
Fabes DM |

Another day dawns under the blood-red sun. Another day of labour and hunting. Another day of eking out a living in the wasteland. It is fortunate that Bitter End is situated in an area of relative fertility. All the more reason for its stout mud-brick walls, aided by the defenders (both physical and mental) of the rest of the village,
Called before the council, you are informed that they are looking for explorers, and that you all show great promise. Orin regards you impassively, the battle-scarred mul has asked for warriors, and maybe not all of you fit that description. Anaphas shoved Lemris forward, and Eskalia has made strange pronouncements regarding all of you. They want you to assess the dangers surrounding the village, find hunting stocks, but especially see if any artifacts of the Ancients can be recovered. Who knows what power they might hold?
The gates are open for you. Where shall you go?

Ojal |

Ojal seems like an odd choice for an exploring party, but he accepts the charge with equanimity.
"Naturally I - I mean, we - must do what is best for the tribe. We are all brothers here. Onwards!"
DM

Fabes DM |

Ojal
He taps his head with the index finger of his other hand, "And don't try pokin' around in here, boy."

Ojal |

Anaphas
"I wonder," he continues, "if you can offer any suggestions or hints. The elders probably have something in mind." The accompanying smile is utterly sincere.

Lemris |

Lemris sits down on the ground and observes the open landscape. He looks fairly frail, almost like he might fall over from a stray gust of wind. Except for his eyes, which are dark and intense, And full of almost dispassionate intelligence.
"best for the tribe.... best.... Well, they want us to explore don't they? May I tentatively suggest that we do just that, let's just look around a bit, get a measure of the surroundings before we make a descision on what 'best for the tribe' means".

Ojal |

Anaphas
"T'klik Chik, you have a hunter's eye. Which threat is most threatening? Where can I be useful? I mean, of course, where can we be useful."

T'klik Chik |

T'klik angles his head to the right, ticks his mandibles and twitches his antennae.
After a bit he speaks "Close by is more threat, kank are no danger, baazrag vermin? Silt runner are dra like you?"
Nature checks: Kank 1d20 + 7 ⇒ (17) + 7 = 24, Baazrag 1d20 + 7 ⇒ (1) + 7 = 8, and Silt Runners 1d20 + 7 ⇒ (1) + 7 = 8
It appears that I have never heard of either Baazrag or Silt Runners. Dice fail, 2nd time today of 2 1's on 3 dice

Fabes DM |

T'klik remembers that kank come in several types, but two are commonly encountered in combat: the smaller spitter, and the larger soldier. They are generally placid unless threatened. Most Athasians are familiar with the larger type as it is a commonly used mount. If treated with care, kank can come to accept other creatures as part of their hive, hence their use both as honey-providers and as mounts. The chitin can also be used for armour. The village could perhaps keep one or two for these purposes but not an entire hive. Only pastoralists like the elf tribes have the means to do so. The village hasn't got enough pasture land to sustain a hive.
Kank Spitter - Level 2 Artillery
Small natural beast; Resist 5 poison, 5 acid; Bite Melee 1 - inflicts normal and acid damage. Kank spit Ranged 10 - damages you, you take 5 ongoing acid and slowed (se). If you're already slowed, you're immobilised (se).
Kank Soldier - Level 4 Soldier
Large natural beast; Resist 5 poison, 5 acid; Grabbed Advantage (Mount) - A friendly rider of 4th level or higher mounted on the soldier has combat advantage against any creature grabbed by the soldier. Bite Melee 1 - inflicts damage and grabs. If you're already grabbed by that soldier it can inflict further damage on you. Kank Venom (Poison) Recharge 5 or 6 - Melee 1 (one creature grabbed by the soldier); Hit: The target is slowed and takes ongoing poison damage (save ends both). First Failed Saving Throw: The target is immobilized (save ends).
He isn't familiar with baazrags and silt runners at all. These must be softskin names for things.

Fabes DM |

Ojal recalls a gerat deal about baazrags, but nothing pertaining to any vulnerabilities or resistances they might have. Baazrags are pack reptiles that are individually a nuisance but in a group are quite dangerous. Noble families in Tyr have been known to domesticate them to eat pests round the home.
BAAZRAGS
Baazrag Gnawer - Level 1 Skirmisher - Small natural beast (reptile). Latcher - While latched onto a creature, the gnawer gains a +2 bonus to AC. Pack Harrier - The gnawer gains combat advantage against a target that is adjacent to two or more of the gnawer’s allies. Bite Melee 1- gnawer latches on and moves with you when you move. Gnaw - inflicts damage and ongoing poison on latchee. Gnawer detaches and shifts. Bounder - The gnawer jumps 4 squares. This movement does not provoke opportunity attacks.
Baazrag Swarm - Level 3 Soldier - Medium natural beast (reptile, swarm).Hinder Aura 1 -Any enemy that starts its turn within the aura is slowed until the start of its next turn. Pack Harrier -The swarm gains combat advantage against a target that is adjacent to two or more of the swarm’s allies. Swarm - The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Bloodthirsty Swarm Melee 1 - more damage vs prone targets. Melee 1 vs 1 slowed creature - damage and knocked prone.
Baazrag Breeder - Level 5 Brute - Large natural beast (reptile). Pack Master - The breeder gains combat advantage against a target that is adjacent to one or more of the breeder’s allies. Claw melee 1. Bite melee 1 - ongoing poison, more damage vs prone targets. Psychic Lure - burst 5, pulls target 3 squares closer. Psychic Provocation - Trigger - target deals psychic damage to Breeder. Breeder charges and does not provoke OAs.

