's secrets as a general rule.

"How we stop necromancers from running away? We fight one twice and she disappear both times." Raun reminds the others, her mind going more to the practicalities of carrying out the plan than considering the implications of whatever the secret may be.


<<The Seeker already is much better than she was, after bonding with the psicrystal. Whether she will regain more of her memories remains to be seen.>> the Warden says, responding to Nnn'tkklik'l's query.

<<As for your question, druid: Payne is only the most recent in a long line of threats. He will not be the last. As long as life ekes out a meager existence in this ruined land, men will seek power over others. Our duty does not end because one has been eliminated. Our task endures, and we can not put it down with no comrades left to take up the burden.>>

<<Luckily, we have had willing allies>> the Warden says, its focus turning to Daina. <<In the lands of my youth, the mystics spoke of kismet - fate - as a magnetic force that draws us to where we are most needed. Those lands are dust now. Was that kismet's purpose? I don't know. Why were you chosen? Because you were not sucked dry by a silk-wyrm. You did not die in the desert. You did not gamble away a pretty stone. You were not a deadheart defiler. You were willing to serve.>>

The Champion's voice comes to the fore, allowing the Warden to recede.

<<And not just willing, but able. You are correct, Gorkhan, the necromancer's actions will tell us what he knows. His presence in this trade village, Altaruk, tells me little. I do not remember the place - it likely did not exist when I still had flesh. Who he has met with, what he has done, these may tell us something. If we can find out where he has gone, that may offer some clue, as well. It would help if we could obtain a map. The land has changed, but the Seeker was always good with such things, able to visualize relationships between new and old places. We shall see. Then we shall plan. Then we will end the threat.>>


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 hope that she does...and I wish that I could do more to help her.>>

<<A force that draws us to where we are needed...it seems more like a story for a child than reality. One of those powers that only works for good.>> Daina gives an ironic chuckle. <<I suppose those reasons are as good as any.>>


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 into the collective Grit further makes his point. <<I recognize the sacrifice you three make. And I know your will is good and not evil. But your flesh is dead. As a druid I find it wrong that you should persist. Were it in my power I would give you rest even if I had to pick up your burden.>>


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

<<Moving on isn't always rest. For them it wouldn't be. And they do good in the world, without their presence we would have no guidance. Besides, who's to say there is anything but this? Perhaps simply enduring for as long as possible is the only way.>>


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 scoffs good naturally at the archaist. <<Hah. You are no druid. I do not expect you to understand. >>

Nnn, Just wanted to observe that having this collective communication thing is awesome! Much of what we accomplish is enabled by this.


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

Ya, this is one of the most convenient abilities ever.

<<Is that so? Well I am quite adept at understanding things, so do enlightenment me. Perhaps you could tell me of your own experience into what you believe is afterlife.>>


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 looks over at the debating duo. <<I would expect the druid would care more for the matters of the flesh or of what little plant life still exists rather than the essence of those long passed. Such a thing seems more a purview of a spiritualist. Nonetheless, if these beings wish to remain, and they plan to assist us against our foes, I, for one, welcome them.>>

<<To business... So... Scout. Plan. Strike. Seems a sound foundation. We will learn more when we reach Altaruk.>>


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, I see the normal order has been restored...

Raun grunts as her question gets lost amidst the philosophizing of the half-elf and mul. She nods to Gorkhan's statement, stomping off to find somewhere comfortable to bed down that's likely to remain cool.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Woki scratches an elusive itch as talk turns to the philosophical. <<The spirits speak of a purpose that every creature is bound to in this world to accomplish. Some of these purposes might last until the land itself crumbles and the blazing sphere of fire in the sky winks out. Each shall end in its own pace when it is time to bid this life farewell.>>

Finally finding the spot, the halfling plucks some form of parasite, a flea or lice, as the root of the itch and immediately eats it. <<The befouling ones seems like ground rodents, quick to hide and hard to find its lair but fiercely defensive once cornered in their hole. It shall be a merry hunt to find those ones and unwind their innards across the dunes.>>


It gives me a warm, fuzzy feeling every time Raun is ignored. That said - I did not do it on purpose! Your post showed up while I was in the middle of writing mine last night, and I didn't see it until today.


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)

yeah I figured :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

The debate behind them Grit makes sure adequate watches are set and a safe and comfortable camp is established.

Survival to find the best place to camp: 1d20 + 14 ⇒ (7) + 14 = 21


The voice of the Champion chuckles softly in Raun's mind as the half-giant stomps off to find a place to sleep.

