Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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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)

perception: 1d20 + 8 ⇒ (20) + 8 = 28
kn-psionics: 1d20 + 1 ⇒ (9) + 1 = 10

"Our water! That creature has it!" Nnn'tkklik'l says, in an alarmed tone, as he points towards the shadowy creature making off with it. Knowing that death is likely without the cask, he grabs the waterskins that he set down before the combat and starts in the direction of the creature.


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)

Woot, someone made it :p

"What?" Raun rumbles, confused for a moment, peering at her sled now sans water, before glaring in the direction Nnn'tkklik'l indicated. She doesn't wait any longer than that, snatching up her morningstar again and running after the creature. "Give us back our water!" she bellows at the thing, whatever it may be.


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

Looking up from the plant creature Grit sees the retreating shadow.

Knowledge Nature: 1d20 + 7 ⇒ (15) + 7 = 22

A silk wyrm, a flying armored serpent with a poisonous bite and some psionic ability. Do not let it get away with our water. He begins to move after the creature.

How far away is when Grit sees it?


The shadowy creature was at the edge of your (dark)vision and moving fast when you spotted it disappearing into the emerald gloom of the desert night (It's about 80 ft. away from all of you, with Movement 30' and running).

Initiative Rolls:

Nnn'tkklik'l: 1d20 + 3 ⇒ (8) + 3 = 11

Gorkhan: 1d20 + 7 ⇒ (6) + 7 = 13

Raun: 1d20 + 3 ⇒ (12) + 3 = 15

Zok: 1d20 + 9 ⇒ (3) + 9 = 12

Grit: 1d20 + 3 ⇒ (11) + 3 = 14

Safia: 1d20 + 2 ⇒ (6) + 2 = 8

Silk wyrm: 1d20 + 2 ⇒ (9) + 2 = 11

Round 1
Visibility 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.
(Those up next are in bold)

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

Initiative Group 2: Silk wyrm
Initiative Group 3: Safia

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

Grit takes off running after it but is encumbered by his armor. Still, with a run he is able to catch up to the creature and threaten it. run 80'


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 move forward 40ft and take a shot with the crossbow.

1d20 + 4 ⇒ (17) + 4 = 21
1d8 ⇒ 3


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 charges the strange creature, stabbing at it with his hand fork.

Charge Through (able to make charges through difficult terrain or through squares occupied by allies) 80' (40' move x2). If it's further then blow psi focus for the extra 30' (Speed of Thought)
Charge Attack: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Miss chance: 1d100 ⇒ 61


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 roars in anger and charges at the creature, long legs pumping and carrying her forward with impressive speed. She closes upon the creature and swipes at it with her morningstar.

Rage and Charge (40 foot move speed)
Morningstar: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Miss Chance: 1d100 ⇒ 93
Damage: 1d10 + 7 ⇒ (2) + 7 = 9


@Nnn'tkklik'l: You should rolled a miss chance since the wyrm was outside the range of your darkvision. Also, for everyone: you've got a 20% miss chance against the wyrm even if you can see it clearly. Regardless, Nnn'tkklik'l hit.
Miss chance: 1d100 ⇒ 57

Nnn'tkklik'l's crossbow bolt chunks into the serpent's hide, although not deeply, as Raun and Gorkhan charge after the water-stealing creature. Gorkhan's hand fork doesn't come close to penetrating, but the half-giant strikes true, although the shadowy wyrm seems to absorb part of the blow.

Undeterred, the wyrm continues slithering through the air on its earlier course (drawing Attacks of Opportunity from Grit, Raun and Gorkhan) before disappearing over the edge of the nearest ravine.

Still reeling from blood loss, Zok gathers his belongings and runs toward the group that had been assaulting the silk wyrm.

Note - I'm going to carry Safia over so everyone can keep posting

Round 1-continued
Visibility 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.
(Those up next are in bold)

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

Initiative Group 2: Silk wyrm
Initiative Group 3: Safia

No map for now, I'll add something later if needed.
Positions:The silk wyrm just disappeared over the edge of a ravine. Raun, Gorkhan, Grit and Zok are about 70 ft. west of that, Nnn'tkklik'l is 40 ft. west of them, and Safia is another 40 ft. west of the thri-kreen.