Fabes DM |

He knows somewhat less about silt runners, just that they are vicious little reptile-folk who use hit and run tactics and superior numbers to ambush their foes. They have an especial dislike for fey, for some unknown reason.
SILT RUNNERS
Silt Runner Darter - Level 1 Artillery - Small natural humanoid (reptile)
Silt Runner Rager - Level 1 Brute - Small natural humanoid (reptile)
Silt Runner Inciter - Level 2 Controller (leader) - Small natural humanoid (reptile)

T'klik Chik |

T'klik chitters in understanding, "Baazrag sedjidz, Silt Runner dul thok'kos. You say dul thok'kos ambush, hit run? Many heads in group, they are danger, we kill for protect g'tok-dra"
T'klik, having made his decision, begins checking his harness and straps, readying his equipment for travel... even better for the hunt.

Ojal |

Ojal remembers to pick up his own bedroll and prepares to leave.
"The kank and the baazrags are useful sources of food and transportation. I wonder if a collective might be formed to farm them under controlled conditions?"
Yes to silt-runners pending anyone else objecting.

Lemris |

Lemris break's his silence for a few seconds to mutter "silt runners"
"Amongst other things, we could perfectly easily come back to the kank and the baazrags later, if anyone here is really keen on actually making the effort to domesticate the stupid things, protection first."
And then instantly zones out again.

Fabes DM |

Sorry for the delay, folks, back on track.
The lone and level wastes stretch far away...
The sun's eye is as red as blood...
You make your way north, in search of the silt runners and their lair. For some of you, such a trek is something you are used to, a necessary part of everyday life, for others, it is an ordeal.
First Blood - Physical Skill Challenge
I'm using a slightly different system that I will outline in the next post.

Monoc One-eye |

Behind the group, following from the south, a lone figure slowly emerges from the shimmering heat haze. The figure grows as he gains on you, gradually resolving into the towering figure of Monoc, a scarred Goliath that you recognize from the village.
"Council thought again, thought better. I come too."

Ojal |

"As part of the brotherhood of this tribe, I think we should offer ourselves as tempting bait to these silt runners so we can judge their capabilities."
He walks on a little further before adding, "But of course, I am only a humble potter and know little of such matters."

T'klik Chik |

T'klik chitters agitatedly "No, no bait, no plan. Plan always same. Sneak up, find number, kill or.... trap in unexpect... am.. am.. bulch? If we are strong, they die, we feed. Them strong, we die, they feed. Is way of land."
He pauses, antennae twitching, "We fight hard, fight strong, fight for pack, we kill. We 'think' and 'plan' we not kill strong, we die while thinking." he finishes, seeming pleased for passing on his Kreen experience.

Fabes DM |

Here's how the Challenge will work (derived from the Obsidian system posted on ENWorld)
The Basic Skill Challenge
Every skill challenge consists of three segments. Each segment can last as long as the DM desires. For many challenges, a
segment will be a single round. In others, it could be an encounter or several hours of work. During each segment:
1) Each player describes an action that his character is doing, whether it’s tumbling past a guard or talking with a
duke.
2) The DM and the player work together to decide the right skill check for the action. In general, a player uses a
skill that fits the challenge type though the DM is the final judge whether a certain skill
can be used.
3) If the player gives a particularly good description or role‐plays well, the DM can give him a +2 to the skill check.
4) All players roll their skill checks versus the DC of the challenge, usually all at the same time. The DM counts all
the successes that are made.
5) Steps 1‐4 are repeated for the second and third segments of the challenge. The DM totals up all of the
successes made, and then determines whether the party failed, obtained victory, or only obtained partial
victory.
PLAYER NOTE: In the Obsidian system, you can take actions that directly affect the challenge, or that simply help your
teammates. Both are considered equally useful to the challenge. Also keep in mind that you won’t always get to use
your best skills, a social character might not have good skills for a physical challenge for example. That’s okay, role‐play
your actions and do your best while one of your team mates uses his big skills. In the next challenge it will be your turn
to shine.
Player Options: While engaged in a skill challenge, players can use the following:
Bold Recovery: A player may spend an action point to reroll a skill check they have made, before they might know if
the roll was a success or failure. The player must take the result of the reroll.
Brazen Action (Combat Skill Challenge only) : A player can take a ‐2 to all defenses. He gains a +2 to all skill checks
related to a skill challenge. The benefits and drawbacks last until the beginning of his next turn.
Critical Success: A natural 20 on a skill check is an automatic success. In addition, the player gets one additional
success.
Primary Skill: For most challenges, the DM assigns one or two skills as the center point of the challenge. Players using
that skill receive a +2 to their skill checks. Example: In a negotiation with a Duke, diplomacy would be the primary skill. In
a scene where the party sneaks into an orc camp, stealth would be the primary skill. If the players were researching a
secret from ancient arcane texts, arcana would be the primary.
Unburdened: You may spend one healing surge and choose a skill that has an armor check penalty (such as endurance).
For the rest of the skill challenge, you may ignore the armor check penalty for that skill. You may spend additional surges
to select more skills.
Details to follow.

