Tyrian Conspiracy (Inactive)

Game Master Cronax

A campaign set in the Dark Sun Setting.


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Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Move action - go to square s21 (should be next to blue token, I can't view map clearly right now.)
attack roll: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d4 + 1 ⇒ (3) + 1 = 4
sneak attack if applicable: 2d6 ⇒ (5, 4) = 9

Seeing the opportunity and his magical ally in trouble Gideon dashes in to take the shot.


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

I read that previous update incorrectly, make that a throw of my dagger at #3, throwing into melee will incur a -4 to hit, -1 from range increment halved by far shot, and point blank shot to make that roll only 4 lower for a 9 against what I believe to be flat-footed so a miss unfortunately.


Updated Map

Firmly attached to the half giant, the horrid beast drags the big man beneath the sand. A moment later, it resurfaces, looking for more prey.
CMB: 1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17
It takes a standard action to drag Chumani under the sand, a free action to release the grab and a move action to burrow back up.
Chumani is no longer grappled, but is buried alive. He is now 5’ underground and holding his breath. A DC 20 strength check (Standard Action) will allow him to dig his way back up through the sand.

Having no luck against Rennoc, the creature turns its attention to the Gulgite.
It full round attacks Daishata
claw: 1d20 + 1 ⇒ (16) + 1 = 17damage: 1d4 - 2 ⇒ (3) - 2 = 1
claw: 1d20 + 1 ⇒ (2) + 1 = 3damage: 1d4 - 2 ⇒ (4) - 2 = 2
Daihata suffers 1 damage and must make a fortitude (poison) save or or take 1 point of constitution damage.

Monster Status:
#1: Down for the count.
#2 (AC 12, Touch 11, FF 11, CMD 14)
#3 (AC 12, Touch 11, FF 11, CMD 8) 9 damage, bloodied
#4 Down.
#5 (AC 12, Touch 11, FF 11, CMD 8) 10 damage, bloodied, frightened, phased into stone


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Once he realizes what has happened Chumani starts to try and dig himself out of the sand.

Strength Check: 1d20 + 4 ⇒ (13) + 4 = 17


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Fortitude save: 1d20 + 5 ⇒ (6) + 5 = 11

Dai grunts in pain as the claws slice across her unprotected abdomen. Grtting her teeth she brings her shovel back across in a blinding arc intended to lift head from shoulders.

Shovel: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 [BAB, Str]
Kapow!: 1d6 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6 [Str, magic weapon, Judgment]


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

What is the poison DC for Dai?


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Having missed horribly with his dagger, Gideon resorts to his only means of fighting, his fists, turning, attempting to bash the monster threatening him and his .
Standard action- attack token 2.
attack roll: 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d3 + 1 ⇒ (2) + 1 = 3
after his attack and seeing how little effect it actually had, he breaks for his dagger, passing through Rennoc's square and to V19


It is in fact DC 11. So you are fine.
I swear, I proofread my posts like 3 times, but something always gets through.

Your blow sends the nasty little imp reeling. The strike should have dropped it, but whatever psionics it had employed earlier keep it on its feel, if just barely.

After your attack, #3 is disabled (at 0 hp)

While his blow does harm the creature, Gideon is no expert in brawling, and leaves himself open and the thing takes a swipe at him. He's just a little too quick for it however.

AoO: 1d20 + 4 ⇒ (9) + 4 = 13damage: 1d4 + 1 ⇒ (1) + 1 = 2


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Rennoc takes forth his Blue Lens and unleashes a ray of sickly, warped frost from his hands to strike the foe next to him.

attack1d20 + 3 ⇒ (1) + 3 = 4, damage1d3 ⇒ 2


Updated Map

Not liking its chances, the little humanoid decides to cut and run, heading straight for the rock wall.
Daishata may make an attack of opportunity as it leaves if she wants.

The larger beast, however, lashes out Rennoc, trying to get a hold on the wizard.
claw: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d4 + 1 ⇒ (2) + 1 = 3
grab: 1d20 + 4 ⇒ (15) + 4 = 19
claw: 1d20 + 4 ⇒ (12) + 4 = 16damage: 1d4 + 1 ⇒ (4) + 1 = 5
grab: 1d20 + 4 ⇒ (1) + 4 = 5
rend: 2d4 + 1 ⇒ (1, 3) + 1 = 5
bite: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d3 + 1 ⇒ (2) + 1 = 3

Once again, sparks fly as claw and tooth meet magical barrier. The mage continues to be unscathed.