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 lashes out at the strange creature as it moves away but the dim light has him missing his mark. He charges after it and thrusts the fork at it, but again, misses the thing entirely.

Attack of Opportunity: 1d20 + 3 ⇒ (16) + 3 = 19
Miss chance: 1d100 ⇒ 17

Charge Through (although if it's a sheer precipice, he'll stop at the edge)
Charge Attack: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Miss chance: 1d100 ⇒ 9


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, huffing with the run in his encumbering armor strikes out at the wyrn as it moves away wishing he could power attack, but unable to bring his full strength into play (can't declare power attack for an aoo).

Spear: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 7 ⇒ (7) + 7 = 14


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 double moves up to the group (80ft closer to the edge, which if i understand correctly i was 110ft from.)


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)

Guessing I can't charge into the ravine...

AoO: 1d20 + 7 ⇒ (20) + 7 = 27
Miss Chance: 1d100 ⇒ 6
You have got to be kidding me... *cries*
Damage: 1d10 + 7 ⇒ (7) + 7 = 14

Differentiating black on black proves impossible for Raun as well, even with her more acute night vision. Her morningstar arcs perfectly towards where the creature was but a few moments ago. She grunts in annoyance as the creature disappears from her reach, and from view, but lumbers after it once again. As the ravine's edge looms the half-giant slows not at all, her legs bunching beneath her as she leaps, trying to land on top of the creature, morningstar first.

Acrobatics to Jump (-4 from roll if it turns out it's to land without injury): 1d20 + 8 ⇒ (6) + 8 = 14

Charge!: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Miss Chance: 1d100 ⇒ 85
Damage: 1d10 + 7 ⇒ (4) + 7 = 11

Kamikaze Half-Giant! :p


Grit, the silk wyrm is using a psionic power to gain concealment, so you need to roll a miss chance even though you have darkvision. Here's a roll for your AoO: 1d100 ⇒ 87

Relying as much on instinct as sight, Grit lands a solid blow against the creature with his spear, although you feel as if the power of the thrust was softened somehow after cracking through the wyrm's carapace.

Gorkhan and Raun's attacks both go astray, their aim thrown off by the maddening haze that seems to surround the chitinous wyrm. As it streaks over the edge of the ravine, both the human and the half-giant charge heedlessly over the edge after it.

Luckily, the fall is a short one as the wyrm flies to a ledge just 10 feet below and slithers into a cave opening in the side of the ravine. Gorkhan's aim is off again as he lands near the shadowy wyrm, but Raun brings her morningstar down in a blow that echoes with the crack of chitin.

You hear a sickening thud followed by the sound of a rolling barrel as the wounded wyrm drops your water cask in the cave. The serpent then whips around, snapping at Raun with its flat, crescent-shaped head.
Attack: 1d20 + 10 ⇒ (5) + 10 = 15Damage: 2d8 + 7 ⇒ (8, 7) + 7 = 22Free grapple: 1d20 + 12 ⇒ (5) + 12 = 17Raun's save vs. poison: 1d20 + 7 ⇒ (14) + 7 = 21

Raun, based on your attack bonuses it looks like you are raging, so including the charge your AC is down to 14 and CMD down to 17?
The silk wyrm's needle-sharp fangs sink into the soft flesh between the half-giant's shoulder and neck. Off-balance from her rage and leaping into the ravine, she is unable to resist as it yanks her off her feet and a wraps its armored body around hers. She can feel poison pumping into her veins from the thing's fangs, but so far the venom seems not to be affecting her.

Meanwhile, Zok, Safia and Nnn'tkklik'l all make their way closer to the edge.

