Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

If successful:
Not applying the fatigue penalty, so if it has been less than 8 rounds then -1 from below rolls.
Spear Throw: 1d20 + 3 ⇒ (7) + 3 = 10
Miss Chance: 1d100 ⇒ 40
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Throwing good after bad Raun hurls another spear at the retreating silk wyrm.


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)

know psionics: 1d20 + 1 ⇒ (8) + 1 = 9 on the crystal


As Grit tends to the tigone cub, Raun keeps an eye out for the silk wyrm. A few minutes after hiding under the ledge, the wyrm - still cloaked in some form of psionic camouflage - makes a break for it, flying down the wall of the ravine toward another, narrow cave far below. Raun flings a spear at the fleeing creature, but it doesn't come close to hitting the wyrm before it flees out of sight.

It's close to morning, so you may want to go ahead and rest here. Let me know what everyone is doing in terms of healing or examining loot.


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)

As far as healing goes, the kreen will take care of everyone's wounds up to half and then let natural healing run its course, preserving as many PP as possible.


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

Raun lets out a string of curses that seem rather mild, the half-giants vocabulary for naughty words quite limited. She glares down at the wyrm as it disappears into another cave, before turning to face the others, unstrapping her shield as she does so. "Need to go get sled. Make sure nobody take anything else." she mutters angrily, before starting to climb up the rock next to the cave and trudge her way back to where she abandoned her supplies.

Once retrieved succesfully she will pull it back to the cave, and after some thought, starts to dig away a patch of sand and collect rocks, putting the second shield over the top of the sled, piling rocks on top of it, and the smoothing sand over the whole lot to camouflage it. Then she climbs back down to join the others in the cave for the night.


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

His tembo sword broken, Gorkhan picks up the longsword and gives it a few practice swings before sheathing it at his side. He then gathers the burnoose. Perhaps this will help with my stealth, since I seem to be having some difficulty of late. {Understatement!} He then stumbles a bit as the weakness from the poison rears once again, causing him to plop to the ground. "Maybe a good night's rest will help clear my body of the poison."


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 dotes over the cat. But he pulls himself away from the wounded animal to request that someone go and fetch his shield, dropped when the halfling was attacked. He will also prepare Detect Magic as part of his new day's spells and cast it as he look over the found items.

Spellcraft bone fetish: 1d20 + 5 ⇒ (18) + 5 = 23

Spellcraft bone longsword: 1d20 + 5 ⇒ (6) + 5 = 11

Spellcraft crystal: 1d20 + 5 ⇒ (4) + 5 = 9

Spellcraft medallion: 1d20 + 5 ⇒ (10) + 5 = 15

Of the other items found he notes I can use this spear, if no one claims it. It is of better make than the one I carry. Who among is is an archer? And Safia, were you wanting a sickle? If so trade me that scimitar for this one. If not I will use the sickle. and please take this tembo sword Gorkhan. I grabbed it in case someone might need it.

Other Items found:

well-made leather cuirass
leggings
boots
sand-colored burnoose of a style favored by elven runners.
A finely-crafted longbow and quiver of arrows
well-honed iron sickle
intricately-carved agafari spear


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

After a few moments Safia appears from the pile of old cocoons with a bone fetish in her hand. She rips some silk from the freshest cocoon and twists it between her fingers until it resembles a cord before tying it to the fetish. Once that's done she sits down in the middle of the cavern, both the fetish and the templar's medallion in front of her before she begins to chant softly.

Casting Detect Magic
Spellcraft for the Fetish 1d20 + 7 ⇒ (3) + 7 = 10


I think there's been some confusion about the contents of the cave, but I'll roll with what people have described.

The group squeezes into the former lair of the silk wyrm and beds down for the night. The group consumes about 8 pounds of food and several gallons of water, but Grit and Safia's spells are able to restore the water consumed as well as some of what leaked out during the silk wyrm's attack.

As Nnn'tkklik'l tends to party members' wounds, Grit gathers the items recovered from the wyrm's previous victims and begins examining them.

The bone fetish, found hanging from the neck of the dead elf, appears to be protective in nature, thickening a warrior's skin and improving her resistances and awareness in battle (+1 natural armor bonus to AC, a +1 resistance bonus on saving throws and a +2 competence bonus on Perception checks).

