The Mad Priest (Ghost)

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142 posts. Alias of Troy Malovich.


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This probably comes as no surprise, but I am going to have to stop running this campaign. I am running a Table-top game converting Carrion Crown to 4E, as well as running two other campaigns here (another of which I will also have to drop). I just don't have the time to commit to running a free-form campaign, as DMing takes so much even in PbP.

I apologize, my eyes were bigger than my mouth, and I had neither a Table-top nor college classes when I started. I hate letting players down, and contributing to one more PbP that didn't survive.


As Gorgoreth departs you can tell he's confused and concerned at the description of the Gith, not surprised though, like he's aware of them in the area.

Laalarash looks around, for a bit, confused. He looks from small group to small group, before he turns to the guards behind him. "Get this group a water portion, and I'll be right back." He trails off after Gorgoreth, and talks to him briefly, the older man pointing at different portions of the outpost. Laalarash nods and comes back to the group, just as you are being handed a serving of water in small clay bowls. "Um, yes, there was a loss of a few healthy defenders last strike, so with some shifting around you guys will be defending the northwest corner. Get, um.. get some relaxation, and then, you can head to your spot.. post." He takes his place back at the front door to the wellhouse.


He looks the group over, before finally answering "I'll take you to him, and you can speak to him there." He extends an arm to help Sin over the stony barricade. As he leads you toward the center of the compound. During the walk he has a couple more questions still, "So, who was it that attacked your caravan, was it elves, do you know which tribe? Not merchants yourselves, then which house were you riding with when you were attacked? How many of you were there, and are you the only ones that made it?"

As you reach the wellhouse there is one man who seems to be obviously in charge, as he is currently drilling the unwounded troops by having them spar one another. He observes from on high at the top of the stairs in front of the door to the well itself. As you approach with your escort, he turns to look at the group. He is a younger man, dressed a little finer than most of the others. He has short brown hair, and a questioning gaze. "Who are these people, Gorgoreth? Are they safe, and are they willing to fight for us?"

The man you had first spoken with, Gorgoreth apparently, replies promptly, "Their caravan was attacked, and they are looking for water and shelter. If they are willing to help or not I am unaware, as I told them they had to talk to you about that." He looks at you holding his arm outstreched, palm up, in the direction of Laalarash as if indicating it was where you wanted to go. He then promptly goes back to his tasks.

He is easily out of earshot before Laalarash mumbles a response, "Oh, very good, wise decision." He looks at you all expectantly, before finally asking, "So, are you going to help?"


DM Rolls:
1d20 ⇒ 13, 1d20 + 1 ⇒ (11) + 1 = 12

He looks at the dwarf, nodding at Sin's words, "A caravan en route to Nibenay, are you merchants? If so, what house are you affiliated with?" He looks anxiously for the answer.

At Sin's request, much of the group seems to relax a little along the ramparts, a few of the crew looking her up and down. The leader eases up slightly, responding plainly "We do have a well, and shelter, but you're going to have to speak to Laalarash about getting to use it. He's in charge here not me." He points to the man standing at the door of the wellhouse.

Sense Motive DC 12:
This last statement seems to bother him.


I don't know if it is intentional, but you were out of Urik, on your way to Nibenay. If it was intentional, roll a bluff.


As you approach the outpost, the sun rising over the Ringing Mountains, the defenders raise their hackles. You see weapons held warily as a squad sized group comes forward, though they are obviously weary from battle, some even still a bit wounded. One man, standing at the door to the central tower calls out, to one of the others. The called man already hurrying to the scene, waves him off in acknowledgement.

He quickly overtakes the small group easing closer to the rest of you, and falls into step in front of them. None of them come further than the apex of the stone ramparts around the fort. Slings are loaded and spinning, as the middle-aged, rough-looking man at the fore speaks, "What are you doing here? Conveniently, on the tails of the most recent strike."


Having gotten closer you hear the clash of combat ring out from the edges of the outpost, and before long you witness a tribe of elves retreating from the walls as the sun begins to rise. The outpost is roughly a few hundred feet wide, and about half of that as long. You are coming at it from the northeast, where you can see that it is dominated by a single central, roughly two-story, structure. There are five long rectangular buildings, three sticking in from the west wall, and two parralel to the east wall. The rest of the courtyard is dominated by colorful tents, reminiscent of a market bazaar. The front towers, where the gate must have been are toppled and crumled, most likely the cause of the rising dust you had spotted. Milling about the yard, you can see many people looking to be tending wounded and reorganizing after a battle.

Outpost Three


Oh, I believe forced march checks get rolled at the end of each hour. So you march an hour, or do an activity, and at the end you roll. So, I guess that way people don't roll, and then decide to not take the action.


What do you mean by "when does it apply"? Like only once, or at the end of the activity? It applies to each time you have to make a roll for any of the situations mentioned.


You decide to hasten to the direction of the smoke and dust, traveling the whole night dealing with the cold as best you can. As you near the end of the day's travel, you can tell that you have actually gotten close enough that you could push on and reach it in just about two more hours. Is it worth it to push on, and tire yourselves out just as you reach it?