"<<Pay them no mind, my friend. They look past you as they look past the mountains at the edge of view - solid and dependable, they assume you will always be there. You asked a good question, but I think perhaps you and I can solve that riddle on our own. This anti-psionic static you generate when enraged ... I think I can twist it so it would disrupt the defiler's spells, as well. All you have to do is stay close to her and hit her - something I am confident you can handle.>>

Striking camp as night falls the next day, you continue southeast away from Tyr, following the long valley that runs from the Ringing Mountains.

Map

The trip is uneventful as you avoid the few scavengers Grit spots from the air. After four days you reach the end of the rocky badlands. The dunes of the Great Alluvial Sand Wastes stretch ahead of you like an endless sea, heat shimmers visible even under the light of Athas's twin moons.

Soon after, the trade road splits, half snaking east toward the Silver Spring and Urik, half curving south to Altaruk.

Travel is slower in the desert. Three days pass before you reach the next crossroad. You camp for the night, calculating that another three days will bring you to Altaruk.

You find a likely spot to camp for the day a dozen yards off the road, where a number of large rocks jut from the sand near a small salt flat. The rocks have been used as a camp site before, although the fire pit doesn't appear to have been used in the past week. A pair of abandoned wagons are even older, the wood dried to the point of uselessness.

You can split watches into three segments. Nnn'tkklik'l doesn't need to sleep and will be part of each watch. Daina can take two watches thanks to her ring. Everyone else should pick one.

First watch (7 a.m.-11 a.m.): Nnn'tkklik'l + ____ + ____
Second watch (11 a.m.-3 p.m.): Nnn'tkklik'l + ____ + ____
Third watch (3 p.m.-7 p.m.): Nnn'tkklik'l + ____ + ____


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 have low light vision so I'll take first and last watch.


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 happy to take the third watch. He has darkvision. He has hit Tigone guarding Daina, so it will watch with her.


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)

Considering we're sleeping during the day, low-light and darkvision aren't likely to be an issue :p Raun will take second or third (preference for third)

Raun gave a grunt to the champions mental voice, simply rolling over and continuing her efforts to attain sleep as the morning began to warm.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Woki is happy taking whatever shift. Second watch is fine.


I'm back! Based on your posts, here's how the watches are split up:
1st: Nnn'tkklik'l, Daina, Gorkhan and the tigone.
2nd: Nnn'tkklik'l, Raun, Woki
3rd: Nnn'tkklik'l, Daina, Grit

Random roll: 1d3 ⇒ 1

After settling on a schedule for watches, Raun, Grit and Woki settle in to sleep in the shadow of a large rock outcropping while the others keep an eye on the surrounding dunes. Raun's silk-wyrm scale breastplate counts as light armor so I assume she wears it to sleep, while Grit removes his breastplate to avoid fatigue the next day. The temperature rises with the sun and soon the desert shimmers with heat, obscuring the horizon. Several hours pass as the sentries struggle to remain wary in the oppressive heat.

Perception checks:

Daina: 1d20 + 11 ⇒ (14) + 11 = 25
Tigone: 1d20 + 9 ⇒ (8) + 9 = 17
Gorkhan: 1d20 + 20 ⇒ (8) + 20 = 28
Nnn'tkklik'l: 1d20 + 13 ⇒ (6) + 13 = 19

Despite the shimmering haze rising from the sun-baked sand, Daina and Gorkhan both catch a glimpse of movement to the north. Moments later, they spot several low, dark shapes running toward the camp. Each the size of a man, the creatures run on four legs, their massive jaws open and drooling. You've seen such beasts before, in the slave pits beneath the arena - a trio of tembos is attacking!

Initiative:

