Burning Sun, Shifting Sands


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Cerric's lightning overwhelms the necromancer exploding him like a burst water balloon and for just a few moments water rains down over a small portion of Athas. With the death of it's master the undead scout drops to ground like a marionette whose strings are cut.

Everybody gains 600XP


Male Human Ranger 1

Gerad moves over to Gorad and attempts clumsily to heal him.

Heal check 1d20 + 1 ⇒ (2) + 1 = 3
Edit: Well, that worked. Not. I think in future Gerad will stick to looting corpses and watching for survivors returning.


At least you didn't do any more damage to Gorad.


Male Human Psion 1

Heal on Gorad 1d20 + 3 ⇒ (13) + 3 = 16

That's better...

Andar tends to his fallen comrade.


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

"Gather up the wounded, and whatever gear we can salvage from these guys."

Spends 3 surges


M Mul Shaman 2 Elemental Priest

I assume that 16 uses my second wind, meaning I will use 3 more surges to get to full health total of 4 used


Male Human Psion 1

Used 2 surges.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Spend 3 surges.

"I will help search the area." Th'Kal looks over the bodies and collects their weapons hoping to maybe scrape up enough material or money to fix his gear.
Perception 1d20 + 5 ⇒ (11) + 5 = 16

Current State:

HP: 23/29 (Temp: 0), Surges: 4/10, AP: 0/1
Enc. Used:
Daily Used: Rage Drake's

Greataxe and Flail broken, now using hand axes and still crying

@Xabulba: What can be done about my broken weaponry? What is the "fixing" rule? Is it worth it or should I just save up to buy new ones?


M Mul Shaman 2 Elemental Priest

@Th'Kal I believe it was indicated we could get regeared by the caravan as they needed us for guards


Male Human Ranger 1
Gorad Bender wrote:
@Th'Kal I believe it was indicated we could get regeared by the caravan as they needed us for guards

Even if that's the case, I'd still suggest looting the bodies. They might be quite happy with us if we provide gear that they can sell in exchange for re-equipment.


Male Elf Druid/lvl 1

Goes over to the necro'hydrosuck'mancer and examines his remains (what little there are) and his belongings.

Perception 1d20 + 14 ⇒ (14) + 14 = 28


@Th’Kal – your weapons will be fixed of replaced by the caravan for free.
@Everybody – you can sell non-magical equipment back to the caravan for 50% of value.
Magical equipment can be sold for 75% value.
Arcane items can’t be sold to the caravan at all.

The necromancer now deflated of excess water looks like a prune and smells of rancid beetle stew.
On his body you find cloth armor and a magic Tome.
The scouts have a mixture ceramic pieces from Balic Tyr and Draj.

Loot from the elves:
Hide armor x3
Long sword x3
Short sword x3
60 ceramic

Loot from the necromancer:

Cloth armor +1:
+1 ac

Tome of forty steps +1:
Enhancement: +1 attack and damage rolls
Critical: +1d6
Property: Your summoned creatures gain +1 bonus to speed
Power (Daily): free action. Trigger:
You use a wizard summoning power.
Effect: each round while summoned creature exists, you gain an additional move action that you can use only too command the creature.

Everyone with a passive perception of over 20:
The excess water that the necromancer lost when it died seems to merge into one rivulet and flow up a small rise and disappear under a large rock.


M Mul Shaman 2 Elemental Priest

Hmm did you guys see that water from the necromancer... it flowed up hill and disappeared under a rock...


Male Human Psion 1

"Well-spotted. Maybe we should have a closer look."

Anybody besides me wear cloth armor?


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

@Andar: I think you would be the only one. You've got my vote to keep the armor.

Th'Kal will snag two of the longswords for now -- he'll weild them till we get back to the caravan and then we can sell them and add them to the group loot.
@Everyone: I don't mind lugging the rest of the items around too, I can carry it all and we can sell it when we get back. I've got the "room" in my encumberance (the hide is the heaviest and will be the first I drop if we find more things to carry between now and then). By my count the items would total an additional 82.5ceramic
Splitting the current cash nets everyone 10ceramic.