From this new vantage, close as you have gotten, it looks to be some sort of outpost ringed by a low rampart. From this distance, it is too difficult to make out much in the way of details.

Will you forced march to two hours? If you do, each person can roll the d6 NL for your self if you suffer it.
The NL cold damage for the night is 1d6 ⇒ 2 for those failing the DC 15 Fort save.


So, you guys are heading over. Are you doing as Anton suggests and using supplies, skipping checks, to make it sooner?


Anton, with a litle assistance from Morthak, manages to make sure you all keep going the same direction. Meanwhile, Xanyon and K'z'k range out into the rocky landscape now and again to scavenge up something for everyone to live off of during the trek. As you travel the cold nights, Averel helps the others by rubbing warmth back into limbs, and assisting in bundling what clothing they have to stave off the cold even a little.

Since I forgot to roll the NL, we'll use Sin's rolls. So if you missed any of the DC 15 Fort saves (including the +2 to the roll granted by Averel) take 2 NL. When you rest for the day, you sleep away the NL damage.

As you rise, while the great sun sinks into the depths of the silt sea to the east, you notice signs of dust and smoke rising up a short distance to the southwest. It looks like it could be a night or two away, judging distance the best you can in the desert, or one night to half a night if you moved without the usual precautions.

So, at half speed with survival checks, a day or two. At full speed, no survival checks, half a day to a day.

Then again, as the saying goes, where there's smoke there's fire. Would it be wise to move to what may be possibly an unfriendly elf tribe, or headlong into the heart of a duststorm? From this distance, you can't easily tell whether it is somewhere to find aid, or into the mouth of danger.


So the watch is Xanyon, Morthak, Averel for 4 hours each, and K'z'k awake the whole time.

Is everyone still with me after the holidays? I didn't intend to be absent so much, but the holidays tend to surprise you with how much more busy you end up being.

The day, hot and uncomfortable as it was, remained still. K'z'k, meanwhile, burdened with feelings of wasted time, managed to at least entertain herself enough to keep from rushing the "sleepers" (or dra in the kreen tongue) in completing their ritual of uselessness.

Go ahead and give me 1d4 ⇒ 2 day's worth of survival/travel rolls.
Survival for direction
Survival for food (if anyone other than K'z'k looks for food your speed drops to 15')
Fort save vs NL cold damage
and the actions taken for any failed rolls (no food, remove rations and water. damage taken, any healing used.)


I like the useless prey comment. The last Kreen I played consistently pointed out the obvious weakness of sleepers.

SO, K'z'k is offering to be on watch the whole time. Will you guys be okay with it, or still want to pull watch with shifts?


Still need the Fort save from Xanyon vs the NL damage.

The night is cold, but with the assistance of the Muls, the heat conducted from the march, and the leftover excitement of the escape, the majority are able to push back the cold. As the sun rises, and eyes adjust to the ever brightening light of day, the search for a safe shadowy place to rest is the priority. As you wander the rocky terrain, K'z'k scurries to and fro, digging here and there, reaching into burrows, and her skill as a hunter pays off. She brings back a brace of jarbo, and half a cactus pod full of squirming renk.

Jarbo are similiar to jackrabbits, and renk are juicy slugs that can be eaten for their liquidity.

Amongst the stony earth and the boulders, a decent sized chunk of shade can be found, which at its best could provide enough shade during the larger portion of the day to cover everyone if they sleep huddled together.

If you are setting watch, give me the order, and how long each shift is, and from this point on I will put it in the campaign tab as a reference for the future.


Sorry for delays, last two weeks of school for the semester. I can drop a player post quick and easy, but the DM posts take a bit more time in one sitting.

Survival checks:
For the Survival rolls, please label the intent. Rolling one check doesn't provide blanket results. Here in Athas I need to know if you are rolling to determine the weather, to avoid getting lost, to find food and water, to protect against the elments, or to find tracks. Each is a different type of use, and each requires its own roll.

Traveling through the growing darkness, Xanyon leads on, ensuring by what light is given off of Ral and Guthay that he stays as best he can toward the south. K'z'k stays close at his heels. Averel seems to be working at weathering the chill of the open desert night, offering guidance where he can to help others stave off its effects. The desert is quiet at night, and eerily calm, staying on the move may be helping to avoid predators as you enter and exit their territory quickly. The night seems to be long for a world with so much sun, but it could just be exhaustion from a long day of excitement. From looking at your surroundings, you could have gone tens of miles, or but a few, but the time you spent walking through the gravelly sands gives you the feeling of distance. The magmic dark of the sun peeking over the tips of the Ringing Mountains provides ample warning of the need to find shelter to sleep away the hottest part of the day. Hopefully, your proximity to the foothills of the range to the east will help in providing for some large enough terrain to create shade.

