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

Fort Save: 1d20 + 6 ⇒ (12) + 6 = 18

Grit moves forward to attack the howler fighting Zok. He will try to move so that Zok can 5' step into a flank with him if that is possible, and swings his club, attempting a power attack.

Club: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 241d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12


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 takes the hit, but howls back at the lizard. Squinting in the darkness he makes a good solid hit back on the creature in front of him.

Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20
Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Miss Chance: 1d100 ⇒ 81
Damage: 1d4 + 7 ⇒ (1) + 7 = 8


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

Fort save DC 12: 1d20 + 6 ⇒ (13) + 6 = 19

Gorkhan takes a step towards the howler that had attacked Raun (or the one on Zok if that one was down; OR the one on its own if that one is down) and swings at it with his tembo sword.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Miss Chance: 1d100 ⇒ 61
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Meh, doesn't matter who he attacked. Whiff!


The sand howler attacking Raun is staggered by the half-giant's second strike. Bloodied and battered, it cowers before the roaring warrior - taking a step back just in time to avoid Gorkhan's clumsy blow - but doesn't flee.

Grit moves up next to Zok (No real way to set up a flank) and cracks the other sand howler a solid blow, while the halfling follows up with a slash to the beast's flank.

I'll update the map in my next post.

Don't forget: Anyone without darkvision is fighting in dim light and suffers a 20 percent miss chance on all attacks. Go ahead and roll 1d100 along with your attack rolls - if the result is 1-20, it's a miss.

In addition: The sand howlers have a paralyzing gaze. If you are within 30 ft. of one of the creatures at the start of your turn you will need to make a DC 12 Fortitude save or be paralyzed. You can try to avoid making a save by averting your gaze.

Combat Round 2-continued

(Those up next are in bold)

Initiative Group 1: Raun (bashed howler), Gorkhan (whiffed), Grit (bashed howler), Zok (slashed howler), Safia, Nnn'tkklik'l

Initiative Group 2: Sand howlers

Map


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

Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15

Grit 5' steps to the side of the creature, still hoping to allow a flank at some point and tries to take it down with another power attack, but his focus on movement causes him to loose concentration and his blow is ineffective.

club: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 121d6 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13


Safia, the thri-kreen and the sand howlers still need to go before you're up next, but I'll roll that over to your Round 3 action.


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 takes a shot at the howler that was taken aback at Raun's assault and reloads.

1d20 + 4 ⇒ (10) + 4 = 14
1d8 ⇒ 8


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

Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22

Safia more or less ignores the gaze of the howlers. Instead she fully focuses on pulling a little essence from the beyond into this world and enveloping the howlers with it.

Full Round: Manifest Slumber, focused on the square right of the corpse on the map. Hits 4 HD total. DC 16 Will Save or fall asleep


@Nnn'tkklik'l: You are within 30 ft. of the sand howler you are attacking, so should have made a Fortitude save vs. its paralyzing gaze. I'll roll for you: 1d20 + 5 ⇒ (6) + 5 = 11=Failure.2d4 ⇒ (3, 2) = 5 You are paralyzed for 5 rounds

Nnn'tkklik'l emerges from behind a boulder and levels his crossbow at the sand howler cowering before Raun. He suddenly stops, gazing at the creature with his finger resting on the weapon's trigger.

Safia calls on the spirits of the Gray and the sand howler feeding on the body of the dead guard suddenly slumps over, fast asleep.Will save: 1d20 + 2 ⇒ (10) + 2 = 12

Lashing out in panic, the shaken sand howler facing Raun launches itself again at the half-giant, attacking with its teeth and claws. Despite her rage, the half-giant manages to bring up her shield and block the flurry of attacks.Bite: 1d20 + 6 ⇒ (3) + 6 = 9Claws: 1d20 + 3 ⇒ (12) + 3 = 151d20 + 3 ⇒ (5) + 3 = 8

A few steps away, the other wounded sand howler divides its attacks among the halfling and mul trying to flank it. The battered Zok manages to jump back just in time to avoid the beast's slashing claws, but Grit isn't as fast; the sand howler's fangs tear a ragged gash in his ankle. (5 damage)
Bite against Grit: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 3 ⇒ (2) + 3 = 5
Claws against Zok: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (13) + 5 = 18

The mul shuffles around the creature, closer to a flank, but swings wide with his club.

