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Dark Sun: Chapter 1.

Posted by Dark Sun NarratorFor group 0
Dark Sun Narrator
NPC, 1 post
Click on me to see
the Campaign Notes
Mon 29 Nov 2010
at 08:00
  • msg #1

Dark Sun: Chapter 1

After the group was formed by the Council of Elders of the Crystal Cloister and being told to explore the rest of Athas to complete a mission with three goals. The first goal of this mission to identify the nature of an unknown threat that the Elders have foreseen will devastate the Crystal Cloister, and eventually all of Athas, if it is left unchecked. The second goal is to find a method to prevent this future threat from being able to attack the Crystal Cloister. The third goal is to find allies that can be trusted with the secret of the existence of the Crystal Cloister who can help in dealing with this threat. Additionally, the group has been told that the existence of the Crystal Cloister must be kept secret from the general population and the Sorcerer Kings for it is possible that one of the Sorcerer Kings is the unknown threat that will attack the Crystal Cloister.

Since leaving the Crystal Cloister and meeting up with a Caravan being guided by Corrin, a Halfling Dune Trader that has done business with the Crystal Cloister previously. The group is also aware that Corrin is well known among the Halfling tribes that have allied with the Crystal Cloister for being a skilled Caravan guide able to guide caravans to their destination quickly. Thus at the request of the Councel of Elders of the Crystal Cloister, Corrin has arranged for the group to act as guards for a Caravan that Corrin will be guiding to Altaruk from Tyr. With Corrin guiding the group and a few Halfling traders that will be joining the Caravan, traveling from the Forrest Ridge through secret paths in the Ringing Mountains, known only to the merchants of the Forrest Ridge, was uneventful. Currently the group and those it has been traveling with have just reached Tyr and Corrin and the Halfling traders have joined up with the Caravan to be heading to Altaruk.

The group sees the Caravan Master, a male human seemingly in his early thirties wearing desert garb approach Corrin saying with a smile on his face, "It is good to see you again Corrin. Every time I travel with you, we make excellent time, and have a most profitable trip."

Corrin replies "And it is good to see you to my friend. I have come with some of my brethren traders who will accompany the Caravan, as well as a group of guards who will protect the Caravan on our journey to Altarak," as Corrin motions towards the group.

The Caravan Master nods and looks over the group before adding, "Given your reputation for picking reputable guards, I have no doubt they will perform their job adequately. And with you able to guide the caravan to Altaruk in four days instead of the normal five it normally takes for an uneventful trip, your fee is a small price to pay compared to the extra profit we can make in Alturak by arriving a day earlier as it means we can carry more goods. The Caravan is composed of six wagons being pulled by Crodlu and two larger wagons being pulled by Mekillots. And there is room for everyone, even your guards to ride in the wagons."

Corrin smiles and says, "Excellent, that will conceal both our numbers from any raiders and keep our guards fresh so they can be more focused on keeping an eye out for raiders and not getting tired trying to keep up with the Crodlu and Mekillots."

For ten minutes while the Caravan prepares to depart, Corrin plays  his flute, while chanting an uplifting melody near the Crodlu and Mekillots. Afterwards, when everyone is on the wagons the Caravan sets out from Tyr. With the eight beasts making good progress. Since it is Highsun, the hottest and most oppressive time of the year, so the withering waves of heat lap at everyone despite the dusty desert breeze.

As the Caravan travels out you can see that there is a variety of cargo being carried by the merchants, ranging from ceramic wares to wood and even stores of food and water which will probably fetch a good price in Altaruk's market quarter. Given the speed at which the Crodlu and Mekillots are pulling the wagons, everyone expects a speedy journey over the next four days until reaching Altaruk.

[OOC: If it isn't obvious, Corrin is a Bard and will be using Traveller's Chant on the Cordlu and Mekillots each day to improve the speed at which they can pull the wagons to allow the Caravan to reach Alturak faster. It says that the caster and up to 8 allies are affected, and with the 8 mounts being used as the allies, the entire caravan benefits so long as everyone stays on a wagon.

I'll allow everyone to post something for their characters before beginning the first encounter, which will be a skill challenge. As long as the caravan reaches Alturak in 4 days, which it will unless something bad happens, no one will be charged survival days as they are being provided by the Caravan. Also each character will be paid 50 gp worth of Residuum and 10 gp in ceramic each, along with the 1gp entrance fee to enter Altaruk upon the Caravan reaching Alturak safely. As Corrin is an NPC and not part of the group, it doesn't matter what his fee is. :) Remember that everyone is onboard the wagons, but they are close enough that you can talk to anyone on any wagon, and in fact hopping from one wagon to an adjacent wagon only requires a DC 10 Athletics check (Which people can take ten on outside of an encounter, to auto succeed on) as those controlling the mounts are working to keep the wagons in formation and are well practiced at keeping each wagon within 10 feet of the 'adjacent' wagons. The wagon formation has the two Mekillots following in step in the middle of the formation with one infront of the other, while four of the Crodlu wagons are on each side. Anyone tracking the Caravan would have a difficult time telling the size of the Caravan and if not careful would only think it is a single Mekillot wagon with a pair of Crodlu wagons due to the formation the Caravan is using.]

Surya Shemesh
player, 8 posts
Mon 29 Nov 2010
at 15:34
  • msg #2

Re: Dark Sun: Chapter 1

Surya was distressed when she learned of the nature of her mission, but said little about her thoughts to give the appearance of being resolute.  Indeed, she was resolute to face the challenge, but had her doubts about how successful a tiny group of people whom most of the world would tear to pieces for their appearance alone would be.

"I'm sensitive to the elements," would be her answer to anyone who would ask why she wears a filter mask under normal conditions.

Her answer is partly true because she's sensitive to unpredictable elements of society such as prejudice, and her melodic voice would give her away as being far from the norm of accepted races if she didn't disguise it some.  She's also sensitive to friendship, and has kept interaction with her allies to a minimum.  A foreboding sense that none of them would survive is making it difficult for her to allow herself to become attached to any of them.

But this caravan is a welcome oasis of company.  They're not so likely to die on a trip they've made dozens of times before, so Surya begins to open up some to them, asking about their profession, stories of any bandit raids they've lived through, history of the area, and so forth.
Shardon
player, 6 posts
I've returned
Only for you...
Mon 29 Nov 2010
at 15:56
  • msg #3

Re: Dark Sun: Chapter 1

Surya's shyness has come as both not surprising and even quite a welcome personality trait to Shardon as he could care less how friendly his allies are to him. As long as they remain allies. As for how he's dealt with it? Well he usually teases her about it. But today, she is all the sudden not shy. Shardon chuckles knowingly as he watches her. He believes she is sucking everything out of them while she can. But why them in particular? He listens in on the stories and when he gets the chance, tells Corrin, "You play that flute beautifully. It sure is a pleasant cruise with you heading it."

Of course, he would include his allies in conversation as possible. Especially Trace, who had felt alienated back home. Though Fletch could use some attention due to not really calling the Crystal Cloyster "home". Surya, he left to her own devices since she continued to believe her allies are doomed. Which, frankly, he wouldn't fault her for thinking such. He himself knows all too well how quickly death comes. Still, the rest of the allies DID get attention from him, one way or another. He even made sure to give Surya an endearing smile so she knew she was on his mind.
This message was last edited by the player at 18:05, Mon 29 Nov 2010.
Tread
player, 5 posts
Prissy, girly girl
...who's a TANK
Mon 29 Nov 2010
at 16:12
  • msg #4

Re: Dark Sun: Chapter 1

Tread is being quite social also. Her own voice doesn't need disguising, but she still wears a cloth mask and sunglasses. Her eyes glow and she knows how paranoid people are of such. But that doesn't stop her from having a bright attitude. She does have to be a little careful about her voice as she tends to be a good 85 db if she gets going. So she winds up speaking softly (60 db), which just makes her sound, frankly, kinda sexy. Which is a little surprising coming from her very tall stature. Most giant females have deeper voices.

Still, Tread is very attentive to her surroundings, worried for her allies in the back of her mind. She drops a kind word or two for Corrin and the human caravan master. And then anyone who seems to need one, for that matter.


(OOC: Was thinking of going with 7' 2" which is the smallest size for Goliath since I was aiming for her actual construction to involve the skeleton of a Goliath being used as her own skeleton. Didn't think Seth would have a problem with that, but thought I'd check anyway. As a side note, Chris described to me that Surya's voice would be similar to the Protoss Mothership in Starcraft II. And YAY FOR DARK SUN NARRATOR!!! Also: http://www.gcaudio.com/resources/howtos/loudness.html )
Fletch
player, 5 posts
Mon 29 Nov 2010
at 22:24
  • msg #5

Re: Dark Sun: Chapter 1

  Fletch's outlook on the situation has been covered both in his own cast listing and the narrative of other characters.  How convenient.  Though that was more Fletch's outlook regarding himself in all this.  His outlook on his traveling companions from the cloister... Well, he's suspecting expendability over capability would be why they are here.  Not so much 'we're all doomed' as 'no big loss for the cloister if we are'.

   Fortunately if anybody asks about their qualifications Fletch can truthfully claim 'This isn't the first guard detail taken care of', so long as he doesn't specify he's only talking about himself.  Unlike some of the others his build and voice were generic, and even his obscured eyes didn't glow or anything crazy like that.  "Seluku, let me know if you notice anything off." Fletch was often annoyed by the oddity of having fine accuracy with a bow to it's long distance, but not being the best at noticing such things that far in the first place.

  Just because you're a Warlord class doesn't mean you can't have other people tell you who to attack.

  "If you need anything, let me know Shardon." never mind the equality of HP mechanics, technically Shardon was till more squishy than the rest of them.  Undead revenge murder machine or not.  As for the others, Fletch's player is sadly drawing a blank for exact conversation topics so also resorts to the same vague 'and they had conversation' angle previous posts have used.
Seluku
player, 1 post
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Tue 30 Nov 2010
at 06:10
  • msg #6

Re: Dark Sun: Chapter 1

Although Seluku's appearance is masked by his desert garb with the filter mask and slitted goggles concealing his glowing eyes, the Shardmind Animist Shaman seems rather at ease, although only semi-social as while he replies to those who start conversations with him, he is clearly focused on looking out for any dangers that the Caravan could face.

When Fletch speaks to Seluku, the Shaman replies, “I'll make sure to alert you as well as everything else if I spot any sign of trouble.”
Trace
player, 1 post
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Tue 30 Nov 2010
at 06:22
  • msg #7

Re: Dark Sun: Chapter 1

Like the rest of the group, Trace's clothing conceals his appearance, but beyond that he remains rather secluded, although occasionally he looks off into the distance as if he sees something that seems to occupy his attention, despite Trace clearly viewing the object of his attention as benign.

Anyone glancing at what Trace is looking at during one of the periods when he is staring off into the distance would see what appears to be a mirage of a small floating lantern that most would obviously recognize as just a trick of the light and heat of the desert that Trace seems to find slightly amusing and possibly comforting.
This message was last edited by the player at 06:34, Tue 30 Nov 2010.
Corrin
NPC, 1 post
Halfling Dune Trader
Dark Sun NPC
Tue 30 Nov 2010
at 06:33
  • msg #8

Re: Dark Sun: Chapter 1

Corrin spends the time as the Caravan travels overseeing that the wagons remain in formation, although when there is a lull in the need to issue orders, he softly plays the flute so those in the caravan can hear it, but that those from farther away would not believe it to be anything more than the wind, even if they did hear it.

When Shardon comments on Corrin's music, the Dune Trader replies,"Thank you. With how harsh the lands are, some people often overlook what simple things such as musical instruments can bring to a situation when used properly."
Dark Sun Narrator
NPC, 3 posts
Click on me to see
the Campaign Notes
Tue 30 Nov 2010
at 07:15
  • msg #9

Re: Dark Sun: Chapter 1

While there are no weaklings in the Caravan that have started to show signs of Sun Sickness, the hours of traveling on the Wagons under the heat of the sun for two days is starting to take its toll as the only shelter in the wagons is occupied to protect the precious cargo the Caravan carries.

On the second day, it looks like a quarrel is about to break out between a few of the merchants over a lack of personal space as the Caravan wagons don't have much free space with everyone riding on them in addition to the cargo they are carrying. However before the quarrel can get out of hand, Shardon is able to peacefully reach a diplomatic solution to the issue that satisfies all of the merchants.

Seluku's keen eyes also manage to spot routes that circumvent several patches of treacherous rubble and several sand dunes that a single wind gust could trigger a landslide which could ensnare an unfortunate caravan that wandered to close to the dunes. With the warnings, Corrin guides the Caravan around those areas without entering such dangerous areas that could slow the Caravan's progress.

Corrin smiles knowing that the Caravan Master hired the skilled workers that the Halfling had recommended and their skill is showing itself with how smoothly the wagons remain in formation even when abrupt changes in direction are made.

[OOC: Skill Challenge, Complexity 1: Requires 4 Successes before 3 Failures. The 3 results of 'auto successes on a 1+' for a skill have already been noted above.
Primary Skills: Diplomacy, Perception, Endurance, Intimidate, Nature.
Secondary skills: Heal, Streetwise (Corin Only)

Diplomacy (easy DC by level, 8): The character heads off a quarrel between the caravan’s personnel, making sure all workers and merchents are relatively content. This skill can be used to gain a maximum of 1 success in this challenge. - Shardon can't fail this check with his Diplomacy score of 8 so this is considered an auto-success and noted above.

Perception (moderate DC by level, 12): The character spies signs of danger, such as spots of treacherous terrain. This skill can be used to gain a maximum of 2 successes in this challenge. - Seluku can't fail this check even on a roll of 1 due to his Perception score of 11 so these are considered 2 auto-successes and are noted above.

Endurance (hard DC by level, 19): The character takes on additional work, easing the burden of exhausted workers. This skill can be used to gain a maximum of 2 successes in this challenge, but no character can contribute more than 1 Endurance check success.

Intimidate (moderate DC by level, 12): The character pushes the caravan's pack animals forward mercilessly, making sure travel is efficient and no one lags behind or pulls ahead. This skill can be used to gain a maximum of 1 success in this challenge.

Nature (moderate DC by level, 12): The character uses his knowledge of the land to forage for additional supplies while the Caravan is preparing camp for the evening. This skill can be used to gain a maximum of 2 successes in this challenge.

Heal (hard DC by level, 19): When a character fails an Endurance check, another adventurer can make a Heal check to neutralize that failure. Heal can be used in this manner once during the challenge.

Streetwise (moderate DC by level): This skill can be used only before the party begins traveling in the wilderness. With a successful Streetwise check, the character gathers a good crew, granting a +1 bonus to Endurance, Nature, and Perception checks until the end of the challenge. - Corrin rolled a 7 for this check which resulted in a 16 total which exceeds the DC for this. Thus everyone gains the +1 bonus to Endurance, Nature, and Perception checks for this skill challenge. (Not that Seluku needed the bonus for the Perception check DC.)

With the Auto successes noted, only 1 more success is needed before 3 failures occur to pass this challenge. Success for this encounter rewards each character with 20 XP. It's a complexity 1 encounter so it isn't worth much. Everyone is free to roll, if using Hamete virtual dice server for your rolls, please use 'log 1130  -  Place Dark Sun Campaign Rolls in this log.' for your Dark Sun characters, and only for your Dark Sun characters. This will make it much easier to keep track of rolls. If you are using a different dice roller, please provide a link to that dice roll, the link can be contained within a private line to Dark Sun Narrator.]

This message was last edited by the player at 00:01, Tue 07 Dec 2010.
Fletch
player, 6 posts
Tue 30 Nov 2010
at 08:23
  • msg #10

Re: Dark Sun: Chapter 1

  Warlords are supposed to inspire others in combat to fight on, even when they have a Lotulis punched halfway through their body.  Unfortunately, the capacity to make your allies fight on when at the brink of death does not translate to 'get these stupid animals to walk faster'.  "If I were more certain, I would think the Crodulu are going slower just to spite me."

OOC Style: Rolled a 2 on the d20, so botched the Aid Another, Intimidate roll.  Shadron can still make it on a 3 or higher, but you know how dice are.
  At lest an Aid Another failure doesn't (immediately) count towards skill challenge failures.

  Besides, it was take a shot at aid another, or do nothing due to vague and nebulous knowledge any other effort would be redundant or guaranteed failure.

Surya Shemesh
player, 9 posts
Tue 30 Nov 2010
at 17:28
  • msg #11

Re: Dark Sun: Chapter 1

Surya, like Seluku, returns whatever friendliness is sent her way so as not to be rude.  When people grumble about the difficulty of the trip, she quietly does her best to put forth extra effort to aid any of her allies who should volunteer to do double duty, but knowing her own limits, does not commit herself to extra work she can't handle.

(( Which apparently she can't.  Rolled a 6+3 on aid other to aid yon high endurance check types.  Can you take-10 on aid-other?  Hazy on that.  Not that yon high endurance check types even need aid.  Both of them succeed on a take 10.

EDIT: Oops!  Forgot Corrin's +1.  Juuuust squeezed in a successful aid-other Endurance with my roll of 6.))

This message was last edited by the player at 01:39, Wed 01 Dec 2010.
Shardon
player, 7 posts
I've returned
Only for you...
Wed 1 Dec 2010
at 06:23
  • msg #12

Re: Dark Sun: Chapter 1

Shardon goes to take over for Fletch. "Then let me show them not to treat you that way." he says darkly as the halfling begins giving the animals incentive from fear of his disfavor. With seemingly little effort, Shardon starts to get the animals to understand this isn't a leisure cruise for them. Shardon secretly takes some pleasure from the suffering of the animals, but also knows he's possibly saving the animals' lives by doing this.

(Rolled a 9. Intimidate is +10. Total of 19.)
This message was last edited by the player at 06:28, Wed 01 Dec 2010.
Tread
player, 6 posts
Prissy, girly girl
...who's a TANK
Wed 1 Dec 2010
at 06:25
  • msg #13

Re: Dark Sun: Chapter 1

Tread is more than able and willing to help. With strength and endurance that seem to match her size, this easy-to-mistake-for-a-goliath lady totally wins at giving some workers a break. Even through this, she continues to try making light conversation with the people around her.

(+9 end. Rolled 8. 17. Then the +1 Seth mentioned. Yeah. Got this.)
Dark Sun Narrator
NPC, 4 posts
Click on me to see
the Campaign Notes
Thu 2 Dec 2010
at 06:59
  • msg #14

Re: Dark Sun: Chapter 1

With Surya and Tread helping the caravan workers with chores, which mostly was making sure ropes didn't become loose and that nothing and no one fell off a wagon, along with Shardon helping to keep the beasts in formation so that the Caravan didn't get slowed down, it is able to cover half of the distance from Tyr to Alturak, and have already entered the Sandy Wastes

While making camp for the night of the second day, one of the Caravan workers, and several members of the group notice a landslide occurring about two miles east of the Caravan's camp, which could have blocked the Caravan's path if it had not been moving along as efficiently as it has been.

It isn't till an hour later as the sun is beginning to set that Seluku cries out, “A group is approaching us from the east, and they don't appear friendly!” As Seluku points out to a group of five beings, three of which appear to be humanoids, while two appear to be some sort of shambling mound trailing behind the humanoids.

When everyone else turns towards the approaching 'group' Seluku has pointed out, Tread quickly realizes that three humanoids are infact Silt Zombies, while Seluku converses with his elemental companion and realizes that the two shambling mounds are Lesser Silt Elementals, which Fletch and Surya are also familiar with Silt Elementals.

With the enemy approaching, Corrin shouts out, "The movement of those Silt Elementals may have been what triggered the land slide an hour ago, and I wouldn't be surprised if that landslide had uncovered previously buried zombies. And it looks the Silt Elementals are following the Zombies, right towards us! Well this is why the Caravan hired guards. Everyone else protect the camp while our guards deal with this threat."

[OOC: Everyone now has 20xp, which I've marked down, and instead of facing this fight with the monsters having surprise and being within charging range off the bat, there is no combat advantage and the group now has time to prepare as the enemies is like 40 squares away instead of 4. Also the terrain will be more favorable to the party instead of the enemies.

I've already rolled initiatives, you can check them on Hamete.
Here is the combat initiative ordering.
Shardon; Both Lesser Silt Elementals; Seluku, Trace,  and Fletch; All three Salt Zombies; Surya and Tread.

Also since the knowledge rolls were made I'll post the stats for the critters, and those who passed the rolls can use any of the knowledge in the DC knowledge checks for Salt Zombies and Silt Elementals.

Salt Zombie
Medium natural humanoid (undead)
HP 28; Bloodied 14
AC 16, Fortitude 14, Reflex 10, Will 11
Speed 6
Darkvision
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant
Trigger Action
Zombie Weakness
 Trigger: A creature scores a critical hit against the zombie.
 Effect (No Action): The zombie drops to 0 hit points.
Alignment unaligned Languages -

Lesser Silt Elemental Level 1 Skirmisher
Small elemental magical beast (air, earth)
HP 24; Bloodied 12
AC 14, Fortitude 13, Reflex 12, Will 10
Speed 7 Tremorsense 5
Vulnerable 5 force (see incoherent form)
Traits
Incoherent Form
A silt elemental takes half damage from melee and ranged attacks. Whenever a silt elemental takes force damage, it takes full damage from the attack, even if it is from a melee or ranged attack.
Alignment unaligned Languages Primordial

Link to map on google doc, you will not be able to access map without using this link:
https://spreadsheets.google.co...&authkey=CJPG_38]

This message was last edited by the player at 07:50, Thu 02 Dec 2010.
Shardon
player, 8 posts
I've returned
Only for you...
Fri 3 Dec 2010
at 02:22
  • msg #15

Re: Dark Sun: Chapter 1

Shardon suggests, "Maybe we can surround them. There's time to set up an ambush." with that, he takes on a demeanor that suggests he is ready for anything. He points at himself and then points at the western boulders and then scurries off southwest. He does so stealthily.

