DUNE PF1 ACT 2 The Dream of Green

Game Master Johnny_Panic

“Without change something sleeps inside us, and seldom awakens. The sleeper must awaken.”
― Frank Herbert, Dune

Freman words

MAP of NORTHERN ARRAKIS

CURRENT MAP SAND TRUCK STOP MAP


251 to 300 of 576 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

AOO: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 + 15 ⇒ (3) + 15 = 18

Throw at one stabbed in AOO: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 15 ⇒ (4) + 15 = 19

Total damage enemy 1: 18 + 19 = 37

Throw second closest enemy: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 + 15 ⇒ (4) + 15 = 19

Once more their world exploded into violence. One man made the mistake of rushing past Kasit, only to find that his tendon had been cut by a dagger that was suddenly in his hands. His own momentum working against him he fell to the ground, pushed himself up…only to find a dagger in the back of his neck. He fell to the ground, quite dead.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Seeing the warehouse men rushing towards them with evil intent, Borak draws his knives. As Borak watches Kasit's knives flash through the air, he fails to dodge the knife of his attacker. Realizing he'd pay a price in blood for not paying attention, he tumbles to the side of his attacker. Pinning the warehouse man between himself and Kasit, he stabs at him with his father's crysknife.

move action: draws knives as he tumbles/moves around his attacker, attack: Crysknife, flank
acrobatics: 1d20 + 11 ⇒ (7) + 11 = 18
attack: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 damage: 1d4 + 5 ⇒ (1) + 5 = 6 sneak: 2d6 ⇒ (3, 5) = 8
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.


1 person marked this as a favorite.

I have updated Map guy. three warehouse workers are down, one left
Ghir son of Dranor Your go


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Bit confused about combat order here since it seems Ghir is getting two turns worth of actions this round but here's what he does next.

Foregoing fancy knifework, Ghir sidesteps the man's next thrust and pivots round to the side and past his guard before aiming a slash towards his throat.
Knife, studied target, power attack: 1d20 + 10 + 1 - 2 - 2 ⇒ (17) + 10 + 1 - 2 - 2 = 24Damage: 1d4 + 2 + 1 + 4 ⇒ (3) + 2 + 1 + 4 = 10


Last one drops combat over


Its over in second, as bodies hit the floor,
You find your now alone in this side warehouse, what do you do next.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

”Shyt. We really should have left one alive.” Kasit said, even as he went about searching for signs of life. It would be best to have someone to interrogate. ”We’ll need to loot and then hide the bodies. While searching the warehouse for any clues…and valuables.” He said.

Heal to find someone alive: 1d20 + 13 ⇒ (9) + 13 = 22
Heal to stabilize and wake up: 1d20 + 13 ⇒ (11) + 13 = 24


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Ghir was troubled, "That is indeed unfortunate, but remember our instructions. We were asked to take nothing, except for the laz guns. Search them by all means but remember we are not thieves."

Ghir helped Kasit with the bodies before suggesting, "We should explore more of this complex, perhaps what we're looking for is still here."

Ghir checked the area to the north east before heading south west.

Perception if applicable: 1d20 + 8 ⇒ (2) + 8 = 10


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Cleaning and sheathing his Crysknives, Borak glances around the warehouse. Nodding in agreement with Ghir, "Ghir is right, no looting, we're sending a message, the laz guns only."

As he speaks he moves towards the off worlder, "Though I desire to know who we are killing." As he speaks he kneels beside the body and begins to frisk it, looking for information.

Taking 10 (20)on perception for the room and the off worlder. Are there crates in the room we can open to inspect, is the offworlder carrying ID?


They are all dead, leaking all over the floor. And this warehouse is a treasure trove. Off world foods, minding equipments and water. But you finds no spice, raw or refined.

One of of them has an ID for House Jarrlo warehouse close by. He seems to work there and here. The rest just seem to be local smugglers.

There are still the two other much beffer looking guards out from of the main building.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Is there a door to the northeastern square?

Taking the punch card 'ID' from the dead off worlder, Ratel begins to move towards the a hallway to the southwest. Telling the others, "We should deal with the other two guards, Maybe we can get behind them through the building. Once their dead we can finish our search for the laz guns."

