Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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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 should be invisible right now.

Daina also cloaks Nnn in invisibility to protect him from the gladiator.


Ah, I missed that you cast invisibility. So the gladiator turns his eyes to Nnn, who promptly disappears from sight. And I assume you are both in the air, Daina flying and Nnn levitating. But the undead warrior was flying earlier, as well.


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 then levitate upward, assuming the warrior would come upwards and be looking for him in the spot he was in.

<<Daina. Lure him up, Raun can fight.>>


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

Does the gladiator appear able to see us while invisible?


Däina wrote:
Does the gladiator appear able to see us while invisible?

No.


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)

Well that's something... I'm uhh not quite sure what to do here. I'm thinking Raun would press on to try and find the silt boat unless Gorkhan or Woki suggests otherwise (was gonna say Grit too but he can't communicate without turning back to mul I believe)

Well she'll probably cast expeditious retreat on herself now that haste has worn off and either continue onto the shore to try and find the boat, or head back to deal with the gladiator if one of the others suggests that.


What's everyone doing?


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 seem to have lost a post in here somewhere. I think I loose them when I hit submit and then try to go do something else before the submit is successful. That is all I can think of anyway...

Grit runs through the air towards when a boat might be in the silt. His Tigone carries his charge to what relative safety that can be found through the entrance tunnel and into the wastes towards the group.


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 wrote:

The 'kreen will then levitate upward, assuming the warrior would come upwards and be looking for him in the spot he was in.

<<Daina. Lure him up, Raun can fight.>>

basically a double move at half speed to keep things stealthy. also invisible. looking to A.) not get killed by the gladiator and B.) to get the rest of the party back in the collective, once i see them. Then my plan is to wait for the apocalypse, I guess.


Ok, I'm going to fast forward a few rounds to get things moving.

Desperate, Grit, Raun, Gorkhan and Woki head toward the silt shore looking for signs of a silt skimmer. A dozen yards away, they find tracks and other evidence that a large party disembarked, but there are no signs of a ship. Given the master's propensity for teleportation, it seems obvious that the craft retreated into the silt after offloading its passengers. It could be miles away by now - the swirling dust makes it impossible to tell.

Shrouded in invisibility, Daina and Nnn'tkklik'l slip back to the surface, trying to hide from the undead gladiator while also luring it toward the rest of the group. The ruse fails, however - unable to see the pair, the undead champion heads after easier prey, pursuing Ral and Orryn back through the central chamber and toward the entry the group dug earlier.

Hoping that the tigone can outrace the flying the undead monstrosity, Daina and Nnn'tkklik'l rush to rejoin the rest of the group, where the thri-kreen hurriedly works to reestablish the collective. Moments later, they see the tigone running at full speed from the east, the undead champion hot on his heels as Orryn clings to the Ral for dear life.

Initiative:

Grit: 1d20 + 3 ⇒ (15) + 3 = 18
Gorkhan: 1d20 + 11 ⇒ (17) + 11 = 28
Raun: 1d20 + 7 ⇒ (6) + 7 = 13
Nnn'tkklik'l: 1d20 + 3 ⇒ (18) + 3 = 21
Däina: 1d20 + 9 ⇒ (4) + 9 = 13
Woki: 1d20 + 4 ⇒ (4) + 4 = 8
The Destroyer: 1d20 + 6 ⇒ (12) + 6 = 18

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

You're up! Gorkhan and Nnn won initiative and may act once before the champion acts, then once more after he does. Everyone but Ral and Orryn are back in the collective and have delay poison, resist fire 20 and resist death.

New Map

Combat Round 1

Initiative Group 1: Nnn'tkklik'l (x2), Gorkhan (x2), Raun, Däina, Grit, Woki

Initiative Group 2: Undead Champion.


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)

1st action Standard to get Ral and Orryn in the collective (assuming they are willing, only costs me one action)

2nd action Manifest Vigor on them, 40 temp HP each.

is Invisibility still active on me? no offensive powers used, but unsure on the duration of the interim


Nnn'tkklik'l wrote:
is Invisibility still active on me? no offensive powers used, but unsure on the duration of the interim

Yes. A couple of minutes passed.