(Standard: Duelist's Prowess)
(Move: To AP27)
(Stealth check: 11+9=20)

Dark Sun Narrator
NPC, 5 posts
Click on me to see
the Campaign Notes
Fri 3 Dec 2010
at 02:55
  • msg #16

Re: Dark Sun: Chapter 1

Both of the Lesser Silt Elementals vear off heading southeast and move out of line of sight behind the central boulder although Trace and Shardon are able to see the Lesser Silt Elementals rounding the southern face of the boulder.

[OOC: Both LSEs are Double Moving to Q32 and Q33.]
Trace
player, 2 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Fri 3 Dec 2010
at 03:34
  • msg #17

Re: Dark Sun: Chapter 1

Trace nods as Shardon heads off as he says softly, “I can reach those rocks easily.” as the Warforge moves southwest towards the boulders and after 15 feet of movement, shadows appear to gather around providing Trace with Concealment. Trace then places his Warlock's curse on one of the Lesser Silt Elementals before he moves around and behind the western side of the boulders Shardon had pointed to. The Warforged Warlock does this without going onto the boulder in order to get out of sight of the elementals since he knows he is no where near as stealthy as Shardon. Thus he wishes to rely on total cover to hide without giving the Elementals cause to move onto the boulder since it would likely end up trapping himself up there, which is an idea Trace does not like.

[OOC:
Move action: Move to AC29
Minor Action: Warlock's Curse on Lesser Silt Elemental 1. (No max range, for Warlock's curse and that is closest enemy.)
Standard Action: -> Move Action: Move to AS30.]

This message was last edited by the player at 03:46, Fri 03 Dec 2010.
Fletch
player, 7 posts
Fri 3 Dec 2010
at 04:06
  • msg #18

Re: Dark Sun: Chapter 1

  Fletch makes no comment on the fact that certain members of their party could just presto's themself to the top of the rocks, while Fletch has to climb them the old fashioned way.  "If you need me back down there, let me know."  that said, Fletch draws his bow and takes a shot at the distance zombies, an arrow lodging itself in it's chest for all the immediate good it does.

  Unfortunately, a second shot thanks to Seluku's aid goes wide by a good margin.  Of course, hit them the first time so hey, progress.

Move: Climb, could only fail on a 1 so got an 18.
Minor: Bow Get
Standard: Ranged Basic to SZ1, hits. 7 DMG.
Freebie: Buffed Ranged Basic from Ally, misses.

http://rollr.appspot.com/view/...IIRGljZVJvbGwYpcQ8DA

Salt Zombie 1 HP: 28-7= 21
Fletch HP: 26/26
  Surges: 9/9, Value 6  Temp HP: ???

This message was last edited by the player at 04:38, Fri 03 Dec 2010.
Seluku
player, 2 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Fri 3 Dec 2010
at 04:20
  • msg #19

Re: Dark Sun: Chapter 1

Seluku calls forth his elemental spirit companion which manifests as a few swirling rocks rounded by a small cloud of dust and water droplets that continually condense upon the rocks before evaporating before leaving the dust cloud, first by Fletch and then Seluku dismisses the spirit companion as it flows into Fletch allowing the Warforged Warlord to make a sudden attack. Seluku then resummons his spirit companion adjacent to Shardon before dismissing it once again.

[OOC:
Free Action: Summon Spirit companion next to Fletch (Due to no Spirit Companion being present.) Fletch gains 3 TempHP due to Spirit of Vigor.
Standard Action: Spirit Infusion on Fletch. (Attack has been handled in Fletch's post.)
Minor Action:  Summon Spirit companion next to Shardon. Shardon gains 3 TempHP due to Spirit of Vigor.
Move Action: -> Minor Action: Dismiss Spirit Companion.
Both Fletch and Shardon now have 3 Temporary Hit Points each.]

Dark Sun Narrator
NPC, 6 posts
Click on me to see
the Campaign Notes
Fri 3 Dec 2010
at 04:22
  • msg #20

Re: Dark Sun: Chapter 1

The three salt zombies continue to move towards the group although the terrain causes them to clump up closer than they were previously.

[OOC: All three double move to Q20,Q21,Q22.
SZ1 has 21hp, SZ2 and SZ3 have 28hp left.]

Surya Shemesh
player, 10 posts
Sat 4 Dec 2010
at 03:27
  • msg #21

Re: Dark Sun: Chapter 1

"It would be wise if we stay somewhat close together," Surya points out, "To fully benefit from each other's aid.  Tread, please move some to the west so you'll be poised to defend the others to the north and south.  I will follow your lead."

When Tread moves forward, Surya will move with her, staying immediately behind.

(( Move action: move west 6 squares.  Standard: Readied action: Magic Missile vs. any enemy that come within 20 squares. ))
This message was last edited by the player at 05:00, Sat 04 Dec 2010.
Tread
player, 7 posts
Prissy, girly girl
...who's a TANK
Sat 4 Dec 2010
at 05:47
  • msg #22

Re: Dark Sun: Chapter 1

Tread moves westward and responds with, "Stay back a bit, Surya." her voice kicking back to its normal 80 db. She holds her shield up and gets in a defensive pose. "It'll be easier to protect you if you aren't in the thick of it."

She clangs her mace against her shield in hopes of making herself the focus of attention.

(Move: Duh)
(Standard: Full Defense)
(Minor: Draw Mace / Make noise)

Shardon
player, 9 posts
I've returned
Only for you...
Sat 4 Dec 2010
at 05:58
  • msg #23

Re: Dark Sun: Chapter 1

Shardon hurries up the boulder slope to be on the ledge. Once there, he pulls out his dejada and loads it with a stone, preparing to use it. His eyes fix on the elementals as he isn't sure how effective a rock will be on them. Still, he figures nothing ventured, nothing gained.

He keeps low and hopes the silts didn't notice him going onto the ledge.

(Move: Durp)
(Stealth check: 3+9 = 12. Low roll. XD )
(Standard: Readied: Disheartening Strike)
  Trigger: Enemy moves within range

Dark Sun Narrator
NPC, 7 posts
Click on me to see
the Campaign Notes
Sat 4 Dec 2010
at 06:49
  • msg #24

Re: Dark Sun: Chapter 1

The two Lesser Silt Elementals continue to swiftly swing around the boulder from the south and towards the group, oblivious to Shardon's presence, although the sling stone that Shardon fires just barely misses the Elemental it was aimed at. However, the glowing blue bolt of magical energy hurtled from Surya's finger that unerringly strikes one of the Lesser Silt Elementals seems to have their undivided attention.

[OOC: Both Lesser Silt Elementals double move to AE26 and AE27.
This triggers both Shardon's and Surya's readied actions. Shardon has CA due to being hidden (the LSE's passive perception is 11 < 12 stealth roll.) Unfortunately Shardon's attack roll missed by 1 even with CA factored in.
Surya's Magic Missile does 12 points of damage to LSE2 due to the LSE vulnerablity to force damage.
LSE2 now has 12hp left and bloodied and LSE1 has 24hp and is cursed by Trace.]

This message was last edited by the player at 07:35, Sat 04 Dec 2010.
Trace
player, 3 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Sat 4 Dec 2010
at 07:10
  • msg #25

Re: Dark Sun: Chapter 1

Trace wills the accurate rod embedded in his left hand pop out so he can use it while moving into position near Tread and maintaining his Shadow Step while speaking of the victory of the primordials against the divine army at Mount Vaelis, conjuring the thunderous echoes of their success in order to invoke the vestige of Mount Vaelis against Lesser Silt Elemental 1. Although the Elemental resists the brunt of the effect, it is still slightly damaged and rendered unable to walk or run temporarily. Trace's eyes glow as his active Vestige switches from Zutwa to Mount Vaelis.

[OOC: Minor Action: 'Pops out' the Embedded Accurate Rod in his arm to wield it in left hand.
Move Action: Move to AC26.
Standard Action: Use Vestige of Mount Vaelis on LSE1.
Active Vestige Switches to Mount Vaelis.
LSE1 takes 2 damage (10 damage/2 for miss=5 damage/2 for being nonforce ranged=2 damage. LSE1 cannot walk or run until the end of Trace's next turn. LSE1 has 22hp left and is cursed by Trace.]

This message was last edited by the player at 07:55, Sat 04 Dec 2010.
Fletch
player, 8 posts
Sat 4 Dec 2010
at 07:24
  • msg #26

Re: Dark Sun: Chapter 1

  Fletch considers taking another shot at the still distant Zombies, but decides aiding in the destruction of the more immediate threat would be the best move.  Of course everyone knows that saying about plans in battle.

  The good news.  Fletch's shot flies swift and true right through the head of one of the elementals.
  The bad news.  Passing through what amounts to it's head is all that happened, it remains to be seen if the Silt Elemental even noticed anything happened.

  "...  I see I have much more to learn.  Shooting them in the face is not always the best tactic."
Standard: Basic Ranged vs LSE2.  I rolled a 1 <.< 
Seluku
player, 3 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Sat 4 Dec 2010
at 07:25
  • msg #27

Re: Dark Sun: Chapter 1

Seluku again calls forth his elemental spirit companion which manifests as a few swirling rocks rounded by a small cloud of dust and water droplets that continually condense upon the rocks before evaporating before leaving the dust cloud, first by Surya as Seluku then dismisses the spirit companion as it flows into Surya allowing Surya to unleash another Magic Missile at the Lesser Silt Elemental  that had been struck leaving that Silt Elemental looking like it is ready to fall apart. Seluku then re-summons his spirit companion adjacent to Tread and Trace before saying, “We need to deal with those Silt Elementals before they can reach us, but do not approach them. Staying within ten feet of one of them is suicidal at best.” Seluku then moves closer to Tread and Trace in order to keep them close enough for him to heal if he needs to while the Spirit Companion moves to be adjacent to Surya while also being situated between Surya and the Salt Zombies.

[OOC: Free Action: Summon Spirit companion next to Surya (Due to no Spirit Companion being present.) Surya gains 3 TempHP due to Spirit of Vigor.
Standard Action: Spirit Infusion on Surya. (Magic Missile on LSE2 does 12 more damage meaning LSE2 now has 0hp left and is defeated.)
Minor Action: Summon Spirit companion next to Tread and Trace. Tread gains 3 TempHP due to Spirit of Vigor.
Move Action: Seluku moves to AP25. The Spirit Companion moves to AC22.

Both Surya and Tread now have 3 Temporary Hit Points each.
LSE2 has 0 hp left and is defeated. LSE1 has 22hp left and is also unable to walk/run and is cursed by Trace.]

This message was last edited by the player at 07:53, Sat 04 Dec 2010.
Dark Sun Narrator
NPC, 8 posts
Click on me to see
the Campaign Notes
Sat 4 Dec 2010
at 07:42
  • msg #28

Re: Dark Sun: Chapter 1

The three salt zombies continue to move towards the group as they continue to draw closer. It appears that it will not be much longer before the zombies reach the group.

[OOC: All three double move to AC21,AC22,AC23.
SZ1 has 21hp, SZ2 and SZ3 have 28hp left.]

Surya Shemesh
player, 11 posts
Sat 4 Dec 2010
at 21:49
  • msg #29

Re: Dark Sun: Chapter 1

"Am I the only one who finds it ironic that recalling the victory of the primordials is hindering our elemental foes?" Surya asks, "Or that an elemental spirit helped destroy one?"

She's not very comfortable with being possessed by Seluku's mini elemental, but hey... good guys winning.  Can't complain.  She wasn't expecting Magic Missile to be so effective against the elementals, nor was she expecting her allies to be more concerned with them than the zombies.  But expectations aside, time to act was now!

"Thank you for the warnings," she says, backing away as Tread suggested, "I shall heed them."

With that, she fires another bolt of force at the remaining elemental immediately followed by another, defeating it!

(( ACTION POINT!  2 MMs should do enough damage to take out last elemental. ))
This message was last edited by the player at 21:52, Sat 04 Dec 2010.
Tread
player, 8 posts
Prissy, girly girl
...who's a TANK
Sun 5 Dec 2010
at 03:31
  • msg #30

Re: Dark Sun: Chapter 1

Seeing the two elementals fall, Tread says, "Good work! Cover me!" and charges at the nearest zombie. The zombie leans back lazily, absorbing enough of the attack to not matter. But Tread immediately follows up with a hard thwap! The zombie's head twists to the side as it steps back and its jaw gets dislocated. Temporarily. It turns to look back at her seemingly unphased and wiggles its jaw back into place. Even as it does that, Tread steps forward, but distracted by this and misses her chance to hit the other zombie. But she knows her allies have her back.

(Move: To AH24)
(Minor: Unstoppable Advance)
(Standard: Charge to AD24. Miss)
(ACTION POINT!)
(Standard: Passing Attack. Hit, Miss)
 dmg: Minimum damage (6). Rolled a 1.

Salt Zombies 3 and 2 are marked via Combat Challenge

(Salt Zombie 3 HP: 28 - 6 = 22)

This message was last edited by the GM at 06:53, Sun 05 Dec 2010.
Shardon
player, 10 posts
I've returned
Only for you...
Sun 5 Dec 2010
at 03:39
  • msg #31

Re: Dark Sun: Chapter 1

Shardon picks up another rock before flinging it with his dejada at the zombies, hitting the zombie Tread just hit! The rock hits with a loud thud and seems to have cracked the thing's skull. He doesn't say anything, but he does smile.

(Move: None)
(Standard: Disheartening Strike. Hit!)
 dmg: 13 + Sneak Attack dmg = 20

Salt Zombie 3 takes a -2 to its attacks until the end of Shardon's next turn.

(Salt Zombie 3 HP: 22 - 20 = 2)

This message was last edited by the GM at 06:54, Sun 05 Dec 2010.
Dark Sun Narrator
NPC, 9 posts
Click on me to see
the Campaign Notes
Sun 5 Dec 2010
at 05:44
  • msg #32

Re: Dark Sun: Chapter 1

The second silt elemental is indeed blasted apart by the rapid succession of two Magic Missiles.

[OOC: Since the Elementals are now dead the initiative is Trace, Seluku, and Fletch, then the Salt Zombies. After that it is party then zombies, and repeat.
Might as well show you the attacks of the Lesser Silt Elemental since they are both dead. Here are the Standard and special Movement actions that Lesser Silt Elementals get, you can see why they are dangerous. Anyone within 2 squares when a Lesser Silt Elemental starts its turn is subject to Silt Shift followed by Silt Fist, and that combo can be kept up every round.
Melee Basic 1 * Silt Fist * At-Will
Attack: Melee 1 (one creature); +5 vs. AC
Hit: 1d4 + 7 damage, plus an additional 2d6 damage if the target is slowed or immobilized.
Melee 1 * Silt Slam * Recharge 6
Attack: Melee 1 (one creature); +5 vs. AC
Hit: 2d4 + 10 damage and the target is immobilized until the end of the silt elemental’s next turn.
Miss: Half damage.
Move Actions
Silt Shift * At-Will
Effect: The silt elemental shifts 3 squares, and can shift through enemies’ spaces. The first time during this shift that the silt elemental enters an enemy’s space, that enemy takes 5 damage and is slowed until the end of the silt elemental’s next turn.

Also, I edited Tread's character sheet as it is listing damage for weapons being 1d10, but Tread's only weapons are the Khopesh and Mace which are both d8s. Also Tread's and Shardon's character sheets as they were not accounting for the inherent item damage bonus house rule so that people don't feel pressured to focus only on +item bonus damage items. Also cleaned up Tread's character sheet a bit to prevent confusion since Tread does not have a long sword, and currently has no weapons that do 1d10 damage.]

This message was last edited by the player at 06:51, Sun 05 Dec 2010.
Trace
player, 4 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Sun 5 Dec 2010
at 06:09
  • msg #33

Re: Dark Sun: Chapter 1

Trace moves forward as after the second Elemental is killed and Tread rushes the Zombies. “Primordials and Elementals don't always like each other. And I seriously doubt all Elementals get along, kind of doubt water elementals would be very fond of fire elementals, and vice versa.” Trace then places his curse upon the middle Salt Zombie (SZ2) and then Trace causes the Salt Zombie's eyes to glow with eldritch light as Trace's Vestige of Mount Vaelis takes hold and scours what passes for the Salt Zombie's mind while also striking it with deafening thunder while Trace curses Salt Zombie 3. Trace then growls as he charges forward and lashes out at Salt Zombie 1, and with a lunging strike decapitates the Salt Zombie with the dire power of Trace's attack driving the now headless Salt Zombie adjacent to Tread.

[OOC:
Move Action: Move to AI22.
Minor Action: Curse SZ2.
Standard Action: Eye of Vestige SZ2, hits for 13 damage. SZ2 has 15hp left. And SZ3 is now cursed.
Action Point: Standard Action: Charge SZ1 using Wrist Razor for Eldritch Strike, CRIT... Salt Zombie 1 is dead due to Zombie Weakness.]

This message was last edited by the player at 07:55, Sun 05 Dec 2010.
Seluku
player, 4 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Sun 5 Dec 2010
at 06:47
  • msg #34

Re: Dark Sun: Chapter 1

Seluku dismisses his Spirit Companion and then conjures it adjacent to both Trace and Tread in order give Trace the Benefit of Spirit of Vigor. Seluku then voices a battle cry through his Elemental Spirit Companion, which hammers into your enemy and spurs Trace to shift into a flanking position with Tread around Salt Zombie 2. Seluku then has his Spirit Companion flow into Tread so that Tread can attack Salt Zombie 2, but Tread's swing misses.

[OOC:
Minor Action: Dismiss Spirit Companion.
Move Action: Minor Action: Call Spirit Companion, Trace gets 3 Temp HP from Spirit of Vigor.
Standard Action: Voice of Battle, Trace shifts to AC21 and now flanks SZ2 with Tread. Hits and does 9 damage to SZ2, SZ2 now has 6hp left and is bloodied.
Action Point: Standard Action: Spirit Infusion, Tread's Melee Basic Attack vs SZ2 misses.]

This message was last edited by the player at 06:59, Sun 05 Dec 2010.
Fletch
player, 9 posts
Sun 5 Dec 2010
at 07:18
  • msg #35

Re: Dark Sun: Chapter 1

  Despite his recent comments on his own tactics, Fletch attempts the general standard of Zombie slaying regardless.  Shoot em in the head.  One arrow later, this proves effective when one of the two zombies that still have heads attached falls to the ground with an arrow buried through its.

  "Tread, finish this."  Not exactly the most inspiring words of encouragement ever spoken, but they get the job done.  Said Job involved *insert carnage here*.

  Though so far as this narrator is concerned, I'm partial to the idea of Tread smashing the dry shambling corpse's chest so hard it explodes backwards leaving a scattering of limbs and it's head to comically spin through the air for a moment before falling as well.
Standard: Race The Arrow to SZ3, hits, don't even need to roll damage it's deader.
Effects: Tread get's a free Melee basic with +3 DMG roll on a hit.  Which hits.

Fun fact: Fletch and Tread can finish off either Zombie without bothering to roll for damage.

http://rollr.appspot.com/view/...IIRGljZVJvbGwY7ak9DA

http://rollr.appspot.com/view/...IIRGljZVJvbGwY3dg9DA

SZ3: 4-Who Cares= Dead Dead
SZ2: same deal=Dead Dead

Dark Sun Narrator
NPC, 10 posts
Click on me to see
the Campaign Notes
Sun 5 Dec 2010
at 08:05
  • msg #36

Re: Dark Sun: Chapter 1

As the last Salt Zombies are destroyed, the only sounds are the wind and those noises that can be heard from the Camp the caravan has set up not to far to the east of where the group fought the Zombies and Elementals.

A search of the Zombie and Elemental corpses turns up a total of 36 GP worth of Ceramic Pieces on the Zombies and 450 GP worth of Residuum from the Elementals. After a few minutes of searching, Fletch is able to retrieve/salvage 2 of the 4 arrows he used during the fight.

[OOC: Individual shares are 6gp and 75 Residuum. This fight was worth 100xp, which is being tracked in the Dark Sun Narrator's cheat sheet.
I'm letting people have 1 round of after fight/returning to the caravan/whatever/etc... posting before starting the next skill challenge.]

This message was last edited by the player at 08:05, Sun 05 Dec 2010.
Surya Shemesh
player, 12 posts
Sun 5 Dec 2010
at 17:25
  • msg #37

Re: Dark Sun: Chapter 1

Aaand that would explain why they weren't as concerned about the zombies.

"True words," Surya answers Trace, "Good that we get along so well.  Good work everyone."

