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)

So, if we are going to the surface, I wanna make sure the others on the ground are moving up before i levitate up. we can leave the destroyer with the golems, probably.


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

I wouldn't be too sure about the golems handling the destroyer, but yeah we need to stop at least one of those guys from getting away...

So Raun can't see where either of the guys went? If she can hit the master again she can probably KO him by the sound of it.

Perception: 1d20 + 12 ⇒ (5) + 12 = 17
F@*@ it...

<<Can't see... WHERE GONE!>>


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

Daina breathes out softly. <<I think we lost them...teleportation is very hard to track, if not impossible...>>


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

"No... he says... we don't want to destroy artefacts of antiquity... he says... all that knowledge must be kept... he says...," Gorkhan mutters as he loses the tracks in the sand. "How do you like them apples now? Oh wait... the dead doesn't need to worry about the end of the world... Thanks guy...,"

<<They may not have teleported away,>> Gorkhan transmits, back to business. <<I saw some tracks headed towards the bay, but the sand's obscured them...>> The bard then blends into the sand moving in the direction their enemy may have gone, in hopes of spotting something or someone. <<Perhaps your new friend in your sphere can offer some assistance...>> he continues dryly, referring to their undead (temporary) captive.


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 hasted huge cat that is Grit bounds through air looking for any foe. He sees Raun strike the master and sees with frustration the contingency take the enemy out of his pounce range. He screams his anger in a mighty cat roar and seeign Gorkhan moving in the sand races in that direction looking for for or sign of foe.

Grit's move is 90 while hasted. He has scent and his perception is 16. He can track with a survival of +16

Huge Earth Elemental Dire Tiger:

Huge Dire Tiger:
Init +3; Senses low light vision, Scent; Perception +13
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 24 (+7 armor, +2 Dex, +6+4 natural, +1 Deflect, -1 Size )
hp 69 (6d8+18)
Fort +9, Ref +6, Will +9; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 40 ft. +10= 50+ Haste
Melee 2 Claws +15 (2d6+9) + Grab, +15 Bite (2d8+9) + Grab
Pounce, Rake for 2 Claws +15 (2d6+9)
Space 15 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 28, Dex 14, Con 17, Int 13, Wis 17, Cha 12
Base Atk +5; CMB +15; CMD 31

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*A 50 percent chance to ignore critical hits, bleed, paralysis, poison, sleep effects, and stunning. The chance to ignore increases to 75 percent at 11th level.
*Immunity to fire, cold, electricity or acid (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Elemental Wild Shape
You can infuse your wild shape with the power of the natural elements.
Prerequisite: Wild shape class feature, Knowledge (nature) 5 ranks.
Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the elemental template to your animal form. This form grants you the following abilities:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*A 50 percent chance to ignore critical hits, bleed, paralysis, poison, sleep effects, and stunning. The chance to ignore increases to 75 percent at 11th level.
*Immunity to fire, cold, electricity or acid (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

spells on:

Frostbite on Grit and Ral
Longstrider on Grit and Ral
Barkskin on Grit and Ral
Resist Energy Fire (20) Communal
Delay Poison Communal (1 hour)
Resinous Skin
Freedom of Movement
Airwalk
Deathward
Haste


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)

With Gorkhan's mention of tracks Raun likewise gives chase, charging after he and grit.

70 foot move, still raging. She will charge anything that looks remotely alive.


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

OK, if everyone else (or most everyone else) is going up and out, Nnn will move over and begin to levitate up, using his belt of levitation.


There is no sign or scent of the master, whose psychoportation power could have carried him leagues away. But sniffing the dust-laden air, Grit lopes off in the direction of the tracks Gorkhan spotted. Ten yards from the hole leading into the buried chapterhouse, he finds a discarded clay vial, the last drops of liquid dripping into the sand. A closed eye is carved into the outside of the vessel.