Grit is unsure about the properties of the bone sword, other than that it carries at least a basic enchantment (+1 enhancement bonus) and seems to be very sharp.

The blue crystal is a mystery.

Examining the slaver's medallion, Grit determines that it can be activated to grant the wearer great insight into others' thoughts (1/day, +10 competence bonus to Sense Motive for 1 hour) but appears to cause a lingering pacifism (-2 to attacks and saves for the same period).

Gorkhan lays claim to the sword, as well as the elf woman's cloak (which grants a non-magical +2 bonus to Stealth checks in desert environments).

Safia, meanwhile, scrounges among the older cocoons and emerges with another piece of carved bone that had been overlooked earlier. She's unable to make heads or tails of it, other than feeling that it is somehow connected to the Grey.

(Note, Grit and Safia, you can try again to identify the unknown items once a day).

Let me know who is claiming the remaining items. They include:
Masterwork leather armor
Belt pouch with 3 sp and 9 cp
Masterwork composite longbow (+2) and quiver of 20 bone arrows
Iron sickle
Masterwork agafari spear carved with intricate patterns


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

The halfling trudges into the cave after the rest of the crew had been there for a few seconds. He wasn't really winded, he just knew how the lot of them were just a bit faster with their long legs. Hopefully no one would comment on it. He took a look around the cave and then took a quick look at his own wounds. A good night's rest would help, but he didn't know how long some of the deep punctures would take to heal, but he wasn't going asking either.

After a suitable search of the cave to make sure they wouldn't be surprised, he panned the large items and pocketed the coins.

It was a good conference, I'm back now though.


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)

Damn. That is one awesome bone fetish.

Raun climbs back down to the cave, tossing Grit's shield to him and looking at the pile of items. The bow catches her attention, and she picks it up, giving it a couple experimental draws, before putting it back on the pile. "Too flimsy..."she mutters, looking around at the cave for the first time, figuring out the best position to settle down. She tosses a fur brought back from the sled onto the ground and puts her back to the wall, setting her weapons down beside her and curling up on the fur,head towards the entrance. "Wyrm still out there. In cave further down, might come back."


Also, I didn't mean to imply that Grit had claimed the fetish or (so far unidentified) crystal. I don't think that has been negotiated yet.


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

Right. Grit did not claim either one. He would love the fetish but likely he already hast he best AC with his medium armor. And he has a pretty good perception check. So I was thinking it should go to someone one else. He has some interest in the spear and/or sickle.


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 won't stop anyone from taking the crystal, he has no idea what it is.


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)

Pretty sure we could all use it. Dice off? 1d20 ⇒ 17
Don't think anyone knows what the crystal does.


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 try to identify in the next day. Grit chooses not to contest for the fetish. He does believe he group will be stronger if someone else has it.


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 already took the sword and cloaky thing, so he'll pass on the fetish for those with a lower AC/saves. Maybe in the future, when folks have better armor he'll go for it (since his AC won't change much), but that's the future, not now.


Ok, looks like fetish goes to Raun. I think Safia was after a scythe, not a sickle, so I'm going to add the iron sickle (+0 to hit, 1d6 damage, no breaking) and the MW agafari spear (which is +1 to hit, 1d8 damage) to Grit's possessions. I'm going to add the other, unclaimed and unidentified loot to Raun's sledge, and give Grit's old, obsidian spear to Raun to replace one she lost throwing at the silk wyrm.

Wounds mended and thirst quenched, the party heads out as soon as the sun dips below the Ringing Mountains. Sticking to the plateau, the group navigates the broken ravines for several hours before emerging into a narrow strip of sand dunes.

Familiar landmarks soon begin appearing and Grit and Nnn'tkklik'l urge the group to greater speed. You reach the oasis outside Kled just as the rising sun begins to cast a purple glow across the underbrush and dwarf trees surrounding the oasis pool.

It's obvious something is wrong even before you reach the cracked mud flats surrounding the oasis. The tangled vegetation is strangely silent, and the sickly sweet smell of rotting corpses is carried on the desert breeze.