Monster status:
#1: Down.
#2 (AC 12, Touch 11, FF 11, CMD 14)
#3 (AC 12, Touch 11, FF 11, CMD 8) 13 damage, disabled, phased into solid stone
#4 Down.
#5 (AC 12, Touch 11, FF 11, CMD 8) 10 damage, bloodied, phased into stone


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Gideon, now with only one foe and noticing that it cannot harm the wizard even with accurate strikes such as those grabs his dagger and moves to flanking position.

move- pick up dagger
standard- change to move action and move to R19


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

With a gougelike hold on the shovel, Dai executes a swift sideways strike as the creature attempts to disengage.

Attack of Opportunity
Shovel: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11[BAB, Str]
Jab!: 1d6 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8[Str, magic weapon, Judgment]


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Missing the little creature with her shovel Dai leaves it to meld into the stone. She runs up next to Rennoc and brings a two handed swing around in an arc at the anakore's head, missing as the creature adeptly rears and swings its head out of the way.

Full Round action charge to T21.
Standard Action:
Swing: 1d20 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11 [Str, BAB, Charge]
Slam!: 1d6 + 3 ⇒ (5) + 3 = 8 [Str]

-2 to AC until Dai's next turn.


Daishata is actually too close to charge (you need at least 10'), but she does flank with Gideon which results in the same attack bonus (but without the AC penalty)


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Rennoc unleashes from his hand another chilling bolt torn from the Cerulean Storm, attack 1d20 + 3 ⇒ (17) + 3 = 20, damage 1d3 ⇒ 3


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Trying to stay calm, Chumani continues to try and dig himself out of the sand.

Strength Check: 1d20 + 4 ⇒ (19) + 4 = 23


Chumani still has a move and swift action after digging his way out. Did he want to do anything with them?


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Once out of the sand, Chumani gets to he feet and surveys the cavern. Looking to see where his help might be needed.

Was I able to keep hold of the weapon I had called or is it gone?


He's still got it (Assuming the power duration is still going)


Updated Map

Filled with frustration, the anakore redoubles its efforts against the mage, while most blows rebound as before, one mighty claw manages to penetrate the barrier. It is slowed enough however that the mage is able to avoid being grabbed.

AoO claw: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d4 + 1 ⇒ (3) + 1 = 4
grab: 1d20 + 4 ⇒ (16) + 4 = 20
claw: 1d20 + 4 ⇒ (3) + 4 = 7damage: 1d4 + 1 ⇒ (1) + 1 = 2
grab: 1d20 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 4 ⇒ (20) + 4 = 24damage: 1d4 + 1 ⇒ (3) + 1 = 4
grab: 1d20 + 4 ⇒ (1) + 4 = 5
rend: 2d4 + 1 ⇒ (1, 4) + 1 = 6
bite: 1d20 + 4 ⇒ (15) + 4 = 19damage: 1d3 + 1 ⇒ (3) + 1 = 4

critical confirmation: 1d20 + 4 ⇒ (20) + 4 = 24damage: 1d4 + 1 ⇒ (2) + 1 = 3
Rennoc takes 7 damage.
FYI: admixture doesn't replace the 'Intense Spells' ability evokers get, you should include it when you roll damage.

The creature that had been been routed earlier by magic re-emerges from the wall, still scorched and looking rather angry.

Monster status:
#1: Down.
#2 (AC 12, Touch 11, FF 11, CMD 14) 4 damage
#3 Retreated.
#4 Down.
#5 (AC 12, Touch 11, FF 11, CMD 8) 10 damage, bloodied


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Grimacing in Pain unleashes another bolt of eldritch cold from his hand at the accursed beast before him...

attack1d20 + 3 ⇒ (20) + 3 = 23, damage1d3 + 1 ⇒ (2) + 1 = 3

critical confirmation, 1d20 ⇒ 20 that is 4 or 6 damage I believe.


You actually roll damage twice on a critical and add it all up.


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

drum beat of doom

damage1d3 + 1 ⇒ (2) + 1 = 3, so if I am reading this right that would be 6 damage... Anything I be missing?