She takes a moment to catch her breath so to speak then scans the area for any more threats.  Especially in the direction of the camp.  Not very useful as a guardian if you allow enemies to sneak in and attack your charge while you're lounging about resting from a fight.
Tread
player, 10 posts
Prissy, girly girl
...who's a TANK
Mon 6 Dec 2010
at 03:26
  • msg #38

Re: Dark Sun: Chapter 1

Tread, having gotten a free smash in and yes, we are going with Fletch's suggestion of exploding chest, pulls back and holds her shield hand to her mouth while shrugging her shoulders in an oh-my. She makes a mental note to be careful how hard she hits LIVING beings when that comes about. Because, you know, it WILL come about. Being Dark Sun and all. She doesn't even HAVE to ask if everyone's fine. They swept the sand with these guys. "Gosh... let's see if the camp's OK..." she says before heading back to camp in a girly jog to make sure there isn't any action going on back there. Once there, she slows down to a stop.
Shardon
player, 11 posts
I've returned
Only for you...
Mon 6 Dec 2010
at 03:28
  • msg #39

Re: Dark Sun: Chapter 1

On the off chance there IS more trouble, Shardon remains hidden, but faces camp. If he sees it's OK to come down, he would proceed to do so and follow the group to the encampment. "Heh... all I did was throw a rock. The rest of you really put those monsters in their place."
Fletch
player, 10 posts
Mon 6 Dec 2010
at 03:48
  • msg #40

Re: Dark Sun: Chapter 1

  Fletch put away his bow and retrieves the intact arrows, as well as the heads of the less than intact ones.  "Those monsters would be attacking that much longer if you had not thrown that rock.  Even so we were fortunate for such a head start, I suspect we will be in more frequent need of your close in skills than would be preferable."

  He is more mindful of his current and future supply needs than the incidental earnings, outside of their use to gain the former.
Trace
player, 5 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Mon 6 Dec 2010
at 10:03
  • msg #41

Re: Dark Sun: Chapter 1

Once the battle has ended, Trace retracts the rod back into his arm so it is concealed once more, The warlock glances at his Wrist Razor and then off into the distance as he realizes he never even bothered to draw his mace during the entire fight.  “It was very fortunate that we saw them coming from such a distance, the fight could have gone rather differently if they had surprised the caravan up close. We can't lower our guard or next time we will not finish the fight unscathed.”
Seluku
player, 5 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Mon 6 Dec 2010
at 10:11
  • msg #42

Re: Dark Sun: Chapter 1

Seluku looks around as the group returns to the camp, as the Shaman has already started to keep a vigilant eye for the next threat to the caravan. “I hope there will be no more trouble tonight, but I do agree that we must remain vigilant.” The shardmind also hopes that the rest of the caravan doesn't try to make a big deal out of the group defeating the zombies and elementals without getting attacked even once, even if the elementals were shot down before they got into melee range, the 3 zombies were killed with melee combatants next to them. However, Seluku figures this event should calm questions as to the qualifications of the guards for the Caravan.
Dark Sun Narrator
NPC, 11 posts
Click on me to see
the Campaign Notes
Tue 7 Dec 2010
at 00:49
  • msg #43

Re: Dark Sun: Chapter 1

When the group returns to the Caravan as it is obvious that those in the Caravan were too far away from the fight to realize what sort of attacks the group used, only that the group managed to defeat the approaching threat without getting so much as a scratch on their clothing. While a few members of the Caravan were able to watch the fight at a distance, they couldn't make out all the details of each attack, just the obvious results of such attacks. While this means they are aware of things such as Trace's decapitating attack against one of the zombies, and Treads manhandling of the other two, fortunately it also indicates that no one in the caravan is aware of the arcane powers that were utilized since no defiling occurred. And soon whispers throughout the Caravan start up about how the Caravan's guards utterly destroyed

The group passes by the Caravan Master and Corrin, and it is clear both are pleased with how the fight turned out. Corrin can be overheard saying, "I trust that any concerns about the skills of the guards we hired are put at ease."

To which the Caravan Master replies, "That they are. They handed those Salt Zombies and Lesser Silt Elementals quite easily, and used good tactics, if nothing else your guards will have an impressive carreer ahead of them either as caravan guards, or if they seek fame, wealth, and glory, I suspect they would make impressive paid gladiators in an arena somewhere."

Corrin laughs, as what little he knows of the group's mission from the Crystal Cloister indicates that this group isn't out for fame, wealth, and glory, "While that is true, I suspect that our guards are a bit more adventurous than that."

The rest of the evening passes by without further incident. The air turns frigid while the sun has set as it does every night. In the morning, as the air starts to heat up with the sun once again warming the land and sky, Corrin plays his flute as he has every morning, to sooth and motivate the mounts, as well as keeping the morale of the rest of the caravan high. And thus the group continues to head southeast at its impressive pace.

In the wasteland when the wind picks up, blowing yellow sand ends up almost everywhere, while when the wind stills, it is apparent that heat seems to shimmer in the bare, beige landscape. Fortunately, the group is easily able to endure this climate, especially with the protective gear being used to conceal the identity of their species. For the rest these hardships are endured, although the groups contribution to assisting the Caravan endure the weather is appreciated by everyone in the Caravan.

Once again Seluku's ever observant eyes play a useful role in spotting large drifts in the path up ahead allowing the Caravan to circumvent them without being delayed.

[OOC: Skill Challenge, Complexity 1: Requires 4 Successes before 3 Failures. The 2 results of 'auto successes on a 1+' for a skill have already been noted above.
Primary Skills: Athletics, Perception, Endurance, Intimidate, Nature.
Secondary skills: Heal, Insight (special), remember Corrin's streetwise based +1 bonus is still in effect for Endurance, Nature, and Perception checks.

Athletics (moderate DC by level, 12): The character assists in keeping supplies from falling off a wagon due to a strong gust of wind pushing a crate out from under the ropes holding it to the wagon, without the character falling off the wagon in the process. This skill can be used to gain a maximum of 2 successes in this challenge.

Perception (moderate DC by level, 12): The character spies signs of danger, such as spots of treacherous terrain. This skill can be used to gain a maximum of 2 successes in this challenge. - Seluku can't fail this check even on a roll of 1 due to his Perception score of 11 so these are considered 2 auto-successes and are noted above.

Endurance (hard DC by level, 19): The character takes on additional work, easing the burden of exhausted workers. This skill can be used to gain a maximum of 2 successes in this challenge, but no character can contribute more than 1 Endurance check success.

Intimidate (moderate DC by level, 12): The character pushes the caravan's pack animals forward mercilessly, making sure travel is efficient and no one lags behind or pulls ahead. This skill can be used to gain a maximum of 2 success in this challenge.

Nature (moderate DC by level, 12): The character manages to assist the mounts in coping with the harsh weather making it easier for them to continue moving in formation. This skill usage can be used to gain a maximum of 2 successes in this challenge.

Nature (hard DC by level, 19): Even with the harshness of the wasteland, it is still possible to forage extra supplies for the Caravan after it has stopped for the day. This skill usage can be used to gain a maximum of 1 success in this challenge.

Heal (hard DC by level, 19): When a character fails an Endurance check, another adventurer can make a Heal check to neutralize that failure. Heal can be used in this manner once during the challenge.

Insight (DC 12+): The character notices something amiss in the caravan. While this skill does not provide success or failure for the Skill Challenge, it will have an affect... the higher the Insight check result, the more that is to be found. Each character can only attempt this check once. However instead of doing their own check, they can work together via aid another. I won't list here what the affect is as it would spoil an upcoming surprise.

Streetwise As with last time, Corrin's good crew is still present so everyone has a +1 bonus to Endurance, Nature, and Perception checks until the end of the challenge.

With the Auto successes noted, only 2 more successes is needed before 3 failures occur to pass this challenge. Success for this encounter rewards each character with 20 XP. It's a complexity 1 encounter so it isn't worth much. The Insight check is something that is going on during the encounter, but not completely related to it. If you want to know more about it, you have to pass the Insight DC.]

This message was last edited by the player at 00:50, Tue 07 Dec 2010.
Surya Shemesh
player, 13 posts
Tue 7 Dec 2010
at 03:28
  • msg #44

Re: Dark Sun: Chapter 1

Achedemics not being especially needed in getting supplies from point A to point B, Surya just aids Tread with whatever extra work she takes on as she did last time.  Though she is a bit more on guard now that the caravan has been attacked, and their abilities used in public.  She's watching the members of the caravan for signs of any of them having noticed that magic was used, and watching for any other problems that might be cropping up such as fear of another attack hindering progress.

(( Rolled 17 Endurance for a total of 21 to aid-other to Tread.  Also, rolled 14 insight for a total of 23 before any aid-other bonuses from allies. ))
This message was last edited by the player at 05:48, Tue 07 Dec 2010.
Dark Sun Narrator
NPC, 12 posts
Click on me to see
the Campaign Notes
Tue 7 Dec 2010
at 04:29
  • msg #45

Re: Dark Sun: Chapter 1

[OOC: Remember no Taking Ten during Skill Challenges, which also apply to passive insight/perception check stuff, hence why I only consider a check an auto succeed if you can still pass it on a 1. Not if your take ten is sufficient. Hell most of these challenges would be trivial if Take ten was allowed.]
Fletch
player, 11 posts
Tue 7 Dec 2010
at 04:52
  • msg #46

Re: Dark Sun: Chapter 1

  As the notes in the Skill Challenge details suggest, large package of supplies does indeed fall loose from the strong winds.  However while the big dice in the sky turned out a ridiculously impressive scale of success for Fletch in preventing their loss... Well...

  Points for results, but negative a good amount for initially stopping the falling supplies with his face.  "...ow... I'm just going to put these back now..."  And so he did.

23:52, Today: Fletch rolled 24 using 1d20+8. Athletics check.
This message was last edited by the player at 05:44, Tue 07 Dec 2010.
Tread
player, 11 posts
Prissy, girly girl
...who's a TANK
Tue 7 Dec 2010
at 06:00
  • msg #47

Re: Dark Sun: Chapter 1

Once again, Tread goes to aid the others with work. It could be because she sensed a disturbance among the people of the caravan, so she wanted to help ease them by helping as much as she could. She keeps her heart's "ears" open to what could be going on and tries to play over scenarios in her normally naive mind to figure what could be wrong...

(Heh. Tread only has 1 insight. But rolled a 17. 18 total. XD. Endurance roll of 10. +9 from skill = 19.)
Shardon
player, 12 posts
I've returned
Only for you...
Tue 7 Dec 2010
at 06:06
  • msg #48

Re: Dark Sun: Chapter 1

Shardon juuuust notices something isn't right. It takes a bit, but he finally notices how Tread and Surya are reacting to those around them and he puts two and two together. He's distracted enough with trying to put a finger on what's up that when he goes to try to drive the animals, he doesn't put much effort into it and the animals just give him a "so what?" kind of look.

(Insight just BARELY made it. roll of 4 + skill of 8 = 12! Intimidate failed by 1. Total of 11. But the team got enough successes that it doesn't matter too much.)
Dark Sun Narrator
NPC, 13 posts
Click on me to see
the Campaign Notes
Sat 25 Dec 2010
at 02:47
  • msg #49

Re: Dark Sun: Chapter 1

The merchant thanks Fletch for saving his box of cargo, unaware that Fletch initially saved it with a 'facial block'. Likewise, Tread, with Surya's assistance, manages to assist with the chores around the caravan to keep the workers from being overworked.

Additionally, while several in the group notice that one of the merchants starts acting rather strange by occasionally tossing what appear to be 'rune-painted pebbles' off the wagon he has been riding in, and although when asked the merchant claimed he was doing it out of boredom, Surya notices that the merchant's appearance is being cloaked by a psionic illusion and that it would be possible for someone to track the movements of the caravan via the pebbles that were being left behind. When Corrin finds out about this, the halfling has the individual restrained and questioned. Corrin then reveals to the group that the individual is a spy that was leading a group of raiders to attack the caravan once it drew near to Altaruk but outside the range at which the city guards would come to assist a caravan. Corrin also reveals that despite knowing that a group of raiders plan to ambush the caravan, it is too late to change the route the caravan is taking without loosing a day of travel time, and that both the Caravan Master and Corrin expect that the guards that have been hired, i.e. the party, will be able to handle the would be ambushers now that they know the attack is coming.

[OOC: Since a skill challenge ends when enough successes are met, the one failure that occurred doesn't get counted. :) Everyone get's another 20xp from a successful skill challenge.  If your wondering yes the trail of 'rune-painted pebbles' are an athas version of a trail of bread crumbs using a special ritual the spy had performed on the pebbles.

Also since the party knows that a group of raiders will be attacking, I'm giving everyone a round (or more) of posts to describe/discuss what plans they have to counter what would otherwise be an ambush, since the party knows the attack is coming, but does not know the exact time or place of the attack, merely that it will occur sometime before drawing close enough to the city for the town guards to assist, and that the caravan doesn't have many options for the route it takes from now on if the caravan is going to arrive on time, given that the raiders know what route the caravan has been taking up to this point. If nothing else, this extra success negates the surprise round that the raiders were going to get. Plus it reveals the spy who won't be able to assist in the ambush now that he has been restrained. If someone inquires about it, the Caravan Master will admit that the spy will be handed over to the city guard upon arrival to Alturak so the town guard can get information about these raiders.]

This message was last edited by the player at 02:51, Sat 25 Dec 2010.
Surya Shemesh
player, 14 posts
Sat 25 Dec 2010
at 03:43
  • msg #50

Re: Dark Sun: Chapter 1

"I suggest we continue to leave these pebbles on our path," Surya says, "I don't want the ambushers to suspect that we're on to them.  That said, terrain will probably determine places they'll ambush from.  Corrin I'm sure you and the Master know the rout well enough to anticipate where's a good place to launch a surprise attack.  When we approach such a place, I think we... me and my allies... should separate from the caravan and circle around.  Perhaps we'll be able to spot them and ambush the ambushers."
Shardon
player, 13 posts
I've returned
Only for you...
Mon 27 Dec 2010
at 02:18
  • msg #51

Re: Dark Sun: Chapter 1

Shardon's concept of things has been twisted from being killed and all. He considers for a brief moment the idea of wearing the guy's face for intimidation purposes. But he decides against it as he simply doesn't have the time to do that. But he plans to drink the blood of this guy's allies in front of him once they are all dead. "I can't think of anything better." he says with a shrug and a smile. "Ambushing the ambushers is a very sound plan."
This message was last edited by the player at 02:35, Mon 27 Dec 2010.
Tread
player, 12 posts
Prissy, girly girl
...who's a TANK
Mon 27 Dec 2010
at 02:19
  • msg #52

Re: Dark Sun: Chapter 1

Tread hrms and says, "If we can, I agree. I hope we are successful enough to do just that... but I am admittedly worried about leaving the caravan for any reason. Maybe... I can stay with the caravan while you ambush?"
Fletch
player, 12 posts
Mon 27 Dec 2010
at 05:37
  • msg #53

Re: Dark Sun: Chapter 1

  Fletch nods in approval when Surya suggests the double sensible of 'don't make it obvious we are on to them' and 'look for the obvious Ambush-Triggers-Here scenery'.  Seriously, all travel that does not involve a safe clear path is either a skill challenge or an ambush.

  "While it would be safer for us to have her with us, it is our task to ensure the safety of this Caravan.  We are not dealing with mindless zombies and elements in this case and the extra caution may be needed.  However, we should not make a habit of leaving you behind."


Trace
player, 6 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Sat 8 Jan 2011
at 03:35
  • msg #54

Re: Dark Sun: Chapter 1

Trace nods as the group contemplates what they should do and adds, “I think that not only is continuing to drop the pebbles a good idea, it also tells us which direction they intend to attack the caravan from, as they only can track us using the pebbles. Hence we know they will try to ambush us from behind.”
Seluku
player, 6 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Sat 8 Jan 2011
at 03:37
  • msg #55

Re: Dark Sun: Chapter 1

Seluku glances around while adding, “Which would mean that all we would have to do to ambush them before they can ambush the caravan is to keep an eye behind us. And shortly before the caravan stops for the night, we drop off the caravan at a position where we can hide behind some sand dunes safely. We then wait for the ambushers to pass us, and then we ambush them before they even reach the caravan.”
Corrin
NPC, 2 posts
Halfling Dune Trader
Dark Sun NPC
Sat 8 Jan 2011
at 03:58
  • msg #56

Re: Dark Sun: Chapter 1

Corrin grins as he clearly likes the train of thought that the Caravan's guards have taken to deal with the upcoming attack. "I know just the spot, and we'll be passing it shortly before we'd be stopping for the night so it wouldn't be a long hike back to the caravan after you deal with the would-be ambushers. And since tonight's campsite will be at a location that is only approachable from a few directions due to the terrain, they won't be able to circle around you to attack the caravan from another direction."

While the Caravan Master isn't happy that there was a spy amidst the merchants, he appreciates the solution the guards have come up with to deal with the would-be ambushers. Some of the Caravan Workers even grin and chuckle that they will be far enough from the fight to be safe, and close enough to watch the ambushers get ambushed themselves after hearing about the site that Corrin has picked out for the night's campsite.
Surya Shemesh
player, 15 posts
Sun 9 Jan 2011
at 03:40
  • msg #57

Re: Dark Sun: Chapter 1

"Very good," Surya says, "Let's keep as close as possible to the caravan.  As Tread pointed out, it's dangerous for us to separate to far from it.  I would suggest no more than 100 feet.  That said, it seems all that's left is to put the plan into action."
Dark Sun Narrator
NPC, 14 posts
Click on me to see
the Campaign Notes
Mon 10 Jan 2011
at 01:56
  • msg #58

Re: Dark Sun: Chapter 1

The caravan continues the ruse with the rune-covered rocks to not alert the ambushers that their spy had been intercepted. Shortly before stopping for the night, the caravan lets the guards off at the foot of a large rock formation with a single sloping face so they can walk up the top and look down upon the trail the caravan came from on-top of a 30ft cliff.

About an hour after getting into position, the group spots the would be ambushers from the cover of the cliff. They notice the ambush party is comprised of thirteen individuals, eleven of which look human, or at least humanoid, while two are clearly elementals. One is recognized as a Dust Devil Sprite, which is a small relative of the Silt elementals that the group has already faced, while Surya recognizes the human sized elemental as a Lesser Magma elemental, which are commonly found near volcanoes and other places of seismic and volcanic activity. Surya knows that Magma elementals begin their lives as two separate creatures, an earth elemental and a fire elemental, that are then fused together due to proximity and the unstable nature of the Athasian wasteland. Surya also knows that some Magma elementals have transcended the boundaries separating Athas from the planes and carved out a home for themselves in the Elemental Chaos. Finally, Surya knows that there are cults of elemental priests that worship Magma elementals, who believe them to be manifestations of Athas' unique, elemental nature and that some stronger Magma elementals will make use of these priests as tools to be used and discarded.

Fletch and Trace both recognize that there are Broken Builders among the humans present. They both know that Broken Builders are a group of troublemakers and malcontents who work towards the destruction of the world and have no qualms about using defiling magic to be used in their presence. Broken Builders believe that once the world is destroyed, the elemental forces will reshape it into a paradise that they will be allowed to inhabit. The Broken Builders is a cult that possess the raw belief of zealots along with the cunning of the Veiled Alliance. It is also a cult that has remained largely hidden from the templars of the various city-states after its creation and exile from Raam ages ago.


[OOC: (Each player will earn 125xp from this encounter.)
Enemies are: 4 Archer Cultists (+3), 3 Human Thugs (+0), 2 Evil Ritualists (+5), 1 Dust Devil Sprite (+5), 1 Lesser Magma Elemental (+3), 1 Broken Builder Defiler (+1), 1 Broken Builder Cultist (+5)
The PCs get a surprise round over the enemies.