Fabes DM |

First Blood
The group sets out on its first day in the wilderness, discussing how best to deal with the silt runners, when and if they can be found. Heading deeper into the desert, the red sand builds higher and higher until you are in an area of mekillot dunes (so called for their resemblance to a sleeping mekillot). These wide, towering terrain features can hide bizarre predators and are prone to land slides.
Physical Skill Challenge (i.e. physical skills such as Athletics etc are preferred)[/b]
[ooc]Section 1 - traverse the dunes
Primary Skill - Endurance
As noted above, please provide a description of what you're doing - a better description gets a bonus! After you've said what you're doing, please post a suggested skill, but don't roll yet!

T'klik Chik |

Acting almost on instinct, and a little on upbringing, T'klik slowly makes patches of dasl-jidz that he sticks to his carapace.
The Kreen, being accustomed to facing the sun's rays without clothing, use their saliva mixed with the sand to create a semi-crystalline material. They stick patches to their chitin, which absorbs the heat before it reaches their shell, and as it dries it creates a hardened layer that adds to their naturally sandy brown color. This also helps them to blend into their environs.
The process of making dasl is protected by kreen, so T'klik only adds patches when no one is looking.
Once his covering gets large enough, it helps him to seemingly ignore the sun's rays. Being incapable of sweating also gives him the appearance of not being affected by the heat.
He considers the dra weaker for the fact that they must hide their soft shells under cotton. That, and their hideous appearance.
EDIT: Oops, sorry, missed the don't roll thing. deleted my roll. I'm going for Endurance, with an explanation why they don't wear clothes, but don't seem to suffer heat injuries as much as the other races.

Ojal |

Acutely aware of both the perils of the sun and his own fragility, Ojal keeps to what shade there is and speaks little. He concentrates on conserving his energy and watching the surrounding landscape for any signs of movement. The filter mask and headcoverings keep off some of the heat, but like all humans, he is not fully adapted for the harsh Athasian sun.
His Endurance is poor, so he'll move slowly, conserving as much energy as possible. He has reasonable perception and will keep a wary eye out for anything that might call on him to act suddenly.

Monoc One-eye |

Monoc uses his long legs and natural athleticism to choose the easiest path through the dunes. Sometimes this takes him a little way from the group, and he is careful to wait whenever he gets more than a few tens of paces ahead. He draws pale cloth over his head and neck, and squints his lone eye against the glare of sun and sand.
Endurance

Lemris |

Lemris sighs, he really isn't cut out for this, and begins advancing with extreme caution, carefully scanning the environment and using his extensive knowledge of the surroundings to try and compensate for his frail body. He lags massively behind the rest of the group, but does his best to keep moving forward. Occasionally stopping to look for the easiest path ahead.
Cant really be a physical skill, Lemris's BEST physical check is still only +0, but he knows his environment and is smart enough not to get careless, so I'll be using Nature.

Ojal |

Doh. I'm an idiot. So sorry.
Well aware that his delicate potter's body is no match for the landscape, Ojal huddles himself small and walks slowly, saving every breath and every drop of moisture he can. As he walks, he concentrates on the brief mental image he scooped from the brain of an unsuspecting templar in Urik. The man had seen the inner sanctum and knew the fountains. Ojal holds the image and builds it meticulously until he can hear the gentle splashing and tells himself that he can drink at any time. Holding the thought in his head, he staves off his own thirst and fatigue.
That will be Endurance then.

Taanak Dunestalker |

Taanak catches up to the others just out of town, his long strides carrying him with graceful ease upon the dunes. He is adorned in simple armor, bearing assorted curious implements of bone and flint. The elf nods to the Kreen, the half-giant, and then to the others shorter than himself.
"I am sorry for the delay. I spent some time in communion with the spirits. They have assured me that we are moving towards destiny... but that destiny is unknown to me for now."
The elf leads the group almost effortlessly, his kind at home amongst the dunes of Athas. He remains watchful and vigilant, but most importantly he shelters himself from the sun with a thin veil of linen misted with rose water.
I will use Endurance as well.