Bones - recently picked clean - and a few broken weapons hint at a battle, but the corpses closer to the oasis pool show signs of less violent death. The bodies of several lizard-like lirr, a half dozen kes'trekels and some kind of crested serpent lie stretched out next to the oasis pool, which is thick with dead insects and other small creatures.


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

Great - Also add Grit's tembo sword to either Gorkhan or the sled, if he declines it.

Grit cares for the wounded cat through the rest period, tending to its wounds, feeding it, and giving it water. Perhaps his healing skill has allowed it to heal more efficiently.

Heal: 1d20 + 7 ⇒ (18) + 7 = 25

If the animal is still wounded he will heal it again, meditating for one extra healing spell if needed. If the animal is well enough it will walk beside Grit and he will make sure it is introduced to each team member as he begins to bond to it and train it. You need a name. he says.

Handle Animal: 1d20 + 10 ⇒ (5) + 10 = 15 for training.

As the group reaches the oasis and sees the pool Grit cautions. Someone has poisoned the well. If he sees no threat as he advances he will close to 30' and cast Detect Poison.

Wisdom Check with guidance to determine the poison: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20


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 takes the fetish and listens curiously to Grit's explanation, squinting at the strange item. It certainly sounded impressive. She grabs some scraps of leather from the sled and fashions a thong to hold it, settling it against her chest as she finishes her preparations for the day.

As the approach the oasis hours later the half-giant's brow furrows in confusion at find it surrounded by the silence and scent of death. As Grit examines the water Raun shucks off the tow rope for the sled, hefts her shield and morningstar and scouts slowly around, pausing to examine the bodies and battle remnants as she passes them.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Survival to look for tracks (or otherwise interpret the flow of battle): 1d20 + 5 ⇒ (14) + 5 = 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)

heal: 1d20 + 9 ⇒ (10) + 9 = 19
perception: 1d20 + 8 ⇒ (3) + 8 = 11
survival: 1d20 + 8 ⇒ (12) + 8 = 20

Nnn'tkklik'l makes some very dejected clicks in 'kreen.

kreen:
"Grit, what happened here?"
he asks, distraught and not even thinking about the others who don't understand.

He will look over the bodies, look for clues and/or injuries, keep his eyes out for enemies and try to ensure that he isn't getting himself into an ambush or trap. He will also take precaution to avoid contracting any disease that might have done this (if indeed it wasnt the water).


Other than a few small insects and plants, nothing appears to be left alive at the oasis.

An examination of the bodies provides some clues about what might have happened: The humanoid bodies - elves and humans - have been stripped to the bone, but are not yet badly weathered, suggesting they died in combat about a week ago and were then eaten by scavengers. Scraps of clothing and broken weapons suggest the elves were members of the Swiftwing tribe - the same tribe that attacked your caravan - while the humans were soldiers in the employ of King Hamanu of Urik.

Those scavengers and the other denizens of the oasis appear to have died a few days later from what appears to be an unnaturally virulent poison. As Grit examines the water, eddies of arcane energy swirl through the oasis pool - he suspects that the poison would resist attempts to cleanse the taint.

Tracks on the west side of the oasis indicate several dwarves from Kled visited the oasis within the past several days and left with a supply of water. There is no sign of Durwadalla, the thri-kreen druid who watched over the oasis and served as a mentor to both Grit and Nnn'tkklik'l.


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)

did it look like the swiftwing attacked the oasis, or were in combat with Urik's forces?


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)

"Why dwarves take poison water?" Raun wonders aloud as she examines the west side of the pool. The elves and humans were confusing as well, but surely anyone stumbling upon this would realize the water was bad. Were dwarves that dumb? "Do we follow Dwarf tracks? That's who we wanted to talk to, right?"


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

Safia walks forth among the corpses and sits down. She takes both the templar's amulet and the carved bone she found before, one in either hand and closes her eyes. Suddenly her eyes fly open but they seem to have turned inward as she meditates.

Figured all the death would be a place where the barrier between this world and the Grey is thinner, so a place to meditate. I know I don't have the Speak with Dead revelation (yet) but could it be possible to get a rough idea of the situation?


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


Those scavengers and the other denizens of the oasis appear to have died a few days later from what appears to be an unnaturally virulent poison. As Grit examines the water, eddies of arcane energy swirl through the oasis pool - he suspects that the poison would resist attempts to cleanse the taint.