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

Not I on the cloth

"Yes lets rest for a moment then investigate."


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal packs the extra armor & swords and slings it over his shoulders, shifting the weight a bit. Then testing the balance of one of the longswords, Th'Kal walks over to the rocks to help in the investigation. Under his breath, "Why couldn't the elves use axes? <brrrlk>"

To the group near the necromancer, "I don't understand the arcane, but I can give things a look."

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


@Th'Kal - The rock did not end up where it is by natural forces. It looks as if it and about half a dozen more large rocks have been manually placed to cover something and then disguised to blend into the wadi.


Male Human Psion 1

"These rocks appear to be too heavy for me to move telekinetically. We ought to take a look, but I've learned to be wary of lifting rocks in the desert. One never knows what lurks in the shade beneath."

That assumes these rocks weigh more than 20 lbs, so if they're made of styrofoam or something, it's another matter...


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

"If Andar's right, then maybe someone should check for traps or critters. Either way, I think Gerad and I should be able to move some of them..."

If you need them (ignore them otherwise):
Another Perception roll to look specifically for stuff under/near the rocks 1d20 + 5 ⇒ (8) + 5 = 13
A Strength check to move the rocks 1d20 + 4 ⇒ (9) + 4 = 13


Male Human Ranger 1

Gerad moves over to help Th'Kal.

Aid Another, Athletics 1d20 + 7 ⇒ (11) + 7 = 18


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Oooh... If my strength check should be an athletics check, it should be a +10, not a +4... making it a 19. Then with Gerad's Aid Another, it would be a 21.

Th'Kal secretly hopes there is nothing to find here... he would not mind returning to the Caravan for repairs, but if there are more enemies to his pack to be found, he's game to crush them!


Male Elf Druid/lvl 1

Looks over at what Th'Kal and Gerad are doing.


Th'kal and Gerad muscle aside a few of the rocks exposing a 5x5x5 passage leading down. The hole is lined with mud bricks and worked stone steps lead down. The unmistakable scent of fresh clean water rises from the hidden passage.


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

Pulls out a sunrod and lights it

Holding the light high Paxs steps into the passage.


Male Human Ranger 1

Gerad follows, watching the walls and floor warily.

Perception, 1d20 + 6 ⇒ (1) + 6 = 7 Edit: "!It's a wall!"
Dungeoneering, 1d20 + 6 ⇒ (18) + 6 = 24


Male Human Psion 1

Andar keeps an eye for movement or traps.

Perception 1d20 + 8 ⇒ (16) + 8 = 24

Also, noticed someone posted on the discussion thread for Xabulba. Just wanted to point it out if you haven't been checking there.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal stoops a little to fit in, but follows cautiously, longsword drawn, antennae twitching.

Perception 1d20 + 5 ⇒ (12) + 5 = 17


Andar’s sharp eyes keep Paxs from stepping on a false step as he recklessly heads down.
Gerad’s attention is solely focused on the amazing craftsmanship of the bricks in the wall.
Th’Kal looks down the stairs at the antics of the other three and twitches his antennae.

@Andar – The false step in question is the fifth one down. It appears to be made of a soft chalk that would crumble if stepped on. It’s painted to look like the other limestone steps.

The trap is easily avoided now that you know where it is, no checks needed.

MAP

The stairs are steep going down 10ft for every 5ft.


Male Human Ranger 1

Gerad puts a finger to his lips. As quietly as he can, he moves down the steps till he can see into the chamber.

Stealth check 1d20 + 8 ⇒ (15) + 8 = 23


@Gerad - The chamber looks to be empty except for the well wich rises 3 feet from the floor at it's center. a light layer of silt covers the floor of the chamber and one set of foot prints can be seen. The air gets noticably colder as you decend the steps and by the time you reach the chamber you can see your breath.


Male Elf Druid/lvl 1

Carric follows the advice of those wiser in the ways of 'man-made' stuff.


Male Human Ranger 1

Gerad pauses, then waves to the others. "It's empty. but someone has been here." He tries to determine where the tracks lead from and to.