The Viper was flying the last time Grit saw him below. There are no tracks in the sand, but Grit smells the scent of the man in the wind, moving east toward the silt bay with speed. Grit gives chase but quickly realizes he risks losing the scent if he follows at full speed. The DC to track by scent is 10 in normal conditions, but I'm going to peg it at 20 (same as tracking on hard ground) since the thief is flying and in blowing silt. Grit can make the check easily if he moves at half speed, or at -5 if moving his full speed, which won't be enough to catch the double-moving thief. If Grit double moves, he'll take a -20 to his track check, which means he'll lose the scent on anything but a 20.

The others fly up to the surface, leaving Orryn and Ral below with the trapped Destroyer. Nnn'tkklik'l, who is moving much slower levitating with his belt, draws the attention of the shining creature from the librarian. Careful to avoid the golems, the creature flies around to the south before unleashing another blinding ray of light that blasts into the slowly moving thri-kreen. (Ouch! that's a critical hit. After fire resistance, that's still 54 damage to Nnn, who is going to be in the creature's line of fire at least one more round before clearing the hole above.)

Everyone but Nnn is on the surface. Let me know if you are following the scent, at what speed, and who is going. Also, remember that anyone who gets more than 190 feet from Nnn (who only levitates 20 feet a round) will be out of the collective.

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

You're up! Everyone has haste, delay poison, resist fire 20 and resist death.

Updated Map

Combat Round 6

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

Initiative Group 2: Bad guys, guardian and statues.

Various dice rolls:

Grit Survival check to track by scent: 1d20 + 16 ⇒ (18) + 16 = 34
Shining child searing ray vs. Nnn: 1d20 + 19 ⇒ (20) + 19 = 3910d6 ⇒ (2, 5, 1, 6, 3, 6, 2, 5, 5, 6) = 41
Shining child searing ray confirm: 1d20 + 19 ⇒ (7) + 19 = 2610d6 ⇒ (2, 3, 3, 5, 3, 2, 2, 5, 4, 4) = 33


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 floats up more, manifesting Vigor on himself. 45 temp hp to nnn


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

Without stopping Grit sends <<I smell the rogue. He has consumed some potion of concealment, likely Invisibility, and flies towards the silt bay. I shall track him. Run ahead of me and expose him if you can. Perhaps they have a ship there. >>


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)

Man this is all sorts of not good :s Depending on what Grit does Raun will either try to run ahead (if he goes half pace, and try to figure out where he might be going to intercept him), or else just shadow him, either way on the prowl in a likely futile attempt to find the Viper. If/When haste runs out she will cast Expeditious Retreat, and hopefully we can find him in the next few minutes before she runs out of rage rounds... :s


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

In case it was not clear, Grit is moving at half speed, which is still a move of 45 for a short while more, and tracking.


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 pushes on ahead even before Grit's comment, heading in roughly the direction Grit was with an occasional glance back at the shapeshifted mul. She keeps her eyes peel for signs of the Viper, other foes, or the vessel on which their enemies had arrived here.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23


Raun and Gorkhan rush out into the blowing sand, hoping to catch a glimpse of the Viper as Grit follows more slowly, intent on the trail. Filling his nose with the dusty air, the wildshaped druid is able to follow the thief's path unerringly toward the shore of the silt bay, still several hundred yards away. But he senses that he is falling farther behind already.

Moving swiftly, Raun and Gorkhan see nothing in the swirling silt, although they feel the psychic connection they share with their companions gradually fading. Another double-move will take both outside the collective.

In the central chamber, Nnn'tkklik'l continues levitating toward the surface, buffering himself with psychic energy in case of another assault from the shining figure. Another ray of light flashes out a moment later, but the burning arc is not a direct hit like last time, scorching the thr-kreen's carapace but not seriously. Nnn loses 20 temp hp after accounting for fire resistance.