Initiative Order (After Surprise Round) is:
Broken Builder Cultist, Evil Ritualists, Lesser Magma Elemental, Broken Builder Defiler, Archer Cultists 2, 3, and 4;
Trace and Surya;
Human Thugs 2 and 3, Dust Devil Sprite;
Tread and Shardon;
Archer Cultist 1;
Fletch and Seluku;
Human Thug 1

Human Thug
Initiative +0        Senses Perception +0
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 12, Reflex 10, Will 10, Speed 6
Mob Rule: A human thug gains a +2 power bonus to all defenses while at least two other human thugs are within 5 squares of it.
Alignment Evil Languages Common
Equipment Club, Hide Armor

Archer Cultist (Human)
Initiative +3        Senses Perception +0
HP 1; a missed attack never damages a minion.
AC 12; Fortitude 12, Reflex 13, Will 12, Speed 6
Archer's Dodge: The archer cultist has +4 to AC vs. opportunity attacks.
Alignment Unaligned Languages Common
Equipment Obsidian Shortsword, Bone Shortbow, Leather Armor

Evil Ritualist (Human)
Initiative +5        Senses Perception +0
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 12, Reflex 13, Will 12, Speed 6
Unholy Vigor (free): When an evil ritualist, or an ally within 5 squares, scores a critical hit, this creature makes an immediate melee basic attack against an adjacent enemy.
Alignment Unaligned Languages Common
Equipment: Bone Dagger, Leather Armor

Dust Devil Sprite
Small elemental magical beast (air, earth)
HP 1; a missed attack never damages a minion. Initiative +5
AC 14, Fortitude 10, Reflex 12, Will 10, Perception-2, Speed 8
Alignment Unaligned        Languages Primordial

Broken Builder Defiler (Human)
HP 31; Bloodied 15 Initiative +1
AC 15, Fortitude 11, Reflex 13, Will 14 Perception +4, Speed 6, Resist 5 necrotic
Traits
Whipping Winds * Aura 1
The defiler slides any enemy that ends its turn in the defiler’s aura 2 squares as a free action.
Triggered Actions
Arcane Defiling * At-Will (1/Round)
Trigger: The defiler misses with an attack roll.
Effect: Each of the defiler’s allies within 20 squares takes 3 necrotic damage and the defiler rerolls the triggering attack roll, taking either result.
Scatter * At-Will
Trigger: The cultist is hit by a close or area attack that also includes one of its allies as a target.
Effect (Immediate Interrupt): The cultist shifts up to its speed. If the cultist ends this shift in a space outside of the area of the triggering attack, the attack does not hit the cultist.
Skills Arcana +8
Alignment Evil Languages Common, Primordial
Equipment: Bone Dagger

Lesser Magma Elemental
Medium elemental magical beast (earth, fire)
HP 46; Bloodied 23 Initiative +3
AC 13, Fortitude 14, Reflex 13, Will 11 Perception +0
Speed 6
Vulnerable 5 cold (see obsidian crust)
Traits
Obsidian Crust
When a magma elemental takes cold damage, it is also slowed until the end of its next turn.
Triggered Actions
Magma Burst (fire) * Encounter
Trigger: The magma elemental drops to 0 hit points.
Attack (No Action): Close burst 1 (creatures in burst); +2 vs.
Reflex
Hit: 1d8 + 3 fire damage and the target is petrified and takes ongoing 5 fire damage (save ends both). This ongoing fire damage ignores the resistance provided by the petrified condition. The magma elemental is destroyed.
Alignment unaligned, Languages Primordial

Broken Builder Cultist
HP 37; Bloodied 18 Initiative +5
AC 17, Fortitude 15, Reflex 13, Will 12 Perception +0 Speed 6
Traits
Fanatical Aura * Aura 1
Any enemy that starts its turn adjacent to the cultist provokes opportunity attacks if it moves or shifts out of this aura.
Triggered Actions
Scatter * At-Will
Trigger: The cultist is hit by a close or area attack that also includes one of its allies as a target.
Effect (Immediate Interrupt): The cultist shifts up to its speed. If the cultist ends this shift in a space outside of the area of the triggering attack, the attack does not hit the cultist.
Alignment unaligned Languages Common
Equipment: Obsidian Short Sword, Bone Scale Armor

Link to map on google doc for 'Caravan Encounter 2', you will not be able to access map without using this link:
https://spreadsheets.google.co...&authkey=CJPG_38
If there is another place close to the marked starting area that you wish to be starting at for the ambush, let me know, it just has to be in a spot where the enemies won't see the group till the ambush (and being able to charge the enemies in the surprise round would be bad as all 13 would focus fire on you plus you'd be too far from the rest of the party to get any healing. So stick to the high ground for the ambush.)
]

This message was last edited by the player at 05:07, Mon 10 Jan 2011.
Surya Shemesh
player, 16 posts
Mon 10 Jan 2011
at 02:48
  • msg #59

Re: Dark Sun: Chapter 1

Surya telepaths to the others what she knows about the enemy then adds, "I recommend we attack together on a count-down, starting with the closest enemies."
Trace
player, 7 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Mon 10 Jan 2011
at 03:44
  • msg #60

Re: Dark Sun: Chapter 1

Trace nods and when the ambush is triggered Trace's vestige of Zutwa takes hold of the Human Thug 3's mind as the thug's eyes glow with an eldritch light as the thug collapses with its mind scoured and the thug cursed, which tirggers Trace's Pact Boon of Zutwa.

[OOC: Surprise Round Action: Eye of Vestige on Human Thug 3, hits, Human Thug 3 is cursed and defeated. Triggers Pact Boon of Zutwa so until the end of Trace's next round, his Prime Shot bonus is +3 instead of +1.]
Fletch
player, 13 posts
Mon 10 Jan 2011
at 03:47
  • msg #61

Re: Dark Sun: Chapter 1

  "A sensible outlook for the most part." Fletch says quietly in regards to Surya's suggestion.  "Though as I have the opening to do so, I shall strike at their arcane support before they can do the same to us."  Fletch doesn't know this yet ICly, but he's just exactly outside of move+attack range of the Defiler, area attacks aside.

  Once the attack begins, The Broken Builder's Defiler will find one of their hands has sprouted an arrow... If unfortunately (for Team Cloister) not getting a matching arrow through their other hand.
Standard Surprise: Paint-The-Bulls-Eye Vs Defiler, hits. 9 DMG
Freebie RBA from Seluku: Sadmiss.
Effects: Rattling, -2 To-Hit for Defiler until End Of My Next turn.

Broken Builder Defiler HP: 31-9= 22

Fletch HP: 26/26
Surges 9/9 Value 6

http://rollr.appspot.com/view/...IIRGljZVJvbGwYjbpCDA 

This message was last edited by the GM at 04:27, Mon 10 Jan 2011.
Seluku
player, 7 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Mon 10 Jan 2011
at 03:50
  • msg #62

Re: Dark Sun: Chapter 1

Seluku telepathically responds with, 'Makes sense, I'll have my spirit companion assist Fletch as he can make the most of its boon with his longbow.'

When the group attacks, Seluku brings forth his elemental spirit companion next to Fletch before Seluku dismisses it as it flows into Fletch and enables him to make a swift and sudden attack.

[OOC: Surprise Round: Free Action: Spirit Companion appears adjacent to Fletch.
Standard action: Spirit Infusion on Fletch, spirit companion disappears and Fletch can make a Ranged Basic Attack with a +2 power bonus to hit and a +3 power bonus to damage.]

Surya Shemesh
player, 17 posts
Mon 10 Jan 2011
at 04:14
  • msg #63

Re: Dark Sun: Chapter 1

Surya stretches out her hand and 3 motes shoot out at the nearest enemies!  Two of them are overwhelmed and collapses!

(( Human_Thug_1_(Minion) and 2 defeated!  missed the cultist ))
This message was last edited by the player at 04:19, Mon 10 Jan 2011.
Shardon
player, 14 posts
I've returned
Only for you...
Mon 10 Jan 2011
at 04:26
  • msg #64

Re: Dark Sun: Chapter 1

Shardon takes his dejada in hand and flings a stone right at the Broken Builder Cultist's head, nearly knocking him out, but certainly making him cuckoo for Cocoa Puffs. The guy may have the wherewithal to retaliate, but he won't have as much accuracy with his attack.

Shardon's eyes almost seem darker than they should be. Could just be the lighting as he tilts his head down with a sinister smile.

(Standard: Disheartening v Broken dude: Hit!)
 dmg: 15 (with sneak attack dmg)

(Broken Builder Cultist HP: 22 - 15 = 7)
 He also takes a -2 to attacks until the end of my next turn.

Tread
player, 13 posts
Prissy, girly girl
...who's a TANK
Mon 10 Jan 2011
at 04:38
  • msg #65

Re: Dark Sun: Chapter 1

Tread picks up a halfway decent sized rock and throws it. The rock doesn't quite make the distance and thumps harmlessly into the sand in front of the broken builder cultist.

(Standard: Improvised Ranged v Builder. Miss.)
(Free: Marked him)

This message was last edited by the player at 04:38, Mon 10 Jan 2011.
Dark Sun Narrator
NPC, 15 posts
Click on me to see
the Campaign Notes
Mon 10 Jan 2011
at 05:58
  • msg #66

Re: Dark Sun: Chapter 1

The group of would be ambushers cry out in surprise as they are ambushed themselves with the volley of attacks blooding the Broken Builder Defiler and killing the three Human Thugs.

However the enemies quickly recover from the surprise and begin to quickly deal with the attackers before another volley can be unleashed.

The Broken Builder Cultist runs up to the side of the cliff and disappears from the sight of the group on the cliff.
Both Evil Ritualists move in a similar fashion to get out of sight before another volley of attacks are unleashed.
The Lesser Magma Elemental moves forward, but does not make it out of the group's line of sight.
The Broken Builder Defiler screams in rage at the wounds it suffers during the surprise attack and moves forward to bet within range of the group on the cliff and unleashes its strongest power, defiling the area around it as the sand around the Defiler turns black as the Cultist grunts from the pain inflicted by the Defiling, although the Magma Elemental and other would-be ambushers are unphased by the defiling.

Three of the Cultist Archers move to get a better view of the attackers on the cliff and let loose three accurate shots that hit Tread, Surya, and Fletch.

[OOC:
Broken Builder Cultist: -Run/Moves to S17
Evil Ritualist 1: -Run/Move to X21
Lesser Magma Elemental: -Double Move to U25
Evil Ritualist 2: -Double Move to Y23
Broken Builder Defiler: -Move to T32, Standard, Thunder Fist vs Trace, miss, Defiling reroll, hit (Lesser Magma Elemental avoids taking damage but Broken Builder Cultist takes 3 damage and gains 1 temp HP. Trace takes 18 Thunder damage and is deafened (save ends).
The defiling creates a close 1 burst of Black Sand around the Defiler.
Archer Cultist 2: -Moves to Q26, hits Tread for 3 dmg
Archer Cultist 4: -Moves to P27, hits Surya for 3 dmg
Archer Cultist 3: -Moves to Q27, hits Fletch for 3 dmg

Trace 30-18=12HP, Bloodied and deafened (save ends)
Tread 33-3=30
Surya 23-3=20
Fletch 26-3=23
Broken Builder Cultist 37-3=34HP + 1Temp. HP]

Trace
player, 8 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Mon 10 Jan 2011
at 06:20
  • msg #67

Re: Dark Sun: Chapter 1

Trace roars in pain at being struck with the Thunder Fist before everything goes silent for him. Not wasting any time Trace unleashes his Eyes of the Vestige on the Broken Builder Defiler twice, with the second attempt landing true and cursing the Broken Builder Defiler. Although Trace is faltering he digs into his reservoirs of resolve to continue on as his hearing returns.

[OOC:
Standard Action: Eye of the Vestige vs Defiler, Miss.
Action Point: Standard Action: Eye of the Vestige vs Defiler, Hit and Defiler is now cursed. Defiler takes 12 damage including curse damage and is killed. Defiler 7-12=-5, Defeated.
Move Action: Move to Z20, Shadow Step is active and Trace gains Concealment.
Minor Action: Warforged Resolve. Trace's HP 12+3=15HP + 3Temp.HP.
Trace makes his save and is no longer Deafened after the end of his turn.
Boon of Zutwa is triggered again, Trace's Prime Shot bonus is +3 until the end of Trace's next turn.]

This message was last edited by the player at 06:21, Mon 10 Jan 2011.
Surya Shemesh
player, 18 posts
Mon 10 Jan 2011
at 06:36
  • msg #68

Re: Dark Sun: Chapter 1

Surya moves to the northwest to be within range of the archers to the west and stretches out her hand!  Motes of light assault the enemy, and one of them falls!

(( hand of radiance.  miss.  miss.  miss.  ACTION POINT!  miss.  miss.  hit!  ))
Dark Sun Narrator
NPC, 16 posts
Click on me to see
the Campaign Notes
Mon 10 Jan 2011
at 06:42
  • msg #69

Re: Dark Sun: Chapter 1

The Dust Devil Sprite quickly moves forward and joins others that have moved up alongside the cliff to get out of the group's line of sight.

[OOC: Run/Move to X20]
Tread
player, 14 posts
Prissy, girly girl
...who's a TANK
Wed 12 Jan 2011
at 04:25
  • msg #70

Re: Dark Sun: Chapter 1

Tread moves over to be in front of the others and holds her shield up defensively. "Don't suppose there's a way we can work things out so nobody else has to die. Is there?" she asks of everyone... enemy or ally. Peering over the edge down at the enemy, she calls out, "You can not win this one. We were on to you from the start and have your defeat planned out. Surrender."

(Move: To Z21)
(Standard: Full Defense)
(Free: Peer at Evil Ritualist 2 and chat)

Rolled a 10 on a d20 for persuasion. Was unsure if it'd be diplomacy (+2), intimidate (+2), bluff (+0) or all of the above. So I just rolled a d20. Regardless, I'm guessing it won't matter to the enemy with a roll so... average. And mods so low.

Shardon
player, 15 posts
I've returned
Only for you...
Wed 12 Jan 2011
at 04:45
  • msg #71

Re: Dark Sun: Chapter 1

Shardon heads over to the cliff edge to peer down at the enemies below. He smirks, throws another rock and then hops backward between Tread's legs. She ohs, looking down startled by Shardon's action when he slaps her on the leg. "Take my place, Tread" he says quietly. If a warforged could blush, she would. She staggers forward, holding that shield of hers defensively. Could be worse, he could have slapped her butt instead. But he has more respect for allies than that.

(Move: To Y21)
(Standard: King's Castle v Evil Minion 1. Hits with CA.)
 switched places with Tread, putting Shardon on Z21 and Tread on Y21.
(Free: Hidden Strike. Fail bluff check.)

(Evil Ritualist 1 is KO)

Dark Sun Narrator
NPC, 17 posts
Click on me to see
the Campaign Notes
Wed 12 Jan 2011
at 06:55
  • msg #72

Re: Dark Sun: Chapter 1

The remaining enemies don't seem impressed by Tread's plea which is evident when one of the Archer Cultists moves up with the others and fires an arrow at Tread, although the arrow digs into the cliff only a foot away from Tread's foot.

The Broken Builder Cultist replies, "There is only victory or death. And we have no fear of death. This world is dieing, we will put it out of its misery so a new paradise can be made and us reborn into it."


[OOC: Archer Cultist 1 moves to R26 and misses Tread with its shortbow attack.]
Seluku
player, 8 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Wed 12 Jan 2011
at 07:43
  • msg #73

Re: Dark Sun: Chapter 1

Seluku calls forth his elemental spirit companion adjacent to Fletch and has it once again flow into Fletch to allow him to take a sudden shot at the Archer Cultists, but the shot goes wide so it is hard to tell which one he was aiming at.

Seluku then resummons his Spirit Companion and uses Healing spirit to heal some of Trace's and all of Tread's wounds while also giving Tread some temporary vigor (temporary hit points) before both the Spirit Companion and Seluku reposition themselves.

[OOC:Free Action: Summon Spirit Companion
Standard Action: Spirit Infusion on Fletch, Fletch's attack on Archer Cultist 1, attack misses.
Minor Action: Summon Spirit Companion (Temp HP to Tread)
Minor Action: Healing Spirit on Trace, with Tread getting secondary healing.
Move Action: Move Spirit Companion to Z22, Seluku moves to AC20
Trace's HP 15+7=22HP+3Temp HP with 9 of 10 Healing Surges remaining.
Tread's HP 30+4=33HP+3Temp HP]

This message was last edited by the player at 07:46, Wed 12 Jan 2011.
Fletch
player, 14 posts
Wed 12 Jan 2011
at 07:52
  • msg #74

Re: Dark Sun: Chapter 1

  Fletch is glad the defiler has been added to the list of dead.  One less problem for those roaming the already inhospitable trail.  His outlook is further improved when he fires an arrow with enough precision and force to tear a large chunk of molten rock out of the side of the elemental's head.

Effects: Allies (as in, Fletch's fellow PCs) get +3 to Damage Rolls to the Elemental, Until End Of Encounter.

Lesser Magma Elemental HP: 45-23= 23

This message was last edited by the player at 06:35, Thu 13 Jan 2011.
Dark Sun Narrator
NPC, 18 posts
Click on me to see
the Campaign Notes
Wed 12 Jan 2011
at 08:15
  • msg #75

Re: Dark Sun: Chapter 1

The Broken Builder Cultist, Lesser Magma Elemental and remaining Evil Ritualist continue to hug the cliff moving swiftly to avoid as many attacks as they can. However the two of the Archer Cultists are surprised by the appearance of Seluku's Spirit Companion and fire arrows at it. While one of the arrows misses the spirit companion, the other arrow passes through the Spirit Companion harmlessly.


[OOC:
Broken Builder Cultist double moves to S12
Evil Ritualist 2 double runs to move to Q10, and is granting Combat Advantage.
Lesser Magma Elemental double moves to S15.
Archer Cultist 4 and 3 both attack the spirit companion, 3 hits and 4 misses, but the damage does not affect the spirit companion. (Ammusingly I rolled several d3 to see which target the cultists would attack, and surprisingly got the companion on both, also forgot one of the archer cultists was dead so rolled an extra die and it also would have attacked the spirit companion.]

Surya Shemesh
player, 19 posts
Thu 13 Jan 2011
at 04:48
  • msg #76

Re: Dark Sun: Chapter 1

"Destroying something improves it?" Surya asks the Cultists, "An intriguing theory.  Let's put it to the test.  I shall destroy you and see how that improves you."

She holds out her hand and drops two more cultists with radiant light!

"Hmm... There seems to be some merit in your philosophy after all."

She takes a few steps to the south to keep the remaining enemies that much further away from herself.

(( Hand of Radiance takes out archer cultist 1 and 3. ))
Trace
player, 9 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Thu 13 Jan 2011
at 05:31
  • msg #77

Re: Dark Sun: Chapter 1

Trace shakes his head at Surya's comment as he shifts closer to the edge of the cliff saying, “I think they believe in reincarnation. Not only for themselves but for the world itself.” After all having died once himself and come back, Trace does have a rather atypical view on what happens after you die.

Trace then looks down and invokes his Eye of the Vestige power again, this time not only cursing the Dust Devil Sprite but causing it to literally explode into a puff of dust that falls harmlessly to the ground at the base of the cliff.

Trace once again invokes the boon of Zutwa, but his shadow step power fades due to not moving enough to sustain it.

[OOC: Move Action: Shift to Y20
Minor Action: Place Warlock's Curse on Lesser Magma Elemental.
Standard Action: Eye of the Vestige vs Dust Devil Sprite, hits for 14 damage and obliterates it.
Trace's HP 22HP + 3Temp HP
Boon of Zutwa is triggered again, Trace's Prime Shot bonus is +3 until the end of Trace's next turn.
Also all the rest of the PCs in the party can post their turns in any order since the initiative has now simplified down to NPCs go, then PCs go, and repeat till one side wins.]

This message was last edited by the player at 05:32, Thu 13 Jan 2011.
Shardon
player, 16 posts
I've returned
Only for you...
Thu 13 Jan 2011
at 05:56
  • msg #78

Re: Dark Sun: Chapter 1

Shardon chuckles at Surya's comment. Then glances at Trace. He just laughs some more and hurls another stone all the way to the last archer standing, knocking the guy unconscious. He may not have reincarnated in the sense that Trace did, but Shardon still believes it is possible. However, in order to hopefully earn a little bit of brownie points with his team mates, Shardon thinks up something to say that agrees with them both. "Trace is right, of course. Doesn't stop the fact you improved them, Surya." he winks at her before stepping back to higher ground, keeping a lookout for anyone climbing or trying to circle around. "Where'd the others go?"


(Standard: Basic ranged with dejada v Archer Cultist. Hit.)
(Move: to AA17)

Archers now all KO

Tread
player, 15 posts
Prissy, girly girl
...who's a TANK
Thu 13 Jan 2011
at 06:06
  • msg #79

Re: Dark Sun: Chapter 1

Tread answers Shardon, "Good question... I don't know..." and starts cautiously walking along the cliff edge while preparing herself for attack at the sight of any of the enemies.

(Move: To Y16)
(Standard: Readied Action: Charge vs First Visible Enemy)
 Trigger: An enemy Tread can reach with a charge comes into view.

Fletch
player, 15 posts
Thu 13 Jan 2011
at 06:21
  • msg #80

Re: Dark Sun: Chapter 1

  "I believe at this point, they have to come to us still.  With the few left they wouldn't be much of a danger to our employer even if they decide not to."  Fletch moves over to a less 'back to a cliff' location, and prepares to continue his assault on magma jerkfaces.  Sadly, this preparation is apparently of the poor variety.
  Standard:  Ready Action, Paint The Bulls Eye vs elemental once it enters LoS.  Miss.
Move: duh.
Minor: Inspiring Word to Trace. don't even need to roll the 1d6 (though for a 4), Trace has full HP.

Trace HP: 30/30 + 3 Temp
surges 8/10 Value 7
This message was last edited by the player at 06:47, Thu 13 Jan 2011.
Seluku
player, 9 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Thu 13 Jan 2011
at 07:06
  • msg #81

Re: Dark Sun: Chapter 1

Seluku quickly dismisses his Elemental Spirit Companion and then calls it forth to re-manifest down the slope closer to where the group had gotten off the caravan. “They are already coming up the slope towards us,” as Seluku voices a battle cry through his spirit companion which the group can hear in the distance, along with the death wail of the second Evil Ritualist. “And with that only that Cultist and the Elemental remain.”

[OOC: Minor Action: Dismiss Spirit Companion.
Move Action: -> Minor Action: Call Spirit Companion
Standard Action: Voice of Battle, Crits Evil Ritualist for 11 damage and keels over dead.]

Dark Sun Narrator
NPC, 19 posts
Click on me to see
the Campaign Notes
Thu 13 Jan 2011
at 07:33
  • msg #82

Re: Dark Sun: Chapter 1

Hearing the death cry of the Evil Ritualist, the Lesser Magma Elemental avoids the Spirit Companion once it rounds the corner to start coming up the slope to reach the group. And while the bloodied elemental avoids the Spirit Companion that it fears as dangerous, it walks into view of the group and Fletch's arrow flies past it while Tread's charge smacks right into it.