Everyone make a DC 15 Fort save, or take 1d6 ⇒ 4 NL. Which two get your +2 bonus Averel? I dropped the time frame for hot/cold weather checks by one step. So the 1/hr, is 1/day, the 1/10 min is 1/hr, and the 1/min is 1/10 min. I just think that 1/hr for below 40 adds up real quick, besides growing up in a world of really cold nights, and really hot days acclimatizes you a bit.


Yes Sin, your crystal found you. I forgot to mention there are also the bodies of three of the attackers with their gear. They each had Bone-studded leather, a Carrikal (see campaign page for stats), and a sling with a pouch of 10 stones. Lastly, they each have 12 Ceramic (gp).

Also, desert nights are ridiculously cold.


So, you guys will be traveling at night? Since you spent mostly inactive time in the wagon, you can travel a full 8 at night and spend your down time during the day. Or, will you just move a safe distance away from the wagon, make camp, and travel during the next day?

Regardless, now would be the best time to set a march order if you plan on having one. Not that you can't walk all staggered, side-by-side, or random clumps, just wondering how you would most likely move. Also, a watch order for camp if you plan to do so would be helpful as well.


Yes, you guys know which direction to move in to get to the Silver Spring Oasis to the south.


Anton, you caught me off guard with that one, I hadn't thought of that. Looked into it, and found that Aloe would most likely be a worthy substitute as a druid's divine focus on Athas.


So, who's taking what out of the gear, and where are you guys heading? [bad accent] I'm feeling veklempt, Tuwok amongst yewerselves, I'll give you a tuwopic. Dark Sun survoival? If it's Dark Sun there is no survoival, if you survoive yewer not in Dark Sun.[/end accent]


Anton and Morthak rush out of the wagon, arms loaded down with all they could reasonably grab, their skin steams from the heat coming off of them. They have patches of red burns, and black char from the wagon. Most of what they carry is filled waterskins, focusing on the hardest thing to find in the wild, but they also have various armors and weapons with them.

As Sin looks around for anything that could work as a spear, while the other two drop their wares, the sun begins to set. The day slowly becomes night lit only by the light of Ral and Guthay, Athas' two moons, and the consuming flame of the wagon. It may be a source of light and heat during the night, but it could also be a source of any curious predators.

Sin returns unsuccessful, the terrain too rocky and barren to have any length of material suitable for a spear. The area doesn't seem to be suitable for much of anything, and probably why the 'locals' are desperate enough to hit a wagon.

Anton, the wooden armor isn't in the PFCRB, you can swap it for something else. Maybe studded leather.


Don't bother doing it round by round. Just give me a rundown of the whole event in round order.

e.g. Anton's 1st round: Full Round Action (-3 rnds of air/-1 hp)-> Anton grabs 2 full waterskins and 2 days of trail rations. (10lbs/3gp).
Anton's 2nd round: Full Round Action (-3 rnds of air/-1 hp)-> Anton grabs a longsword and a battleaxe (10lbs/25gp).
etc..
Anton's 6th round: Move (-1round of air/-1 hp) -> Leaves the wagon.

EDIT: For armor, you can grab 1 as a standard or 2 as a full-round (instead of anything else), with no 5/10 lb weight limit, but still a gp limit of 20/35 gp.


Morthak and Anton make their way up the gangplank, and into the wagon, as flames lick at the frame of the opening. visibility is low with all the smoke in the air, and the heat from the fire is more oppresive than even that of the midday sun. Inside the oppresive haze of the smoky interior, you walk right into the shipping room of the wagon, the doors having been left open by the retreating guards. The flames dance all around, along the floor, walls and ceiling. You can still see bags and crates left both opened and unopened, ripe for the picking. Even the water supplies look to still have some in it, as the barrel sweats in the heat. The weight must have been too much for the guards to carry all of it away. All manner of goods seem to be inside: weapons, armors, clothing, foodstuffs and miscellany. The only thing that will limit what you can grab seems to be the fire and smoke, and being able to walk out alive.

Fire damage upon entering 1d3 ⇒ 2.

Mechanics on looting the burning wagon:
Morthak has 32 rnds of air.
Anton has 28 rnds of air.
(it equals twice your Con score).

Here's how looting will work:
Each round you lose 1 rnd of air (out of the 32 and 28).
As a standard action costing an additional rnd of air (2 total, 1 for the rnd, 1 for the activity), you can grab 5 lbs of gear, of up to 20gp value (as in the whole 5 lbs doesn't go over 20gp).
This can be anything from the CRB, but there is no actual metal as it is all made with alternate materials.
As a full-round action you can get 10 lbs and 35 gp value. This costs two rnds of air (3 total, 1 for round and two for full grab).
You can grab up to your light load.
Each round you will take 1 additional hp of fire damage.
Any other action that takes either a standard or full-round costs the same amount of air as looting.
Any questions?

Fire damage upon leaving 1d3 ⇒ 1.


As K'z'k tears at the limbs and flesh of her victim, the other guards can be seen retreating out of the back of the wagon. They have their weapons drawn, eyeing the group warily. They look as if they packed as much in the way of supplies that they could carry, and have decided to give up the wagon for a loss. Between a spreading fire, unruly slaves feasting on the dead, and the threat of possibly returning bandits, their best bet may be to take to the sands.