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

You're up! Woki and Daina can take two actions since they didn't act in Round 6. Everyone has haste (which expires at the end of Round 9), delay poison, resist fire 20 and resist death.

Map (Didn't update, but only change is that Nnn is about 5 feet from the hole and others are spread out on surface.)

Combat Round 7

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

Initiative Group 2: Bad guys, guardian and statues.

Various dice rolls:

Grit Survival: 1d20 + 16 ⇒ (19) + 16 = 35
Viper using Fast Stealth+invisibility (doesn't stack with cloak): 1d20 + 22 - 5 + 20 ⇒ (2) + 22 - 5 + 20 = 39
Gorkhan Perception: 1d20 + 18 ⇒ (19) + 18 = 37
Shining child burning touch vs. merc: 1d20 + 19 ⇒ (9) + 19 = 2810d6 ⇒ (5, 3, 2, 5, 6, 1, 5, 4, 3, 6) = 40


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 continues to move in the direction of the party, touching down on the surface as soon as possible to move faster.


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 just keeps hustling forward with all speed since it didn't seem the viper was attempting any further evasion, pushing more for speed to reach the boat first.

Raun will just run if possible and there's no other signs of trap, the viper, etc.


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 about running, or at least double moving and hoping to re-establish the scent. Has the movement been in a strait line thus far? Not sure how you rule on picking back up a scent. And can anyone defeat the invisibility spell?

While still within the range of the collective Grit sends <<I still have the scent but I am falling behind. We need someone who can see through invisibility here or we may never find him. Perhaps we can find his ship? Should I continue to track or run forward?>>


The Viper has been moving generally in the direction of the silt bay, but has been varying his course at seemingly random intervals.

If you decide to run, you can make a DC 20 Survival check with a -20 penalty, which you'll almost certainly fail and lose the scent. At that point you'll need to spend a full-round action to pick up the scent again. For that check, I'll probably set the DC at 20 (the base for tracking him in air, as above) + 3d6 for distance (representing the +1/10 feet DC increase).


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

Yea, at +16 even a nat 20 fails. So running is out. What is the penalty for double moving?


Sorry, I used the term "run" in the English sense, not the game terminology sense. -20 is the penalty for double-moving -- you can't even attempt to track while running. You can move up to your speed at -5 penalty, or no penalty at half speed.


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

OK. Sorry for being confused here. If moving at my speed is -5, where does the -20 come from?


No problem, I had to review the rules a couple of times myself.
Moving at up to half speed while tracking = No penalty. Moving at up to your speed while tracking = -5 penalty. Moving at up to double your speed (ie. double-moving) while tracking = -20 penalty. Moving faster than that (ie. taking the "run" full-round action to move x4 your speed in a straight line) = impossible to track.


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

OK. So Grit has been moving his speed and taking -5 so far. Unless pushed by allies he continues to do this trusting his teammates ahead of him will find anything visually findable.


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)

If he didn't have Freedom of Movement, I'd try to control winds and blow him to the ground or back toward us. C'est la vie.

Woki goes flying after Grit and zips forward with all the speed the spirits can pump into their magics to hold her aloft.

Double moving in the direction that Grit going. Looking for any ships or other modes of transport in that direction since the Viper can't hope for his flight spell to last long enough to get him back to solid ground in the middle of the sea.


Raun and Gorkhan race ahead across the dunes as Grit follows more slowly, nose high as he follows the Viper's scent where it blows on the wind. Woki flies behind, quickly catching up with the shapeshifted druid. With the silt and sand billowing off the dunes, seeing anything is difficult - spotting an invisible thief is near impossible.

As the task seems most hopeless, however, Raun's head jerks up at the sound of rocks falling. Ahead about 200 feet, she sees a wind-scoured pillar of stone - perhaps an ancient statue - jutting from the sand. Several loose stones have just been knocked loose, with pebbles still falling. The half-giant thinks she might have heard a stifled curse.