Perception for tracks 1d20 + 6 ⇒ (17) + 6 = 23


The tracks lead directly into the well.


Male Elf Druid/lvl 1

Perception 1d20 + 14 ⇒ (10) + 14 = 24
Listens over by the well and peers down it.


@Carric - The water down the well is placid and clear but as you look around a light begins to glow below the water. The light is warm and inviting and begins to draw you in.

Make a save or fall into the well.


Male Elf Druid/lvl 1

1d20 ⇒ 4

Pretty, pretty lights...


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Noooooo
Can we leap in to the room to save Carric? (not leap in the pool)

As long as we don't hear a flush, maybe you'll be okay.


Carric looks into the well then leans over the edge of the well and falls in.

Carric you are now paralyzed and sinking in the well, take 10HP damage 5 from drowning and 5 from the extremely cold water. Each turn you’re in the well you take 10 more HP; a save vs. paralysis and athletics DC15 will reduces the damage to 5HP per turn.

@Th’Kal - yes you can leap into the well and attempt a save but you would be subject to the trap as well.

Anyone who looks into the well must make a saving throw or become paralyzed and fall in. It is an athletics DC15 test to climb down the well and athletics DC20 to climb out without assistance, DC10 and DC15 with assistance.

Slithering sounds can be head as serpents made of ice slither out from the corners of the well chamber.

Give me positions and initiatives please, Carric I already know where you are.

Ice serpent 1
Ice serpent 2
Ice serpent 3
Ice serpent 4

MAP


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

The map link isn't working for me :(
EDIT:: And it looks like my dice aren't "working" for me either, lol


FIXED MAP LINK


Male Human Psion 1

I'll be at C5.

Initiative 1d20 + 3 ⇒ (19) + 3 = 22


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Since I was not one of the ones that went to investigate, I'll put myself on the stairs towards the back...
I'll take C7


Initiative:
Ice serpent 1
Ice serpent 2
Ice serpent 3
Ice serpent 4
Andar
Th'Kal

MAP


Male Elf Druid/lvl 1

Initiative 1d20 + 1 ⇒ (20) + 1 = 21


Male Human Ranger 1

Gerad would have started to move round the well when Carric fell in.

D4
Initiative 1d20 + 6 ⇒ (10) + 6 = 16


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

C6
initiative 1d20 ⇒ 14


M Mul Shaman 2 Elemental Priest

C8
1d20 ⇒ 17


Ice serpent 1 1d20 + 7 ⇒ (15) + 7 = 22
Ice serpent 2 1d20 + 7 ⇒ (20) + 7 = 27
Ice serpent 3 1d20 + 7 ⇒ (9) + 7 = 16
Ice serpent 4 1d20 + 7 ⇒ (4) + 7 = 11

Serpent 2 leaves a trail of frost as it slithers up to Gerad and bite at him.
attack vs ac, 1d20 + 6 ⇒ (8) + 6 = 14, damage = 1d6 + 4 ⇒ (1) + 4 = 5 on hit ongoing 5 cold.

Initiative:
Ice serpent 2
Andar
Ice serpent 1
Carric
Gorad
Gerad
Ice serpent 3
Paxs
Ice serpent 4
Th'Kal

MAP


Ice serpent 1 1d20 + 7 ⇒ (7) + 7 = 14
Ice serpent 2 1d20 + 7 ⇒ (5) + 7 = 12
Ice serpent 3 1d20 + 7 ⇒ (1) + 7 = 8
Ice serpent 4 1d20 + 7 ⇒ (5) + 7 = 12

Serpent 2 leaves a trail of frost as it slithers up to Gerad and bite at him.
attack vs ac, 1d20 + 6 ⇒ (14) + 6 = 20, damage = 1d6 + 4 ⇒ (4) + 4 = 8 on hit ongoing 5 cold.

Initiative:
Ice serpent 2
Andar
Ice serpent 1
Carric
Gorad
Gerad
Ice serpent 3
Paxs
Ice serpent 4
Th'Kal

MAP

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