Thanks for looking out mang. RL has been killing me lately with the passing of my dog and holidays and recent promotion and change of leadership at my job been taking up a lot of my time. If you both would like to put a hold to dark sun i'm fine with that and can concentrate more on the star wars game.
The two of you head back where you first met the nobelman in the den of unsavory fools but he is not present there. You get a drink and some food and wait and finally you see him enter but he does not approach your table. Instead he moves to another group of three humans who appear to be of the mercenary type.
You both leave the old man's house and head back into the city. As before most of the city appears to be preparing for war. If Urik was to make it to Tyr things could go very bad for the both of you and the rest of the city. Slavery is definitely in the future if Urik is to win. Soldiers bump into you as they hustle, one looks to both of you. "Your both strong able men! You should join under Rikus to help us stop Urik!"
Nothing seems out of ordinary from last time you were here Tydus. The old man nods to the Half-Giant. "Of course. Wait here." The old man vanishes into another room and a few minutes emerges with a small bag in his hand. He take an object that should not be able to fit into the bag and easily stores it away and the bag appears to not have even be holding such an object. "Suitable yes?"
raider1 wild: 1d6 ⇒ 1
Manu's sword cleaves down on the former slave master Templars head digging down deep half way through his body as he stands there dumbfounded dying before he even had a chance to react... There is no one else around that you can see except for the sleeping enemies. 4 xp each
Since Slumber is so ridiculously OP lets look at some options! Slumber TN increase by # of targets. First Target = 5+Resist Roll
Max targets = your Psion Skill Die (6d6 = 6 targets max). This way 1 target is easier than it is today 2 targets it same as it is today but anything above 2 targets becomes slightly harder to put to sleep as more are added? Thoughts!?
templar init: 3d6 + 1 ⇒ (5, 2, 1) + 1 = 9
i'll roll to see how many go to sleep since you beat them in init. templar resist: 6d6 ⇒ (4, 3, 3, 2, 3, 4) = 19
TIME TO NERF THAT POWER! :) All of the enemies before you fall to sleep except for the Templar! Waiting on Manu's Init.
You fill your skins with the fresh water and climb your way out of the hole easily and make your way to the exit. The relentless heat of the Athasian sun is jarring after the cool shadows of the wind trap's interior. But you have more to worry about than the ever-present desert heat. A group of city toughs stand outside the wind trap; they are armed, armored, and look like they've been waiting for you. A tall, darkskinned man in white robes leads them, and the sunlight catches thlionon crest of Urik embla zoned across his chest. There are 4 humans and 2 dwarves total at the exit.
This is definetly magical in nature. Even when the elemental created that oasis it would eventually dry up in time unless the elemental stays there and keeps it going. Who ever created this was genius being able to create renewable water. If other sorcerers were able to figure out how he did it they could maybe make it work better or do bad things with it.
Looking around there doesn't appear to be any other exits or entrances besides the hole you dropped into. This is really a marvelous work of art though. The area above is able to generate renewable water that flows down into this area. A never ending supply of water for whoever controls it even if it's a slow process. Water is life on this world and whoever controls this will definitely have power over those who do not because even the biggest Oasis eventually dry up.
tembo init: 4d6 + 2 ⇒ (5, 5, 4, 3) + 2 = 19 Sorry for slow posts guys things been crazy with sick dog, family and work. Round 1
The creature lunges at Manu racking with 2 claws. attack1: 6d6 ⇒ (6, 3, 2, 5, 5, 5) = 26
damage1 + exceptional: 7d6 ⇒ (5, 1, 1, 6, 1, 3, 1) = 18
The first rake of the claws strikes but Manu's tough skin absorbs the blow. The second one however draws blood!
Both of you are up now.