He turns and holds up the 'ID' card, "If the guns aren't here we can search elsewhere."

Tucking the 'ID' in a pocket, he continues down the hall, keeping a keen eye out for any trouble.

headed down the hall, taking 10(21) on stealth and 10(20) on perception


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

"I can lead them over here, then you two ambush them." Kasit said, as he gave a wistful look at the treasure trove they were leaving behind.

Stealth to place the bodies so it looks like they killed each other in a brawl. The idea is that the two guards will come over, having heard the story below, and will see what looks like a dispute that got out of hand, so that they won't expect Ghir or Borak: 1d20 + 10 ⇒ (12) + 10 = 22

Bluff. Used diplomacy to gather info earlier, so hopefully got the names of the people we were talking to earlier and just killed. Will use said names below to make it sound more authentic, if possible: 1d20 + 5 ⇒ (13) + 5 = 18

Once his kinsmen were suitably hidden, Kasit took the ID and went to the two guards. Doing his best to look suitably nervous, he approached them, card in hand. "Uhm...uh...we need your help." He said. "There's a fight over in the warehouse. The guys were playing cards. Guy was losing and accused the others of eating the off-world food. Knives are out. Please come with me and break it up before someone gets hurt..." He said, waving the two to follow him and already moving back towards the ambush spot.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Ghir nods to Kasit, and moves into a position to ambush anyone lured inside.

Stealth: 1d20 + 11 ⇒ (8) + 11 = 19


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Hearing Kasit's plan, Borak abandons the idea of exploring beyond the hallway and helps situate the warehouse so it looked as if the others had killed each other. Once they were done, he quickly hid himself near the doorway, so as to be able to kill the guards when they came looking.

Taking 10(21) on stealth


The two do not question but run blades out to stop a fight getting to the warehouse and stop seeing the signs of a fight,

Surprise round is yours


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Hit vs FF: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 + 15 ⇒ (2) + 15 = 17

Standing directly behind the men, Kasit pulled out his own dagger and attempted to stab one in the back. With his kinsmen coming out of hiding, the guards would soon find themselves completely surrounded.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Maintaining his calm, Borak watches as the two men step through the large bay doors. As Kasit steps up behind them, Borak moves out of the shadows and repeatedly stabs at the yellow guard.

5 ft step, full attack: Crysknife, flank
Father's crysknife: 1d20 + 8 + 2 - 2 ⇒ (17) + 8 + 2 - 2 = 25 damage: 1d4 + 5 ⇒ (4) + 5 = 9 sneak: 2d6 ⇒ (4, 1) = 5
off hand crysknife: 1d20 + 8 + 2 - 2 ⇒ (4) + 8 + 2 - 2 = 12 damage: 1d4 + 5 ⇒ (1) + 5 = 6 sneak: 2d6 ⇒ (2, 2) = 4
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.
Hmmm, didn't think about it being the suprise round, I think you'll need to ignore the second attack.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Ghir's knife flashed out as he attacked the same man Kasit's blade struck, aiming for the heart!

Flank, Sneak attack, Power Attack: 1d20 + 10 - 2 + 2 ⇒ (19) + 10 - 2 + 2 = 29Damage: 1d4 + 2 + 4 + 2d6 ⇒ (3) + 2 + 4 + (6, 6) = 21


Two bodies hit the ground before they even know what happened. Your alone once more.

What next?


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Nodding towards the hallway to the southeast he'd begun to head down previously, "Let's make sure those Lazguns aren't here."

he continues down the hall, keeping a keen eye out for any trouble.

headed down the hall, taking 10(21) on stealth and 10(20) on perception


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

”Perhaps…we should take someone alive if we can’t find the guns ourselves.” Kasit said. He positioned the bodies of the guards it looked like they were part of the scene, more or less. A true investigation would show that the bodies were staged, but they just needed time. And if anyone stumbling upon it would be fooled at first then that was enough. Once done, he followed Borak.


you find a root down a passage and there are two locked doors


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

pausing at the doors, Borak sheaths his knives as he turns and tells the others, "Locked." drawing his lockpicks from one of his pockets he begins working on the doors.