Don't forget: Anyone without darkvision is fighting in dim light and suffers a 20 percent miss chance on all attacks. Go ahead and roll 1d100 along with your attack rolls - if the result is 1-20, it's a miss.
In addition: The sand howlers have a paralyzing gaze. If you are within 30 ft. of one of the creatures at the start of your turn you will need to make a DC 12 Fortitude save or be paralyzed. You can try to avoid making a save by averting your gaze.

Combat Round 3

(Those up next are in bold)

Initiative Group 1: Raun, Gorkhan, Grit (missed), Zok, Safia, Nnn'tkklik'l

Initiative Group 2: Sand howlers

Map


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 dodges the claws and does a pirouette, diving back in with a artful slash. He lets out a mocking laugh in the midst of his maneuver, believing he has his opponent on the ropes.

Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25
Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Miss Chance: 1d100 ⇒ 57
Damage: 1d4 + 7 ⇒ (1) + 7 = 8


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 swings his blade at the howler hoping to connect this time.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Miss: 1d100 ⇒ 60
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Crit: 1d20 + 4 ⇒ (5) + 4 = 9 Nope


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)

Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13

Raun starts to feel the power of her foes frightened gaze creep over her, and quickly shuts her eyes, severing the connection. She swings her morningstar with all the strength she can muster, and blinks her eyes open in confusion as she feels nothing but air.

Morningstar: 1d20 + 7 ⇒ (4) + 7 = 11
Miss chance: 1d100 ⇒ 16
Damage: 1d10 + 7 ⇒ (7) + 7 = 14
Closing eyes is for descriptive purposes only considering she missed with both the to hit and the miss chance :p


Slashing with his recurve bone blade, Zok artfully slices the throat of the sand howler in front of him.

A few steps away, Raun flails at the other wounded beast, trying to avoid its gaze. Gorkhan steps up behind the creature and chops through its neck, shattering the obsidian blades on one side of his tembo sword.(Failng to confirm a crit = gains broken condition).

Near the dead guard's body, the third howler continues to slumber under the pall of Safia's spell.

Don't forget: Anyone without darkvision is fighting in dim light and suffers a 20 percent miss chance on all attacks. Go ahead and roll 1d100 along with your attack rolls - if the result is 1-20, it's a miss.

In addition: The sand howlers have a paralyzing gaze. If you are within 30 ft. of one of the creatures at the start of your turn you will need to make a DC 12 Fortitude save or be paralyzed. You can try to avoid making a save by averting your gaze.

Combat Round 3-continued

(Those up next are in bold)

Initiative Group 1: Raun (whiffed), Gorkhan (killed howler, broke blade), Grit (missed), Zok (killed howler), Safia, Nnn'tkklik'l

Initiative Group 2: Sand howlers

Map


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 believe Nnn'tkklik'l is paralized, right?


Yes, but the sand howler is dead now. Hmm, looking at the rules it's a little unclear, but I'm going to err in favor of letting him act and say the paralysis is lifted.


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 paralysis lifted with the death of the offending creature, Nnn'tkklik'l takes the shot he originally intended to.

1d20 + 4 ⇒ (6) + 4 = 10
1d8 ⇒ 1


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)

So it's just the sleeping one still alive then?


Yes. Who wants to coup de gras?


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)

Oooh, oooh me!

Raun feels her energy leave her as the foe in front of her suddenly falls to Gorkhan's blade. Looking around and finding Zok's foe down she lumbers over to the third, blinking at it as it's sleeps. She quickly unties her shield from her arm, before bringing her weapon down upon the beast's head with a two-handed blow.
Just ran out of rage for the day :p

coup de grace: 2d10 + 12 ⇒ (2, 5) + 12 = 19
Bleh, you call that a crit?


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

"Remind me not to ask you lot to hide again, unless I'm trying to find you that is. At least we don't have to worry about hunting today." Zok said this with a swagger, or perhaps a stagger, his wounds were rather deep, and he looked pale even in the double moonlight.

After addressing his companions he went to work cleaning, gutting and butchering the lizards, getting himself rather splattered with blood. After he was done, he packed away the meat for cooking later and used sand to scrub the blood off of his exposed skin.


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

That is still a 29 fort save to not die Raun. Not bad. :)

Gtit examines the dead beast as Zok goes to work on them Knowledge Nature: 1d20 + 7 ⇒ (16) + 7 = 23 trying to make sure they are safe to eat.