While the kreen readies her meal for travel, Xanyon and Anton get their bearings for their own excursion into the sandy wastes. Between the two of them they are able to discern a little about their situation. Anton knows that the Ringing Mountains are to the west of them, and the Dragon's Bowl is just on the other side of the crags to the east. They both warn that as it gets later in the evening the temperature will drop intensely, and the weather seems to be acting as normal. Xanyon can tell, that moving northernly will net them back towards Urik, and there is an inhabited oasis named Silver Spring to the south towards the mountains. If they can keep the road visible it's about the same distance either north or south to Urik or Silver Spring respectively. Anton is able to rustle up something to eat, but the lone jarbo that he caught, and the small rock cactus, will only be just enough for himself.

The wagon may still have some supplies inside, but the advancing fire may make it a tough grab to gather them. The flames may be mainly licking at the walls, but the smoke is everywhere.


As the guard turns back toward the fire, K'z'k rushes the ramp and leaps on the man. The kreen's claws tearing into the man's flesh with ease, ripping through his armor. He has just enough time to scream before he falls under the onslaught.


The guard looks incredulous at Morthak's response, but not quite brave enough to try and back up his words, as he finds purpose in continuing to try and put out the fire. From what you can tell, some have taken to forgetting the idea of saving the wagon, and are instead removing whatever they can carry and or salvage from within.

There were 3 that you knew of left during the fight, from the sound of things there could be 1-3 more on top of that.


K'z'k is able to get the walkway up, but it most likely will not hold, the invaders having broken the latch in forcing it open. It is just settling into dusk, the raiders had probably hoped to strike and make off with goods under the cover of darkness. It seems the combination of slaves and guards was more than they had planned for.

Cries from inside the wagon are focused on putting out the fire now as opposed to the fight, one of the guards even has the gall to point at the group of you and bark an order. "You, slaves, grab what you can to tamp out the flames. It may just save a lashing for breaking out oif the hold."


Congratulations, I wish you all the best.


As Sin fires a psychic bolt at him and more of the slaves, the muls Xanyon and Averel in fact, exit the wagon the last remaining creature recognizes that the last of the raiding party has already left. He makes a hasty withdraw, and lopes off after them. As he runs away Morthak also makes his way out of the burning wreck, which will be consumed before too long.

Round 7:
K'z'k - Attacked and killed Guard 7
Anton - Kicked and dropped guard 6, moved to F10
Averel - Moves to E9
Guards - 2 attack and kill the human, 1 attacks and hits K'z'k.

Xanyon - Exited the wagon
Sinorei - Attacked and missed attacker 4
Attackers - All fled.
Morthak - Exited the wagon


Sin needs to go


Anton, I moved you one move due to keping your unarmed attack that dropped the guard. Yes, Sin, #4 is the invader that ran up to you after he killed the elf.

Averel gets out of the wagon easily enough, and stands near enough to the invader harrasing Sin to help out if needed. With Anton having moved away from the fight, the two guards remaining close in on the wild-eyed human eager to fight. Their swings are thorough, as they easily cut down the slave, to fall dead overtop of the fallen guard whose weapon he took. The third guard facing down the savage thri-kreen, decides that standing toe-to-claw with the thing is not wise. He drops his sword, and with his bow still in hand backs up to his platform before firing at K'z'k. He finds that his fear gives him enough power in his pull to punch through the kreen's tough carapace, to deliver an adequate wound. The fire continues to spread across the wagon, the smoke closing in enough to begin choking one of the guards.

Crunch:
Guard 2 attacks the human 1d20 + 3 ⇒ (10) + 3 = 13, damage 1d6 + 2 ⇒ (5) + 2 = 7
Guard 3 attacks the human 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19, damage 1d6 + 2 ⇒ (3) + 2 = 5
Guard 8 attacks K'z'k 1d20 + 2 ⇒ (19) + 2 = 21, damage 1d6 ⇒ 3

Round 7:
Xanyon - Withdrew to H13
Sinorei - Double-move outside of wagon to D8
Attackers - One killed the Elf, One attacked Morthak, one Hit Xanyon, one attacked a guard.
Morthak - Stepped back, fired at guard 7, missed
K'z'k - Attacked and killed Guard 7
Anton - Kicked and dropped guard 6, moved to F10
Averel - Moves to E9
Guards - 2 attack and kill the human, 1 attacks and hits K'z'k.

MAP


Anton, the guy on the stairs is the Human slave. For the sake of this battle at least he is considered your 'Ally'. You are able to move through his space unprovoked. You can still take your move if you want.

K'z'k continues to revel in the thrill of the hunt, swinging at the next nearest prey. With claws and mandibles flashing quickly, she succeeds in downing the prey nearest to her. The look on the face of the fallen was almost a smug suprise, as if he expected it to happen, just not when. Anton kicks out in frustration at his circumstances, and catches both a lucky break and the guard right in the tender parts. The move caught the guard unawares, as he tried to bring his weapon to bear, but instead he crumpled to the floor before his swing finished through. The human slave's ire borders on the insane, as he takes the opportunity granted by Anton felling the guard, and grabs the man's weapon and steps over him to fight the other guard beside him.