Tembos: 1d20 + 4 ⇒ (2) + 4 = 6
Grit: 1d20 + 3 ⇒ (20) + 3 = 23
Tigone: 1d20 + 3 ⇒ (14) + 3 = 17
Gorkhan: 1d20 + 11 ⇒ (3) + 11 = 14
Raun: 1d20 + 3 ⇒ (18) + 3 = 21
Nnn'tkklik'l: 1d20 + 3 ⇒ (4) + 3 = 7
Däina: 1d20 + 5 ⇒ (18) + 5 = 23
Woki: 1d20 + 4 ⇒ (5) + 4 = 9

~~~~~~~~oo~~~~~~~~

You're up! Grit, Raun and Woki are helpless until someone wakes them up. Spending an action to shake them awake succeeds automatically. Yelling at them gives them a chance to wake up as a free action and act normally (starting from prone) if they succeed at a DC 10 Perception check.

Updated Map

Combat Round 1

Initiative Group 1: Grit, Däina, Nnn'tkklik'l, Raun, Woki, Gorkhan

Initiative Group 2: Tembo


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

zzzzzzzzzzz…


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

Knowledge (Arcana or Nature)?: 1d20 + 16 ⇒ (15) + 16 = 31

NOT dealing with that. Daina stands, summoning a dark red bead with a flick of her hand. "Wake up! Three tembos approaching!" She whips the bead into the middle of the creatures, then shouts "Ixen garmth!" causing it to explode outwards in a brilliant flash of violent fire.

Fire Damage: 8d6 ⇒ (3, 1, 1, 6, 1, 4, 4, 5) = 25

DC 21 reflex save for half damage.


Diana knows tembos are nasty psionic predators with a bite that can drain the life force of anyone unfortunate enough to be on the receiving end. Fast and difficult to pin down, they can use a variety of other mental powers to attack or sneak up on prey. They usually operate at night, so it's a little unusual to see them attacking this way.

The sound of Daina's spell exploding and her yelling is enough to give the sleeping party members a chance to wake up.


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)

For that DC 10, do we also take the -10 to perception for being asleep?
Perception: 1d20 + 10 - 10 ⇒ (9) + 10 - 10 = 9
If so I fail, if not I can't fail :p


It includes the penalty for sleeping already. You could still fail on a 1, but you're fine. Raun is awake and can act, although she starts prone.


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 posted my perception two hours ago??? Not sure what happened to it. Same roll though.

Perception: 1d20 + 13 ⇒ (12) + 13 = 25


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

Oh sorry, that should have been 9d6.

Forgotten damage: 1d6 ⇒ 1


Grit wakes and can act, as well.


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

Unsure of the emergency but knowing that combat is eminent Grit stands and looks around. Seeing the threat he shifts into cat form.


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 attempts to pull one into the collective as a standard action. he then expends psionic focus to try again, this time on a different one of them.


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 slips forwards and moves up the surface of the large rock, crouching down to remain unseen but keeping his eyes out for the three creatures as well as any other potential opponents in the area.

Move 55' E (after getting around the small rock he was behind) and up. Not sure how high it is, if he doesn't make it to the top in one move, then use another.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Round 1
hp 49/49
AC 23/17/19
Effects: Air Barrier (+6 armor bonus to AC)

Perception: 1d20 + 17 ⇒ (11) + 17 = 28

Move Action: Stand up.
Standard Action: Use Air Barrier Hex.

Woki snores curled up in cool spot before the loud sounds of Däina yelling cuts through the dreams of hunting in the Forest Ridge. The halfling's head snaps up with a snort as sleep-filled eyes scan around, "Where fire?" Yawning, Woki slowly stands and summons up the spirits' blessing.


Däina's fireball explodes, fusing the surrounding sand into glass, but the fast-moving tembo emerge unscathed, have leaped out of the way as the spell approached. They have evasion and rolled well.

The explosion wakes Grit, Raun and Woki, who ready themselves for battle.

Moving to a position that allows him to see the attackers, Nnn'tkklik'l pulls two of the tembo into the collective. Their frenzied, hungry minds a riot of thought.

Gorkhan slips silently to the top of the largest outcropping, his feet never touching the rock. Unseen, he watches for movement.

Snarling, the tembos charge forward. One cuts to the east in a flanking maneuver while to the other two charge straight for Däina and the tigone, pouncing on the arcanist and her feline bodyguard.

The first slams into Daina, clawing and biting her. The damage is relatively minor and the half-elf kicks the creature away before it can gain a hold, but she feels a portion of her life force drained into the tembo's black maw. 7 damage, plus Daina gains a negative level.Fort DC 13 to get rid of it later.

The second tembo manages to claw at the tigone (4 damage) but Grit's companion avoids its bite.

As the tembos attack, Daina, Grit, Raun and Woki feel themselves come under psionic attack. All but Raun are able to deflect the attack. The half-giant feels the air forced from her lungs in a tremendous burst, and she struggles to catch a breath. Raun is affected by crisis of breath. She can burn a standard action each round to act normally. Otherwise she has to make a Fort save at the end of her turn to avoid passing out.

Sensing the mental assault through the collective, Gorkhan scans the surroundings for another attacker, but is unable to spot anything.

~~~~~~~~oo~~~~~~~~

You're up!