The pillar is 200 feet from Raun or Gorkhan (who are both outside the collective now), so we'll say 300 feet from Grit and Woki (who are still barely inside the collective).

Carried up by his levitating belt, Nnn'tkklik'l clears the crumbling lip of earth at the surface and takes cover near Daina, safely out of sight of the burning thing below.

Rays of awful light stream off the shining creature as it screeches in frustration. Apparently unable or unwilling to pursue the thri-kreen to the surface, it instead turns south. The golem Nnn'tkklik'l positioned in the doorway slashes at the shining thing as it flies by, but the wound doesn't stop it. It screams again as it flies into the central chamber and up, out of reach, its burning eyes fixing on the trapped undead gladiator - and beyond it, Ral and Orryn.

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

You're up! Everyone has haste, delay poison, resist fire 20 and resist death.

Updated Map

Combat Round 8

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

Initiative Group 2: Bad guys, guardian and statues.

Various dice rolls:

Viper Stealth: 1d20 + 22 - 5 + 20 ⇒ (1) + 22 - 5 + 20 = 38
Grit Survival: 1d20 + 16 - 5 ⇒ (9) + 16 - 5 = 20
Raun Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Gorkhan Perception: 1d20 + 18 ⇒ (2) + 18 = 20
Off track: 3d6 ⇒ (5, 3, 6) = 14 x10+60 ft. head start = 200 ft.
Golem bladed slams AoO vs shining child: 1d20 + 16 ⇒ (14) + 16 = 302d8 + 5 ⇒ (7, 7) + 5 = 19


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)

Spying the rocks and hearing the voice on the wind Raun arrows straight for the pillar, her powerful legs easily carrying her to the jutting stone before she spins around.

Sucks to be Ral and Orryn... They should probably run away :p

Raun runs 210 feet so that she's just on the opposite side of the pillar, hammer in hand. It's that or waste her last 2nd level spell on another scorching ray :p


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

Bad time to be away, lol.

Grokhan draws on the power of his stalker's mask that grants an ability to see the unseeable before continuing.

Standard: Stalker's mask charge spent on see invisibility for 30 mins.
Move: move


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

Ral is on Defend but will listen to commands from Orryn. I did not think everyone would leave the two who could not flee...

Grit moves forward following the scent.


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 can't keep up, so I suppose I should keep the shining creature from going on a murder-fest.


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

the GM did drop several hints about them :p They can get away though can't they? The same way we initially got into the place.


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 what I was hoping but the girl needs to initiate it. Grit has no view of what is going on and does not have a mental connection outside of the collective with his tigone. The cat is set on Guard so if the girl moves then it will too. Maybe someone needs to tell her to get out...


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

Was there any sort of knowledge check for the shining creature? I want to know if a nonviolent ends for it is possible.


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

The 'kreen will keep up with the group as best he can.

being the primary caretaker for the group, i did weigh the possibility that they'd be left behind, as I was the last to ascend. my thought process:

1. The girl has the cat to protect her, the cat is no combat slouch.

2. Pragmatically, the girl has outlived her value to the clutch. There is something to be said for keeping her alive and not letting her die, but Nnn would feel that case to be outweighed by the fact the enemy now has all it needs and we are in a mad and nigh-hopeless scramble to take any piece from them. If they get all the pieces, the girl is dead anyway along with the rest of us.

3. Nnn has more value to the group actively pursuing the combat threat, and is of very little use against the light creature. He has already given the command for the golems to kill the light creature, though they can do little. Nnn was also not the first or even second or third to leave the lower combat area.


Daina: As best you can tell, the shining creature is either some sort of energy spirit from beyond this plane, or a practitioner of the Way who has somehow ... transitioned ... into something entirely inhuman. Either way, it does not appear to be sane, in the mortal sense.

Nnn: You can't really keep up with the warriors - Raun and Gorkhan already are out of the collective. You can keep Grit and Woki in the collective, for at least this round, if you double-move - but that will put Daina, Orryn and Ral out of the collective, and effectively out of communication. Let me know which you mean to do.