1d20 + 5 ⇒ (18) + 5 = 23
Raun's morningstar falls heavily on the remaining sand howler's head, ensuring it never regains consciousness. As Grit watches, Zok quickly carves a good 30 lbs. of stringy but edible meat from the corpses, adding to the party's food stores.

As the halfling goes about his work, you hear distant screaming - the other group of sand howlers appears to have found the guards.

With the eastern sky already beginning to lighten to the pale green of dawn, you move on down the canyon. Sticking near the shaded canyon walls, you push on for an extra hour after the sun rises and begins to boil away the chill night air.

Nnn'tkklik'l's assist: 1d20 + 8 ⇒ (13) + 8 = 21
Grit's Survival check: 1d20 + 11 ⇒ (18) + 11 = 29

As the gully fills with light and heat, Grit spots a shallow depression in the sand at the base of one canyon wall. Carefully shoveling the rock and sand away, he uncovers a dark hole, just large enough for Raun to squeeze through. After a quick investigation, he pronounces it safe to enter.

Inside, sand covers the floor of an irregular cave carved out of the side of the canyon. It's obviously been used as shelter before - pieces of a humanoid skeleton lie in a jumble in one corner, stripped of any tools or scraps of clothing. At the other end of space lies a rotting heap of chitin resembling a giant flea.

There's no sign of any current occupants, however, so you set about preparing camp as you had discussed earlier.

After accounting for traveling at night, the party consumes about 8 lbs. of food and just shy of 4 gallons of water. Grit and Safia each cast create water, restoring the amount you drank to the cask. Safia (who only cast one spell during the day, as far as I can tell) will use dream feast on herself, Raun, Grit and Gorkhan, reducing by 1/2 their water and food needs for the next day. If Safia would rather use some of those spells slots for healing, let me know.

With Nnn'tkklik'l standing watch near the cave entrance, you fall into an exhausted - and uneventful - sleep before waking late in the day to prepare for the next night's march.


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)

Nnn'tkklik'l can heal 3 pts of HP damage twice more today, if any are below half HP. If that isn't enough, he will shuffle around HP gained from natural healing to ensure that all wake up as healthy as possible.


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 6 but that will restore in a little. Zok is the one who's on 3hp :p

Raun shakes her morningstar off, rubbing the obsidian head in the sand to wipe the worst of the gore from it. She watches as Zok butchers the howlers, and pokes at the corpse of the guard, pulling anything off him that seems worth salvaging, adding it to the sled, and packing up her weapons.

When they reach their shelter for the day she squeezes her way inside and drags the sled in after her, doing her best to arrange things to be as comfortable as possible, finishing by propping her shield over the entrance to mostly block it for extra protection, and hide their location, pushing sand back over the hole.

The giantess awakes feeling stiff from the contorted position of the small cave, pushing the shield out of the way and crawling outside to stretch and look around.

Since we're not really needing to make Fort saves at the moment, I'll choose Alertness for her Impressionable feat.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

"Mmm, had yummy dream." she mentions, licking her lips and rubbing her armored belly as she pulls her sled out after her, and generally readies for the coming day.


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)

so for Zok, i will give him the 6hp from my last two PP and then give him the benefit of the natural healing of others who are full. After the first hour he will be over half, so his own natural healing will kick in, and then likely by the 2nd or 3rd hour he will be full as well.


You awake sore but no worse for wear after last night's battle with the sand howlers. Crawling out of the cave, you gather your belongings and prepare for another night's march. Keeping the dunes of the Great Alluvial Sand Wastes on your left, you plan to travel through the rocky badlands toward more familiar territory around Kled.

Go ahead and describe your marching tactics like we did last time, incorporating any skill checks you want to make. Everyone needs to check in and at least post a Perception check.