Moments after-wards, the Broken Builder Cultist emerges from around the cliff wall he had been adjacent to and quickly attacks Tread, slashing her with his Obsidian Short Sword.

[OOC: Lesser Magma Elemental double moves to T9 (avoiding AoO from the spirit companion), Fletch's arrow misses, but Tread's charge hits for 12 damage.
Lesser Magma Elemental HP, 23-12=11, Bloodied, takes +3 damage due to Fletch's daily, and Cursed by Trace, Marked by Tread.
Broken Builder Cultist hits Tread for 8 damage and until the end of the next Broken Builder Cultist's next turn, each time Tread makes an attack against an enemy that is not a Broken Builder Cultist, Tread takes 2d6+3 damage.
Tread's HP 33+3TempHP - 8=28HP, will take 2d6+3 damage if makes an attack that does not target the Broken Builder Cultist.
Fanatical Aura:Any enemy that starts its turn adjacent to the cultist provokes opportunity attacks if it moves or shifts out of this aura.(This will apply to Tread once Tread's turn starts.)]

This message was last edited by the player at 07:39, Thu 13 Jan 2011.
Trace
player, 10 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Thu 13 Jan 2011
at 07:57
  • msg #83

Re: Dark Sun: Chapter 1

Trace moves up while cursing the Broken Builder Cultists and then charges the Cultist as the dire power of Trace's attack drives the Cultist north so that it is adjacent to both Tread and the Lesser Magma Elemental.

[OOC: Move Action: Move to W14
Minor Action: Curse the Broken Builder Cultist.
Standard Action: Charge the Broken Builder Cultist, moves to U12, hits the cultist for 12 damage and slides the Broken Builder Cultist to T10.
Broken Builder Cultist HP34+1TMP-12=23HP, Cursed by Trace.]

Fletch
player, 16 posts
Thu 13 Jan 2011
at 08:10
  • msg #84

Re: Dark Sun: Chapter 1

  With the active threats reduced to a pair, Fletch closes the distance to better aid his allies crowding around their enemies once it becomes a single threat.  Which one last arrow should... Damnit.

  'A hit is better than a miss, even if the results are still lacking...  Hopefully, somebody nudges the elemental before it can seriously hurt one of them.
Move: Duh
Standard: Ranged Basic to Elemental. Hits, 9 Dmg.  Sadly, 'allies' does not mean Fletch for the +3 to DMG rolls.

Effects: Rest of party gets +3 to DMG rolls vs Elemental.

Elemental HP: 11-9= 2

This message was last edited by the player at 08:35, Thu 13 Jan 2011.
Seluku
player, 10 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Thu 13 Jan 2011
at 08:57
  • msg #85

Re: Dark Sun: Chapter 1

Seluku moves closer to the two remaining foes while his spirit companion circles around to get adjacent to Tread. Seluku then conjures a second spirit that appears adjacent to Tread, Trace, and the Cultist as the Spirit of Athas begins to defend Seluku's two companions that are adjacent to it.

Seluku then issues a battle cry through his Spirit Companion which while no where near as dangerous as the one that killed the Evil Ritualist, it still makes the Lesser Magma Elemental resonate as Tread is shifted southward by the effect of the Voice of battle just as the Lesser Magma Elemental bursts apart in a firey explosion of molten rock which petrifies the surprised Broken Builder Cultist in a shell of cooling molten rock. Anyone listening closely can hear the Broken Builder Cultist screaming in rage and agony of his situation.

[OOC: Move Action: Seluku moves to W14, Seluku's spirit companion moves to U9 as Spirit Companions are not creatures and thus can not draw AoOs due to their movement due to not being an eligible target, which is a perk of not being a creature but that is a double edged sword as Spirit companions can't provide cover or help flank without feat or using a power to allow it.
Minor Action: Spirit of Athas at T11.
Standard Action: Voice of Battle on Lesser Magma Elemental, hits for 6 damage, Lesser Magma Elemental's HP 2-6=-4, triggers Magma Burst, shifts Tread south 1 square (don't need to shift 2 to get Tread out of the blast radius of this triggered action, which thankfully makes Tread no longer an eligible target, and thus the Cultist ends up hit with the rolled 18 as there is no second target to attack that would get missed with the 6.
The Broken Builder Cultist is now petrified and takes 8 damage plus takes ongoing fire damage 5 which ignores the resistance 20 provided by being petrified)
Broken Builder Cultist's HP 23-8=15, Bloodied, Petrified, Cursed by Trace, Ongoing 5 fire damage that ignores petrified resistance.
Two oopse with this, first I almost forgot about being able to shift Tread OUT of the radius of the burst attack which meant she would have gotten hit, then after I rememebered about the effect of Voice of Battle, I realized that none of us have attacks that can reliable break that resist 20 threshold... so guess the rest of this round is move into position to rip this guy apart when he makes his save, which he does after his next turn. As funny as this is, it would have been anti-climatic for him to die slowly over 3 rounds from the ongoing damage.]

This message was last edited by the player at 09:02, Thu 13 Jan 2011.
Tread
player, 16 posts
Prissy, girly girl
...who's a TANK
Thu 13 Jan 2011
at 15:02
  • msg #86

Re: Dark Sun: Chapter 1

Tread squeaks as she is hit, cringing a little, but keeping her place. When Seluku both finishes the elemental and pulls her out of harms way, Tread gasps in surprise. "Thanks!" she calls out as she recognizes she was just saved being hurt a lot worse. Well that and if she had been caught in that thing, he covering would have been burnt off and she would have had to wait for the others to bring her more lest she be discovered to be a warforged.

She tests to see how hot the magma shell is. Should it be cool enough for her to grab, she does, and drags it to the edge of the cliff. "Help me with this." she asks. "We'll toss 'em over the edge and that should do it." though she considers the idea of just downright subduing the guy for questioning... yeah. "Or should we tie him up for questioning?" she asks.

Insight 10 to know this is just Tread looking for an excuse to spare the guy's life. It's a GOOD excuse, but still. Tread tends to be transparent that way.

Initiative:
Broken Builder Cultist
Trace and Surya;
Tread and Shardon;
Fletch and Seluku;

Unless the magma shell damages anyone who touches it, here's what Tread is doing:

(Standard: Grab. Crit. She so has him if it's allowed.)

It takes another standard to move a grabbed target. However, if the target is helpless, I should be able to treat the cultist as an object and move him without a check. Either way, the intent is to either toss him over the cliff to his doom once he saves, or simply subdue him for questioning later.

Shardon
player, 17 posts
I've returned
Only for you...
Thu 13 Jan 2011
at 15:08
  • msg #87

Re: Dark Sun: Chapter 1

Shardon has another stone ready in his dejada, but puts it away before drawing his short sword and walking to Tread. "I've got you covered in case he escapes." this said meaning he will stab the guy to death if he should be foolish enough to resist when he wakes.

(Move: To Tread. This could mean where Tread is at or where she's going to be. Not sure at the moment.)
(Standard: Readied: Piercing Strike since the cultist's reflex SUX. :) )
 Trigger: Cultist attacks.


Edit: Thanks for the compliment, Seth. Moved Shardon accordingly and yes, I'll use that AP for Tread to yank the guy to the correct position. I've edited the map to reflect this.

As for saving a life, you're assuming she'd leave him in the desert. We're almost at the city. She's thinking more along the lines of giving a second chance there. Although, Shardon is thinking of selling any survivors as slaves, depending on how much of a burden they are to take the last bit of the way to the city...

This message was last edited by the player at 18:42, Thu 13 Jan 2011.
Dark Sun Narrator
NPC, 20 posts
Click on me to see
the Campaign Notes
Thu 13 Jan 2011
at 17:54
  • msg #88

Re: Dark Sun: Chapter 1

[OOC: The magma shell does not harm those touching it, so the Broken Builder Cultist is definitely grabbed, good job on the clever thinking, just because you can't hurt him doesn't mean there is nothing you can do. Also Remember Tread still has an Action point so it requiring an extra standard action to move a Petrified person isn't an issue. However the resist 20 would apply to the falling damage so pushing him off a 30ft cliff would have no chance of injuring him at all. However moving him to where people like Shardon would have flanking is feasible, especially since no one left to act this turn has an attack they can coup de grace to crit for over 20 damage reliably.

Also remember this is Dark Sun, sparing people's lives in the desert is dooming them to a slow and painful death. Keeping a few people for interrogation isn't likely to be fruitful as most people expect to be killed so saying tell us what you know and we won't kill you would be viewed as tell us what we know and instead of a quick death from us we will leave you to get sun sickness and die, which is considered especially cruel by most people's standards. Take a look at the Dark Sun comic articles in DDI and you'll get a glimpse at how people tend to view 'stop and I won't kill you' in the desert.]

This message was last edited by the player at 18:05, Thu 13 Jan 2011.
Surya Shemesh
player, 20 posts
Thu 13 Jan 2011
at 22:31
  • msg #89

Re: Dark Sun: Chapter 1

"Good idea, Tread," Surya agrees, "Regardless of what we choose to do with the last survivor, it wouldn't hurt to have him bound before hand."

She steps forward and pulls out a rope to tie up the enemy.
Dark Sun Narrator
NPC, 21 posts
Click on me to see
the Campaign Notes
Sat 15 Jan 2011
at 06:11
  • msg #90

Re: Dark Sun: Chapter 1

Within Moments of Tread Grappling the petrified Broken Builder Cultist, and Shardon approaching with rope, the Broken Builder Cultist breaks free of the hardening magma and cries out first in pain from the searing magma and then from the shock of being restrained.  Realizing he has been trapped and that he'd be dead before he could even try to escape, the cultist says, "Go ahead an kill me now. I'm not going to tell you anything."

[OOC: Although he manages to make his save to end the ongoing fire and petrification, he only has 10 HP left, is alone and trapped between a cliff and three people who could kill him before he could even try to escape... so he is surrendering since he really doesn't have much of a choice since he is already grappled and being restrained. So this is effectively the end of the encounter. Post what you guys do now so far as searching/looting the ambushers, trying to interrogate the Cultist, etc... Everyone has gotten 125xp from this encounter. The loot, depends on what everyone does as there are a few possibilities depending on what is done with the ambushers since 2 mobs were specifically listed as KO so if you didn't kill them then you might want to restrain them so they will share the same fate as the Cultist, as far as I know one of the Evil Ritualists and a the Archer Cultists and the Human Thugs may be alive or dead as they were listed as defeated or KO but not dead. So I'm giving you guys a choice, you can search them, loot them, and restrain them, or you can finish them off and loot their corpses. Up to you guys.]
Shardon
player, 19 posts
I've returned
Only for you...
Sat 15 Jan 2011
at 06:28
  • msg #91

Re: Dark Sun: Chapter 1

Shardon looks at the others hopefully and says, "Let me have some time alone with him..." a cute smile on his face. "I think I have a chance to get him to talk, but some of the things I have to say may require him and I being... alone together."

The halfling looks back at the cultist, sucking in his lower lip as his eyes fix on the cultist's eyes.
Tread
player, 17 posts
Prissy, girly girl
...who's a TANK
Sat 15 Jan 2011
at 06:31
  • msg #92

Re: Dark Sun: Chapter 1

Tread looks concerned. "Completely alone? I mean... you'll be OK? I don't wanna leave you completely alone. We should stick together."

Shardon answers, "One minute. It's all I need is one minute. You can even watch me, just be out of listening distance."

Tread hrms, then looks at the others as if relying on their judgement. "I suppose some of us could be binding up the ones who aren't dead and search the bodies..."
This message was last edited by the player at 06:31, Sat 15 Jan 2011.
Fletch
player, 17 posts
Thu 20 Jan 2011
at 05:02
  • msg #93

Re: Dark Sun: Chapter 1

  "They already know we can deal with them even outside of earshot if need be.  As for the rest, a waste of rope.  More efficient and 'merciful' to finish them before they regain consciousness.  If we don't, I doubt our employers would appreciate putting them at risk on the off chance of selling fanatics to the slave market.  Assuming they do not kill a crowd of Breaker captives themselves."

  Regardless, Fletch will give Shardon the space he requests.  If objections aren't particularly effective, he'll get to arm blading people in the braaaaaaain Coup De Graces.
Dark Sun Narrator
NPC, 22 posts
Click on me to see
the Campaign Notes
Wed 9 Feb 2011
at 03:31
  • msg #94

Re: Dark Sun: Chapter 1

Trace says, “Well he's going to meet the Bleak Guide sooner or later, just don't make any promises to the guy you can't keep.” before both Trace and Seluku start searching the dead.

Once Seluku determines that there are still five of the other humans that are alive he has Trace and anyone else willing to help drag them aside and asks the group “So should we put these five out of our misery?”

Trace shrugs as he doesn't care and proceeds to help in gathering useful items off the deceased and from whome Trace considers to be 'soon to be deceased'.

[OOC: Okay the current rewards are:
125 XP each
A total of 145gp worth of Residuum each (870gp total)
22 Survival Days (2 per human)
1 Tiny ruby gemstone worth 18gp
14 gp worth of coins
3 Clubs
3 Hide Armors
6 Leather Armors
5 Obsidian Shortswords
1 Scale Armor
3 Bone Shortbows
3 Bone Daggers
125 Arrows
(Combined Weight of the gear is 250 pounds (not counting the survival days which have a collective weight of 176 pounds on their own) which isn't an issue for the group to distribute and get back to the caravan (Including 12.5lbs of arrows) including the money, the gear, not counting the arrows or the survival days will sell (at normal rate of 50%) for 208gp total value is 240gp with money for a party share of 40gp) If anyone wants any of the gear they can include it as part of 'their share' coming out of their portion of 40g at the selling price of 50% normal purchasing price.

Also confirm what you want to do with the Cultist and the 5 other 'surviving' ambushers since you can kill them, sell them to slavery, or hand them over to the town guard, who would likely throw them into the arena till they are killed in combat for the towns entertainment.]

This message was last edited by the player at 03:39, Wed 09 Feb 2011.
Shardon
player, 20 posts
I've returned
Only for you...
Wed 9 Feb 2011
at 05:04
  • msg #95

Re: Dark Sun: Chapter 1

Shardon, once sure he is alone with the guy, would gag the guy with a stick wedged between his teeth so he can't bite his own tongue. Shardon then begins blood-letting the cultist and drinking some of said blood in front of the cultist's face while being careful to keep this act secret by hiding it with his own body. "Your death is sure. Be it today, tomorrow, or 40 years from now, should you be so inclined." he licks the blood from his lips. "But if you give me useful information, I will let you choose either a quick death or life as a slave where you have a chance, as I did, to escape. If you do not... I will make sure you are able to survive in the desert a good 3 days. To die slowly in the sun and you will search desperately for the creatures of the desert so they might devour you to bring your end quicker."

Shardon frankly doesn't care which the cultist chooses. "Either choice will bring me pleasure, so don't think you are somehow annoying me with spite whichever you choose." he says with a bright smile. He won't be surprised of the guy bites his own tongue in response, but he could care less. He will have had his fun and bleeding to death does take a while. A while long enough that a bitten tongue will feel like an eternity of pain.

(A take 10 on intimidate brings it to 20. Intent for purposes of moving plot along if GM feels like skipping an intimidation scene for everyone's sake: Get info and give the guy what Shardon offered according to what the guy gives him.)
Tread
player, 18 posts
Prissy, girly girl
...who's a TANK
Wed 9 Feb 2011
at 05:07
  • msg #96

Re: Dark Sun: Chapter 1

Tread, meanwhile, helps the others with searching and loading things while waiting for Shardon. She naively has no idea how cruel it was to leave the cultist with Shardon. Tread looks at the five that are still alive. To Seluku's question, she offers, "If it isn't too much of an inconvenience and they beg for it, we could sell them to slavery and then how long or well they live will be in their hands. But if you think it is best, then we should kill them. They are, from what I've seen, insane. A danger to themselves and the people around them."
Surya Shemesh
player, 21 posts
Wed 9 Feb 2011
at 06:20
  • msg #97

Re: Dark Sun: Chapter 1

"It's doubtful anyone would be interested in buying lunatics as slaves," Surya points out, "Especially the violent type.  The only way they could be any further use to us would be somewhat morbid.  I would recommend that we leave the decision of what to do with them to our employers."

Skin them and use their hides.  Then cook, cure, dry the meat to use for animal feed.  Bones can be used for crafts...  All these things aren't beneath a living construct such as Surya, but she's not going to go into detail around her organic employers who might find such suggestions unsettling.
Fletch
player, 18 posts
Thu 10 Feb 2011
at 03:19
  • msg #98

Re: Dark Sun: Chapter 1

  It may not be in the best longterm interests to give their mounts a taste for sentient flesh unless they had to.  "Trace has the correct idea.  There is no worthwhile benefit to even slightly justify the risks and resources involved in keeping them alive."

  Unless someone physically stops him, Fletch will get to the process of brainstabbing.

OOC Style:  Fletch's suggested Lootin priorities in order of preference.
  As many survival days that we can carry (those that can't be carried sold/given to Caravan, because wasting Survival days OMG). Fletch will grab 5. (remember, full survival days are 8 lb).
 Cash shares.
  Ignore Clubs.  Ignore Daggers unless someone wants spares.
  Armors only taken to sell if we have a good margin of personal carry capacity leftover after priorities are dealt with.

  Fletch himself will grab all the shortswords/Shortbows. All the Arrows.  5 survival days.  He will Keep one Shortsword. Any remaining Shortbows/Shortswords that are not desired by party members will be sold.
  Before looting, Fleth is at 77.5/180 Lb.  After this, 146/180.

  The weight chunk survival days alone will be a huge weight, and they are the most important. I suspect the entirety of the 'give it to the caravan for free so it isn't wasted in the sands' stuff will be armor. (It might not be exaggerating that the scale armor weighs as much as everything but the survival days put together)
  Seth has confirmed that all gear is mundane/equal to what we already have.

Seluku
player, 12 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Thu 10 Feb 2011
at 04:02
  • msg #99

Re: Dark Sun: Chapter 1

Trace looks over the other survivors and says, “These guys wouldn't even be worth anything to a gladiatorial arena. Although that one Shardon has been 'working on' might, again I dunno if it is worth the risk as we have no clue what the going rate for a raving lunatic is in a gladiatorial arena.”

Seluku looks over the supplies that the ambushers and says, “Assuming they haven't stashed supplies in the desert, it is obvious that their hideout is a two day's travel from here, which also means that their hideout is currently within a 3 day travel distance of the town, as we do not know if their hideout is in a permanent location or if it is just a mobile camp.”

The Cultist looks at Shardon and figures that he's going to die no matter what, so he figures that he might as well keep his mouth shut to not betray the rest of his companions that were not part of the ambush. It is obvious that the Cultist is refusing the cooperate as he just closes his eyes and waits for the end to come. The Cultist knows that if he is left alive that he could reach the base camp within 3 days to warn them about the failure of the raid, and if he would be left too crippled to do that then he could always just throw himself off a nearby 30ft cliff as he doubts he would survive a 30ft fall head first and in that case when the group does not return in 3 days those at the camp will know it failed, but not know why.

[OOC: Trace and Seluku will be helping to carry excess stuff so that everything can be taken to the caravan and either sold to them or kept. if no one wants to keep any of the prisoners alive, then Fletch can get with the brain stabbing, which appears to be the case. I have no qualms with skipping the Interrogation scene. Shardon has already pretty much convinced the cultist he is going to die horribly, so the only thing he can do is spare his remaining friends that fate to avoid the group being sent after the base camp, as he expects that is what would happen.]
Shardon
player, 21 posts
I've returned
Only for you...
Thu 10 Feb 2011
at 05:18
  • msg #100

Re: Dark Sun: Chapter 1

As entertaining as the idea of leaving the guy to suffer was, Shardon realized he wouldn't be around to enjoy the sight. So he simply filled a flask with the guy's blood and tossed him over the edge of the cliff. When Shardon is done with the cultist, he rejoins the group. "Sorry guys" he says with a helpless smile and a shrug. "I tried. He wouldn't talk."

Shardon looks around at the brain-stabbed people and then looks back at the others. "Shall we go then?"

Tread agrees. Of course, she didn't watch the brain-stabbing and found other things to do. It bugs her, sure, but she knows she was right... these people needed to be released to the next life.... if there is one.

And since nobody knows Shardon's been there and back again, Tread is also unaware if there is an afterlife or not.
Surya Shemesh
player, 23 posts
Thu 10 Feb 2011
at 05:57
  • msg #101

Re: Dark Sun: Chapter 1

Surya is a bit annoyed that her suggestion was completely ignored.  "I don't suppose our employers would likely have chosen to spare their lives," she concedes, "But do we really have to be so eager to make up their minds for them?  That's asking for trouble.  I'm not inclined to go out of my way to eradicate whatever other miscreants are hiding out in the wilderness unless we're hired to do so.  No need to apologize, Shardon.  Yes.  Let's go."

She reports back to camp and recounts what happened to the caravan leader.
Fletch
player, 19 posts
Sat 12 Feb 2011
at 09:18
  • msg #102

Re: Dark Sun: Chapter 1

  If Shardron had eaten the prisoners face, then possible they would have talked... Well, except not having a face might make the talking more difficult so that still wasn't a win.  "We are here to ensure survival."  He doesn't specify just for the caravan, as their entire purpose for leaving the cloister was continued survival.  "Those we are tasked with protecting would do well to sacrifice things of little consequence in favor of safety."  Like, a group of Warforged deemed more expendable than their peers.  "In this case, they sacrifice nothing."