Woki, you've got a little extra time to post while I wait to hear from Daina and Nnn.


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)

hmm, not sure which would be more beneficial. anyone have a preference ?


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)

Tell Orryn to gtfo out of there and then circle around to pick her up?


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

Daina casts invisibility on herself and quietly goes back in to the shining child. If the creature looks intent on killing the undead gladiator, she will dismiss the spell protecting 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)

Nnn will support Daina, heading that direction. not sure what movement is needed, how far she is going, etc...


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

Are you also instruction Orryn to leave?


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)

ah, yes.

<<Orryn, get safe. Leave. Take big cat with. Back way you came in.>>


Hearing Nnn'tkklik'l's mental warning, the villichi girl grabs a tufts of Ral's green fur and pulls herself onto his back, her legs gripping tight at the tigone leaps and bounds through the rubble toward the tunnel the group dug earlier.

Flying back down into the north chamber, Daina establishes line of sight to the force field enclosing the undead champion, then wills it to dissipate.

With a shriek, the shining creature immediately aims a beam of searing light at the armored warrior. The light hisses and smokes as it touches the undead flesh, but the damage from the blast appears to be blunted by some resistance to fire.

Harsh laughter echoes from the undead champion's helm as it flies upward to engage the shining creature. The alien form shudders and dims as the gladiator's steel scimitar cuts deep into its body, flickering shadows forming within the wounds.

Above on the surface, Raun and Gorkhan approach the wind-worn statue from opposite sides, Gorkhan using his mask to see invisibility as he flies, slowing his advance somewhat. As the enchantment takes effect, he sees the bald half-elf come around the statue to where a tall, robed form leans against the rock, cradling the ribs Raun broke earlier. As Raun rounds the corner, the half-elf says something that causes the robed master to look up and grasp his hand. From Raun's perspective, the half-elf appears out of thin air as the master lifts his arm. Before Gorkhan or Raun can make a move, the two figures vanish, leaving behind a few smears of blood on the rock and a puddle of vomit on the sand.

I'm not sure if Raun would have been able to take an attack of opportunity after running, but the master made his check to manifest defensively, taking care of it either way.

At this point, Raun and Gorkhan are, say, 500 feet from the hole in the ceiling. Grit and Woki are about 240 ft. Nnn is at the hole and Daina is below in the north chamber.

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

You're up! I believe this is the last round for haste. You all also have delay poison, resist fire 20 and resist death.

Updated Map

Combat Round 9

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

Initiative Group 2: Bad guys, guardian and statues.

Various dice rolls:

Shining child searing ray vs. gladiator: 1d20 + 19 ⇒ (17) + 19 = 3610d6 ⇒ (5, 2, 6, 4, 5, 2, 3, 1, 5, 4) = 37
Destroyer sword vs. shining child: 1d20 + 18 + 2 - 4 ⇒ (18) + 18 + 2 - 4 = 341d8 + 11 + 2 + 8 + 2d6 ⇒ (5) + 11 + 2 + 8 + (6, 3) = 35
Destroyer sword vs. shining child: 1d20 + 18 + 2 - 4 ⇒ (14) + 18 + 2 - 4 = 301d8 + 11 + 2 + 8 + 2d6 ⇒ (8) + 11 + 2 + 8 + (6, 4) = 39
Destroyer shield bash vs. shining child: 1d20 + 22 + 2 - 4 ⇒ (2) + 22 + 2 - 4 = 222d6 + 6 + 2 + 4 ⇒ (6, 2) + 6 + 2 + 4 = 20
Confirm scimitar crit: 1d20 + 18 + 2 - 4 ⇒ (8) + 18 + 2 - 4 = 24 No
Master manifesting defensively: 1d20 + 16 ⇒ (18) + 16 = 34


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 her frustration as their foes appear before them, and then disappear again. She charges forward anyway, hammering at the spot where they'd been, pounding the stones repeatedly in thwarted rage, before whirling around to see where they might have gone now.