Crunch:
AoO against Anton for the unarmed strike. 1d20 + 3 ⇒ (2) + 3 = 5

Round 7:
Averel - Moves to G11, kills attacker 1
Guards - 2 attack Anton, 1 attacks raiders, 2 draw weapons and move to combat.

Xanyon - Withdrew to H13
Sinorei - Double-move outside of wagon to D8
Attackers - One killed the Elf, One attacked Morthak, one Hit Xanyon, one attacked a guard.
Morthak - Stepped back, fired at guard 7, missed
K'z'k - Attacked and killed Guard 7
Anton - Kicked and dropped guard 6
Human - Picked up guard 6's sword, moved into J8

MAP


Xanyon backs away cautiously from the enemies, worried about staying in the fight. Sin herself decides that the open door is the portal to freedom, and safety. She rushes out and down the ladder towards the cover provided by the large rock jutting from the sandy wastes.

Seeing a new target outside, the monster that slayed the elf, makes its move towards the newly exposed woman. He rushes up, and swings, but his weapon clatters against the rock instead. The last two invaders swing at the guard in the doorway, missing as well. Seeing that there are only three of them left, they decide to retreat into the desert, giving the man at the dorr one last swing, but he lashed out too late.

Crunch:
Attacker 4 attacks Sin, 1d20 + 4 ⇒ (3) + 4 = 7
Attacker 3 attacks guard 7, 1d20 + 4 ⇒ (10) + 4 = 14
Attacker 5 attacks guard 7, 1d20 + 4 ⇒ (8) + 4 = 12
AoO Guard 7 attacks attacker 5, 1d20 + 3 ⇒ (9) + 3 = 12

Round 7:
K'z'k - Attacked enemy 3, missed all
Anton - Burned guard 6
Human - Missed guard 6
Averel - Moves to G11, kills attacker 1
Guards - 2 attack Anton, 1 attacks raiders, 2 draw weapons and move to combat.

Xanyon - Withdrew to H13
Sinorei - Double-move outside of wagon to D8
Attackers - One killed the Elf, One attacked Morthak, one Hit Xanyon, one attacked a guard.
Morthak - Stepped back, fired at guard 7, missed

MAP

EDIT: Anton, you will provoke an AoO from the one guard you're attacking, but not the others. Also, will you want to move afterwards?


Sin, seeing the action crowd up at the opened bay door, again launches a bolt of psychic force into the fray, and it flies wide like the last one. Not long after, the enemy is in a position to attack with full force.

One finishes climbing the ladder into the side door, and comes face to face with Morthak. It swings at him, but the swing goes wide. The one struck earlier by Xanyon moves over to square off with him, and delivers a vicious cut to his abdomen, their wiry frames hiding a suprising strength. From the ramp, another looks almost excited to see the elf climb out of the window and fall to the ground. He hops down and makes an overhead chop into the prone form of the escapee, burying his carrikal deep into the elf's chest, killing him. With the blow he whoops loudly, as the others cheer at his call. The other on the ramp, moves up into the gap left by Xanyon's attacker and swings at the guard, but fails to connect.

Crunch:
Attacker 1 at Morthak 1d20 + 4 ⇒ (4) + 4 = 8
Attacker 3 at Xanyon 1d20 + 4 ⇒ (10) + 4 = 14, damage 1d8 + 4 ⇒ (7) + 4 = 11
Attacker 4 at Elf 1d20 + 4 ⇒ (18) + 4 = 22, damage 1d8 + 4 ⇒ (5) + 4 = 9
Attacker 5 at Guard 7 1d20 + 4 ⇒ (6) + 4 = 10

Anton swings again at the man blocking his path, striking flesh and searing the skin on his arm. The human beside Anton decides to take a wild swing at the guard from around the corner, but it was a weak attempt at best. With the new enemy entering the side door, Averel sees a chance to help in the fight. He steps around the stairs on the platform to be able to swing down on the head of the intruder. The strike hits true and drops the creature in its place.

Crunch:
Human unarmed attack at guard 6 1d20 + 2 ⇒ (9) + 2 = 11

Morthak and K'z'k are still delayed in case there is anything you want to do before the guards go and the round is over.

MAP


I'm currently running (a fairly new) PF Dark Sun campaign as a PbP here on the forums. If you look in my profile I have most of the House Rules I went with.

I would, however, suggest against magic-psionic transperancy for a Dark Sun game. Mainly for the sole fact that Arcane is such a different beast on Athas. There's the defiling/preserving nature of it, and the Veiled Alliance. How could this organization of secret wizards exist if any basic level trained Psion, from any schoolhouse can detect arcane magic with the lowest level power just with a penalty on the check?