Round 2
Visibility 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. All attacks against the silk wyrm suffer a 20 percent miss chance.
(Those up next are in bold)
Initiative Group 1: Raun, Grit, Gorkhan, Zok, Nnn'tkklik'l, Safia (delayed)
Initiative Group 2: Silk wyrm
Initiative Group 3: Safia

No map for now, I'll add something later if needed.
Positions:
Gorkhan, Raun and the silk wyrm are on a ledge about 10 feet below the lip of the ravine. A cave extends from the ledge into the earth.
Grit is above them near the edge.
Nnn'tkklik'l is about 30 ft. from the edge.
Zok and Safia are about 60 ft. from the edge.


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 jumps the 10' down to the ledge, trying to soften the landing but fail, partially due to the heavy armor he wears.

Acrobatics: 1d20 - 2 ⇒ (2) - 2 = 0

Stepping up the the wyrm he stabs at it again with his spear but the combination of the fall and the shadows clouding his mind cause him to miss.

Spear: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 7 ⇒ (5) + 7 = 12, Miss chance: 1d100 ⇒ 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)

Concerned primarily with long-term survival of the clutch, Nnn'tkklik'l jumps down and moves past the melee (keeping space to avoid AoOs) with the shadow creature and seeks to arrest the progress of the rolling barrel. The kreen will try to stand it up so it doesnt roll anymore, but likely cant actually carry the barrel with any degree of ease (tilting it up shouldnt be difficult though once it is stopped).

acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15


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 did say I was raging this time, was a couple posts back :) Thought I'd dodged that attack until you mentioned the -2 from the charge :s Raun's on 6hp

Raun almost blacks out as the creature whips around on her and sinks it's fangs into her neck. She struggles against the darkening of her vision however, clearing her vision as she feels the thing's coils wrap around her. She struggles to free her arm and morningstar, bellowing her defiance at the creature, before lashing at it's head.

Intimidating Glare and an Attack at -2 from being grappled. Still Raging
Intimidate: 1d20 + 12 ⇒ (7) + 12 = 19

Morningstar: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Miss Chance? (don't know if I still need this or not...): 1d100 ⇒ 73
Damage: 1d10 + 7 ⇒ (6) + 7 = 13


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 steps to a position across the creature from one of his companions (looking for flanking if available) and attacks with the hand fork.

5-ft step towards flanking and then attack
Attack: 1d20 + 3 ⇒ (12) + 3 = 15 (+2 if flanking)
Miss chance: 1d100 ⇒ 76
Damage: 1d4 + 3 ⇒ (2) + 3 = 5


The ledge is becoming crowded as Grit and Nnn'tkklik'l drop down to join Raun and Gorkhan. The thri-kreen rushes into the dark cave to secure the party's water cask - which appears to have cracked and is slowly leaking - while the mul unsuccessfully strikes at the indistinct form of the silk wyrm.

The others have better luck. Taking advantage of Grit's flank, Gorkhan jabs the bone tines of his handfork between the chitinous plates of the silk wyrm's hide. Though still grappled by the beast, Raun manages to strike a solid blow with her morningstar.

Still wrapped around Raun, the silk wyrm turns its attention to the lightly-armored form of Gorkhan, striking at him with fangs dripping yellow venom.
Attack: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25Damage: 2d8 + 7 ⇒ (3, 1) + 7 = 11Gorkhan's save vs. poison: 1d20 + 6 ⇒ (6) + 6 = 12Strength damage: 1d4 ⇒ 2

Zok and Safia reach the edge of the ravine above.

Round 3
Visibility 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. All attacks against the silk wyrm suffer a 20 percent miss chance.
(Those up next are in bold)
Initiative Group 1: Raun, Grit, Gorkhan, Zok, Nnn'tkklik'l, Safia (delayed)
Initiative Group 2: Silk wyrm
Initiative Group 3: Safia

No map for now, I'll add something later if needed.
Positions:
Raun and the silk wyrm are grappling on a ledge about 10 feet below the lip of the ravine. Grit and Gorkhan also are on the ledge, flanking the creature.
Nnn'tkklik'l is in the cave that extends from the ledge into the earth.
Zok and Safia are above them near the edge of the ravine.