Have we actually seen a silt ship at all? or still too far away or what?


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

The kreen will try to get eyes on the undead champion battle, wondering if the Master will return for his thrall. The kreen keeps all possible distance he can, though.


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

If Grit can see what transpires he will run to move to the rock where the enemy disappeared from. He knows he cannot scent across dimensional movement.


Grit wrote:
If Grit can see what transpires he will run to move to the rock where the enemy disappeared from. He knows he cannot scent across dimensional movement.

Remember, Raun, Grit and Gorkhan are out of the collective and flying blind now. But I'd say a pissed off, screaming half-giant trying to knock down a statue is a pretty good indication that running might be in order. :)


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

Concur. IF Grit could not see what happened would proceed still tracking.


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 flies toward where Raun is trying to crush rocks as she continues to look about, "Tall-tall-one find dead heart?"


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)

"Magic go-away again!" Raun yells in reply to Woki's question, not stopping her efforts to pulverize the local area.


Raun: You can see, poorly, down to the shore, but you don't see sign of a ship. But they could be anchored a short way offshore and you wouldn't see them because of the dust in the air.

Hearing Raun's roars of outrage, Grit and Woki converge on the worn statue, which teeters under the force of the enraged half-giant's blows. On arrival, they see that their quarry is gone - Grit smells the Viper's scent, fresh but fading fast, along with the coppery scent of the master's blood and the sour stench of vomit. There also is a hint of ozone, which the druid has come to associate with the master's teleportation powers.

Below, Däina and Nnn'tkklik'l watch as Orrin and Ral flee from the central chamber into the makeshift tunnel the group dug earlier, although the tigone can be seen to visibly slow as Däina's haste spell expires.

Meanwhile, the badly wounded creature from the library claws at the undead gladiator. The searing light cuts deep into the gladiator's pale flesh, and the sword blows it retaliates with are weak and off-center. But the undead warrior quickly returns to form, delivering a roundhouse blow with his razor-edged shield that appears to cleave the shining creature's head from its body. The terrible dims, then darkens completely before the creature's remains drift like dust to the floor.

The helmeted warrior turns its glowing eyes north, toward Daina and Nnn'tkklik'l.

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

You're up! Haste has expired but everyone still has delay poison, resist fire 20 and resist death.

Updated Map

Combat Round 10

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

Initiative Group 2: Bad guys and statues.

Various dice rolls:

Shining child burning touch vs. destroyer: 1d20 + 19 ⇒ (12) + 19 = 314d10 ⇒ (2, 4, 5, 7) = 18
Shining child burning touch vs. destroyer: 1d20 + 19 ⇒ (20) + 19 = 394d10 ⇒ (3, 10, 5, 8) = 26
Confirm crit: 1d20 + 19 ⇒ (14) + 19 = 334d10 ⇒ (9, 9, 6, 6) = 30
Destroyer sword vs. shining child: 1d20 + 18 + 2 - 4 ⇒ (9) + 18 + 2 - 4 = 251d8 + 11 + 2 + 8 + 2d6 ⇒ (2) + 11 + 2 + 8 + (4, 2) = 29
Destroyer sword vs. shining child: 1d20 + 18 + 2 - 4 ⇒ (2) + 18 + 2 - 4 = 181d8 + 11 + 2 + 8 + 2d6 ⇒ (2) + 11 + 2 + 8 + (4, 4) = 31
Destroyer shield bash vs. shining child: 1d20 + 22 + 2 - 4 ⇒ (19) + 22 + 2 - 4 = 392d6 + 6 + 2 + 4 ⇒ (4, 3) + 6 + 2 + 4 = 19


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)

waiting to see where Daina is. I hope we arent on the ground, heh

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