Also, for Domains, you could assign each Sorcerer-King any groups of domains that fit their profile (like War for Hamanu). In fact, the Inquisitor class would make GREAT Templars.


Seeing that Averel had the other sword, Xanyon drops the bow in the space between Morthak and Sinorei, in the hopes that at least one of them could put it to use. Moving up beside the guard from the other platform, which on closer look is the one who spit on Averel, Xanyon swings at the forward most creature on the ramp. The thing tries to lift its shield to block, but Xanyon's swing altered to strike at the space below it, anticipating its move and leaving a decent gash across its thigh.

Round 6:

-Delayed- Morthak - Moved to H10, cast Bless
Sinorei - Readied an Energy Surge to fire at monster 3 (cover penalties applied)
-Delayed- K'z'k - Moved to G15, readied to attack first enemy in range
Attackers - 3 rushed wagon, two opened doors fully.
Anton - Attacked guard 6
Human - Moved to I9, opened door
Averel - Moves to G13
Guards - 3 attack the raiders, 1 attacks Anton

Elf - Moves to F13, jumps out the window.
Xanyon - Dropped bow in H11, moved to G16, hit creature 3

Will update map at home. For clarification, we just started round 6.


Anton tries to use is flame to burn the guard that swung at him, but fell far from his mark.

The human slave, heads out of the cage, and seeing the few weapons already taken, decides that he has to find a path without guards. He moves around the corner, to right behind Anton, and opens the door to see where it leads. The door opened into a small room with a ladder leading up to a lookout's tower.

Averel decides to move up onto the platform to get a better view of what it is they are really dealing with.

Meanwhile the guards renew their attacks once again against the enemy. The archers fire out through the windows, and the one in the back with Anton lets out a whoop of joy as he skewers one of the creatures. The other two archer's combined efforts work to drop the one back behind the rock making its way toward the door. As the enemies are all now closer, they each drop their bows, ready to draw their swords against much closer enemies. The ones in melee already, though, are ineffective against the threats against them.

With havng his escape route blocked by the creature down at the base of the ladder, the scared elf decides to move onto the platform, and jumps from the window, to the ground below, looking confident that the fall is less dangerous than facing the combatants. He hits the ground softly, yet falls down from the drop, but he looks like he survived.

From where he is fighting, Anton can see the previously mentioned fire slowly spreading through the wagon, and it had finally burned through the door into the prisoner holding cell. Sin sees it charring the door in its frame as the smoke of the fire precedes it. Luckily the mostly open nature of the wagon keeps the smoke from getting too thick.

MAP

Crunch:

Guard 2 fires at the attackers 1d20 + 2 ⇒ (20) + 2 = 22, damage 1d6 ⇒ 5
Guard 3 fires at the attackers 1d20 + 2 ⇒ (15) + 2 = 17, damage 1d6 ⇒ 1
Guard 6 Attacks Anton 1d20 + 3 ⇒ (3) + 3 = 6
Guard 7 Attacks the attackers 1d20 + 3 ⇒ (10) + 3 = 13
Guard 8 fires at the attackers, with cover 1d20 ⇒ 18, damage 1d6 ⇒ 4

Elf acrobatics for the fall 1d20 + 3 ⇒ (16) + 3 = 19

Confirm Guard 2's crit 1d20 + 2 ⇒ (17) + 2 = 19, additional damage 2d6 ⇒ (6, 4) = 10.

Elf's fall damage 1d6 ⇒ 2, and he falls prone.

Round 6:

Xanyon - Gathered weapons from the fallen guard
Morthak - Moved to H10, cast Bless
Sinorei - Readied an Energy Surge to fire at monster 3 (cover penalties applied)
K'z'k - Moved to G15, readied to attack first enemy in range
Attackers - 3 rushed wagon, two opened doors fully.
Anton - Attacked guard 6
Human - Moved to I9, opened door
Averel - Moves to G13
Guards - 3 attack the raiders, 1 attacks Anton

Elf - Moves to F13, jumps out the window.


K'z'k and Sinorei get into position to prepare a counter attack against the oncoming creatures. The things manage to get the ramp opened and lower it to the ground. Once it's down the rest of them move toward the caravan, rushing up the gangplank and drawing their carrikals, one of them coming to the ladder at the newly opened side door from which the elf tried to escape. As they get up the ramp, Sin can just see one at the top, but it will be a tough shot past the small platform and the allies in her path. Trying not to hit them, she over compensates, and fires a little too high.

MAP

Round 5:
Anton - Double moved to I8
Human - Attempted open door, moved to I10
Averel - Moves to H12 and picks up a sword
Guards - Ready for assault, attack Anton

Elf - Moves to G10, opens the door.
Xanyon - Gathered weapons from the fallen guard
Morthak - Moved to H10, cast Bless
Sinorei - Readied an Energy Surge to fire at monster 3 (cover penalties applied)
K'z'k - Moved to G15, readied to attack first enemy in range
Attackers - 3 rushed wagon, two opened doors fully.

Sorry for the big pace drop, since classes started, I've been trying to find my certain balance of work, school, and gaming.