  As Fletch finishes gathering up the weapons, he says "Though you are correct in the thought that going out of our way to seek out more fights purely for the sake of it is not in our best interest Surya.  Let us hope the close by survivors are a threat to no home we must deal with.  For it is no great distance to Town, or more important places from wherever these cultists may stay."

  After all, if the first town from the Cloister was within walking distance of Cultists, just how much more effort would be needed for the cultists to reach the Cloister itself?
Dark Sun Narrator
NPC, 23 posts
Click on me to see
the Campaign Notes
Sun 24 Apr 2011
at 04:33
  • msg #103

Re: Dark Sun: Chapter 1

With everything pertaining to the would-be raiders being wrapped up, the group easily manages to haul their loot to the caravan, where several of the merchants are happy to pay well for the 'gear' that the group doesn't wish to keep for themselves. With the threat of the raiders dealt with, the rest of the evening passes uneventfully and the next day the caravan reaches Altaruk without difficulty. Upon reaching the small city, the caravan hands over their prisoner, and the Caravan master pays the party for their services, while also commenting to Corrin that he plans to work with the halfling and those he recommends as guards in the future. When the Caravan pays for the party's entrance fee into Altaruk, the city guards overhear about the exploits of the caravan's guards. As one of the guards escorts the prisoner away to be interrogated, a female guard comments to the party, "If you guys want to both earn some extra money, or simply to show of your skills, we do have an arena in town. Who knows, perform well and you could not only make some quick money but get some job offers as well. Alternatively, if you just want to watch criminals fight as part of their punishment and gladiators fight for sport you can always to to watch the games at the Arena."

Corrin wishes the party well and says, "I hope we will have the opportunity to work together in the future since you can have quite a future as a group of caravan guards if you wish it. There are some people I have to talk to in House Wavir, so if you need me you will be able to reach me by getting a message to House Wavir."

[OOC: Okay handled the tally for people's money and current weight carrier being listed within the Dark Sun Narrator's sheet. While fighting in the the arena isn't required, it is an option if the group wishes to participate in an Arena game, or if the group simply wishes to watch they can head to the arena as spectators. Alternatively you guys can just look around town, or you can follow Corrin to House Wavir if you wish. Or you can all discuss things among each other, but I'd prefer if the group stay together to keep things linear for the time being.]
This message was last edited by the player at 04:41, Sun 24 Apr 2011.
Shardon
player, 22 posts
I've returned
Only for you...
Mon 25 Apr 2011
at 04:01
  • msg #104

Re: Dark Sun: Chapter 1

Once Corrin is out of hearing range, Shardon faces the rest of the group. "I wouldn't mind going to the arenas to watch, but I certainly can't compete. I was a slave and I don't want any hungry task-masters to recognize me and take me in. Just in case. But before we go watching anything, was there any order of business we need to take care of?"
Tread
player, 19 posts
Prissy, girly girl
...who's a TANK
Mon 25 Apr 2011
at 04:03
  • msg #105

Re: Dark Sun: Chapter 1

Tread thinks. "Getting familiar with the area would be a good idea. Maybe get a map of the city and its main points of interest? Whatever we do, we should stay together at all times. If what Shardon says is true, he'll need our protection should someone decide it's a good idea to mess with him."
Surya Shemesh
player, 24 posts
Monster InternTM Sheets
We Know How You're Built
Mon 25 Apr 2011
at 05:32
  • msg #106

Re: Dark Sun: Chapter 1

Surya nods to what's been said so far.

"Best that we all keep as low a profile as possible," she says, "The arena seems like a perfect place for us to be discovered as unusual creatures to be sold or taken apart.  Let's avoid crowds as much as possible.  Since Corrin is one of the few we know in this city, perhaps it would be wisest if we stay with him for the time being.  At least until we get our bearings."
Fletch
player, 21 posts
Wed 27 Apr 2011
at 04:08
  • msg #107

Re: Dark Sun: Chapter 1

  Fletch nods in agreement with the voiced concerns, for the most part.  "Such a slave is also known to be dead, though that could cause problems more than add a layer of deniability depending on circumstances I suppose.  I would not be adverse to at least viewing the Arena from a spectator standpoint, but ensuring our progress to come before such luxuries is a sensible course of action."

OOC Style: Well, Fletch is good for basic take-ten History checks at least (19), if not much good for streetwise... Oh, right. Tim runs CHA happy rogues so we're set there possibly.
Trace
player, 11 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Wed 27 Apr 2011
at 04:37
  • msg #108

Re: Dark Sun: Chapter 1

Trace looks at the others and knows that while he'd enjoy a fight in the arena, the risk is currently to great compared to whatever reward would be offered. “Well since participating in the arena would be more risk than reward for us, then at least we can do is watch a fight or two.”
Seluku
player, 13 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Wed 27 Apr 2011
at 04:40
  • msg #109

Re: Dark Sun: Chapter 1

Seluku listens to everyone's comments and nods as he says, “Given how this town is just a walled fortress surrounding a town it is rather difficult to get lost as there aren't that many streets and with the height of the walls it is rather easy to keep ones sense of direction. So I have no problem with relaxing and going to the arena as spectators.”
This message was last edited by the player at 04:41, Wed 27 Apr 2011.
Shardon
player, 23 posts
I've returned
Only for you...
Wed 27 Apr 2011
at 15:40
  • msg #110

Re: Dark Sun: Chapter 1

Shardon nods. "So that's 3 votes for arena, 2 votes for *not* arena, and 1 vote for "let's just stay together". To the arena then, stay together, and keep a low profile." he doesn't seem disappointed. Awww... he has to sit and watch his enemies suffer... >:D
Tread
player, 20 posts
Prissy, girly girl
...who's a TANK
Thu 28 Apr 2011
at 03:35
  • msg #111

Re: Dark Sun: Chapter 1

Tread doesn't find it relaxing to watch people brutalize each other. "Does anybody know off hand if this arena demands duel to death or not?"
Surya Shemesh
player, 25 posts
Monster InternTM Sheets
We Know How You're Built
Thu 28 Apr 2011
at 03:46
  • msg #112

Re: Dark Sun: Chapter 1

"I don't see how going to the arena advances our mission," Surya comments, "But if we must go to the arena, we should stay as far from the crowded areas and as close to an exit as possible.  Also, should any altercations arise between spectators or any other kind of mishap, we should not get involved.  If we value our lives and our mission, at least.  I do not know off hand if they require death matches.  I would rather not find out the hard way."
Fletch
player, 22 posts
Thu 28 Apr 2011
at 04:54
  • msg #113

Re: Dark Sun: Chapter 1

  "No guessing required.  Unless it is an amazingly gentle arena or they pit groups of contestants both worth more alive than dead, it will be to the death."  Fletch supposed if they had competed, they if absolutely necessary could have spared their opponents.  But that kind of disappointment could spark a riot in the crowd.

  Fletch in general is prepared to go wherever their little personal crowd drifts to in the end.
Dark Sun Narrator
NPC, 24 posts
Click on me to see
the Campaign Notes
Thu 7 Jul 2011
at 03:52
  • msg #114

Re: Dark Sun: Chapter 1

     The arena looks like a rectangle with rounded edges and nine 20ft tall pillars coated with sharp obsidian shards strewn around in it. There are several patches of webbing between the pillars. On one side of the arena are four Gith Piercers, and two Gith Hobblers, while on the other side of the arena are several elven criminals/prisoners, three Elven Snipers, two Elven Peddlers and a Dune Strider. The rules are simple, be the last side left standing.
     Things start when one of the Piercers moves forward to hide behind one of the pillars on its side of the arena while one of the Peddlers follows a similar action although he commands the Dune Strider to follow him. One of the Hobblers Telekinetically leaps up onto the pillar in front of it. The three snipers all hide adjacent to pillars with two of them hiding behind the southern pillar. The second Peddler moves forward to hide behind a pillar next to the lone Sniper while commanding the Dune Strider to move up to assist the other peddler. The Dune Strider effortlessly shifts among the webbing without being hindered at all. A second Piercer moves forward to assist the first Piercer as the Dune Strider waits.
     Suddenly an Ambush Spider emerges from concealment under the sands and rushes towards to strike at the closest Gith Piercer but the spider misses while both Piercers and the Hobbler all counter attack the spider, and while The Hobbler misses with its Javelin, the piercers both land blows, one with its spear, while the other with its Telekinetic Pierce. The second Hobbler Telekinetic leaps up to the pillar southwest of the pillar the other Hobbler is on and strikes the Ambush Spider with its Javelin, pinning it in place as two more Piercers move forward around the northern pillars to try to flank the elves. The Piercer that had previously hit the Ambush spider with its spear moves up and kills the Ambush spider with its spear as the crowd roars with delight at the first 'kill' of the match.
     One of the Peddlers commands a Sniper to move to cover himself while staying put readied to strike the first enemy to close within range. The sniper keeps hidden adjacent from the pillar and webbing, while another two Snipers moves using Elven Misdirection to hide among the pillars.
     A second Ambush spider appears and kills a nearby Piercer with its venomous bite, while an adjacent Piercer strikes back at the spider and pushes it back while the Crowd cheers.
     Another of the Piercers moves forward to charge the Peddler it sees, but before it can strike one of the Elven Snipers drops it dead mid-stride with a Chatkcha as the Dune Strider continues to wait for something to approach within striking range.
     One of the two remaining Piercers moves up and strikes the Ambush Spider before shifting back to avoid the Spider's fangs, as a Peddler uses Peddler's Command to switch places with a Sniper.
The Hobbler on the central-eastern pillar shifts south and looks ready to chuck a javelin at the first enemy it sees, but can't see anyone from its vantage point.
     One of the snipers then throws a Chatkcha and kills Piercer that had earlier killed the first Ambush Spider. The crowd starts to split in its opinion as some of the crowd cheers, applauding the Elves' tactics but others boo yelling for the elves to stop hiding behind pillars like cowards. The Elves simply continue their tactic as one of the peddlers shift over to where the other is as one of the Snipers shifts over to where the peddler was.
     The Ambush spider moves up and bites the last Piercer killing it.
     The Hobbler shifts forward on the southeastern pilar chucks a spear at the only enemy it sees (the spider) but misses.
     The Elves discuss how to deal with the Hobblers since none of the elves can climb up the pillars to reach them in melee, but it is impossible to tell exactly what they are saying due to the crowd and the distance from the group.
     While the Hobblers taunt the elves in an attempt to come out, the elves and most of the crowd don't understand deep speech and the elves ignore the taunts as some of the crowd repeats the taunts in common.
     The Ambush spider moves south climbing up and through the webbing before hiding from the hobbler and elves on the north face of the central eastern pillar.
     The crowd starts to laugh as both the Elves and Gith try to taunt the other side into coming over, since it is obvious that neither side understands the other. The stalemate is broken when the Ambush Spider scurries forth from its hiding place and charges using its venemous bite on the Hobbler on the same central eastern pillar. This causes the crowd to roar in laughter as it becomes painfully obvious that both sides forgot about the spider and that it is causing mayhem in the arena.
     The elves continue to wait to see what the Spider does as they discuss an idea amongst each other. The Bitten Hobbler tries to fend off the Spider with its dagger but misses and ends up immobilized as the venom in its veins takes hold, while the Hobbler that wasn't bitten hits the Ambush Spider with a Javelin. The spider shrieks in pain shifting away from the immobilized Hobbler before scurrying down the pillar and over to the central pillar and the webbing attached to it where the spider disappears.
     One of the Peddlers commands a Sniper to shift around a corner where it throws a Chatkcha at the immobilized Hobbler before using Eleven Misdirection to shift back around the pillar and hide once more. Another of the snipers shifts over to the central pillar and takes shelter behind it, not realizing that it is close to the webbing that the spider disappeared into.
     The non-bitten Hobbler gets ready to throw a javelin at the next elf it sees (or the spider if it shows itself again) as a peddler delays. The bitten hobbler shakes off the effects of the poison and readies to throw a javelin as well.
     The sniper at the central pillar tries to shift into position to throw a chatkcha and manages to hit the Hobbler that had just shaken off the spider venom, but is in turn dropped by a javelin thrown by the other Hobbler. The crowd roars as the fight looks like it won't last much longer and there is still a chance it could go either way.
     Both Peddlers use Peddler's command to have one of the snipers shift up as the other sniper uses Elven Misdirection to shift over as one of the peddlers hurries over and hide behind the pillar near the fallen Sniper as he starts trying to tend to the fallen sniper's wounds. Both Snipers duck around the corner to throw Chatkcha at the bitten Hobbler with one relying on his elven accuracyto land a killing blow on the bitten Hobbler, and the other managing a clean hit on the last Hobbler. The Hobbler throws a javelin at the sniper that hit it but misses.
     The two remaining elven snipers repeat their shift out, attack, and duck back into cover routine and while both hit the Hobbler, one of them manages to inflict a vicious wound (critical hit) which causes it to miss with the javelin it throws in response as the the crowd roar with delight as it looks like the elves are going to win the battle unless the hobbler can take out the last two snipers.
     Once again the Hobbler gets ready to chuck a javelin at the next elf it sees. The peddler near the fallen sniper drags him out of the Hobbler's line of sight as the rest of the elves discuss how to deal with the Hobbler.
     The Dune Strider moves out to distract the Hobbler and gets hit with a javelin. Meanwhile the two snipers repeat their shift out throw a chatkcha and then duck back behind cover while one misses horribly, the other lands a solid blow upon the Hobbler.
     Once again the Dune Strider distracts the Hobbler and is struck again, this time becoming bloodied, but both snipers strike true and kill the last remaining Hobbler. The Crowd roars as the match ends while the elves rush over to the fallen sniper to see if he is dead or if he can be saved.
[OOC: This post is long enough, so breaking the rest into the next post.]
Dark Sun Narrator
NPC, 25 posts
Click on me to see
the Campaign Notes
Thu 7 Jul 2011
at 04:06
  • msg #115

Re: Dark Sun: Chapter 1

As the elves stand victorious in their final match of the day, it appears that their injured friend is alive and being taken by healers to have his wound tended to. Cheers erupt from the spectator-packed stadium although some cry out for a better match next time to where both sides are willing to rush into melee instead of the ranged confrontation this one turned out to be. Some animal handlers also manage to coax the ambush spider out of its hiding spot and into a cage.

A sudden shift from the raucous whooping to frightened shrieks catches everyone's attention as someone cries out, "Murder! Guards, Help!"

The guards clear the stands, whipping slaves and intimidating the free folk in their path. The Gladiator handlers swoop in to corral the elves into the tunnel entrance that leads between the staging area and the arena barracks.

Within minutes, several guards approaches the group (of PCs) and asks you all to follow him as the 'lead guard' leads the group to a nearby room. Ten minutes later a robed half-elf is approaches with a scroll tucked under one arm.

The half-elf speaks up, "I am Selonius. My master, Governor Arisphistaneles, extends his thanks for your patience. We apologize for the haste at which you all were brought here but it has come to his attention about your exploits on escorting the recent caravan to our small city, and he was intrigued by the rumors of your unconventional approach and its wild success. We were hoping we could hire your help.  The Governer grieves about the murder of one of his top captains, and is worried that an insider might be involved. He has authorized me to quietly hire you as outside agents to investigate the bold slaying."

Selonius hands over the sealed scroll which is a writ authorizing the group to question the citizenry and capture the criminal, who is to be brought to Arisphistaneles' estate for questioning. Each adventurer is promised 40gp worth of Residuum and 10gp in ceramic apiece for completing this task.

The question now is, does the group accept this job offer?
Shardon
player, 24 posts
I've returned
Only for you...
Fri 8 Jul 2011
at 00:40
  • msg #116

Re: Dark Sun: Chapter 1

During the arena battle, Shardon was right there with the audience, cheering! He was one of the ones who cheered for the backhanded tactics, but he had a good time in general. He's fully compliant when told to go with the officials, but keeps an eye out for escapes. Once the situation is explained, though, Shardon nods with a serious expression. "One of the governor's top captains? Personally, I'm honored he's asking us. But I am only one. If we're to do this, I would like the consent of those who are with me." Shardon says, clearly indicating the rest of the group.

He looks at them expectantly. To him, it seems an obvious YES from any sane individual. Let's see. 1) Get the governor's positive outlook on you doing what you generally do anyway and thus gain a good rep. 2) Kill people who deserve killing. 3) Get paid while you're at it.

...yeah Shardon thinks it's obvious.
Tread
player, 21 posts
Prissy, girly girl
...who's a TANK
Fri 8 Jul 2011
at 00:43
  • msg #117

Re: Dark Sun: Chapter 1

During the arena fights, Tread watched intently with a more concentrated posture. Not excited, not cheering, just attentive. It's clear she was more assessing the fight. How it went right and how it went wrong. It's nice to learn from others' (lethal) mistakes when you can.

After the group is pulled aside and asked to do a quest, Tread says, "I don't see a problem with doing this."
Surya Shemesh
player, 26 posts
Monster InternTM Sheets
We Know How You're Built
Fri 8 Jul 2011
at 02:18
  • msg #118

Re: Dark Sun: Chapter 1

During the fight, Surya was trying to stay attentive to both the arena combat and the crowd.  Especially those who run the events.  Because most of her face is covered, it was easy to hide her distaste for this so-called civilization that revels in such needless death.  She is now convinced that this entire city could burn to the ground killing every living thing within, and very very few would be undeserving of such an end.  Returning to the Crystal Cloister couldn't come soon enough.  But this savage outside world is the very reason her home needs protected, making her quest of dire importance.

"I shall do my utmost, Selonius," is all she answers the half-elf with a slight bow.
Fletch
player, 24 posts
Fri 8 Jul 2011
at 06:05
  • msg #119

Re: Dark Sun: Chapter 1

  Fletch notes to self.  Spiders are annoying.  Of course, cries of Murder followed by getting lead off by guards are not very spectacular moments either.  Even if the end result is less unpleasant than one could expect.

'Considering the main reaction to sniping from afar, I suppose our tactics would be considered unconventional.'  After all, Starting off with an unfair terrain advantage the opposition must spend several turns to reach close enough to fight back is normally the method of NPCS.  For PC's to use those tactics is almost unheard of in most modules.

  Fletch's own logic is similar to Shardon's.  While they had their task set before them, the means to accomplish it and where were unfortunately vague or lacking.  Accomplishing something for some established and less anarchy filled settlement could work out.  Okay, so Fletch and Surya have wildly different standards.  Must come from Fletch having to spend basically his whole life outside the cloister guarding it instead of getting any of it's peaceful sheltered life benefits.

  "If it is at all possible, could you inform us of the means by which they were slain?  It may be irrelevant, or it may lead to some insight.  Knowing how luck usually runs in these things, I expect the former unfortunately."
Dark Sun Narrator
NPC, 26 posts
Click on me to see
the Campaign Notes
Thu 1 Sep 2011
at 06:50
  • msg #120

Re: Dark Sun: Chapter 1

Selonius smiles when the group tells him that they will help, and when asked he mentions, "We aren't sure why Tellemon died like he did, we know he was stabbed, but the stab wound shouldn't have been enough to kill a mercenary captain such as himself so quickly. The guards have detained a few witnesses who were sitting near Tellemon when he was murdered. We don't know why he was killed or have a clue as to who did it, we also haven't found the murder weapon yet. He normally oversaw patrols in the merchant quarter and was an efficient and effective leader. While Tellemon was fond of sending disputes to the arena as a means to resolve them, and it was believed that his reputation for doing so encouraged peaceful behavior even in the shady Elven Market. For this reason Arisphistaneles afforded Tellemon's indulgence of using the arena in this fashion. The problem is that Tellemon's family lives in Tyr and his father is a prominent dune trader affiliated with House Vordon which is the primary iron trading merchant house in this region and we don't know if his murder is related to this family affiliation or if it was a personal dispute that led to the murder."

Selonius then has several Guards escort the group to where Tellemon was murdered. When the group arrives after climging the setps leading to the Bloodsands Arena's stands, Tellemon's crumpled frame is still baking in the late afternoon sun.

Seluku quickly points out that the slender deep stabbing wound that entered Tellemon's left kidney shouldn't have killed him as quickly as it did, but Seluku notices a green, paste-like residue inside the stab wound and recognizes it as a virulent poison made from cacti found in the area, but making it requires arcane magic.

The guards then point out the witnesses that have been detained for questioning.

[OOC: I want 2 unmodified d20 rolls from everyone, listing which one is first and which roll is second. Don't bother with modifiers as I'll handle that. This is as far as I can really progress without rolls for your characters.]
Surya Shemesh
player, 27 posts
Monster InternTM Sheets
We Know How You're Built
Thu 1 Sep 2011
at 21:59
  • msg #121

Re: Dark Sun: Chapter 1

Surya follows along with the others, watching for suspicious signs everywhere - even on the face of Selonius.  She suspects that Tellemon must have had guards, and consequently the guards were paid off, or their bodies would be lying here too.  The witnesses are also very suspect in her mind.

"Keen eye, Seluku," she commends, "A person of Tellemon's rank most likely had personal guard.  Or something to that effect.  What kind of protection did he have at the time of his murder?"


(( Surya rolls
1: 3
2: 8 ))

Fletch
player, 25 posts
Fri 2 Sep 2011
at 00:14
  • msg #122

Re: Dark Sun: Chapter 1

  If Iron trading being screwed with was considered a big deal in Baulder's Gate, then it was probably a ridiculously big deal in 'The Sun Hates You Personally' land.  Though if Fletch's own arcane proficiency picks up any details he shall refrain from outright stating such.