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 continues to try to stab the wyrm, but to no avail. He hopes his position will help the others kill it.

Long Spear: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 111d8 + 7 ⇒ (3) + 7 = 10

Miss Chance: 1d110 ⇒ 69


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

"Poison!" Gorkhan groans as the venom courses through his veins sapping his strength. He tries to make another attack but with the weakness in his arm, his attack fails to penetrate the creatures hide.

Attack: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Miss: 1d100 ⇒ 68


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 heals Raun for 6 points psionically, and tries to tilt the cast so that the crack is as high up as possible so that less water leaks out.

If some water leaks, that is all right for now. Best to win the fight.


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 continues to fight, herself and her foe all that she is aware of as she fights against it's binding coils to bring her morningstar against it's carapace in another strong blow.

Morningstar: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Miss Chance?: 1d100 ⇒ 39
Damage: 1d10 + 7 ⇒ (8) + 7 = 15


As the other party members jab fruitlessly at the silk wyrm's thick carapace, Raun brings her massive morningstar down on the creature's head with another echoing blow. Near death, the serpent uncoils from around the half-giant and attempts to escape, darting away from your blows as it tries to slither over the edge.

In game terms, it is using Total Defense as a standard action, then a move action to fly under the ledge, provoking Attacks of Opportunity from Raun (who is no longer grappled), Grit and Gorkhan. After the AoO's it will be out of sight, underneath the ledge.

Round 4
Visibility 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. All attacks against the silk wyrm suffer a 20 percent miss chance.
(Those up next are in bold)
Initiative Group 1: Raun (AoO and normal), Grit (AoO and normal), Gorkhan (AoO and normal), Zok, Nnn'tkklik'l, Safia (delayed)
Initiative Group 2: Silk wyrm
Initiative Group 3: Safia

No map for now, I'll add something later if needed.
Positions:
Raun, Grit and Gorkhan are on a ledge about 10 feet below the lip of the ravine, in positions to gain a flanking bonus against the silk wyrm as it tries to flee.
Nnn'tkklik'l is in the cave that extends from the ledge into the earth.
Zok and Safia are above them near the edge of the ravine, hallucinating about a strange world of paperwork and too little free time.


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 stabs again at the wyrm, this time as it tries to flee.

Spear: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 131d8 + 7 ⇒ (5) + 7 = 12

Dag Nabbit!


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)

"Grit, water barrel is cracked" Nnn'tkklik'l says.


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)

AoO: 1d20 + 7 ⇒ (10) + 7 = 17
Miss Chance: 1d100 ⇒ 56
Damage: 1d10 + 7 ⇒ (5) + 7 = 12

Probably a miss now :s

Raun stumbles slightly as the pressure around her is suddenly released, feeling the effects of bloodloss, though the flow has stopped. As she orients herself on the retreating wyrm she swings at it once more with her morningstar.

Raun's action may be a little different depending on what's below/how high up

Nnn'tkklik'l's warning of the cask leaking gives her pause, but Grit has proven himself capable at woodwork. She peers towards the ledge, assessing the drop off before moving into motion.

Spear throw: 1d20 + 3 ⇒ (2) + 3 = 5
Miss Chance: 1d100 ⇒ 30
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

If the drop seems severe she will drop her morningstar, and rush forwards, drawing a spear from her back. Once at the edge she will lobit at any suspicious movement.

If the ground is not far (20 feet or less) below she will continue to pursue the creature with an angry "Stupid worm will die!" as she jumps off the ledge and tries to land softly.

Acrobatics: 1d20 + 4 ⇒ (20) + 4 = 24


Gonna give a couple of the others a chance to post before moving ahead


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, seeing Raun up and making more foolish decisions considering her state, will close up 6 more hp worth of wounds.


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

Poison save DC ??: 1d20 + 6 ⇒ (13) + 6 = 19

Gorkhan struggles through the poison and, seeing the worm try and escape, lashes out with the hand fork, but his swing goes wide.