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)

Nnn'tkklik'l will remain near the middle of the pack tonight, keeping an eye out for familiar landscape and threats, and helping Grit with any tasks necessary for our survival.

perception: 1d20 + 8 ⇒ (18) + 8 = 26
survival: 1d20 + 8 ⇒ (8) + 8 = 16


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 loads her sled up again and equips herself with weapon and shield as they make preparations to leave as the sun descends. She leaves the others to scout once again, but if they pass a good vantage point she will offer to climb it and provide some information on the terrain ahead.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Climb: 1d20 + 4 ⇒ (1) + 4 = 5
Survival: 1d20 + 5 ⇒ (9) + 5 = 14
Let's hope the opportunity doesn't present itself then *facepalm*
Acrobatics to soften any falls: 1d20 + 6 ⇒ (1) + 6 = 7
*double facepalm* So I had the idea of a Half-Elf bard for my next character... :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

Survival to find the way: 1d20 + 9 ⇒ (14) + 9 = 23

Grit, well armored and with his spells back chooses take the lead for the main group, accepting there may be some scouting done by the faster members of the group. He is looking to call his animal companion soon and so seeks signs of the fauna of the area.

We travel well as a team. he comments. And we are beginning to work better together. We are going to make it.


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)

"Kzzllkk," Nnn'tkklik'l chirps in agreement, "We are much closer now, but more distance still remains."


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 wakes up and prepares for the night's march in the same sullen way as he did before. He didn't really know what the good was in going where they were going, but he knew that survival on his own right now wasn't a good idea.

Scouting ahead,
Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Survival: 1d20 + 6 ⇒ (3) + 6 = 9


You set off into the badlands as the sun falls below the tops of the Ringing Mountains leagues to the west. Picking your steps carefully, you climb out of the gully where you had camped to a flat plateau criss-crossed by narrow canyons and ravines.

Zok and Grit scout ahead while Gorkhan again serves as a rear guard. Raun, Safia and Nnn'tkklik'l form the vanguard.

You hear occasional cries of predators and prey echoing up from the surrounding canyons, but the rest of the sand howler pack does not appear to be following you. High in the sky, the twin moons cast eerie shadows on the rough terrain ahead. Suddenly, Zok cries out in pain.
__________
Attack Roll vs. Flat-Footed AC: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d2 + 1 ⇒ (2) + 1 = 3Free Trip Attempt: 1d20 + 8 ⇒ (13) + 8 = 21

A burning pain stabs into Zok's foot. When he tries to pull his wounded limb away, whatever has impaled it jerks back, pulling the halfling off his feet.

Additional Attack Rolls vs. Flat-Footed AC: 1d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d2 + 1 ⇒ (2) + 1 = 3Free Grapple Attempt vs. flat-footed CMD: 1d20 + 8 ⇒ (10) + 8 = 18Blood Drain: 1d3 ⇒ 2

Pitching forward, the halfling manages to twist clear of another spike growing from the ground, but a third impales itself in his thigh, holding him fast to the ground. Although he missed them in the darkness, Zok now see dozens of barbed needles sticking up from the sandy ground all around. Whatever is attached to the needles appears to be thirsty - within seconds, the halfling can feel his blood being drained from his body.

Zok, you've taken 6 hit points of damage and 2 points of Constitution damage. You have been tripped and grappled.
__________
Perception check for Grit: 1d20 + 7 ⇒ (19) + 7 = 26

Following a dozen paces to the right, Grit pulls up just in time to avoid walking into another patch of the needles.
__________

Anyone: Survival or Knowledge (nature) DC 15:
The spikes likely belong to a sand cactus, a desert plant that grows underground with only its needle-like thorns sticking above ground to snag passing animals. Once caught, prey are swiftly drained of blood.

__________

Round 1

Initiative Rolls:

Nnn'tkklik'l: 1d20 + 3 ⇒ (10) + 3 = 13

Gorkhan: 1d20 + 7 ⇒ (13) + 7 = 20

Raun: 1d20 + 3 ⇒ (8) + 3 = 11

Zok: 1d20 + 9 ⇒ (11) + 9 = 20

Grit: 1d20 + 3 ⇒ (13) + 3 = 16

Safia: 1d20 + 2 ⇒ (10) + 2 = 12

Whatever impaled Zok: 1d20 - 5 ⇒ (5) - 5 = 0

(Those up next are in bold)

Initiative Group 1: Zok, Gorkhan, Grit, Nnn'tkklik'l, Safia, Raun

Initiative Group 2: Thing impaling Zok

No map for now, I'll add something later if needed.


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

Survival: 1d20 + 9 ⇒ (19) + 9 = 28

Knowledge Nature: 1d20 + 7 ⇒ (7) + 7 = 14

Do I know anything about how to fight it with a roll of a 28? Do they have to be dug up or something?