Taking 10(21) on disable device


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Ghir watched as Borak methodically worked the lock with his picks. A bit nervous at how long this was taking he started pacing before finding a place to hide and watch.

Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
Perception: 1d20 + 8 ⇒ (4) + 8 = 12


there is a simple trap, its a gas one, but you work out how to remove it.
And the lock is shorted out, you can push the door open with a Steath roll and STR roll Both DC20 Aid other is fine


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Smiling to himself as he removes the gas trap, Borak pauses at the lock. Turning to the others, "It's shorted out, we'll need to quietly pry it open."

Stepping back from the door, he adds, "Ghir you're the strongest, you want to give it a try?"

stealth: 1d20 + 11 ⇒ (14) + 11 = 25
Str: aid another: 1d20 + 1 ⇒ (1) + 1 = 2 lol


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Aid another Strength as stealth has already been met: 1d20 ⇒ 16
Now we just need a 16+ from Ghir...can he take 20?

"If this doesn't work, we'll need to backtrack and see if one of the guards had a way of opening this." Kasit said, realizing that their group were not the experienced operatives that this mission required. If they survived, then there was much from this that they all could learn.


The door to the left open with no problem, inside as a spicing guild optical comms unit. Used for sending messages to ships in orbit.

The other root is a passage way leading to a dining area.
There are three small still suit changing areas to the left as you walk down. To the area area.

You see no one, but you can hear some one snoring and you sneak down.
to where the table and seats are. They must be in a room to the right

See map


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Hearing the snoring coming from the right, Borak turns towards the others. He gives a wolfish grin, realizing they may have someone they can ask a few questions before they kill them. Moving quietly that direction Borak pays careful attention, listing for any change in the sound of the breathing and keeping a keen eye out for any problems.

taking 10(20) on Perception and 10(21) on Stealth


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

"You're stronger than you think!" Ghir laughed softly when Kasit was able to open the door.

Ghir noted Borak was taking a slow and steady approach, often this was the right thing to do but Ghir was feeling antsy as the corpses piled up. He wanted to be in and out quickly so keeping to the shadows and walking quiet as a sand mouse he ranged ahead.

Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Perception: 1d20 + 8 ⇒ (3) + 8 = 11


As you make your way to the door where someone is sleeping the snoring stops. The door is bolted form the outside, and there is a grill.

Looking onto it, you see a specially decorated room, A falthy bed. and shockingly Two village girls, just into marrying age, all but nude and by the looks of them very badly physically abused. This is blood on the rags they have on. One is holding the other trying to keep her quiet. You look closer and you think they may be sisters.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Borak's eyes open wide as he looks from the grill to his friends. They'd been told to 'kill everyone' but there were some things that were not acceptable. At first he considered recommending they just unbolt the door when they leave, but he realizes the girls may then be blamed for what is done. Sighing he turns towards Ghir and Kasit, whispering, "I am not willing to kill them or leave them locked up. Do you think they may know anything about what is going on here?"


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Kasit grimaced. They were victims, to be sure. But what could they do? ”We could free them. Question them. Give them a chance to escape. They’d make a good distraction…but could also bring everyone down on us before we can get out.” With a sigh he added ”We really didn’t need this.”


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Ghir was outraged by what he saw, there was going to be a price to pay for this in blood. Whispering to the others he suggested "Maybe they're safer in there for now until we've dealt with every mofo in the area..."


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Are the two girls in '14'? Are we certain they were the ones snoring?

Nodding in agreement with Ghir, Borak signs, "We finish clearing the building and hope we find the lazguns. Then figure out how to help them." Moving along stealthily he continues checking doors and rooms.

taking 10(20) on Perception and 10(21) on Stealth


Perception DC14:

The older sister hugs the young one and whipers.

"Aliyan look at me, it will all be ok, I will let them take me, you run"


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

We will come back and rescue the girls after we finish clearing the building. did Borak find anything further down the hall?

As he leaves the doorway Borak hears the one sister trying to save the other. Vowing to himself to help them, he continues searching the building for enemies and any sign of the lazguns.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

The older girls words were too much, Ghir whispered through the door, "Ya ya yawm! You are not ghanima or maula! Shai-Hulud willing we'll be back to set you free."