Per the Detect Poison spell, with my wisdom check I should know the exact poison used. Not sure how much that will help us though. It might lend an insight to what the dwarves are up to.

Grit whistles softy. Is it possible that the dwarves did not know the well was poisoned? It seems so obvious to us. If Durwadalla yet lives it is possible that he travels with the dwarves. Do we have any better option than to follow them?

Grit will work to examine the entire area, making sure nothing useful to his group was left behind. Can we get someone to detect magic and scan the area?

Before departing he will take a sample of the water from the oasis and try to cleanse it with Purify Food and Drink, and then Detect Poison again, mostly just trying to learn more about the poison. If this spell works he would be able to purify 8 gallons per casting with unlimited castings. The spell would remove all "normal" poisons from the water.


Grit, the poison's effects appear similar to dark reaver powder but faster-acting - unnaturally so. It's likely that the dead animals ingested multiple doses in the process of drinking from the oasis pool, heightening the effect.

Using one of the empty clay mugs taken from the argosy, Grit scoops up some of the foul water and sits down to mediate. Chanting in a low voice, he seeks to purify the water. Slowly, a cloud of poison rises from the water, which becomes clear. Rather than dispersing, as Grit expected, the tainted vapor flashes with amber light and flies into his mouth.

Some spell - of a power you've never before encountered - seems to have animated the poison. It appears that the water can be purified, but the act causes the poison to "attack" the caster in the process. You are affected by the poison, which is identical to dark reaver powder but takes effect 10 times faster - you make your first save after 1 minute and then again every round for 6 rounds. Two consecutive DC 18 Fort saves will clear the poison from your system before then.

Safia, meanwhile, takes her trinkets and sits among the bones of the elves and humans. A few moments later, her eyes fly open - showing only the whites - and a low moan escapes her lips. Dark vapor flows from the bone fetish in her hand, curling around the bare bones in the sand before forming into lithe shapes of miniature elves.

Although indistinct, the vague forms can be seen running up to a shadowy representation of the oasis pool, then stooping to gather water. Moments later they straighten and draw blades as other, human-shaped shadows surround them and do battle. The human shadows appear to win, with many losses, after which one form walks to the water's edge and raises an arm to the sky. An amber lion leaps from the shadow's upraised hand into the pool. As it flashes, the templar's medallion in Safia's right hand cracks into two pieces. You hear a faint but menacing voice growl: "Leave well enough alone, specter. Embrace the dark and be forgotten."


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 leaps back in surprise but the poison, already in his mouth makes him cough and hack. Holding his throat he tries to gather his will to fight off the effects. As the poison begins to take its tole he grabs his water skin to rinse out his mouth and do whatever his healing skill tells him he should do. As he works he looks to the others. Those with healing skill help me. he almost pleads, his voice horse with the effects of the poison

Heal Check: 1d20 + 7 ⇒ (4) + 7 = 11 His heal skill is not enough to give him a bonus to his save. Others might be able to help him with heal checks of their own...

Fort Save 1: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Since he made his first save, does he need to keep rolling?. Note that the +2 is a racial bonus against poison.

Fort Save 2: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Fort Save 3: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18


Yes, keep rolling - you need two successful saves in a row. If your fourth save is a success you'll be ok, otherwise it might go the full 6 rounds. As is, you've only taken poison damage one round.
1d3 ⇒ 2So you've suffered 1 point of Str damage and 2 points of Con damage.


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 he has suffered con damage then that second success is a failure, unless he gets some help from the heal skill as Grit's save falls 1. So I will wait for some help before continuing to roll, as the dice roll I need will increase further if that is a failure. Normally if you make your initial save from a poison, even one that requires multiple saves in a row, you do not suffer any effects from it. I know this is a special poison though.


The way this works, you made yourself vulnerable by purifying the water and "voluntarily" failed your initial save, which causes no damage but sets the onset time ticking.


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

Nasty. If you will allow me to cast Guidance on myself I make the third save without help from someone else. Otherwise I need either a Guidance, a Resistance or an DC 18 Heal check for a bonus.