Grit:
The body of a sand cactus usually is just beneath the surface, so stabbing or hacking into the ground will work. The trick is getting close enough to attack without falling prey to the needles, and chopping the thing up in time to save someone who is being drained. An individual cactus generally is about 10 feet across, and while there may be several growing in the same area, they won't be too close, as one plant typically will try to strangle another if they come into contact.


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 calls out this his companions Its a Sand Cactus. Its a large creature just below the ground and requires piercing or slashing weapons to hurt it through the dirt. Ware the thorns as they can drain your blood. Attack quickly as it is already draining Zok.

Grit thinks he knows where it is and dropping his shield moves in to try to stab it with his spear.

Spear: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 7 ⇒ (7) + 7 = 14


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)

Survival: 1d20 + 5 ⇒ (9) + 5 = 14

Kjarros had never taught her much of desert creatures and the cactus is no exception. She peers at her morningstar as the others move in to attack the creature, wondering if the spines on the ball would be long enough.

If Zok has not managed to free himself yet then she will advance towards him dropping the morningstar and grabbing hold of the halfling to try and yank him off the spine.

Attempt to join and control the grapple: 1d20 + 8 ⇒ (7) + 8 = 15

Should the halfling have freed himself then she will instead advance and try to smash the creature's spines or whatever other targets present themselves.

Morningstar: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d10 + 5 ⇒ (8) + 5 = 13


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)

Nnn'tkklik'l carefully makes his way up, paying attention to avoid the reach of the creatures to make it to Zok's position. If he has actions left after the careful movement, he will attack.

acrobatics if necessary: 1d20 + 3 ⇒ (4) + 3 = 7

atk: 1d20 + 4 ⇒ (14) + 4 = 18
dmg: 1d8 + 4 ⇒ (3) + 4 = 7


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 swiftly but cautiously moves closer to the cactus, but still keeps his distance. A crystal shard appears in his hand and he fires it towards the thing.

Crystal Shard: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d2 + 3 ⇒ (2) + 3 = 5


Grit and Nnn'tkklik'l stab their spears into the sandy ground, churning up mounds of dirt mixed with pulpy cactus flesh. The plant seems to shudder as Gorkhan flings a crystal shard into the exposed trunk, but it does not release Zok.

Kneeling at the edge of the needles, Raun reaches out and grabs hold of the halfling to try to help drag him free. I'll count your grapple attempt as an Aid Another action, so Zok will have a +2 bonus on his escape attempt.

Round 1-continued

(Those up next are in bold)

Initiative Group 1: Zok, Gorkhan (hit with shard), Grit (hit with spear), Nnn'tkklik'l (hit with spear), Safia, Raun (Aided Zok

Initiative Group 2: Thing impaling Zok

No map for now, I'll add something later if needed.


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)

Cool, I seemed to remember that there were rules for helping in a grapple but I didn't/haven't looked em up :)


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 feels the thorns pierce his flesh and does what he can to wriggle free. Being small is sometimes a boon to escape the clutches of larger creatures, and this was no exception. He saw the half giant helping to distract the creature and tried to use the opening to his advantage.

Escape Artist: untrained 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
If that is successful, he will try to move away from the cactus and regather himself.


Reflex save for Zok: 1d20 + 7 ⇒ (11) + 7 = 18
Zok pulls himself free of the blood-sucking barbs without breaking them off in his flesh. Raun lifts him above the carpet of needles and sets him down several feet away so he can examine his wounds.

There's a rippling near Raun's feet as needles sprout up from under the ground. One impales the half-giant bare foot, but she manages to remain standing even as it holds her in place. Raun, you take 2 points of damage and are grappled.

Other needles shoot up from the sand near Grit and Nnn'tkklik'l, but the mul and thri-kreen are able to dance back in time to avoid damage.

Two attacks vs. Raun: 1d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (18) + 4 = 22Free trip: 1d20 + 8 ⇒ (2) + 8 = 10Free grapple: 1d20 + 8 ⇒ (20) + 8 = 28Damage: 1d2 + 1 ⇒ (1) + 1 = 2
Two attacks vs. Grit: 1d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (3) + 4 = 7
Two attacks vs. Nnn'tkklik'l: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (6) + 4 = 10

I'm going to go ahead and skip Safia so we can continue the combat. Also, I forget to mention it earlier, but you are again fighting by moonlight, so anyone without darkvision is fighting in dim light and suffers a 20 percent miss chance on all attacks. Go ahead and roll 1d100 along with your attack rolls - if the result is 1-20, it's a miss.