  To much likelihood of someone asking 'So, how come you recognize a poison only magic can make?' if Seluku or the others stated as much out loud.  "Could be either, could be both.  A murder over his family business would be a form of personal dispute, after all.  I am more inclined to suspect it is due to the Iron trade merely because it would lead to more problems to sort through."

  It may be a cynical approach to problem solving, but unfortunately it is an approach often proven accurate.

  OOC Style:  Mystery Rolls via RPOL roller.
10
8

Shardon
player, 25 posts
I've returned
Only for you...
Fri 2 Sep 2011
at 00:26
  • msg #123

Re: Dark Sun: Chapter 1

Shardon is looking curiously at the body and everything about it as well. He looks and smiles up at Surya. "Good point. His guard should be dead trying to protect him, or at least have the culprit in custody. Since it was a knife wound."


Shardon rolls

1: 7
2: 20

Tread
player, 22 posts
Prissy, girly girl
...who's a TANK
Fri 2 Sep 2011
at 00:31
  • msg #124

Re: Dark Sun: Chapter 1

Tread stares at the body. "I wish I could be more help on this matter, but I'm mostly just good in combat." she comments, but still looks for ways to help even as she says this. After all, she is convinced this is for perceptive people, and she isn't perceptive.


Tread rolls

1: 6
2: 15

Dark Sun Narrator
NPC, 27 posts
Click on me to see
the Campaign Notes
Fri 2 Sep 2011
at 03:40
  • msg #125

Re: Dark Sun: Chapter 1

Shardon and Trace, with Fletch aiding in, interviews the witnesses and manage to learn that a towering male at least 6 and a half feet tall wrapped in a white tunic approached Tellemon. The guards didn't notice anything until the Captain cried out and there was a clattering sound moments before Tellemon's body hit the ground already dead. One of the bystanders tells them that the murderer fled the scene wearing sandals common to gladiators.

[OOC: Shardon's first roll is used for either diplomacy or intimidation, either would hit the needed DC. Fletch's first roll is used for an aid another to help Trace on an intimidation check which succeeds.]

Seluku and Surya both start searching for the weapon after learning it should be nearby. With some difficulty, Seluku finds a bloody dagger under a sear near the body. The hilt of the dagger is wrapped in a fine tan cloth that is covered in strange glyphs. With some difficulty Surya realizes that the quickly fading symbols mean that an arcane charm was placed on the cloth and has been used, which possibly explains how the murderer was able to get so close to Tellemon without being stopped by a guard.

[OOC: Both Seluku and Surya fail their first rolls, but succeed on their second. 8 successes and 2 failures means stage 1 is a success.]

Although there were some difficulties due to the fading magics involved, the group manages to learn that the murderer fled towards the barracks quarter without raising anyones suspicion. The group heads towards the barracks quarters of Altaruk where the mercenaries that guard the town live. Off-duty guards drink, play games of chance, and participate in contests of athleticism as the day begins to cool into the evening.

Tread and Trace both show off in physical contests earning the respect of the guards, Tread then learns while talking to a couple of guards that a dwarf beggar asked several questions about Tellemon and his cohort this morning. Trace ends up frightening one of Tellemon's guards, that was a close friend of Tellemon, into disclosing that the Captain was receiving missives from Tyr every few weeks and was unwilling to divulge the contents of those messages.

Seluku notices a disheveled dwar muttering to himself and heading to the outskirts of the barracks quarters. After quickly informing Shardon about the dwarf, Shardon easily stealthifully follows the dwarf to a gladiator training hall near the barracks and watches the dwarf enter.
[OOC: Tread uses an Endurance secondary to boost a displomacy check. Trace uses an Endurance secondary to boost an intimidate check. Seluku passes a perception check... and Shardon slaughters the heck out of the Stealth DC...result of 29 when you only needed a 12...4 successes and no failures means stage 2 is a success.]
[OOC: Both skill challenges passed, and everyone earns, 80 xp.]


Thus the group is able to follow Shardon without the dwarf noticing he is being followed and the group enters the gladiator training hall and overhears Birk Suntouched asking a gladiator why he dropped the knife and fled from the stadium.

As the group enters the training hall, everyone sees empty slave pens lining one end of the room, and a stone table that is obviously used for both discipline and torture sitting in the corner. A weapons rack, combat circle, training dummies, and a beast pit fill the rest of the hall. Both the Mul Gladiator and Birk Suntoucned are near the combat circle. The two are speaking in hushed tones.

The only question remains, what does the group do now? Launch an ambush attack against the two, or confront the two... The choice is yours, but choose quickly and quietly...as the two won't continue their discussion forever.
Surya Shemesh
player, 28 posts
Monster InternTM Sheets
We Know How You're Built
Fri 2 Sep 2011
at 04:55
  • msg #126

Re: Dark Sun: Chapter 1

"I think we have our culprits," Surya whispers to the others, "But if we attack there's a chance they could die or escape and we'll have nothing to show for our efforts.  Let's see if we can trick them into a confession or at least get close enough to them to detain them.  Care to take the lead, Shardon?"

She follows along with the others.
Shardon
player, 26 posts
I've returned
Only for you...
Fri 2 Sep 2011
at 05:27
  • msg #127

Re: Dark Sun: Chapter 1

Shardon was going to sneak up on the enemy anyways. He wanted to stab these guys and ask questions later, possibly using the convenient torture chamber. But he is the party's face and if these guys flee... "Sure, Surya."

Shardon walks over to the dwarf and his tall friend. He smiles brightly as he tends to do and examines the gladiator to see if, in fact, this guy was 6'6" as the assassin was described being. If so, this could very well be the killer.

Tread passively follows Shardon's lead. Shardon prepared to boast a little about Tread if has has to in order to calm the two suspects.
Dark Sun Narrator
NPC, 28 posts
Click on me to see
the Campaign Notes
Fri 2 Sep 2011
at 18:56
  • msg #128

Re: Dark Sun: Chapter 1

The Mul Gladiator looks concerned when he sees Shardon approach as he also notices the rest of the group. However, the disheveled wide-eyed dwarf (Birk Suntouched) signals the Mul to hold when the Mul looks ready to draw a weapon. Although the Mul Gladiator matches what evidence the group has gathered about the murderer, it is obvious that the Mul is taking orders from the Dwarf. It is obvious that if a fight breaks out, the Mul Gladiator won't be caught off guard, but for the moment he won't be starting a fight.

Birk Suntouched asks in a mumbling yet coherent tone of voice, "Who are you? I haven't seen you or those you are with in Alturak before. What brings you and those your with to this place?" While the dwarf tries to appear harmless, it is apparent that he isn't the harmless begging loon that the guards in Alturak believe him to be. While the Dwarf doesn't seem to be carrying a weapon, it is obvious that he is close enough to the weapons rack that he could quickly draw a weapon if a fight broke out.

The Mul Gladiator doesn't appear to be afraid of the group, but he does show concern for the Dwarf's well-being by positioning himself between the Birk and the group, although the Mul does not step directly between the Dwarf and Shardon as that could interfere in Birk's conversation. It is obvious to everyone present that the Mul will protect the Dwarf if a fight breaks out.
Surya Shemesh
player, 29 posts
Monster InternTM Sheets
We Know How You're Built
Fri 2 Sep 2011
at 20:06
  • msg #129

Re: Dark Sun: Chapter 1

Surya comes to a stop, takes a slight bow, and brings her hands together to rest on her "walking staff" giving the effect of appearing like a cloaked sentinel.


(( http://charltonhestonworld.hom...ses-holdingstaff.jpg ))
Fletch
player, 26 posts
Sat 3 Sep 2011
at 02:54
  • msg #130

Re: Dark Sun: Chapter 1

  Fletch would suppose drawing his crossbow would be needlessly antagonistic until he is going to use it.  Hopefully they just take the spiked gauntlet and wrist razors at the face value post apocalyptic fashion statements they are.

  He would try some line like 'We were checking to see if we could pick up advanced betting info', but even ICly Fletch is aware how pathetic his Bluff score is...  Imagine raising children in DnD.  Is Santa real?  Of course he is *bluff fail* oh great my kid hates me forever.
Shardon
player, 27 posts
I've returned
Only for you...
Sat 3 Sep 2011
at 03:49
  • msg #131

Re: Dark Sun: Chapter 1

Shardon smiles at Birk and says, "It's true, we are new to this area. My name is Shardon. These are my companions Fletch, Seluku, Surya, Trace and Tread. We were hired to guard a caravan, so we're just hanging around town for a bit. And you are?"
Dark Sun Narrator
NPC, 29 posts
Click on me to see
the Campaign Notes
Sat 3 Sep 2011
at 03:59
  • msg #132

Re: Dark Sun: Chapter 1

Birk Suntouched looks at Shardon and the others before saying, "Then if your just wandering around, it would be best if you all wandered somewhere else. This training hall is for gladiators, not caravan guards. It would seem you don't have any business with us, so why not wander off and go bother someone else."

The Dwarf starts to look over the group a bit more as he wonders what has brought them into the training hall, and what if anything they have overheard. It is however clear that Birk doesn't want to waste time dealing with who, in a less harsh world than Athas, would be classified as 'sight-seeing tourists'.
This message was last edited by the player at 04:04, Sat 03 Sept 2011.
Seluku
player, 14 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Sat 3 Sep 2011
at 04:33
  • msg #133

Re: Dark Sun: Chapter 1

Seluku wonders how long Shardon is going to dally around with what seems like useless chatter and when the Reverant Hafling will simply get to the point.
Trace
player, 12 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Sat 3 Sep 2011
at 04:39
  • msg #134

Re: Dark Sun: Chapter 1

Trace wonders if this is some tactic to try and bore the dwarf and mul till they pass out from the mindlessness of it all in order to rifle through their pockets for evidence... Trace then frowns slightly as he realizes that only magic can bore people to the point of passing out...after all isn't that how the 'sleep' spell works?

Trace realizes that a different approach might be warranted since if the group doesn't leave and doesn't provide a reason for being here, then things might get heated.
This message was last edited by the player at 04:39, Sat 03 Sept 2011.
Shardon
player, 30 posts
I've returned
Only for you...
Sat 3 Sep 2011
at 18:16
  • msg #135

Re: Dark Sun: Chapter 1

Shardon holds up the writ. "Well see, our other order of business is tracking down a murderer. And this writ here advises it would be best if you cooperated and tell us what we need to know. Our investigation has led us here to you so far."
Dark Sun Narrator
NPC, 30 posts
Click on me to see
the Campaign Notes
Sun 4 Sep 2011
at 02:45
  • msg #136

Re: Dark Sun: Chapter 1

The expression on Birk Suntouched's face changes when he hears Shardon's explanation. The dwarf steps closer and looks at the Writ and then starts to laugh as he stops his coherent mumbling as if it was a false accent, "Well in that case there is no need to keep it a secret. Since Captain Tellemon was part of a plot by the True to assassinate Governor Arisphistaneles, I hired my friend here to kill the captain in order to save Arisphistaneles' life. The governor and I are both Veiled Alliance members, and we should go to his estate so that I can fill him in about the now foiled assassination plot by the True and what really happened. I wish I had time to warn Arisphistaneles before dealing with Tellemon, but the Captain was going to murder the governor immediately after the games at the arena and I couldn't get to him to warn him."

Birk then grins and motions to the Mul Gladiator that he can stand down as Birk is confident that the group isn't an attempt by the True to retaliate for the death of Tellemon.

The group then escorts Birk and the Mul Gladiator to Arisphistaneles' estate. Once at the governor's estate, Birk explains the situation to Arisphistaneles which the governor confirms. When the group explains what they learned in the barracks in their investigation, it is realized that the 'family letters' were how the True organization was communicating with Tellemon. This is confirmed when the governor has a guard bring him those letters on the grounds they may be related to the murder.

Happy to learn that the plot has been foiled, and how skillfully the group has been in finding out the truth, Arisphistaneles not only pays the group the rewards he originally promised, but he also awards the group with hsi personal sanction, which means that the group will get free lodgings and sustenance whenever they are in Alturak, not to mention not being charged a fee when entering Alturak in the future.

The Mul Gladiator is exonerated for killing Tellemon to protect the governor.

Additionally Arisphistaneles makes a new offer to the group, he offers a chance to undergo the initiation test to join the Alturak cell of the Veiled Alliance.

[OOC:Everyone gets 40gp worth of Residuum and 10gp in ceramic pieces. Also everyone earns 200 xp for resolving this 'quest'. Remember although Surya has the Veiled Alliance theme, that does not mean Surya is a member of every Veiled Alliance cell in Athas. It is up to the group if everyone wants to join this cell or not, I will say that of the factions in Athas, Veiled Alliance cells are one of the few that would never be likely to try and conquer the Crystal Cloister. The governor will give everyone time to discuss amongst each other if they want to undergo the initiation test.]
This message was last edited by the player at 02:47, Sun 04 Sept 2011.
Fletch
player, 28 posts
Sun 4 Sep 2011
at 23:51
  • msg #137

Re: Dark Sun: Chapter 1

  Fletch probably would never have guessed the plot to assassinate one person was also a plot to prevent the assassination of another.  Political intrigue is not something a glorified security system for the cloister would have much experience with.

   "I can not speak for my companions, but I shall take up your offer of initiation to aid them if they are so inclined."  Though he would feel kind of silly if the initiation dealt with one person at a time in that case.  Though he'd probably go for it regardless.
Surya Shemesh
player, 30 posts
Monster InternTM Sheets
We Know How You're Built
Mon 5 Sep 2011
at 15:50
  • msg #138

Re: Dark Sun: Chapter 1

Surya isn't convinced that claiming to murder someone to prevent them from murdering another is grounds for getting away with murder.  How hard would it be to plant evidence that the victim was plotting against the governor?  Considering this sly fellow had the means to assassinate a top official and be praised for it, probably not very hard.  But Surya is beginning to expect no less from this so-called civilization where death is as commonplace as a sneeze.

"Thank you," she answers with a bow, "I share the ideals of the Veiled Alliance and am impressed with today's display of members safeguarding one another.  If it please your honor, I will do my best to pass the trial."

The ideals the veiled alliance claims to have, anyway.  The governor's city doesn't exactly inspire confidence in the practical ideals of it's members.
This message was last edited by the player at 16:51, Mon 05 Sept 2011.
Shardon
player, 31 posts
I've returned
Only for you...
Tue 6 Sep 2011
at 21:41
  • msg #139

Re: Dark Sun: Chapter 1

Shardon obviously doesn't care about the murders or the victims. Nor does he care about the veiled alliance other than it sounds like another means to his ends. He smiles and says, "I'm honored.", accepting the offer to go through initiation.
Tread
player, 23 posts
Prissy, girly girl
...who's a TANK
Tue 6 Sep 2011
at 21:45
  • msg #140

Re: Dark Sun: Chapter 1

Tread is worried initially, but when she sees three of her allies already accepting, Tread says, "I will go through the initiation if the others will."

She's still worried. Up til now, the group hasn't really shown their faces as they are not exactly biological creatures, but rather constructs. They still look like a group of tall, robed nomads who won't show their face. So Tread suspects part of initiation will be "hey, what do you look like?"
Seluku
player, 15 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Wed 7 Sep 2011
at 18:02
  • msg #141

Re: Dark Sun: Chapter 1

Seluku contemplates the offer as other people already give there answers before speaking up, “I will also undergo the initiation.” Seluku is reserved and doesn't want to mention anything about the Crystal Cloister, or what has brought them from the Crystal Cloister at this time since now is the time for trust to be earned, and since trust goes both ways, only once he trusts that the knowledge would be safe and not misused would he consider revealing anything about the group's mission.
Trace
player, 13 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Wed 7 Sep 2011
at 18:12
  • msg #142

Re: Dark Sun: Chapter 1

Trace listens to the decisions of the other members of the group and calmly says, “Then we are all in agreement about undergoing the initiation test. Which if I am not mistaken, is broken up into two parts. The the first requires proof that we are Preservers and do not Defile when we use what power we have, and for the second part we must complete a task set for us.”

Governor Arisphistaneles smiles as he says, "Good, it is easier to conduct the tests when everyone is in agreement." Arisphistaneles glances at both Suyra and Trace as each of them speaks up since both reveal that they have knowledge about the Veiled Alliance, which the governor feels will make things easier when it comes to explaining the tests. Arisphistaneles nods in response to Trace's statement,"That would be correct, first comes the Test of Green and then after passing that comes the Test of Action."

[OOC:Suyra also knows this information about the Veiled Alliance initiation tests, but since no one asked what anyone knew about them, I didn't mention it prior to now. Surya already knew that the first part is the Test of Green, and the second part is the Test of Action, but now everyone else knows. Technically there is no 'what do you look like' part of the initiation. I had to actually hunt through the materials to check what the initiation tests included.]
Dark Sun Narrator
NPC, 32 posts
Click on me to see
the Campaign Notes
Sat 10 Sep 2011
at 06:53
  • msg #143

Re: Dark Sun: Chapter 1

Governor Arisphistaneles then offers the group to take the Test of Green since it doesn't take long and is an easy test. The group is escorted to a room that doesn't have closed windows with several plants and small animals within cages in the room. The windows are closed so that people outside don't see people using magic, the plants and animals are present as an obvious test, if defiling occurs they would be affected, and the individual would fail the test. As everyone gives a sample of the power they wield whether it is martial, primal, Arcane, or something else in Suyra's case, none of the animals or plants are affected thus showing that there are no defilers in the group.

Shortly afterwards, a messenger comes up to the governor and tells him that a large sandstorm has been sighted approaching the village and will reach the town walls in an hour at its current pace. Additionally the messenger states that there are a couple caravans that probably won't reach the walls before the sandstorm reaches the town. The Governor nods and knows there is nothing he can do for those outside the town right now, but that those inside the town are his responsibility as he says, "I can only hope that anyone caught in the sandstorm can sit it out. Make sure everyone is notified and prepared before the sandstorm hits Alturak, have the guards keep the gates open until the last possible minute in case someone does manage to reach the walls before the storm."

The messenger then heads out with his orders and the Governor turns to the group and once the messenger is out of earshot the Governor says, "The Test of Action will have to wait until after the sandstorm passes, for now I suggest that you all get some rest, there will be much to do tomorrow."

One of the governor's guards then leads the group to some quarters where the group can rest for the evening. The quarters are sparsely decorated and nothing overly fancy, but are still spacious compared to an average inn so the group hunkers down for the night as the sandstorm hits Alturak. As the evening goes on the sandstorm grows fiercer outside the closed and barred windows that are keeping the sandstorm out of the quarters. With the monotonous sounds of the sandstorm drowning out all other background noise, the group is able to have a restful evening.

By the time the morning sun breeches the horizon, the fierce sandstorm has passed. When the group heads out of the quarters they have been given to use, rumors are already running throughout the town that a ragged House Wavir caravan has just crawled through the town gates, and one of its wagons was lost along with its valuable cargo in the sandstorm.

Birk Suntouched approaches the group and glances around to make sure no one other than the group hears him as he softly says, "The governor wishes to see you, go to the front gate of his estate."

Heeding the dwarf's message, the group heads to the front gate of Arisphistaneles' estate where they see the governor with some of his guards speaking with the head of the Wavir trading post in Alturak, a Balican dwarf named Rhotan Vor explaining which of the wagons is missing and what it was carrying to the governor. As the group approach, they hear that Rhotan Vor has offered a reward that would break down to 20gp in ceramic pieces and a residuum block 'valued at 80gp' for each member of the group, given it's size, that finds and recovers the cargo comprised mostly of grain, wine, and wood plus along with the drivers who were operating the wagon, if they are still alive. It seems that several search parties are forming to search for the wagon.

Arisphistaneles notices the group's approach and grins as he says to Rhotan Vor, "I believe this group that is now approaching may be able to help in the search, they are rather good at finding things."

Rhotan Vor nods and replies by "Well they are welcome to try, but only the group that succeeds gets the reward. Well hopefully whoever finds the cargo finds it all intact. It could be worse, the entire caravan could have been destroyed. Then again at least I'm better off than House Tomblador is right now as their caravan hasn't even reached Alturak yet and may be a total loss." as the Balican Dwarf Rhotan Vor heads off to the House Wavir trading post.

The governor then turns to the group and motions for them to follow him into his estate as he explains, "Rhotan Vor was telling me which of the wagons was lost, since as part of its cargo it was carrying some objects that were being sent to me by the Veiled Alliance cell in Balic, and as fate would have it, one of those items was on the missing wagon. While recovering all of the cargo would be best, even if the cargo is ruined and the drivers dead, this item must be found. It is a locked wooden case that contains a scroll regarding a topic that several people here in Alturak are researching, the scroll is said to tell and incomplete story about an individual that found a way to extract water from the desert. If such a legend is true, then it would be a profound shift in the world as we know it, but it may also simply be a myth that sprouted from a rumor founded on lies ages ago. As your Test of Action, I need you all to recover the scroll in its locked case. Rhotan handed me the key since that was being kept by the caravan master who was on another wagon. After all written documents have to be kept hidden so even those in the caravan still don't know what is within the box. And I would like to keep it that way."