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 moves forward, darting in to strike at the undead champion and then darting away behind the larger rocks.

Double move to about 10' away + spring attack, moving as far as possible away, and behind one of the big rocks.

Spring Attack: 1d20 + 15 ⇒ (3) + 15 = 18


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 we are waiting for the Champion to act now, right?


Will update map later if needed. Also, any temp hp you had from earlier would have expired by now.

The wind howls as Gorkhan races forward to strike at the Destroyer, but the undead champion merely flicks his blade, the stained steel easily deflecting Gorkhan's clumsy attack.

Ignoring the levitating swordsman, the gray-skinned gladiator flies after Ral and Orryn. His first strike misses the racing tigone but the second carves into the beast's flank, the foul enchantment on the sword causing Ral's flesh to blacken and smoke. Almost as an afterthought, the undead warrior backhands Orryn with his shield, sending the villichi girl flying from the tigone's back onto the sand. Ral takes 29 damage. Orryn takes 20 damage and is thrown 15 feet south.

Nnn'tkklik'l feels the girl's pain as her broken bones crash into the dunes. Having just drawn the girl and tigone back into the collective, he fills her and Ral with temporary life force, allowing the girl to remain conscious despite her wounds.

Everyone else can take their actions now.

Rolls:

Destroyer sword vs. Ral: 1d20 + 18 + 2 + 2 - 4 ⇒ (2) + 18 + 2 + 2 - 4 = 201d8 + 11 + 2 + 8 + 2d6 ⇒ (1) + 11 + 2 + 8 + (3, 2) = 27
Destroyer sword vs. Ral: 1d20 + 18 + 2 + 2 - 4 ⇒ (9) + 18 + 2 + 2 - 4 = 271d8 + 11 + 2 + 8 + 2d6 ⇒ (5) + 11 + 2 + 8 + (2, 1) = 29
Destroyer shield bash vs. Orryn: 1d20 + 22 + 2 + 2 - 4 ⇒ (19) + 22 + 2 + 2 - 4 = 412d6 + 6 + 2 + 4 ⇒ (4, 4) + 6 + 2 + 4 = 20


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 huge dire tigone that is Grit screams his range and commands Ral to shift and attack as Grit pounces upon the undead champion. Note - I am not rolling the frostbite damage as it nonlethal should not hurt undead, right?

Ral

Bite: 1d20 + 10 ⇒ (10) + 10 = 202d6 + 6 ⇒ (4, 4) + 6 = 14
Grab: 1d20 + 12 ⇒ (18) + 12 = 30

Claw: 1d20 + 10 ⇒ (9) + 10 = 191d6 + 6 ⇒ (4) + 6 = 10
Grab: 1d20 + 12 ⇒ (9) + 12 = 21

Claw: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 6 ⇒ (1) + 6 = 7
Grab: 1d20 + 12 ⇒ (15) + 12 = 27
Confirm Claw: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 6 ⇒ (5) + 6 = 11

Grit

Bite: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 332d8 + 9 + 1d6 ⇒ (5, 8) + 9 + (3) = 25
Grab: 1d20 + 15 ⇒ (12) + 15 = 27

Claw: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 192d6 + 9 + 1d6 ⇒ (5, 4) + 9 + (5) = 23
Grab: 1d20 + 15 ⇒ (9) + 15 = 24

Claw: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 202d6 + 9 + 1d6 ⇒ (3, 6) + 9 + (4) = 22
Grab: 1d20 + 15 ⇒ (9) + 15 = 24

Rake: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 252d6 + 9 + 1d6 ⇒ (5, 1) + 9 + (1) = 16
Rake: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 292d6 + 9 + 1d6 ⇒ (3, 3) + 9 + (1) = 16

Ral:

Animal Companion
Tigone
N Large Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 22 (+3 Dex, +10 natural, +4 Armor, -1 size)
hp 64/64 (+28)
Fort +10, Ref +11, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion

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

--------------------
Statistics
--------------------
Str 23, Dex 17, Con 18, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +12 (+16 grapple); CMD 25 (29 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes

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

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

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


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

What a complete moron. It must not be an intelligent creature. Daina lazily throws out a haste spell on the melee fighters and lets them take care of it. How are we going to take care of this situation though? She ponders as the battle rages on.