He stalked after Borak, looking for those he deemed responsible to kill.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Kasit grimaced. He hissed ”Quiet! We don’t need this entire place coming down on us.” He almost added that they had to stay focused on the mission, but he understood morals enough to know that it would be counterproductive.


The older of the girls gets up and comes to the door,

Wipers with some hope.

"Subakh un narm, brothers of the shield sands"

She has picked up your accent and has a good idea where you are from,

"If our father sent you, The leader and his man are in the steam room this time of night, 4 more in warehouse, 2 more standguard at front, sallamaka al-lahu wa-nasaraka."


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

having heard the girls warning, Borak nods to the others and continues to move ahead, hoping to find the 'steam room' so they could kill the leader and his men. As he moves, he makes a mental note to look for the girls still-suits, so they would be able to survive long enough to return to their father.

taking 10(20) on Perception and 10(21) on Stealth


You move along the corridor and find the sleeping quarters for the men you killed, its a dump, not well kept and full of off world trash.

No freeman would have such poor home discipline, it reeked of decadence and lax mains. Soon you come to the only locked door. from inside you hear a scream and the laughter. Slapping sounds and no low grones. Muffled sounds or of some physical action.

Disable device DC20 to get past the door lock.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

turning his nose at the squalor in the rooms Borak quietly continues down the hallway. Slowing at the sound of the ruckus, he quickly checks the door. Finding it locked, he uses his 'picks' to unlock the latch, hoping the mechanism is well oiled so as not to make a lot of noise.

Taking 10(21) on disable device and 10(21) on stealth


You open the door to what seems to be a sweat lage, what you see in front of you is the backside of a very close to undressed fat offworlder. He seems to be bent over something in the hot and steamy room, his rippling wabaling as he remthicly moves. As the door open mores, the cold night air comes in, turning steam into mist and obscoreing what he is doing, only the fact mans face can be seen, turning to you as he sees its not his men, He moves into the miss, leaving what he was doing behind.

Visibility is down to 5', as you enter the now misst filled room.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

I'm a little confused by the location of the mist, it looks like it is back where we came from, should it be in the room to our west?

Realizing they'd been seen by the fat off worlder, Borak ejects his blades from their wrist sheaths and moves into the mist filled room carefully and quietly, keeping a keen eye out as he goes.

Not in rounds yet so taking 10(20) on perception and 10(21) on stealth, so moving at one quarter speed


GM roll 1d6 ⇒ 1 6 is a find something.

You move slowly in the thick mist and find nothing so far.

Who is next.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Again taking the risker approach, Ghir moves quickly through the steam looking for anyone who might be there. Naturally this increased the risk he might blunder into something and make a noise...

Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Stealth: 1d20 + 11 ⇒ (3) + 11 = 14


GM roll 1d6 ⇒ 3 6 is a find something.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20

It was a common misconception that all doctors took an oath to do no harm. Kasit's drawn knife was proof enough that he had never taken such a vow. Stalking through the thick mist, he kept his eyes peeled for the soon-to-be corpse.


GM roll 1d6 ⇒ 6 6 is a find something.

Kasit:

As you move throw the thick mist you see a shape low down, its not moving much, so you reach out a touch cool sweaty flesh. It responds moving slightly, getting close you can feel skin, see a human back, but held in place in some kind of device, a tourso, but a horrific one, the arms and legs end in stubs, Held on a frame, where the back of the head should be you find a detached Boys head facing you, eyes down cast. Pipes and tubes with what looks to be blood and liquids, joins the heads nick to the Toursos neck. The boys eyes flicker and look up at you pleadingly, the head opens its mouth, you see it has no teeth but and elongated tongue. The boy mouths worlds unable to speak.

You work out in common galactic what is off world abomination of innocent human flesh is trying to say to you.

"KILL ME, PLEASE KILL ME!"

Roll a will save place DC16 or be sicked for 2 rounds

1 to 50 of 576 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DUNE GAME Act 1: The unforgiving Sands All Messageboards

Want to post a reply? Sign in.