Tales of a Dying World: Dragoncat's AD&D DARK SUN Campaign (Inactive)

Game Master Dragoncat

An AD&D 2nd Edition campaign set in the dying world of Athas!

Current Date: Day 5, Year of Priest's Defiance, 170th King's Age

The Captain's Map


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Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

Once everyone is safe and relaxed Cale goes to examine the safe [b]"hey did anyone find a key, or know anything about lock picking? No judgement if you do""


Laurelin:
The key you picked up seems to be made of the same stone the safe is carved from...

The half-giant leads the way off to the west to what looks like a large thicket of pale greyish-pink bushes and grass. The shimmering thing in the distance appears to be a pool of silvery water, reflected in the dying light of the twin moons. The air hangs lazily above the pool.

Curiously, there are also several patches of violet, leafy herbs around the edge of the pool.

Herbalism OR Survival (Sandy Wastes) Proficiency Check OR Survival (Scrub Plains) Prof. Check at -5:
This patch of grey-pink grass is called bloody timiris, and like almost everything else on Athas, it's deadly to the unwary. It's a thorny plant that actively attacks prey that wanders too deeply into its thickets, attempting to stick into bare flesh and use its thorns to drain blood.

The violet herbs around the edge of the pool are a plant called methelinoc--also known as elfroot. It's an herb cultivated by elves that possesses an especially powerful poison. It's specifically bred to not have any effect on an elf's body--or on a kank's. Anyone else who ingests it will likely die if they don't get immediate treatment or immediately vomit it back up.


NG F Ranger 3/Fire Cleric 3/Tribal Psionicist 3 | HP 32/32 | PSP 107/107 | AC 2 | PPD 10 RSW 14 PP 10 BW 16 S 15 | Reaction Adj +0| Status:

Herbalism, penalty vs 12: 1d20 ⇒ 17

Edited out penalty, still failed


The Survival (Scrub Plains) check can be made at -5, not any of the other checks.


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

survival (sandy wastes) int 17: 1d20 ⇒ 11 "watch out for purple plant there, it's toxic to... well, anyone but elves and some livestock, it's quite tasty, but well... poisonous. And the grass there is a blood sucker, just stay away from it when you go to drink" Cale warns, happy that his time with the mystics is coming in handy.


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow grunted his acknowledgement, wrapping his shovel sized fists with cloth before ploughing his way towards the water, tearing his way through the Elfroot since the other was a bloodfeeder. He paused a moment. "Is the water good?"


INACTIVE - GAME DIED
Cale Vatay wrote:
Once everyone is safe and relaxed Cale goes to examine the safe "hey did anyone find a key, or know anything about lock picking? No judgement if you do""

Laurelin tugs down the collar of her poncho and produces a matching key from inside her halter. ”Found this in the argosy,” she explains as she hands it over.


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

He happily takes the key "oh good, lugging this safe around was bound to get annoying but the curiosity was already starting to get to me.." at the half giant's question he frowns "... I don't know honestly, I think so, but... hm
He looks closer at the water
survival: 1d20 ⇒ 13


INACTIVE - GAME DIED

Survival (scrub plains) (11 with -5 penalty): 1d20 ⇒ 7 Success

"The only way that I know to be sure is to see what happens if someone who isn't an elf or a kank drinks the water," says Laurelin dubiously. "There must be some small animals or birds around here. I'll see if I can find one, maybe we can see what happens if it drinks the water."

The psionicist ranges out, though always staying within sight of the group, looking for a small lizard or bird that might live in or near this watering hole.


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

Cale shrugs, that was one way to check. He should be fine regardless here so he just takes the key and opens the chest


INACTIVE - GAME DIED

Laurelin explains in more detail (mostly so the DM knows what I'm trying to look for): "If the water isn't poisoned, there should be small animals here that don't hesitate to drink from the oasis. We should see lots of small lizards and birds that come up to the water, drink, and amble away. If the water's poisoned and animals can't tell, we should see lots of sick or dead animals around the oasis. If it's poisoned and the animals can tell, the area should be free of animals - they'll leave it to go elsewhere for water - meaning there should be a clear dearth of small animals of the sort that you'd normally see at an oasis like this."