AoO w/ flanking: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Miss chance: 1d100 ⇒ 60
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

How high up is the ledge? And did the thing go over and down or just under the ledge?


Dodging your blows, the silk wyrm slips over the side of the ledge. Chasing after it, you peer over the edge and see a 50 foot drop.

Seeing the creature's tail disappearing underneath the ledge, Raun lobs her spear but the awkward throw doesn't come close to hitting, the spear falling to the ravine floor far below.

Nnn'tkklik'l only, Perception DC 20:
You hear a very faint rustling sound from inside the cave behind you.

Note, Grit and Gorkhan still have actions after their AoOs.

Round 4-continued
Visibility 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. All attacks against the silk wyrm suffer a 20 percent miss chance.
(Those up next are in bold)
Initiative Group 1: Raun (threw spear), Grit, Gorkhan, Zok, Nnn'tkklik'l, Safia (delayed)
Initiative Group 2: Silk wyrm
Initiative Group 3: Safia

No map for now, I'll add something later if needed.
Positions:
Raun, Grit and Gorkhan are on a ledge about 10 feet below the lip of the ravine and about 50 feet above the canyon floor.
The silk wyrm is underneath the ledge.
Nnn'tkklik'l is in the cave that extends from the ledge into the earth.
Zok and Safia are above them near the edge of the ravine.


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's not going over the ledge. He'll remain where he is. Reminder of Psicrystal's 40' sighted ability.

Gorkhan curses as the creature slips over the side of the ledge and looks around to see if there are others of it's ilk before turning to the cave and their water cask.


@Gorkhan: Your psicrystal is pretty sure something is underneath the ledge, hiding. Also, your last save was high enough to end the poison's effect.


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 will move to the water cask and cast mending on it.


Grit places his hands on the water cask and coaxes the cracks in the wood to close. The container feels a little lighter, but you don't think more than a few gallons drained into the packed dirt of the cave floor.

Grit: Perception DC 20:
You hear a faint shuffling noise coming from the back of the cave, where you can make out several large, vertical shapes.


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

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


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)

perception: 1d20 + 8 ⇒ (12) + 8 = 20

"There is something in the back of the cave." Nnn'tkklik'l says, backing away from the source of the noise and towards the cave mouth.

have only taken a standard this round, so i technically have a move action left, but i didnt say i was holding my move action or anything so if he cant really move back, i understand.


@Nnn'tkklik'l: Moving back is not a problem.
All: Feel free to post out of initiative order now, just let me know what you are doing, ie. investigating the cave or keeping an eye out (and a projectile ready) for the silk wyrm.


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, hearing Nnn'tkklik'l's warning looks more closely into the darkness, trusting his dwarven heritage to help him in the dim conditions. As he does so he takes a cautious step or two towards the potential threat.

Who is there? he says in the common tongue.


As your vision shifts, you can make out several large, cylindrical shapes hanging from the ceiling of the cave - cocoons woven by the silk wyrm, you think. Some are tattered and old, but three are intact. One rustles at the sound of your voice.


For anyone investigating the cave:

You can see patches of green and gold fur protruding from the rustling cocoon. As you go in for a closer look, you realize that the cocooned creature appears to be alive, if barely. Cutting away some of the webbing, you find a what appears to be a tigone cub, a green- and gold-striped hunting cat from the Ringing Mountains. This one wears a ragged leather collar, suggesting it was kept in captivity and escaped.

The second intact cocoon contains the body of a tribal elf woman. Although drained of fluid, the corpse is not badly decomposed, suggesting the woman died within the past few weeks. She wears a well-made leather cuirass, leggings and boots and a sand-colored burnoose of a style favored by elven runners. Around her neck is a carved bone fetish decorated with lirr teeth. Her belt pouch contains a dozen coins, mostly ceramic but a few silver. A finely-crafted longbow and quiver of arrows are strapped to her back and a bone longsword is sheathed at her side, suggesting the silk wyrm took her by surprise.