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 just starting to recover from the fatigue of her extended raging when she feels Nnn's presence return in her mind and is alerted to the appearance of the destroyer. She growls at sight of the creature, hefting her hammer, and charging straight at the thing with a clumsy swing, glad of something to vent her rage on.

Charge: 1d20 + 20 + 2 ⇒ (4) + 20 + 2 = 26
Damage: 2d8 + 27 ⇒ (6, 3) + 27 = 36

Charges the Destroyer. Takes the same bloodraage spells, Spider Climb and Displacement, and still has a magic circle vs. evil around her from the horn she blew (lasts an hour I believe)


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)

i thought, based on initiative rolls, that Nnn would go twice before the Destroyer? in which case the damage would have come out of the girl's temp HP. if not, then do i have an action left this round, or did i already do that above?


Ah, no, it was once before for winning initiative, then once after. Your first action, before the gladiator, was to pull Orryn and Ral into the collective. Your second, after the gladiator, havg them temp HP. Narratively I put Gorkhan's all at once because order didn't matter for him.


Raun, Grit and Ral pile onto the undead champion, slashing and hammering at the warrior, who deftly dodges several attacks. Even the blows that do land scarcely seem to faze it, although Raun lands a solid strike and Grit's bite tears flesh, while his rear claws carve shallow grooves in the champions skin. Although Daina dispelled the champion's freedom of movement protection earlier, neither the druid nor Ral is able to grapple the wily gladiator, who narrowly evades their grip. It took some damage, but DR is blunting your strikes.

Surrounded, the gladiator takes a small step back (5-foot step), bellowing madly. The gem embedded in its chest flashes darkly and a wave of necromantic energy explodes outward, similar to the drained corpses you encountered in the dungeon below Altaruk. As the wave washes over Grit, Ral, Raun, Orryn and Gorkhan, it saps their life force and leaves them sickened. All but Gorkhan take 40 points of damage and are sickened Gorkhan makes his save (thanks to resist death) and only takes 20 damage and is not sickened. The damage removes Ral and Orryn's temp hp, causing the girl to fall unconscious again.
The gladiator, meanwhile, appears empowered. As you watch, some of the freshest wounds on its skin close as it resumes the fight.

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

You're up! Everyone but Woki, Nnn and Daina has haste now, plus all have delay poison, resist fire 20 and resist death.

Updated Map

Combat Round 2

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

Initiative Group 2: The Destroyer.

Various dice rolls:

Note: Saves include +4 for resist death
Grit Will save vs. necromantic wave: 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17
Ral Will save vs. necromantic wave: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Raun Will save vs. necromantic wave: 1d20 + 9 + 2 + 4 ⇒ (6) + 9 + 2 + 4 = 21
Gorkhan Will save vs. necromantic wave: 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25
Orryn Will save vs. necromantic wave: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13


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

Wow. That ability has some extreme range to it, especially considered it is also a debuff and has really high damage.


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)

I am not familiar with the power or spell used, but the +4 should only have come into play if the original power/spell didn't allow a save. otherwise i thought such things would be fully prevented by the resist death. i could be mistaken though, especially since i dont know the power/spell the gladiator used.


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)

Ouchy...

Raun groans as the champion sucks the life out of them, but soon enough sh leaps back into action sped by Daina's magic once more. Her head swells as she takes on the mein of the nightmare beast once more, trying to take chunks out of the creature with that as well.

Earthbreaker: 1d20 + 20 - 1 ⇒ (10) + 20 - 1 = 29
Damage: 2d8 + 27 - 2 ⇒ (5, 8) + 27 - 2 = 38

Earthbreaker (Haste): 1d20 + 17 - 1 ⇒ (18) + 17 - 1 = 34
Damage: 2d8 + 27 - 2 ⇒ (7, 8) + 27 - 2 = 40

Tattoo Bite: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12
Damage: 2d6 + 6 - 2 ⇒ (4, 5) + 6 - 2 = 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 darts out to attack the undead champion, striking while opposite Raun before darting back into cover.