Cale & Laurelin:
As you inspect the pool more closely, you notice that there are a couple of dead lizard bodies around its edge. There's no sign of a fight on their bodies, but they're starting to decompose. Curiously, the bloody timiris has not yet reclaimed the corpses for fertilizer.

There's no sign of any other small wildlife in the vicinity.

As Crow plods his way through the grass, the timiris lurches forward to try to engulf his leg!

Thorns?: 1d6 ⇒ 1

The half-giant stomps through them with ease, but ten of them still stick into his shin, drawing blood. A trickle of blood flows into the grass, briefly staining it red before it's hungrily swallowed up.

Crow takes 1 point of damage.

ALSO!

Cale pops the key into the safe and opens it with a twist of the wrist.

Inside is a small leather pouch. Opening it reveals no fewer than 25 silvers engraved with the image of a lion's head on one side and a mountain on the other. Etched at the bottom of each coin are the words "The Lion Protects."

You find 25 Urik silver pieces!


INACTIVE - GAME DIED

Laurelin swings wide around the bloody timiris and crouches down. With a stick she prods the corpse of a small lizard.

"Nothing left alive. Even the plants won't touch the remains. Definitely poisoned."

She stands and says, "The water's not safe. I'm not sure how to cleanse it. This place is a trap. Either we need to look for something else on the map and move on, or wait until someone comes by and then follow them back to somewhere else."

Normally an oasis like this would have a druid protector, but my character wouldn't know that.


To be fair, this isn't the oasis mentioned on the map Cale found. That's still a ways away.


NG F Ranger 3/Fire Cleric 3/Tribal Psionicist 3 | HP 32/32 | PSP 107/107 | AC 2 | PPD 10 RSW 14 PP 10 BW 16 S 15 | Reaction Adj +0| Status:

Ick-tk-chk-ka avoids the dangerous plants and water, "Elf is the water poisoned by the plants? If so then you would safely be able to drink it and the water you gathered from the Argosy could be given to the others."


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

"Could be useful, even if poisoned," Crow suggested as he absently crushed the attacking plant.


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

wisdom check for danger sense: 1d20 - 3 ⇒ (14) - 3 = 11
Cale briefly attempts to sense for danger just prior to drinking the water. On approach he slices at any of the blood sucking plants that are close. He wants to make sure that the poison is one that he's immune to.


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Cale's Danger Sense:
You close your eyes, attune yourself to your Sight.

You see a vision of yourself drinking heartily from the water. You don't appear to be suffering any ill effects.


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

He sighs in relief as he drinks deeply, [b]"only poison in there is the elfroot. I feel fine, so this is still a good find for us"


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow nodded and began to gather as much as they had spare bags.


The poisoned water tastes bitter to Cale's tongue, but it refreshes his throat all the same.

2 units of poisoned water may be gathered from this pool.


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Hauling the tainted water back, Crow hands it over and returns to camp.


NG F Ranger 3/Fire Cleric 3/Tribal Psionicist 3 | HP 32/32 | PSP 107/107 | AC 2 | PPD 10 RSW 14 PP 10 BW 16 S 15 | Reaction Adj +0| Status:

Keep moving?


Sounds good to me.

Once the party has finished their examination of the poisoned pool, it's time to follow the map once again. They set out as the sun's burning rays begin to creep over the eastern horizon.

Following a direct, southwesterly route on the map takes the ex-slaves down a gully between two large sand dunes. The shade offered by the dunes shelters some of the smaller members of the party from the rising sun's glare. A strong breeze starts to pick up, blowing sand and grit from atop the dunes into the party's clothes and gear.

As the trek winds on, however, the shade offered by the dunes thins and eventually disappears as the sun rises higher into the sky. Rounding another bend in the dunes, the party comes across the bones of several creatures. Some of these bones are of humanoid origin, but others appear to be of herd animals or other wildlife.