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Now in position Gideon sees his opening and takes a stab at the monster.
stab: 1d20 + 8 ⇒ (3) + 8 = 11
dagger damage: 1d4 + 1 ⇒ (2) + 1 = 3
sneak attack: 2d6 ⇒ (2, 3) = 5
Missing horribly


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani steps forward slowly approaching the creature that had buried him alive. Once in position he again brings the large sand covered maul up and over his head, and the brings it down on the creature with all the force he put behind it.

Move Action: move to square S19
Standard Action: Single attack using Power Attack.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 3d6 + 9 ⇒ (2, 3, 3) + 9 = 17


The beast takes one more ineffectual swipe at the plucky mage for daring to go toe to toe. His spell freezes the creature in place, then the half giant’s hammer descends, shattering it into thousands of pieces.

AoO: 1d20 + 4 ⇒ (11) + 4 = 15damage: 1d4 + 1 ⇒ (1) + 1 = 2

Only #5 remains, although he’s looking a little nervous.


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Rennoc turns his deadly attention to the last remaining beast and he unleashes from his hand another blast of primordial cold...

Ray of Frost, attack 1d20 + 3 ⇒ (15) + 3 = 18, damage 1d3 ⇒ 2


noted (we'll keep the rolls). Although I'm going to give Daishata a couple more hours to act before advancing the round. The creature also gets a turn before you flash freeze it.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai moves back to the creature she frightened before to finish it off, solidly battering it into the cliff wall.

Shovel: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19 [BAB, Str]
Damage: 1d6 + 3 ⇒ (4) + 3 = 7 [Str, magic weapon, judgment]


The final hej-kin’s body slumps against the wall. The cave is quiet now except for the trickle of the stream lazily winding along. The corpses of dune freaks and a hej-kin litter the beach. The caves extend into darkness in several directions. This peace does not last long as a voice calls down from above. “Oi! What’s going on down there? If you lot got the beastie, get your arses back up here.” one of the guards shouts down the hole.

Combat is now over. We are no longer in rounds.
Do you comply with the guard’s demand? Feel free to discuss it with your fellow PCs in or out of character. I’d like a consensus so the party doesn’t get split.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

I'm up for declining the invitation, and exploring...


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

My allies, I believe it is best that we do not answer the call of the guards just yet... First lets ascertain whether or not if these creatures are edible, then lets see if the water is drinkable. Finally stone mason I want you to test the cavern walls and so forth, if you believe that it may be possible to find a way out on the other side of them I can "expedite" the process... Just give me a night to allow my abilities to return to me.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai surveys the field of battle. Her allies worked well to dispatch the foul creatures, and the Half-Giant did return from under the sand. She listens to Rennoc and nods in approval.

"The guards know not if we were the victors here - they might just as well send more unfortunates down, or failing that, eventually descend to investigate themselves. At which point we could ambush them just as easily.
These caves might lead to an exit, or they might not. If not, then we are back where we started, albeit with perhaps some hard stares, heavy work detail and half-rations.
The only thing to recommend return is the certainty of a little food, and most likely a shallow grave for our wasted bodies. I'm for exploring. Let us not answer the guards and create the illusion that we were defeated. We can always claim we were routed, ran, and got lost..."


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai also offers to heal either Rennoc or Chumani, depending on who is most injured/asks most vociferously. She then examines the anakore and small creatures (hej-kin) to determine edibility and searches the surrounding area for anything of note.

Kn. (nature): 1d20 + 6 ⇒ (17) + 6 = 23

Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani listens to the others and nods his agreement to ignoring the slavers.

"A little healing would be appreciated before we set out, as would some food and water."

He then moves over to the wall to examine the stone, tapping at it lightly with the handle of his maul.

Craft Stone Masonry: 1d20 + 3 ⇒ (12) + 3 = 15


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

"I am for exploration, this may one of our only chances of escape"

Gideon then heads back the to edge of the bright light and looks further into the cave.

"Shall we go? Or are we waiting a bit longer?"


The water appears potable. As she examines the area, Daishata notices a few flecks of gold under the surface intermingled with the sand, although it is hard to make out by the distant torchlight.

The creatures could potentially be carved up for meat. Attempting to do so would require about 10 minutes of work, some kind of blade and a Survival skill check.