Spring Attack w/ Haste, Flanking, Spatial Awareness: 1d20 + 15 + 1 + 2 + 2 ⇒ (7) + 15 + 1 + 2 + 2 = 27
Damage w/ Sneak & Spatial Awareness: 4d6 + 1d6 + 10 + 2 ⇒ (6, 5, 4, 3) + (1) + 10 + 2 = 31 If immune to sneak attack, then -1 to damage.


Regarding the necromantic blast: It's a unique supernatural ability that is mechanically similar to a maximized unholy blight with a 30-foot radius. Rather than determining damage based on alignment, it's based on living/undead status.

I'ts not an energy drain (ie. level drain) or a death effect, so the immunity from resist death (or deathward) doesn't apply. It's not explicitly channeled negative energy but is close enough thematically that I decided to give everyone the +4 save bonus as a way of splitting the difference.

Daina also can tell that it's not something the champion can do every round - it will take a bit to recharge, similar to the test subjects you fought below Altaruk.


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 and Tigone both try to tear into the creature again, full attacking and adjusting to maintain flanking position. As he attacks he sends <<Someone get the girl away.>>Flank will negate sickened.

Ral

Bite: 1d20 + 11 ⇒ (3) + 11 = 142d6 + 6 ⇒ (5, 6) + 6 = 17
Grab: 1d20 + 13 ⇒ (7) + 13 = 20

Claw: 1d20 + 11 ⇒ (2) + 11 = 131d6 + 6 ⇒ (5) + 6 = 11
Grab: 1d20 + 13 ⇒ (19) + 13 = 32

Claw: 1d20 + 11 ⇒ (16) + 11 = 271d6 + 6 ⇒ (2) + 6 = 8
Grab: 1d20 + 13 ⇒ (13) + 13 = 26

Hasted Bite: 1d20 + 11 ⇒ (5) + 11 = 162d6 + 6 ⇒ (4, 6) + 6 = 16
Grab: 1d20 + 13 ⇒ (11) + 13 = 24

Grit

Bite: 1d20 + 16 ⇒ (18) + 16 = 342d8 + 9 + 1d6 ⇒ (7, 2) + 9 + (6) = 24
Grab: 1d20 + 16 ⇒ (20) + 16 = 36

Claw: 1d20 + 16 ⇒ (3) + 16 = 192d6 + 9 + 1d6 ⇒ (6, 4) + 9 + (5) = 24
Grab: 1d20 + 16 ⇒ (13) + 16 = 29

Claw: 1d20 + 16 ⇒ (4) + 16 = 202d6 + 9 + 1d6 ⇒ (4, 4) + 9 + (5) = 22
Grab: 1d20 + 16 ⇒ (16) + 16 = 32

Hasted Bite: 1d20 + 16 ⇒ (19) + 16 = 352d8 + 9 + 1d6 ⇒ (5, 8) + 9 + (1) = 23
Grab: 1d20 + 16 ⇒ (10) + 16 = 26

Ral:

Animal Companion
Tigone
N Large Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 22 (+3 Dex, +10 natural, +4 Armor, -1 size)
hp 64/64 (+28)
Fort +10, Ref +11, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion

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

--------------------
Statistics
--------------------
Str 23, Dex 17, Con 18, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +12 (+16 grapple); CMD 25 (29 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes

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

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

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


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)

gonna need some support healing in the collective after that blast.

The kreen moves closer to Orryn as fast as he can, still invisible. He wraps his psionic protection around the four of his allies nearest the destroyer. 30 temp hp each

may have to just use Psionic Revivify on her if she dies, with my low HP i can't donate any to her and the rest are in combat.


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 back toward the melee as fast as she can to lend aid to the others. Drawing close, she summons the power of the rain spirits once more.

Channel Energy: 5d6 ⇒ (3, 3, 1, 5, 5) = 17

That should hit myself, Ral, Orryn, Raun and Grit. Not sure if we're all back into the collective or not but if so, that should be 85 hp to work with, 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)

if 85, ill give 20 each to Grit/Ral/Raun/Orryn and I will take 5


Blows rain down on the undead champion as Daina's spell of haste takes effect. Raun's hammer is particularly effective, although Gorkhan's steel blade, too, bites deeply and Grit finally is able to establish a hold on the wily gladiator.