Tracking Proficiency Check:
Several reptilian tracks can be seen in the dunes around the bones--as well as telltale signs of a heavy beast carcass being dragged to this location. It's likely that some manner of predatory animal has marked this place as their territory.


NG F Ranger 3/Fire Cleric 3/Tribal Psionicist 3 | HP 32/32 | PSP 107/107 | AC 2 | PPD 10 RSW 14 PP 10 BW 16 S 15 | Reaction Adj +0| Status:

Tracking vs 19: 1d20 ⇒ 17

Ick-tk-chk-ka motions for the party to stop. She points out the tracks and says in a low voice, "Some sort of predatory reptile. See there, it's dragging a kill."

Are the tracks big? Would I know what kind of creature made the tracks?


INACTIVE - GAME DIED

Tracking (17): 1d20 ⇒ 17

"I see it," says Laurelin. "If we're cautious, that could be dinner."


Ick-tk-chk-ka & Laurelin:
The tracks are smaller in size than most, but there are a lot of them about. You surmise that these creatures would be approximately three-and-a-half feet tall at the shoulder.

An Intelligence check would be required to identify what type of animal made these tracks.


INACTIVE - GAME DIED

Animal Lore (16): 1d20 ⇒ 11 (Success)

As a beast handler, Laurelin is pretty familiar with all sorts of animals - whether from keeping domesticated ones, or protecting her herds from predators.


Laurelin's Animal Lore:
Now that you've had a chance to examine these tracks, you're quite certain they belong to a pack of jhakar.

Jhakar are territorial lizards that prefer to hunt in packs. They're notorious for their powerful jaws--once they bite someone, some say that not even a sorcerer-king would be able to pry them free. An exaggeration, of course, but one that is not entirely unwarranted. Their senses of smell are nothing short of exceptional.

Their natural tenacity, keen senses and vicious bite makes them a popular choice for a guard-beast or tracking creature... assuming, of course, that they don't forget who their owner is in their aggression. They're not especially bright creatures, even by animal standards. However, they do lack any form of psionic ability, making taming them or warding them off an easier task for a beast handler.

They prefer to hunt at night, and they're known for claiming a wide area as their territory to hunt in.


INACTIVE - GAME DIED

"These look like jhakar tracks. They're, uh, a kind of stubby-headed lizard - four legs - often with a sailback and knobbly skin. Move in packs, hunt at night over a wide range. They'll almost certainly sniff us out and attack if we stay in the area. Very tenacious once they get their teeth on you. But edible. If we manage to fight them off we'll have something fresh to eat," explains Laurelin.

"They've probably already smelled us."


NG F Ranger 3/Fire Cleric 3/Tribal Psionicist 3 | HP 32/32 | PSP 107/107 | AC 2 | PPD 10 RSW 14 PP 10 BW 16 S 15 | Reaction Adj +0| Status:

Ick-tk-chk-ka says a prayer, "May the light guide our hands for the hunt ahead of us." Casting bless, +1 to attack and to saves vs fear for 6rds, some spells never really change.


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

Cale pulls out his sword, frowning but nodding, thankful for the words of warning and the prayer.


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow looked around, trying to spot any approaching predetors, as if they might be attacking now.


Ick-tk-chk-ka & Laurelin:
The jhakar tracks seem to leave across the northwesternmost dune.


N Male Mul Gladiator3 | HP 38/39| AC 7 | DA -2 MDA +1 | PPD 13 RSW 15 PP 14 BW 16 MS 16 | Reaction Adj +1|
Status:
Armor Opt +1 AC

"I have not yet fought this beast," says the mul as he readies his weapons and adjusts his armor. "I do not know the best method for a take down of it."

Armor Optimization 14-: 1d20 ⇒ 12
Tactics 10-: 1d20 ⇒ 16


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

"generally I suggest sticking them with the pointy end"


Alright, going to assume that you're going after this pack of jhakars.