Save 4:

1d20 + 6 ⇒ (19) + 6 = 25

Save 5:

1d20 + 6 ⇒ (6) + 6 = 12

Save 6:

1d20 + 5 ⇒ (16) + 5 = 21


Sure, you would have an opportunity to cast Guidance, meaning your 3rd and 4th saves succeeded, ending the poison's effect before you take additional damage. So, it appears the water can be cleansed, but each casting will expose the caster to the poison.


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 some dangerous water. Grit could cleanse 8 gallons at a time but that poison is bad stuff. He is down 1 strength and 2 con, correct?


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)

Heal: 1d20 + 1 ⇒ (19) + 1 = 20
rofl.

Raun looks over her companions as two of them sit down in the sand by the oasis. When the shadowy figures coalesce around Safia she watches the scene with fascination. "Urik men kill elves and poison well?" she asks, before Grit's coughing draws her attention to him. Her brow furrows in confusion as she watches the last vapours of something go down his throat, while the fool washes it down with some of the poisoned water.

"Don't drink more! Get bad stuff out!" she yells at him, picking him up off the sand and sticking her fingers down his throat. It seemed that at least one of Kjarros's lessons on treating poison had managed to get stuck in Raun's big skull somewhere.


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

LOL. What a great visual...


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 thought so :p If that didn't work next was probably going to be grabbing Grit by his feet to shake the bads out (since I doubt I would have rolled another 17+) :p

Curiosity: 1d20 + 1 ⇒ (7) + 1 = 8
Heh, ayup...


Ha! And yes, Grit is down 1 Str and 2 Con.


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)

sorry, i was at work all day! if it isnt too late, here's Nnn'tkklik'l's attempt at a heal on Grit

heal: 1d20 + 9 ⇒ (18) + 9 = 27

Hearing Grit's hoarse call for help, Nnn'tkklik'l wordlessly springs into action, using his four hands to apply pressure to points to slow the spread of poison while waiting for the half-giant's attempts to induce vomiting to take effect.


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 watched the little scene play out in front of Safia and then looked on in horror as Grit was poisoned in his attempt to cleanse the fouled water. He breaths a sigh of relief when the poison leaves his system.

"Followers of the lion did this... for what purpose? Was this oasis used by his enemies?" he asked. "Those dwarves are in for trouble if they drink that water, or add it to their own reservoir."


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)

"Then we should go after them." Raun suggests, setting Grit down now that he seems to have stopped dying... and vomiting. She leaves him to recuperate, marching over to the sled and harnessing herself to it again, before returning to the dwarf's tracks and waiting impatiently for everyone else to join her.


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

Once recovered as much as he is likely going to recover for now, Grit searches the area for tracks. Dwarves aught to be easy enough to follow.

Survival: 1d20 + 9 ⇒ (14) + 9 = 23

How goes the cat's recovery?


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)

"They're over here short-man!" she calls out impatiently as Grit starts to range around looking for the tracks himself, eager to be after her future employers before they killed themselves with arcane poisons.


The sun's been up for more than an hour at this point and it's the time the group normally would be resting. Kled's about an hour west of the oasis, so it's up to you whether you want to press on and deal with the heat or camp at the oasis and deal with the smell. You'll go through a normal day's food and water (about 8 lbs. of food, no net loss of water) if you camp, but will increase your water needs for the next day if you press 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's still for pressing on.


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

Same


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, somewhat accustomed to the terrible heat, will press on if that is what the group wants.


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

As the others claim it is only a short distance to the Dwarven hold Safia will press on.


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

Press on works.


Rather than rest in the reeking oasis, you gather your possessions and head west, following the trail of the dwarves to Kled. The crimson sun beats down on you as you trudge across the dunes, but only about an hour passes before you spy the spherical stone wall surrounding the dwarven village.

Crossing the dunes, you are able to look over the 10-foot-tall wall to see more than a hundred dwarven homes arranged in concentric rings within the wall, eight broad avenues running from the center of the village like the rays of the sun. With walls only about 5 feet high, the roofless structures provide no protection from the sun, which the dwarves worship with single-minded fervor.

Few are in sight when you arrive, however, other than the gate guards. Peering over the crenelated wall, one hails your group as you draw near.

"Who is this who comes under the sun's watch to Kled? Is that Grit, and his kreen companion? Do you bring news of Durwadalla? Is the oasis cleansed?

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