Blending psionics and the blessings of the winds, Nnn'tkklik'l and Woki manage to heal the worst of the group's wounds. Regaining consciousness, Orryn crawls away from the battle, taking cover with Gorkhan behind the rocks to the south.

Consumed by homicidal rage, the undead champion hacks at Grit's body as the druid bear-hugs him. The gladiator's enchanted scimitar bites deep, although Grit's elemental nature provides some protection, as does the psionic shell raised by Nnn'tkklik'l. Grit avoids the critical hit and takes a total of 56 damage after accounting for DR, eliminating his temp hp and doing 26 to hit points.

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

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

Updated Map

Combat Round 3

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

Initiative Group 2: Destroyer.

Various dice rolls:

Destroyer sword vs. Grit: 1d20 + 18 + 2 - 4 - 2 ⇒ (18) + 18 + 2 - 4 - 2 = 321d8 + 11 + 2 + 8 + 2d6 ⇒ (3) + 11 + 2 + 8 + (6, 3) = 33
Confirm crit: 1d20 + 18 + 2 - 4 - 2 ⇒ (7) + 18 + 2 - 4 - 2 = 211d8 + 11 + 2 + 8 + 2d6 ⇒ (3) + 11 + 2 + 8 + (3, 4) = 31
Destroyer sword vs. Grit: 1d20 + 18 + 2 - 4 - 2 ⇒ (19) + 18 + 2 - 4 - 2 = 331d8 + 11 + 2 + 8 + 2d6 ⇒ (6) + 11 + 2 + 8 + (5, 1) = 33
Confirm crit: 1d20 + 18 + 2 - 4 - 2 ⇒ (18) + 18 + 2 - 4 - 2 = 321d8 + 11 + 2 + 8 + 2d6 ⇒ (7) + 11 + 2 + 8 + (2, 4) = 34
1-50 ignores crit: 1d100 ⇒ 21 Ignored
Destroyer shield bash vs. Grit: 1d20 + 22 + 2 - 4 - 2 ⇒ (4) + 22 + 2 - 4 - 2 = 222d6 + 6 + 2 + 4 ⇒ (3, 2) + 6 + 2 + 4 = 17


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 darts out to strike at the undead champion before returning behind the rock. He gives a small nod and smile at the girl beside him.

Spring Attack w/ Haste, Flanking, Spatial Awareness: 1d20 + 15 + 1 + 2 + 2 ⇒ (18) + 15 + 1 + 2 + 2 = 38
Damage w/ Sneak & Spatial Awareness: 4d6 + 1d6 + 10 + 2 ⇒ (1, 1, 4, 6) + (2) + 10 + 2 = 26 If immune to sneak attack, then -2 to damage.

Crit check (if not immune): 1d20 + 15 + 1 + 2 + 2 ⇒ (16) + 15 + 1 + 2 + 2 = 36
Crit damage: 4d6 + 10 + 2 ⇒ (5, 5, 3, 6) + 10 + 2 = 31


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

Seeing that his animal companion is not harming the creature Grit now sends his tigone away after a last bite attempt. Single Bite and then hasted move away to try to be out of range of whatever it might try - Move of 80.. Grit attempts to hold on to the undead champion and full attacks.

Ral

Bite vs grappled opponent: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 182d6 + 6 ⇒ (5, 1) + 6 = 12

Grit

Maintain Grapple: 1d20 + 16 + 5 ⇒ (16) + 16 + 5 = 37

Bite: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 362d8 + 9 + 1d6 ⇒ (7, 7) + 9 + (2) = 25

claw: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 252d6 + 9 + 1d6 ⇒ (1, 4) + 9 + (6) = 20

claw: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 362d6 + 9 + 1d6 ⇒ (5, 1) + 9 + (5) = 20

Rake: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 262d6 + 9 + 1d6 ⇒ (4, 6) + 9 + (6) = 25