Round 2

(Those up next are in bold)

Initiative Group 1: Zok, Gorkhan, Grit, Nnn'tkklik'l, Safia (x2), Raun

Initiative Group 2: Thing impaling Zok

No map for now, I'll add something later if needed.


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

Sorry for the lack of posts, week has been rather busy and between sleeping, working and family affairs I've had little time

Safia had been rather absent ever since she put the beast to sleep, babbling to herself or, as she'd have it, to the spirits of the Grey.

Suddenly she snaps out of it, suddenly conscious of the underground thing assaulting her new friends. Without much hesitance she pulls out her spear and stabs into the sand where she sees the needles come out.

Round 1
Move: Move adjecent to a needle square
Standard: Stab a needle square with the spear
Attack: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Once she sees Zok pull free of the things and escape it with Raun's aid Safia moves towards the little man, careful to avoid the barbs sticking out of the sand. Once there she kneels down next to him and places a hand on his forehead while a sickly glow envelops her hand. "Let the spirits bear your wounds."

Round 2
Move: Move to Zok, avoiding squares where she can see the needles
Standard: Cast CLW on Zok 1d8 + 1 ⇒ (2) + 1 = 3


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)

question, if we are attacking a square (stabbing the ground to try to hit a cactus) would we still face the 20% miss chance? doesnt affect Nnn'tkklik'l because he has darkvision, but just wondering.

Nnn'tkklik'l pulling his spear out of the ground wet encouraged him to attack again in the same area.

1d20 + 4 ⇒ (6) + 4 = 10
1d8 + 4 ⇒ (2) + 4 = 6


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 tries to drive his spear into the plant creature again, this time power attacking with the two handed weapon to try to end its threat.

Spear: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 221d8 + 7 + 3 ⇒ (3) + 7 + 3 = 13


Stabbing and churning the sand with their spears, Grit and Nnn'tkklik'l make short work of the underground cactus, its pulpy mass stained red with the blood it drained from Zok.
Safia's spell heals the halfling slightly (I think it should be 4 hp healed, due to level).
Looking around, you don't see any other patches of thorns in the immediate area.

Perception DC 25:
You also don't see your water cask! The wooden barrel is gone from Raun's sled, but you see what appears to be a ribbon of shadow -- with a cask-shaped lump at its head -- disappearing into the gloom. The shadow slithers through the air like a snake and must be about 50 feet long. It's headed toward another ravine on the west edge of the raised path you have been following.

If anyone makes that check or is told about it, you can try this:
Knowledge (nature) or Knowledge (psionics) DC 15:
You think the creature might be a silk wyrm, a flying, chitin-covered serpent with a poisonous bite and some psionic ability. They are known for wrapping their prey in thick, silken cocoons and slowly draining them of fluids over the course of days or weeks.


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

DC 25 at second level - that is a tall order.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

The mul fusses over the dead plant. Not lets see, is there anything useful we can make of this thing? Maybe get some water from it?

Knowledge Nature: 1d20 + 7 ⇒ (19) + 7 = 26

lol - now I make the roll.


Actually, should have included that the Perception DC is only 20 if you have Darkvision (or Gorkhan's psicrystal's sighted ability).

Your waterskins are all full, but you can consume the flesh of the cactus to gain half a day's water and food.


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

Totally oblivious that the water cask has been taken Grit notes We can eat this pulp here. It is nutritious and contains a lot of water.


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)

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Raun sets Zok down and is just readying her weapons again when the creature attacks, spearing her cloth wrapped foot. She barely lets out a grunt however, raising her morningstar, ready to pound the ground to get at the cactus, when the other's weapons finish it off.

She glares down at the thing, disappointed that it had ended so quickly, and lowers her morningstar with another grunt, of disappointment this time. She pulls her foot off the cactus' thorn and wraps it in a scrap of silk to halt the bleeding. She looks around at the others, watching as Safia does something unpleasant looking to the pale halfling, though it seems to make his wounds better.

"Can we take it with us?" she asks, poking the trunk of the thing to see how solid it is. If it seems like it will take some jostling without falling apart she will grab a fur off her sled and wrap the thing in it, before sniffing and trying some.

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