Morthak may not know, but his allies are who he decides will receive the benefit when he casts. Under normal conditions it's just always the party. I'm just wondering to whom is he granting the benefit?

K'z'k, I'm sure your's was not a serious question, but I'm just checking to make certain.

Sin, I'm having trouble getting the images to show for the monsters. They are in the squares with the little white numbers in them. C7, A9, B15, F16, and F17 are the only ones that you as a party are aware of to affect. I have been trying to get the image back, but for some reason it doesn't take whenever I convert the map to a picture.


Xanyon, kneels down to collect the few weapons that can still be found upon the guard felled by the kreen. Meanwhile, the unusual dwarf, Morthak, moves to the now opened exterior door, and encourages the rest of you to move into the 'help' of the desert sun. As he stands near the opening, the rays appear to empower him as you feel a wash of courage envelop you.

MAP

Who all is 'Ally' in this, PC's, all slaves, or slaves and guards?

Round 5:
Sinorei - Moved to I11, fired Energy Surge at guard 5 (cover and melee penalties applied)
K'z'k - Jumped on platform and killed guard 5
Attackers - 3 fired slings, two rushed doors.
Anton - Double moved to I8
Human - Attempted open door, moved to I10
Averel - Moves to H12 and picks up a sword
Guards - Ready for assault, attack Anton

Elf - Moves to G10, opens the door.
Xanyon - Gathered weapons from the fallen guard
Morthak - Moved to H10, cast Bless


MAP Updated

The dotted lines are unwalled ledges about 4' high, Stairs are difficult terrain, brown lines are doors, and the gaps in the thick walls are window openings. The upside down guards are dead. All the guards are armed with bone-studded leather, obsidian short swords, and short bows (with anywhere from 16-20 obsidian arrows).


Averel moves out amongst the rest of the group, sizing up the situation, before accepting a small blade from Morthak.

The guards, seeing both the prisoners escaping and the creatures breaking in, are uncertain which enemy to fight. One of them from the other firing platform yells out, "Fight them, not us! You know they will kill you as well!", before he moves to the corner of the platform, ready to fire as soon as he catches sight of the intruders. The other on the platform with him sneers at the speaker yet drops his bow, and moves down the stairs to stand in the corner beside the door, drawing his sword as he moves. Startled by Anton's appearance around the corner, the guard at the rear of the wagon drops his bow as well, drawing his sword and taking a swing at the man. The elf, very confused by all that is going on, dashes over to the nearby door to the outside, and flings it open.

Crunch:
Guard 6 Attacks Anton (who has cover), 1d20 + 3 ⇒ (10) + 3 = 13, damage 1d6 + 2 ⇒ (1) + 2 = 3.
Guard 7 double moves to G18.
Guard 8 Moves to F19, and readies to shoot.
Guard 3 fires at attacker 1 1d20 + 2 ⇒ (15) + 2 = 17, damage 1d6 ⇒ 3

Sorry, no map update, I'm at work and didn't e-mail it to myself. Anton, there is another guard on the platform with you, I forgot to open up what you saw when you moved. He also fires at the attackers.

Round 5:
Xanyon - Moved to G12, Attempted grapple on guard 5
Morthak - Double moved to H14
Sinorei - Moved to I11, fired Energy Surge at guard 5 (cover and melee penalties applied)
K'z'k - Jumped on platform and killed guard 5
Attackers - 3 fired slings, two rushed doors.
Anton - Double moved to I8
Human - Attempted open door, moved to I10
Averel - Moves to H12 and picks up a sword
Guards - Ready for assault, attack Anton

Elf - Moves to G10, opens the door.


Anton moves out around the door towards the rear of the wagon, moving past a door to the outside, and ending beside one that leads up to an archer's tower.

The human decides to give it one more shot at the door, before giving up and heading for the open exit after seeing open flames licking at the door. He ends up bunched up with the rest of the crowd at the opening. Str check to open door, 1d20 + 2 ⇒ (7) + 2 = 9.

MAP

Averel, will you be changing your action now that things are different? If so, you're up.

Round 4:
Averel -
Guards -

Elf - Stood, Moved to H11
Xanyon - Moved to G12, Attempted grapple on guard 5
Morthak - Double moved to H14
Sinorei - Moved to I11, fired Energy Surge at guard 5 (cover and melee penalties applied)
K'z'k - Jumped on platform and killed guard 5
Attackers - 3 fired slings, two rushed doors.
Anton - Double moved to I8
Human - Attempted open door, moved to I10


Sin, I answered your questions in the Discussion thread here, in case it leads to longer discussion. This includes the rule for stairs, so if everyone could read the stairs piece, it would be appreciated.

Averel:
Yes, I saw your actions, you just haven't come up yet in the initiative.


Sin:
You stated "Sinorei moves over to where K'z'k is standing and focuses on her psionic powers to unleash a bolt of energy at the guard on the stairs".

Your movement would only let you get to the square you made it to that was near K'z'k, as all other closer squares were occupied.