Rake: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 242d6 + 9 + 1d6 ⇒ (3, 6) + 9 + (6) = 24

Ral:

Animal Companion
Tigone
N Large Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 22 (+3 Dex, +10 natural, +4 Armor, -1 size)
hp 64/64 (+28)
Fort +10, Ref +11, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion

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

--------------------
Statistics
--------------------
Str 23, Dex 17, Con 18, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +12 (+16 grapple); CMD 25 (29 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes

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

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

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


With Grit's teeth locked onto one leg, the supernaturally strong gladiator pushes to his feet, sword rising for another strike. Seeing an opening, Gorkhan darts in from behind, driving the Seeker's blade through the undead champion's spine. The steel blade pushes through the Destroyer's dead heart and shatters the glowing gem in his chest.

Even as the fire dies in the champion's eyes, Grit tears into its body, ripping it limb from limb and scattering the remains across the sand. The shards of the heart gem seem to dissolve, drifting away on the wind like smoke accompanied by the faint screams of the damned.


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)

what now? have we completely lost the others?


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 growls angrily for a little while longer, before finally slumping in defeat, letting the fatigue wash over her again and carry her to the ground. "Still lose..." she mutters.

Seems like our only option at this point is to try and head to wherever the ritual is going to take place and try and interrupt it there.


The pieces of the gladiator's body begin rotting almost immediately, whatever arcane energy that had preserved it dissipating into the sand and allowing time to catch up rapidly. A dusty wind blows the stench east toward the sea of silt.

A shuffling sound draws your eyes the other direction, as the Wanderer comes trudging over the loose sand of a nearby dune.

"I assume there are more like this in the ruins below? You seem to have thinned their ranks rather significantly, atlhough I think they may have expected that. I flew out into the silt after the landing party arrived, concealed by an invisibility spell, and there were two silt skimmers anchored a mile offshore. They scuttled one as I watched, consolidating the crew onto the remaining vessel, a sailed vessel built for the deep silt. I couldn't stay to see what they did after that - my spell was expiring and I didn't prepare much in the way of protective magic."

As he approaches, he notes the pounded rubble near the statue and the defeated look of the party.

"I take it the battle below did not go as well as the heaps of enemy flesh up here would indicate? What next, then?" he asks, tugging slightly at his beard, dislodging a cloud of dust as he does. "That skimmer is likely out in the deep silt now, hard to track in this wind even if they aren't doing anything to conceal themselves magically. But if you know how to find this tower where your dead knights locked away their demon, I know a man who might be able to get you there."

He nudges the gladiator's scimitar with a toe.

"He likes swords - and steel - so make sure to bring that," the Wanderer says, looking at your group. "Well, what will it be? Go look for another fight or find an inn on the other side of the Tablelands and get drunk before the world ends?"

Assuming the answer is the first one - Ding! Level up to 10! As for loot, you can collect the following from the gladiator and the dead apprentice, silt priest, etc. below:

A +1 unholy steel scimitar, +1 breastplate, +2 bashing spiked heavy shield, bracers of natural armor +3, helm of resistance +3, potions of cure moderate wounds (3), belt of Constitution +2, scrolls of gentle repose (1), wand of fly (10 cc left), lesser metamagic rod of reach, onyx gems worth 500 cp, potion of barkskin +4 (2), +1 heavy hide, +1 returning totem spear, circlet of Wisdom +2, ring of protection +2. In the library, you find a torc of power preservation.


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)

i think the ring of protection is all i can use. belt of CON would be nice but i have a levitation belt there, but maybe i could just swap to that belt when i need it. as much as i would like armor it would have to have 0 ACP for me to use, since i am not proficient, and have an "exotic body frame". Circlet of WIS prob wont stack with my reliquary crystal. IF i could use the helm, i would take the Helm of Resist +3, and give up my current Bracers of Resist +3, and take the Bracers of Natural Armor +3. However, I try to stay out of melee anyway, so others would be better served with many of those things.


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

Taking his Mul form Grit addresses the man I'd follow that one to the end of the earth if need be. Its another fight for me.