The bright light and howling winds above give way to the cool darkness of the cistern. The only light here is a wan, greenish glow produced by clumps of fungi that does little to dispel the gloom in this cramped space. The cistern is obviously not full, although you've never seen so much water in one place. A wide, irregularly shaped pool divides the cistern in half; its waters are still, clear, and only knee-deep. To the far side of the cavern you see a horrific beast which roughly the size of an erdlu, quadrupe dal, and covered in a rock-like hide with jutting spikes of stone and crystal. Its cat-like head has large ears, greenish eyes, and a wide jaw. The beast is armed with formidable talons and a massive set of dagger-like fangs. However, despite the beasts terrifying natural armaments, the obvious, malign intellect behind its glowing, red eyes is even more horrific.
Please make init checks.
You take in the cavern a bit more now that combat is over and you see a 10' wide hole in the center. Moisture from the trap collects and trickles through this 10' hole into whatever is beneath it which you could only assume is the cistern. The two Gith looks confused as if they really don't understand what your saying.
You make your way into the cave. The whistling shriek of wind echoes throughout this strange cavern. Sunlight lances down from a hole in the ceiling, painting a bright circle of yellow light over a similar hollow shaft in the cavern floor. The porous walls glisten with moisture. Softly glowing runes around the ceiling opening pulse in time to the breath-like intake of air. The cavern air is surprisingly cool, and the floor is slick and wet. Clumps of luminescent fungi grow from the moist ground, adding an eerie green glow to the shadows beyond the bright circle of light. Tall, emaciated humanoids lounge about the cavern, drinking water from large gourds. Weapons lie close to hand, but these gith are hardly prepared for battle. Make stealth rolls if you want to try to be stealthy. You can see 5 Gith in here.
Nice rolls! Traveling through the foothills at the base of the mountain like you have been here before you make good time of 4 hours before you come to something that appears to be what your looking for. Nestled at the base of a large hill, it appears to the untrained eye to be little more than an odd rocky spire jutting up from the hillside. The endless barren landscape suddenly gives way to a lush patch of vegetation near a large hill. You can see no water source, yet the plant life thrives. A tall, rocky spire juts from the hillside and a cave entrance yawns open below it. The entire valley is filled with a strange noise; a thick whistling that sounds much like the world's largest pair of lungs sucking in a single, great, continuous breath.
You easily gather some supplies for the trip and make your way out. The sun-scorched hills of the Tyr region stretch before you. A shimmering heat mirage paints the false lure of water across the horizon before giving way to the soaring peaks of the Ringing Mountain to the west. Compared to this desolate wasteland, the chaos of the great, thronging city behind you seems a virtual paradise. Please make three perception checks as you travel to try and stay on course.
"You must not speak to anyone else about it!" he says firmly. "As I have said already the whereabouts are unknown except that it's supposed to be in the Ringing Mountains. You can take this path," he draws out a very rough sketch on some parchment "to safely make your way there but once your in the mountains you will be on your own."
The old man strokes his beard. "Well you want to get into politics this early in the game? Lets see... Tithian is an egotistical bastard who took advantage of the situation but he is definitely the lesser of the two evils being that of Kalak. Would rather have him ruling over the city rather than that maniac. As for Ageis he means good but don't think he can keep the council together and the council is the only thing that is separating Tithian from being a tyrant like Kalak. But really you should not get involved in their squabbles so early in your visit here lets concentrate on the task at hand. If the secrets of the Cistern fall into the wrong hands they will exploit it's capabilities and possibly cause more problems."
The old man nods. "A new oasis is good but knowledge of how the Cistern works would benefit all of Athas as we could create water for everyone all throughout the tablelands. Not a single mouth would go without if this knowledge is found. I'm sure you understand the importance of that and if it falls into the wrong hands."
The old man rubs his head and squints. "There are rumors of an ancient Cistern out in the Ringing Mountains that a long-dead preserver named Aravek created a long time ago. I would like to be the one to find it's location and secrets if possible. Would help me out with my standing in the city you see."
The old man nods and motions for you both to come in. His place is rather barren. Just a few pieces of furniture and some books on a small wooden table which both of you probably can't read. He takes a seat at a table resting his arm on it. "There are rumors of something outside of Tyr that may be very valuable to many people and may cause some rifts with the leadership here since Kalak's demise. If you could locate this thing we could arrange a trade."
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