The only person that was visible, near stairs, from the location you were standing was the one at the top of the stairs that Xanyon was fighting (guard 5) as guard 6 was around a few corners, and if you will notice there is a wall behind K'z'k.

When using ranged touch, you suffer all the same penalties as ranged attacks. You had a soft cover penalty from Xanyon being in the way, and the penalty for firing into melee. Both are -4, for a total of -8 to your attack. Since they do not have a 9 or lower Dex, it missed.

I hope this covers all the factors I took into account for your action. I realize I forgot to reapply the grid overlay on the map at that time, but if possible, if you include the grid square you move to, and the number on the target, I am better able to track exactly what you intended. If I describe your action, or put you in a square, other than what you had planned, please let me know as soon as possible so I can correct my mistakes.

Stairs: I initially had thought it was the case per RAW that they were dificult terrain. Since the text says that steep stairs are difficult terrain, these steps are steep. For the future, the house rule will be that unless otherwise noted all stairs will be difficult terrain. The impetus behind this is that being in shape, having served 12 years in the military, and working somewhere I take stairs often each day, I have never seen anyone that takes on stairs at the same rate of speed in which they move across mostly even ground.


Attacker Pic

Sin, I will answer in a bit, OMW to work soon where I can respond.


K'z'k steps from the pen into the doorway, where she uses her deceptively powerful legs to leap onto the platform beside the guard. She strikes out with but one of her limbs, knocking the man back against the wall of the outlook, before he slumps to the ground. From her vantage she can see down onto the sands below. There is a group of creatures visible, gaunt and bony looking, with dull grey skin and a ridge running up their back. They appear to be wearing crude armor, and have shields and slings, with bone carrikals strapped over their shoulders. Three of them load and fire their slings from behind their stony cover, while two more rush at the side of the wagon, pulling on the ramp to come down with growls of anger. Despite the lack of help from the other, the ramp begins to descend slowly, while the nearest living guard gets pinged by a sling stone.

Crunch:
Attacks guard 3 behind cover 1d20 - 3 ⇒ (15) - 3 = 12, miss
Attacks K'z'k behind improved cover 1d20 - 3 ⇒ (18) - 3 = 15, miss
Attacks guard 8 behind cover 1d20 - 3 ⇒ (17) - 3 = 14, hit 1d4 ⇒ 2
Str check to open doors 1d20 + 4 ⇒ (17) + 4 = 21, success
Str check to assist 1d20 + 4 ⇒ (1) + 4 = 5, fail

MAP

Round 4:
Anton -
Human -
Averel -
Guards -

Elf - Stood, Moved to H11
Xanyon - Moved to G12, Attempted grapple on guard 5
Morthak - Double moved to H14
Sinorei - Moved to I11, fired Energy Surge at guard 5 (cover and melee penalties applied)
K'z'k - Jumped on platform and killed guard 5
Attackers - 3 fired slings, two rushed doors.

The dotted lines are unwalled ledges about 4' high, Stairs are difficult terrain, brown lines are doors, and the gaps in the thick walls are window openings. The upside down guard is dead. The guards are armed with bone-studded leather, obsidian short swords, and short bows (with anywhere from 16-20 obsidian arrows).

There were images tied to those numbers, I don't know why they didn't make it.


Sinorei steps up into the breach and blasts pure psychic energy at the guard, but his proximity to Xanyon made him a much harder target that she had planned for.

MAP

Round 4:
K'z'k -
Attackers -
Anton -
Human -
Averel -
Guards -

Elf - Stood, Moved to H11
Xanyon - Moved to G12, Attempted grapple on guard 5
Morthak - Double moved to H14
Sinorei - Moved to I11, fired Energy Surge at guard 5 (cover and melee penalties applied)

The dotted lines are unwalled ledges about 4' high, Stairs are difficult terrain, brown lines are doors, and the gaps in the thick walls are window openings. The upside down guard is dead. The guards are armed with bone-studded leather, obsidian short swords, and short bows (with anywhere from 16-20 obsidian arrows).


As the elf steps out of the busted-open door, the nearby guard looks worriedly back and forth between the door and the force outside the wagon. Xanyon rushes out, onto the short stairway and grabs at the man, who just managed to step aside Xanyon's clumsy grasp. Armed with a bow at the moment, he has no chance to react accordingly beyond waving it at the Mul to knock his hands away. Morthak follows Xanyon out and begins to pick at the dead guard's gear, similiar to the many carrion beasts that pick at anything that meets its fate in the desert.

MAP

Round 4:
Sinorei -
K'z'k -
Attackers -
Anton -
Human -
Averel -
Guards -

Elf - Stood, Moved to H11
Xanyon - Moved to G12, Attempted grapple
Morthak - Double moved to H14

The dotted lines are unwalled ledges about 4' high, Stairs are difficult terrain, brown lines are doors, and the gaps in the thick walls are window openings. The upside down guard is dead. The guards are armed with bone-studded leather, obsidian short swords, and short bows (with anywhere from 16-20 obsidian arrows).

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