The third cocoon contains the desiccated remains of a human man. His tunic, cloak and sandals are too decayed to be of much use, but you can see the glint of metal poking out of his belt, where a worn but well-honed iron sickle hangs. The corpse’s hands clutch a polished crystal wrapped in rotted silk. An intricately-carved agafari spear is tangled in the cocoon, 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

Grit cautiously moves to the back of the cave. Seeing that one of the creatures cocooned is still alive, he checks to see if it is injured and works to free it. If it fully conscious he will try to calm the beast.

Heal Check: 1d20 + 7 ⇒ (5) + 7 = 12

Animal Empathy: 1d20 + 8 ⇒ (19) + 8 = 27

Using a collection of cooing cat-like sounds Grit slowly approaches the creature, his body language somehow calming to the beast. He closes the distance and begins to cut away the silk webbing from the cat purring at it reassuredly. Once the cat is free he will offer it water and then food. If it is obviously wounded he will heal it.


The tigone is extremely weak, suffering from hp loss, Str damage from the silk when's poison and Con damage from being drained of blood. It will have to be carried until some of that heals, but food and water and a few days rest should set it right.


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

Freeing the cat and seeing its critical condition, Grit will heal it as best he can. He can cure some if its wounds but is unable to address the damage from the poison and blood drain with magic. He will have to care for the beast until it is stronger.

Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7

Carrying the cat like he might a human child Grit emerges from the cave. There appears to be some valuables on the bodies back there. Maybe even some items of magic. Can someone go and retrieve them? And please grab my spear while back there.


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

Safia had spent the entire fight with the silk wyrm entranced, her mind stuck within the Grey. She can be heard babbling incoherently for most of the time, sometimes uttering words in a strange language and at other times just babbling.

When they go to the beasts lair she falls to her hands and knees, panting. When Grit comes out again she looks up and rushes in, a bewildered look in her eyes. She passes by the fresher cocoons and starts looking through what remains of the old and tattered ones. It seems as if she's looking for something. While doing so she clenches the templar's signet tightly in one hand.

Sorry for the silence, been held up quite a bit. As for what Safia is doing atm, lets just blame it on the crazy.


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)

"Is the worm dead?"

Nnn'tkklik'l will address the wounds of the party members, seeking to help bind those that are not life threatening (re: above half hp) and looks in particular for those that are life threatening.

Once that is done, he will assist in checking the cave and takes particular interest in the crystal.

"That was a tough fight. Perhaps this cave is good to rest, or does the clutch seek to travel farther?"


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

"The worm lives," Gorkhan says, "It is merely... unavailable, clinging to the underside of the ledge." He then moves into the cave to examine what has been found. "Perhaps someone can detect any mystical or psychic energies from these items?" He then examines the bone longsword.


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 glances over her shoulder at the kreen's warning, but apart from drawing another spear she doesn't move. She simply remains alert and ready, though she takes a half step back as the rush of adrenaline leaves her, her spear head dipping slightly from it's ready position. She had felt the like in her training before, but usually only after hours of clashing with Kjarros. It would take some adjusting...


I may be a little slow in posting today but will try to respond when I can. Raun, go ahead and give me a Perception check to see if you spot the silk wyrm in time to fling a spear when it tries to slither off.


A more detailed list of the loot from the cave:

Masterwork leather armor
Elven burnoose (grants +2 to Stealth in desert environments as a masterwork tool)
Bone fetish
Belt pouch with 3 sp and 9 cp
Masterwork composite longbow (+2) and quiver of 20 bone arrows
Very sharp bone longsword. A pair of elven symbols are carved into the base of the blade and a kes’trekel feather hangs from the pommel.
Iron sickle
Polished, pale blue crystal the size of a bird’s egg
Masterwork agafari spear carved with intricate patterns
Unconscious tigone cub

If anyone uses detect magic or detect psionics

:
The bone fetish and the bone longsword register as enchanted. The crystal is psionically active. In addition, the medallion taken from the bearded captain of the argosy detects as enchanted.

Anyone wishing to try to identify the items can give me Spellcraft (or even Knowledge: Psionics/Magic checks) to do so.

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