Updated Map

Combat Round 2

Initiative Group 1: Grit, Däina, Nnn'tkklik'l, Raun, Woki, Gorkhan

Initiative Group 2: Tembo

Various dice rolls:

Tembo Reflex save vs. fireball: 1d20 + 8 ⇒ (15) + 8 = 23
Tembo Reflex save vs. fireball: 1d20 + 8 ⇒ (14) + 8 = 22
Tembo Reflex save vs. fireball: 1d20 + 8 ⇒ (18) + 8 = 26
Tembo Will save vs. collection: 1d20 + 4 ⇒ (2) + 4 = 6
Tembo Will save vs. collection: 1d20 + 4 ⇒ (1) + 4 = 5
Gorkhan Stealth: 1d20 + 21 ⇒ (20) + 21 = 41
Gorkhan Perception: 1d20 + 20 ⇒ (18) + 20 = 38
Charging, pouncing tembo claw vs. Daina: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 261d4 + 3 ⇒ (2) + 3 = 5
Charging, pouncing tembo claw vs. Daina: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 111d4 + 3 ⇒ (4) + 3 = 7
Charging, pouncing tembo bite vs. Daina: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 201d6 + 1 ⇒ (1) + 1 = 2
Tembo free grapple vs. Daina: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Charging, pouncing tembo claw vs. tigone: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 161d4 + 3 ⇒ (2) + 3 = 5
Charging, pouncing tembo claw vs. tigone: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 261d4 + 3 ⇒ (1) + 3 = 4
Charging, pouncing tembo bite vs. tigone: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 201d6 + 1 ⇒ (1) + 1 = 2
Daina Will save vs. crisis of breath: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
Raun Will save vs. crisis of breath: 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Grit Will save vs. crisis of breath: 1d20 + 9 ⇒ (18) + 9 = 27
Woki Will save vs. crisis of breath: 1d20 + 12 ⇒ (19) + 12 = 31
??? Stealth check: 1d20 + 23 ⇒ (17) + 23 = 40


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 was unsure how far the creatures were away from the group. Since the Tigone was up and guarding Diana, can he get a readied attack as the creatures close?

Tigone:

Animal Companion
Tigone
N Large Animal
Init +3; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 22 (+3 Dex, +9 natural, +4 Armor, -1 size)
hp 51/55 (+24)
Fort +10, Ref +9, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +9 (1d8+6 plus grab) and
2 claws +9 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +9, 1d6+6 plus grab)

--------------------
Statistics
--------------------
Str 23, Dex 17, Con 18, Int 2, Wis 15, Cha 10
Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Weapon Finesse

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

The Tigone, now a large cat attacks its attacker, attempting to grapple with each successful hit.

Claw: 1d20 + 9 ⇒ (13) + 9 = 221d6 + 6 ⇒ (3) + 6 = 9
Claw: 1d20 + 9 ⇒ (20) + 9 = 291d6 + 6 ⇒ (2) + 6 = 8
Bite: 1d20 + 9 ⇒ (13) + 9 = 221d8 + 6 ⇒ (1) + 6 = 7

Grab1: 1d20 + 15 ⇒ (12) + 15 = 27
Grab2: 1d20 + 15 ⇒ (17) + 15 = 32
Grab3: 1d20 + 15 ⇒ (2) + 15 = 17

Comfirm Threat: 1d20 + 9 ⇒ (2) + 9 = 111d6 + 6 ⇒ (6) + 6 = 12

If it successfully grapples it brings up its hind feet and rakes at the beast. Not sure it can rake the round it starts the grapple or not. Seems like not, but in case I am providing these rolls.

Rake1: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 6 ⇒ (3) + 6 = 9
Rake2: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 6 ⇒ (2) + 6 = 8

Grit in Cat Form:

Large Combat Form:

Dire Tiger
Init +3; Senses low light vision, Scent; Perception +13
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+0 armor, +2 Dex, +6 natural, +1 Deflect, -1 Size )
hp 69 (6d8+18)
Fort +9, Ref +6, Will +9; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 Claws +15 (2d4+9) + Grab, +15 Bite (2d6+9) + Grab
Pounce, Rake for 2 Claws +15 (2d4+9)

--------------------
Statistics
--------------------
Str 28, Dex 14, Con 17, Int 13, Wis 17, Cha 12
Base Atk +5; CMB +15; CMD 31

Grit, unarmored and unbuffed, leaps upon the creature attacking Daina also trying to grab it to prevent it from attacking the wizard. <Its return attacks are gonna hurt.> he thinks to the group.

Claw: 1d20 + 15 ⇒ (20) + 15 = 352d4 + 9 ⇒ (1, 3) + 9 = 13
Claw: 1d20 + 15 ⇒ (11) + 15 = 262d4 + 9 ⇒ (3, 2) + 9 = 14
Bite: 1d20 + 15 ⇒ (19) + 15 = 342d6 + 9 ⇒ (3, 2) + 9 = 14

Grab1: 1d20 + 15 ⇒ (18) + 15 = 33
Grab2: 1d20 + 15 ⇒ (20) + 15 = 35
Grab3: 1d20 + 15 ⇒ (2) + 15 = 17


Go ahead and roll a readied attack for the tigone. Rake isn't usable until you start the turn grappling.

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