As the party crests over the northwestern sand dune, they see what looks like a stone tower that's been broken in half. The tower's aged grey slabs of rock lie strewn about the sand behind it, scoured almost completely smooth and bleached white from prolonged exposure. The tower's bottom half remains somewhat intact, with a stone archway on its southern face providing a means of ingress.

How would you like to approach this? In terms of spell durations, 1 round has passed.

DM Rolls:
2d4 ⇒ (4, 1) = 5
2d8 + 3 ⇒ (8, 2) + 3 = 13


NG F Ranger 3/Fire Cleric 3/Tribal Psionicist 3 | HP 32/32 | PSP 107/107 | AC 2 | PPD 10 RSW 14 PP 10 BW 16 S 15 | Reaction Adj +0| Status:

Ick-tk-chk-ka approaches the entrance as silently as she can.

Move silently vs 26: 1d100 ⇒ 77


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow hung back, assuming that if there was stealth to be done he should be somewhere else. He could charge the creatures from behind when they appeared. He pulled out his spear, unsure whether it would be better to use it or his fists.


As Ick-tk-chk-ka approaches, she gets a better view of the inside of the tower.

The tower's interior has collapsed in several places, with a wooden spiral staircase going up halfway to a no longer existing second floor. Enough of the roof remains in places to offer shade from the ever-burning sun. A wooden desk sits in the middle of the room, and several weapon and armour racks are arrayed around it.

Sitting in piles of refuse scattered around the outermost edges of the room are five jhakar, quietly sleeping in the shade. Several humanoid skeletons litter the room, some still wearing pieces of armour or clutching a broken sword hilt in their hands. The smell coming from the tower's interior is one of animal dung and decomposing meat.

One of the jhakar snorts and starts to rise to its feet, groggily blinking its liquid yellow eyes.


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

I'm not entirely sure how "surprise bonuses" work normally I can stealth with other elves and halflings, but would it allow him to stealth with Ick? Because ranger stealth?


NG F Ranger 3/Fire Cleric 3/Tribal Psionicist 3 | HP 32/32 | PSP 107/107 | AC 2 | PPD 10 RSW 14 PP 10 BW 16 S 15 | Reaction Adj +0| Status:

Enhanced Str vs 16: 1d20 ⇒ 1

Seeing the creatures about to wake up Ick-tk-chk-ka focuses on augmenting her strength to her limits. She says, "I see them. There are five. They are sleeping but won't be for long."

Bless 3 rds left


INACTIVE - GAME DIED

"Let's go! Take 'em down one at a time. Anything we finish off, we can try to cook up later," says Laurelin. "And this old ruin might give us some shelter for a little while."


The rest of the jhakar start to groggily stumble to their feet as the rest of the party bears down on them!

Party Initiative: 1d10 ⇒ 5
Enemy Initiative: 1d10 + 1 ⇒ (8) + 1 = 9

Round 1: The party is up!


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow rose up and charged in with heavy thuds, levelling his spear like a lance. At the last moment, he thrust the spear forwards twice in rapid succession at the first one he could reach.

To Hit THAC0 14: 1d20 ⇒ 11
Damage: 2d4 + 9 ⇒ (4, 2) + 9 = 15

To Hit THAC0 14: 1d20 ⇒ 2
Damage: 2d4 + 9 ⇒ (4, 4) + 9 = 17


INACTIVE - GAME DIED

Laurelin advances cautiously, letting the warriors take the front as she concentrates on the putative lunch.

She focuses her Will as she gazes at one of the sleepy lizards, connecting to it, through the pulse of the shared fragile thread of life remaining in the world. Her own body's humming, soothing beat connects to the tiny, fragile creatures and plants in the soil like a thin web. Through those threads she pulls, the rhythms dipping and soothing. Just stay asleep... stay asleep.

Cause Sleep (15): 1d20 ⇒ 19

I do believe that means I have thus far failed every power activation check in this game to date.