Grit could use the Belt of Con, the Circlet of Wisdom and the ring. The wisdom item would grant him another first and 4th level spell so that would be his first pick. I'd think you would want the Torc Nnn. And you should wear the Bracers if we do not have a chance to buy and sell things. But you should also be getting mage armor from Daina daily if you can talk her out of the spell. :)


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 smiles at the return of the Wanderer. "It is good to see you well. Yes, we had...varied success." She breathes out slowly. It's good we have such a strong ally on our side. "Come, let us finish this, one way or the other."

I'd be happy to throw some mage armor on Nnn.


Seeing everyone gathered, the Wanderer again draws the red silk tether from his satchel, instructing each member of the group to take hold of the rune-stitched fabric, which glows in your grasp as he intones the words of his spell.

You feel the same sharp tug in your guts as the last time, when he teleported you from Razick's ship to Arkhold. Your sight goes black as your skin seems to freeze.

A moment later you feel warmth - and an uncanny dampness. Opening your eyes, you find yourselves amid a garden as lush as a Tyrian noble's. Mosses and ferns and faro stalks rise around you, intermixed with fruit trees covered with small red bulbs. The light is strange, and as you look up you see that the garden is enclosed by a dome of transparent silk. A steady wind blows dust across the fabric.

"The silk is thin enough for the light to penetrate and feed the plants, but it keeps out the silt and traps some of the moisture from the spring below," the Wanderer says. "Kelestes got the idea from some old tablet he found in the temple here. Here, by the way, is Tarelon. Another old ruin farther out into the silt. Home the past few years to a tribe of escape slaves. They can be a bit prickly, so uh ..."

The Wanderer is cut off as a group of armed men and women emerge from garden, circling the group. Most carry bows and crossbows, with sharp steel heads on the ends of the arrows and bolts pointed in your direction.

An older but still heavily-muscled man steps forward. His arms appear covered with chalk to the elbow and his beard is caked with colored clay.

"Ah, old friend, to what do we owe the pleasue?" he asks, crossing his thick forearms as he addresses the Wanderer. [b]"Come to return the scrolls that went missing after your last visit?"

An awkward silence follows, then the big man bursts into laughter before grasping the Wanderer's hands.

"I couldn't make sense of them anyway. Some wizardly nonsense, I'm sure, no good for carving rock or growing things here in the wastes. Now, tell me, what brings you back so soon?"

The Wanderer smiles awkwardly.

"A favor - and a rather large one, at that. Although they have good steel to trade in return," he says, pointing at you. "They rather badly need to reach an old ruin in the Silt Sea to the north, a place called the Black Isle in the few records I've seen that reference it. I was hoping you could call one of your ... pets ... to take them. It really is important."

The bearded man stares back, squinting in thought.

"A raiding party was going to head out in the morning - the callers have already been at work. I suppose I could be persuaded to postpone that trip ... if a certain wizard was willing to ferry some of my people to a market somewhere civilized so don't starve."

The Wanderer nods, then gestures toward your blood-splattered group.