The rock walls of the cavern are solid. The passages extend into darkness beyond the limits of even Chumani’s vision.

DC 15 knowledge: dungeoneering:

Other than the impromptu entrance created above, these caves seem to be natural, carved out by the stream over a long time.
Underground streams such as this usually feed from the mountains. Following it upstream should eventually lead to the surface, but it is hard to say how far away that might be.

DC 15 knowledge: geography:

Grak’s Pool, the outpost where you were/are enslaved is known to have a natural spring inside the fortress walls. It is highly likely that following the stream in the direction it travels will eventually connect to the spring.

I'm a little surprised Rennoc didn't use his Bonded Item ability to cast expeditious excavation and free Chumani earlier in the battle


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

knowledge dungeoneering: 1d20 + 6 ⇒ (17) + 6 = 23

"Hey, this stream probably came from the mountains and we can probably get out if we follow it upstream, so that is always an option."


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

my wizards mostly use the familiar option, this bonded item is a new thing for me.

So long as my mind holds out I can clear paths and the like through the stone for a ways.


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani moves over to the stream and kneels down using one hand to scoop up some water while keeping his other on the shaft of the maul.

"I suggest we get moving soon, some of our abilities will only last a short time."

Before the group moves out Chumani will take a round the become psionicly focused.


So which direction are you going?
Obvious options include: upstream, downstream and perpendicular to the stream.
Also, 40 to 80 feet from the torch (depending on low light vision), things get rather dark. What are you doing for light?
Finally, I’m going to assume that all conversations since the combat ended have been whispering.

Shadows from above play across the sand by the torch and hanging rope. Clearly someone up there is moving about.
From the hole in the ceiling, one of the guards calls out again "Hellooo? Meat? Are you dead down there?”

You then overhear a couple of them talking. “Well, now what? We can’t just keep throwing slaves down there and hoping whatever's eating them gets full. If what I hear is true, all kinds of nasty critters make their nests under there. Veritable death sentence if you ask me.”
“I didn’t hear a scream like the first one. There should have been a scream.”
“Maybe their tongues got eaten first. Besides, not everyone’s a screamer like you Lok.”
“Shut up and go get Graftcrush. If we are going to have to go down there, I’d rather have him and those lizards of his backing us up, even if it will mean a lash later.”


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

My allies I believe it is best to snuff out the torch or commandeer it and get moving, it is inevitable that our foes will chase us... Let us lure them to a location where numbers will not help them.


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

"I second that notion, do you perhaps happen to have a magical source of light? Should we take the torch the guards would likely notice and be even more suspicious."


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

"Let's head away from the camp, and unless someone has a light we should take the torch."


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Unfortunately not at this time, my mental reserves have been depleted to an extent.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai calls upon her divine spirit to heal Chumani's wounds:

CLW: 1d8 + 2 ⇒ (1) + 2 = 3 Great...

"Yes, we should move out - the slavers appear to be curious. I vote we follow the stream down through whatever caverns it reaches. Up likely leads back towards Grak's Pool.
As for light, I have no means beyond the mundane. Almost all of my powers are spent for today beyond a few minor prayers..."


So far we have:
Gideon - Upstream
Chumani - Away from the camp (As the crow flies, this would mean north, perpendicular to the stream. Although the cave may very well twist and turn making a straight path impossible)
Daishata - Downstream

Also, while some have talked about grabbing the torch, no one has declared that they have done so yet.
Keep in mind that an ordinary torch will only burn for about one hour.
No matter the direction you pick, do you plan on trying to scavenge for more food as you travel? (This will slow you down some)


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Okeydoke. Although we do possess Gideon's knife, we try to butcher the anakore it is likely we will be caught by Graftcrush and his "lizards".

Dai picks up the torch and moves with it under a rock ledge if possible, away from the place the party entered and the view of the remaining guard.

"Upstream or down... We need to decide now and move!" snarls Dai.


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

I suggest we go upstream, if we can make it to the surface we will be that much safer... If we meet our slavers or others along the way I will give them a demonstration of the Cerulean Storm's might.


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Let us go now, we need to decided quickly, I still suggest upstream but will follow, let us not delay any longer.

Gideon moves towards the cave leading upstream.

Shall we or are you too opposed to the path upstream?

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