NG F Ranger 3/Fire Cleric 3/Tribal Psionicist 3 | HP 32/32 | PSP 107/107 | AC 2 | PPD 10 RSW 14 PP 10 BW 16 S 15 | Reaction Adj +0| Status:

claw 1, bless, enhanced str: 19 - 1d20 - 1 - 3 ⇒ 19 - (17) - 1 - 3 = -2
Damage, enhanced str: 1d4 + 8 ⇒ (1) + 8 = 9

claw 2, bless, enhanced str: 19 - 1d20 - 1 - 3 ⇒ 19 - (6) - 1 - 3 = 9
Damage, enhanced str: 1d4 + 8 ⇒ (2) + 8 = 10

claw 3, bless, enhanced str: 19 - 1d20 - 1 - 3 ⇒ 19 - (13) - 1 - 3 = 2
Damage, enhanced str: 1d4 + 8 ⇒ (3) + 8 = 11

claw 4, bless, enhanced str: 19 - 1d20 - 1 - 3 ⇒ 19 - (2) - 1 - 3 = 13
Damage, enhanced str: 1d4 + 8 ⇒ (1) + 8 = 9

bite, bless, enhanced str: 19 - 1d20 - 1 - 3 ⇒ 19 - (17) - 1 - 3 = -2
Damage, enhanced str: 1d4 + 1 + 8 ⇒ (2) + 1 + 8 = 11

Ick goes in for the kill with a whirl of claws.

bless 2rds, PSPs spent 18


Male Athenian Elf Preserver (arena mage) 2/psion (mercenary psion)2
Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

psionic mimicry: 1d20 ⇒ 5
somatic concealment: 1d20 ⇒ 16
Pass Pass
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

Cale focuses and gathers magical energy carefully before flinging a single bolt of "telekenetic force" at the closest monster, trying to cave in it's skull


N Male Mul Gladiator3 | HP 38/39| AC 7 | DA -2 MDA +1 | PPD 13 RSW 15 PP 14 BW 16 MS 16 | Reaction Adj +1|
Status:
Armor Opt +1 AC

Khar meets the gaze of one of the creatures and watches as the half-giant leaps forward to stab at it. He grants him priority on the assault, not wanting to throw off his angle of attack, then leaps forward as soon as he has an opening.

Ob Bastard Sword w/bless vs THAC0 18: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Damage if hit: 1d8 + 5 ⇒ (6) + 5 = 11
Ob Shortsword w/bless: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Damage if hit: 1d6 + 5 ⇒ (3) + 5 = 8


The party rushes to the attack, with several things happening at once.

Ick-tk-chk-ka bears down on one jhakar, tearing it in half with a burst of strength. Crow impales another on his spear, but in his haste to strike another drives his weapon into the tower wall with his second blow. Cale summons a piece of his Will and casts it into a jhakar's eye. Khar descends on a jhakar and dispatches it with two blows, coating his blades with its rank-smelling blood.

Laurelin focuses on another jhakar and tries to find her centre... but, as before, it eludes her. She feels the strain on her mind, but has nothing else to show for it.

Morale: 2d10 - 3 ⇒ (2, 4) - 3 = 3

The remaining two jhakar, cornered in their own nest, gnash their teeth and leap at the thri-kreen!

Jhakar Bite: 1d20 ⇒ 16 Hit!
Damage: 2d4 ⇒ (1, 3) = 4

Overbear!: 1d20 - 4 ⇒ (16) - 4 = 12 Failed!

Jhakar Bite: 1d20 ⇒ 8 Miss!

The thri-kreen manages to fend one off--but one of her arms is bitten hard by the predator lizard, and it tries to yank her off her feet! She keeps her footing.

Party Initiative: 1d10 ⇒ 4
Enemy Initiative: 1d10 ⇒ 3

The two jhakar keep trying to savage the thri-kreen!

Damage: 2d4 ⇒ (2, 3) = 5

Jhakar Bite: 1d20 ⇒ 16
Damage: 2d4 ⇒ (3, 2) = 5
Overbear!: 1d20 - 4 ⇒ (3) - 4 = -1

The first one starts yanking its head back, causing the thri-kreen's chitin to crack. The other jhakar jumps on the mantis warrior's back and bites down hard!

The party is up!

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