"I don't suppose you have any of that silt snake stew your daughter cooked last time? This lot could use a meal and a place to bed down."

~~~~~~~~0~~~0~~~~~~~~
The warriors of the slave tribe lead you out of the greenhouse, into a series of covered trenches dug into the ruins of Tarelon. After a few minutes walk, you reach a half-buried temple converted into the tribe's main living quarters.

You are fed and given a place to sleep, but Kelestes only smiles when asked about the transportation being arranged.

"You'll see soon enough," he says, before accepting the undead champion's sword with a curious look. "It will take some work to unravel the defiling magic worked on this blade. But I believe the steel can be purified. If you have more you wish to trade, let me know. We have pulled a few trinkets from the ruins."

Ok, looks like everyone is leveled, but I haven't heard any clear claims regarding items. At this point, I'd say if you want it, just post and call dibs. Also, if there's something you see on the list you don't think anyone wants, claim it and you can trade it for something basic (a cloak of resistance, ring of deflection, magic armor, ability-boosting belt or headband, etc.) of similar value.


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 wonders at the garden, obviously pleased that such a place exists. You have done well here Tarelon. I thank you for your hospitality and hope to find a way to repay you. Perhaps I can help with some of these plants on the return trip, if we are successful that is.

When the option of trading comes up Grit asks We must plan to fight a great foe and his minions. He is a vial defiler and necromancer. If you have any potions, scrolls or other talismans that would provide protection from such magic, or bolster our own resistance then that would be most welcome.


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 gapes in astonishment at the garden that they find themselves in after the teleport. Not even her master had a garden as abundant as this. Of course that wonder shift to hostility as the armed people arrive, her hammer quickly finding it's way to hand as she tenses up, ready to fight.

When the leader of these people bursts into laughter the smile she offers him is more like a grimace, not appreciating the jest at their expense, and it takes a long while for her to relax again even with offers of food.


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 takes in the sight of all the greenery with wonder, though such may not be apparent on his insect face.

<<Tales of green like this are old... Never thought I would see.>>


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 eyes widen at the bounty of green surrounding them, although he does seem to have an uncomfortable demeanor, as if he disliked being among things that were so alien to him.


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 runs her fingers across the green foilage. <<Spirits strong here. Like this one's home though not as vibrant. Great trees of this one's home make these seem bugs compared to tall-ones of Raun's height.>>


The tribe members are eager to trade and gladly swap the weapons and other items you recovered for curios recovered from the ruins of Tarelon. You go to sleep with full bellies and awake the next morning to the sound of chanting.

Emerging from your screened sleeping area, you find Kelestes leading the others in a prayer that involves low chanting and rubbing and slapping the ground. At the conclusion, the elder man sprinkles each participant with dust as he recites words in a grinding voice that reminds you of a blade being sharpened on a grindstone.

As the prayers finish, another tribe member arrives from outside.

"It approaches," the man says. "Horan and the other callers are waiting to bring it the rest of the way in."

Kelestes nods, then turns to your group.

"Best grab some flatbread to take with you - your transport has arrived," he says, turning to lead you from the temple.

Outside, your eyes adjust to the sunlight, which is blinding this early even with the haze of the silt. A gust of wind seems to come from nowhere, blowing dust in your eyes. It is only then that you look up - and see the massive creature hovering 10 yards above you.

Easily 100 feet from fin to fin, the giant cloud ray floats in the air above you, held aloft by psionic force of will. Stray tentacles hang from its pale white underbelly, which appears soft and almost transclucent.

Normally a voracious predator, the cloud ray appears oddly calm and fixated on a mul and two humans who stand with eyes closed, sweat forming on their brows.

"Everyone who lives near near the sea of dust watches for silt skimmers carrying raiders," Kelestes says. "Few think to watch the skies."

You watch other members of the tribe brace a tall ladder on wooden supports, the high end nearly touching the creatures flank. The mul opens his eyes and walks forward, shouldering a napsack as he climbs the ladder and steps onto the ray's broad back.

"Horan will accompany you to control the cloud ray, but you will need to give him directions," Kelestes says. "It can fly for a week before it becomes too hungry to control. If you haven't reached your destination by then you will have to stop and let it hunt."

"It shouldn't come to that - these things travel fast," the Wanderer says, his voice reassuring as he stare up at the cloud ray. [b]"Still, no sense wasting time ..."

He raises one arm, placing the other across his chest in an elven farewell.

"May the winds carry you on your journey, and may your hearts carry you through until your task is done," he says. "If they do not ... well, perhaps we can all grab that drink in whatever afterlife awaits."


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 druid marvels at the huge ray, his heart glad that such a thing exists in his world. As he moves to mount Grit reminds the elder man that should he be able to do so after this mission runs to completion he will return to this camp and help them with their growing for a time. With fresh bread in his hand he climbs the ladder and finds a place to sit, urging his Tigone to join him.


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 climbs the ladder, excited to see their world from such a height but anxious to find and combat the foe that had bested them once already. Foolish sentiment for objects had caused their defeat once, it would not again.


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

Raun eyes the enormous creature warily, but as the others climb the ladder she cautiously follows, disliking the way it creaks under her weight. Finally she hauls herself atop the beast and looks around it's broad back, staring silently.

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