[OOC: After the extended rest during the evening everyone has all their powers available to them. Recovering the cargo and completing the Test of Action is considered a major quest. Rewards are as mentioned in the post, everyone would get 20gp and 80gp worth of Residuum.]
Fletch
player, 30 posts
Sat 10 Sep 2011
at 23:32
  • msg #144

Re: Dark Sun: Chapter 1

  Ah, sandstorms.  One of the few events that where Fletch got to spend any time inside the Crystal Cloister.  So the guard had a bizarre soft spot for them despite the obvious dangers and inconveniences they involved.

  "A wooden lockbox is a highly common item in any caravan, so any more defining features of it known would prevent us bringing you the wrong box unless we pry open all we find ourselves to check first.  Though such obscurity is not a bad thing for it's intended purpose.  However, if the scrolls are already lost by an act of nature, that being considered a failure on our part will give me second thoughts regarding how seriously the veil desires aid."  Mission Success wording is always something to ensure clarity on, of course.  You can't reload a save here.

  Fletch considers some of the other details of their upcoming task.  "Just what was it that House Tomblador was transporting?  While it has been clearly considered a lost cause, it's cargo could still remain intact if it was not particularly fragile, and most efforts seem focused on Rhotan Vor's.  If there were the time and opportunity, I doubt you would be adverse to some extra salvage."
Surya Shemesh
player, 31 posts
Monster InternTM Sheets
We Know How You're Built
Sun 11 Sep 2011
at 00:01
  • msg #145

Re: Dark Sun: Chapter 1

"We will use the utmost discretion," Surya assures, "It would improve our chances of success if Rhotan Vor were to make it known that no reward will be given to any team caught inhibiting the progress of any other team working toward locating the missing cargo.  And it might serve your honor's purposes best to entrust us each with a copy of the key to expedite the finding of the correct box.. assuming it is affordable to duplicate the key."

After all, if the duplicates had to be made of metal, they would likely be very valuable.
This message was last edited by the player at 00:04, Sun 11 Sept 2011.
Shardon
player, 32 posts
I've returned
Only for you...
Sun 11 Sep 2011
at 00:09
  • msg #146

Re: Dark Sun: Chapter 1

Shardon was relatively sure the point was for nobody to be able to see inside the box. Including even the people transporting it. Which should mean that people sent to retrieve the box are also not meant to see inside. But he doesn't express this out loud. No need. If Rhotan Vor wants to keep the contents secret, he'll surely say so soon enough. "I like the idea of encouraging the teams to work together. People have a way of killing each other for the slightest edge, or the next meal."

Not that he's worried about dying since he's already dead. But he doesn't want anyone knowing that.
Tread
player, 25 posts
Prissy, girly girl
...who's a TANK
Sun 11 Sep 2011
at 00:11
  • msg #147

Re: Dark Sun: Chapter 1

Tread says, "Fletch makes a good point. A simple picture of the box, or a design we might need to look for on it, would be useful."
Dark Sun Narrator
NPC, 33 posts
Click on me to see
the Campaign Notes
Mon 12 Sep 2011
at 03:12
  • msg #148

Re: Dark Sun: Chapter 1

Governor Arisphistaneles grins upon hearing the questions the group asks, almost as if he was testing the intuitiveness of the group, "Good questions, with the questions you realized still needed answers I can see how you were able to resolve yesterday's issue so expertly. Opening the box won't be necessary, I know it will be the only wooden box that has this symbol on its top." The governor then pulls a piece of parchment out of a pocket and unfolds it revealing a two-toned pattern of spirals and overlaid circles as he continues,  "This is the pattern on the top of the box, Since its inner lining and lock are made of stone it probably hasn't been broken open. But trying to have a duplicate key made would take to much time as it is an intricate stone key."

The Governor frowns a bit when he says, "While there is merit to pooling ones resources to accomplish a task, given that most of the groups are comprised of mercenaries and gladiators that really don't like each other. I'm content with them being too busy looking for the wagon to try to mess with each other. And if the drivers are still alive, once found the groups won't fight each other over it as the drivers could be harmed, and Rhotan Vor made it clear he wants the drivers back alive as much as he wants the cargo."

The Governor then turns back to Fletch and shrugs, "Since House Tomblador hasn't revealed what the caravan was carrying, who knows although I'd be surprised if there were no slaves in the cargo. However since House Tomblador tends to use silt skimmers instead of wagons getting to one of their caravans that has been lost due to a sandstorm can be tricky as they tend to move through areas of silt that only giants could wade through. So unless you know ways to dig through a dozen or so feet of silt and recover lost cargo without drowning in silt, then there is no way to retrieve it the the silt skimmer has been pushed into areas of deeper silt and sunk or if cargo has been knocked overboard."

The governor then glances to the group in general and asks, "Now are there any more questions, or are you ready to go and find the missing wagon, its drivers and cargo, and of course the box?"
Surya Shemesh
player, 32 posts
Monster InternTM Sheets
We Know How You're Built
Mon 12 Sep 2011
at 04:04
  • msg #149

Re: Dark Sun: Chapter 1

"No further questions, your honor," Surya answers with a slight bow, "Thank you."

When the others are ready, she heads off with them.
Fletch
player, 31 posts
Thu 22 Sep 2011
at 05:29
  • msg #150

Re: Dark Sun: Chapter 1

  Fletch shakes his head,  "Unless you feel there is some detail of use we have overlooked, the sooner we get started with this task the sooner we will finish."

  Rested up (so far as warforged, Shardminds, and zombies do), armed, and actually possessing a specific goal with detailed information.  If only the reason they had left the cloister was so straightforward.
Dark Sun Narrator
NPC, 34 posts
Click on me to see
the Campaign Notes
Fri 23 Sep 2011
at 04:03
  • msg #151

Re: Dark Sun: Chapter 1

The day is brutally hot and that discourages some of the groups searching for the wagon, but not this group. A sweltering breeze kicks up a haze of dust. Seluku manages to spot remnants of the wagon tracks that weren't covered up by the shifting sands. The wagon’s tracks seem to disappear and reappear in the sands as the group follows them. Eventually, the group come to a jumble of orange boulders and creosote bushes. It doesn't seem like any of the other groups have found the wagon's trail yet as there aren't signs of any other groups having previously passed this way.

However, Seluku, Shardon, and Surya spot motion in the distance which indicates that they aren't the only group in the area. Five small, hunched reptilian creatures carrying spears, daggers, and blowguns leap outfrom their hiding places after they realize they have been discovered. Within moments the area echoes with the sudden outburst of high pitched hissing and battle cries in their crude form of Draconic which both Trace and Surya understand and realize that the creatures are shouting, "Meat! Meat!". The reptilian creatures' mouths are full of sharp fangs, and they dart over the sands with great speed.

[OOC: Okay place your characters on the encounter map if you haven't yet. Here is the initiative order, with the initiative result in (). People listed in the same row (indicated by a '-') can post in any order.
- Trace (20), Fletch (20), Surya (20), Tread (19)
- Darter 1 (18), Rager 3 (18), Rager 2 (17)
- Seluku (14), Shardon (13)
- Rager 1 (10), Darter 2 (5)

Relevant monster data:
Any enemy starting its turn adjacent to 2 or more silt runners takes 2 damage. (Silt Runner Swarm trait)
Silt Runner Ragers: HP 34 & AC 12, Fort 12, Reflex 12, Will 12 Uses a longspear (Melee 2 aka reach)
Silt Runner Darters:  HP 25 & AC 12, Fort 10, Reflex 13, Will 12 Uses a Dagger and a blowgun (range 10/20)]

This message was last edited by the player at 05:27, Fri 23 Sept 2011.
Fletch
player, 32 posts
Sat 24 Sep 2011
at 01:46
  • msg #152

Re: Dark Sun: Chapter 1

  Fletch is somewhat relived, as the enemy (so far as can be seen yet) does not outnumber them, and only a very limited amount of them have a terrain advantage against the more up close and personal types.

  Of course, as Fletch buries a crossbow bolt into the southern darter's gut, it's clear even that advantage won't be enough.  Shoot first, ask questions if convenient seems to be the option of the day to him.
  Fletch
  Standard: Magic Weapon Vs Darter Two, Hits. 11 DMG
http://rollr.appspot.com/view/...IIRGljZVJvbGwYiNRWDA

  Effects: Magic Weapon Buff to Entire Party. (+1 Hit, +4 DMG Rolls).

  Darter 2 HP: 25-11= 14/25

  Fletch HP: 26/26
S 10/10 V 7 Inf 2

This message was last edited by the player at 02:13, Sat 24 Sept 2011.
Trace
player, 14 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Sat 24 Sep 2011
at 02:48
  • msg #153

Re: Dark Sun: Chapter 1

Trace moves forward and places his curse upon the same Darter that Fletch struck as the Darter's eyes glow with an eldritch light as Trace's vestige takes hold and scours that Silt Runner's mind causing it to scream as R2 ends.

[OOC: Active Vestige is Vestige of Zutwa.
Move Action: Move to K8, Shadow Walk, gains concealment until the end of Trace's next turn (+2 all defenses).
Minor Action: Place Warlock's Curse on D2.
Standard Action: Eyes of the Vestige on D2, hits and does 13 damage. Curse is placed on R2.
D2: HP 14-13=1HP (Cursed, Blooded)
R2 is Cursed.]

This message was last edited by the player at 02:54, Sat 24 Sept 2011.
Surya Shemesh
player, 33 posts
Monster InternTM Sheets
We Know How You're Built
Sat 24 Sep 2011
at 15:14
  • msg #154

Re: Dark Sun: Chapter 1

What is it like to be so hungry that you attack other people with the intention of eating them.  A concept very hard for Surya to wrap her mind around.  She tells herself she would sooner die than murder some random passerby for survival, but does she know that for certain?  How easy would it be to justify?  Are these creatures just desperate?  Or selfish murderers?  A test.  The truth will come to light.

<Draconic>"Do not be foolish!"</Draconic> she answers, rolling up her sleeve and blasting the second darter into unconsciousness with a magic missile, <Draconic>"None of us are made of meat!  We are creatures of stone who wield great and terrible power!  Already one of yours is defeated and dying!  Back down and we will spare you and allow you to aid your ally!  If you continue your attack, you will die for nothing!"</Draconic>

For added effect, she holds up her hand and uses the light cantrip to make it glow brightly!

"I just proved to these hungry fools that we are not food," Surya explains to her allies, "If they continue the attack, they do not deserve the breath in their lungs."


Move to L8.  Magic Missile to D2 defeats it, triggering Trace's pact boon.  Minor light cantrip.  Wasn't sure if a roll was needed for Surya's speech, or what kind of roll it would be.  All my CHA skills are 0, so makes no difference anyway.  Surya speech roll: 10.

D2 HP: 1-6 = KO

This message was last edited by the player at 15:39, Sat 24 Sept 2011.
Tread
player, 28 posts
Prissy, girly girl
...who's a TANK
Sat 24 Sep 2011
at 17:10
  • msg #155

Re: Dark Sun: Chapter 1

Tread says, "They could stand to learn common.." as she charges at the nearest one, letting him know she is too much of a threat to ignore. She misses, but she is prepared...


(Move: From N8 to J13)
(Standard: Charge v R2! From J13 to H15. Miss(10)!)
(Haha fighter! Marked R2!)
(Haha Battlerager! Gain 4 temp hp!)


Tread gains 4 temporary hit points

This message was last edited by the player at 17:25, Sat 24 Sept 2011.
Dark Sun Narrator
NPC, 35 posts
Click on me to see
the Campaign Notes
Sat 24 Sep 2011
at 18:35
  • msg #156

Re: Dark Sun: Chapter 1

The 4 remaining Silt Runners seem to desperate for food to believe Surya's claim, possibly because they can't grasp the concept of a humanoid not made of flesh. While the Silt Runners hesitate for a moment as the Silt Runner Darter falls,, the other Darter takes a shot at Trace with his blowgun but the envenomed dart misses.

Then two of the Silt Runner Ragers attack, first Silt Runner Rager 3 attempts to hit Tread with a Brutal Longspear attack, but the spear is deflected off Tread's armor. However as Silt Runner Rager 2 moves forward, initially heading towards Trace, it sees Tread over by where it knows Silt Runner Rager 3 was supposed to be and detours to try and attack Tread from behind, charging into a flanking position as it manages to break through Tread's defenses and strike Tread.

[OOC: Dice rolls used are rolls 2-4
d20s
1: Was used by Trace...
2: 3 Used by Darter 1
3: 9 Used by Rager 3
4: 13 Used by Rager 2
Darter 2 uses Envenomed Dart, 3+5=8 misses Trace's Fort. Envenomed Dart goes on cooldown, can recharge on a 5+.
Rager 3 uses Brutal Longspear on Tread, 9+5=14, misses Tread's AC Brutal Longspear will recharge when R3 is blooded.
Rager 2 moves forward to G9, then charges to I14 flanking Tread with R3. Charge (Bone Longspear) 13+2(flanking)+5=20, hits Tread's AC for 1d10 +2 -> 6 + 2 = 8 damage. Uses up Tread's 4 Temp HP and Tread now has 38-4=34 HP.
Tread will take 2 Damage on the start of Tread's next turn from Silt Runner Swarm, unless one of the Ragers or Tread is moved before the start of Tread's next turn.]

Seluku
player, 16 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Sat 24 Sep 2011
at 19:23
  • msg #157

Re: Dark Sun: Chapter 1

Seeing that Tread has been flanked, Seluku calmly says, “They may suspect we are carrying meat even if we ourselves are not edible so I don't think they will stop simply by telling them we don't have anything they can eat. Then again they may just be so hungry they aren't listening to anything we say at all.” as Seluku summons forth his elemental Spirit Companion, manifesting as a few swirling rocks surrounded by a small cloud of dust and water droplets that continually condense and evaporate upon the rocks leaving them looking slightly darker than the rocks on the ground.

Seluku walks towards Trace and Surya as his spirit companion triggers Seluku's Spirit of Vigor to give Tread a temporary boost before Seluku voices a battle cry through his Spirit Companion, which hammers into Silt Runner Rager 2, and spurs Tread to move out of the flanked position and closer towards the rest of the group so the two Ragers would have to move past Tread to attack anyone else.

[OOC: Minor Action: Summon Spirit Companion at I15, Tread gains 3 Temp HP. (Tread still has 34HP.)
Move Action: Move to L10.
Standard Action: Voice of Battle vs R2's Will, Die Roll (Dark Sun) 1d20 -> 12: 12+1(Fletch's M.W.)+5=18 hits R2. Damage from Voice of Battle on R2, with bonus from Fletch. 1d6 +9 -> 4 + 9 = 13 Psychic damage. R2's HP 34-13=21HP. Tread is shifted 2 squares to J14, no longer adjacent to 2 Silt Runners so Tread will not take damage from Silt Runner Swarm at begining of Tread's turn.]

Shardon
player, 33 posts
I've returned
Only for you...
Thu 29 Sep 2011
at 05:56
  • msg #158

Re: Dark Sun: Chapter 1

Shardon takes advantage of the fact he and the others are not surprised as he uses his Dejada to fling a rock at the Rager way off in the back, hitting it squarely in the face! He then hides behind Seluku, but closer to the battle. He has that evil smile on his face again. "Yes... meat..." he mutters with a hint of excitement.


(Standard: Disheartening Strike v R1. Hit(26)!)
 dmg: 15
(Move: P6 to M10)


R1 HP: 34 - 15 = 19 and -2 to attacks

This message was last edited by the GM at 19:54, Thu 29 Sept 2011.
Dark Sun Narrator
NPC, 36 posts
Click on me to see
the Campaign Notes
Thu 29 Sep 2011
at 20:31
  • msg #159

Re: Dark Sun: Chapter 1

[OOC: Previous post was 'edited' to fix the typo of Ranger when it is a Rager.]

The Silt Runner Rager that Shardon struck moves forward but sees Trace in the way of trying to retaliate against Shardon, so the Rager lunges in with its Brutal Longspear attack, but narrowly misses due to Shardon's attack and Trace's Shadow Step.


[OOC:R1 moves to I9. Brutal Longspear Vs Trace. R1 Attack
1d20 +3 (After -2 penalty) -> 14 + 3 = 17, Misses Trace due to Trace's AC being  19 with Shadow Walk bonuses. This attack would have landed if not for the combination of Shadow Walk and Shardon's Disheartening Strike.
Next up: Fletch, Surya, Tread, & Trace in any order.]

This message was last edited by the player at 20:32, Thu 29 Sept 2011.
Trace
player, 15 posts
Warforged (Gladiator)
Vestidge Warlock Lvl 1
Thu 29 Sep 2011
at 20:44
  • msg #160

Re: Dark Sun: Chapter 1

Trace quickly counterattacks after the Rager's narrow miss by first placing his curse upon the Rager and then exploiting his Vestige of Zutwa Pact Boon as Trace's Eye of the Vestige bloodies the Rager as its eye momentarily glow with an eldritch light. Trace then repositions himself to both sustain his Shadow Walk and prevent the Rager from moving off to attack anyone else, such as trying to gain up on Tread with the other two Ragers without Trace getting a shot in on the Rager, yet while not giving the Rager the opportunity to attack him.

[OOC: Minor Action: Curse placed on R1.
Standard Action: Eye of Vestige on R1 with Pact Boon of Zutwa increasing the Prime Shot bonus to +3. 1d20 +8 >= 12, 5 + 8 = 13 ... success
Trace's Eye of the Vestige Dmg to R1 with Curse dmg. 2d6 +5, 3 + 3 + 5 = 11 R1 now has only 19-11=8HP left and is both Bloodied and Cursed.
Move Action: Moves to I10 from J11 to avoid drawing an AoO from R1. If R1 tries to]

This message was last edited by the player at 00:58, Fri 30 Sept 2011.
Fletch
player, 34 posts
Thu 29 Sep 2011
at 23:53
  • msg #161

Re: Dark Sun: Chapter 1

  Fletch decides to remind the still standing darter that just because everyone else was focusing their attentions elsewhere, they would not be able to attack in complete saftey.  Acid sizzled on the end of Fletch's bolt, as he fired for the darter... Well, it's not a Bullseye, because the Darter is not a minotaur.

  But the darter is out an eyeball.  And surrounding tissue dissolving.  "Hmm, it is amazing what they can live through."
  Fletch
Standard: Scouring Weapon Vs Darter 1.
Oh wow, Critical. 21 DMG.  alas, Since I have a regular Crossbow still and not a Superior like Kyle, Darter 1 has 4 HP left instead of an instant kill.
http://rollr.appspot.com/view/...IIRGljZVJvbGwY3opXDA
  Minor: Reload.

Effects: -2 AC to Darter 1 until End of Fletch's next turn.

Darter 1 HP: 25-21= 4

Fletch HP: 26/26
S 10/10 V 7 Inf 2.

This message was last edited by the player at 23:54, Thu 29 Sept 2011.
Surya Shemesh
player, 34 posts
Monster InternTM Sheets
We Know How You're Built
Fri 30 Sep 2011
at 01:00
  • msg #162

Re: Dark Sun: Chapter 1

"Then I shall teach them a final lesson," Suryah sighs, raising her hand.

Three beams of blistering hot light shoot from her hand and cook two of the enemies while severely searing a third.

"Return your life to the earth, and hunger no more."

Even in this dark world, to take the lives of these desperate creatures is saddening.


Hand of radiance vs. D1, R1, R2.  18 + 5 = 23 ... success, 12 + 5 = 17 ... success, 10 + 5 = 15 ... success.  max damage! 4 + 5 = 9.

D1 4-9= dead.
R1 8-9= dead.  (Pact boon triggered!)
R2 21-9=12 bloodied.

Tread
player, 29 posts
Prissy, girly girl
...who's a TANK
Fri 30 Sep 2011
at 01:47
  • msg #163

Re: Dark Sun: Chapter 1

Tread slices the Rager in front of her with her sword, cutting a deep gash. "I don't like killing any more than you, Surya, but we're doing them a favor at this point!"


(Standard: Crushing Surge v R2. Hit(16)!)
 dmg: 7
 Tread gains 8 temp HP (Normal invigorating bonus + class bonus)


R2 HP: 12 - 7 = 5
Dark Sun Narrator
NPC, 37 posts
Click on me to see
the Campaign Notes
Sun 2 Oct 2011
at 00:57
  • msg #164

Re: Dark Sun: Chapter 1

The two remaining Silt Runner Ragers squawk in shock and horror at seeing two more of their kin cut down and decide to try and run for it. Unfortunately when Silt Runner Rager 2 tries to disengage from Tread, Tread's Combat Challenge response cuts Silt Runner Rager 2 down, while Silt Runner Rager 3 starts to run away in terror screaming (Dragonic)"I don't want to die!"(Dragonic).

[OOC: R2 triggers Tread's Combat Challenge due to being marked, and Tread hits R2 for 11 damage.
R3 uses both standard and move actions to Run (total of 14 squares, grants combat advantage and has -5 to attack until next round) To I25 and then to C32. R3 is going to keep running, for quite some time. If no one wants to try and chase R3 down, which wouldn't be easy as he'll keep moving 14 squares a round, then this encounter is over. Honestly, these guys were going to run when the second of the 5 dropped, but only 1 even survived long enough to run. And the changes I made to their defenses and offenses didn't really come into play as even that near miss on Trace would have still been a near miss, but instead of a miss by 2 it would have been a miss by 1.]

This message was last edited by the player at 00:59, Sun 02 Oct 2011.
Surya Shemesh
player, 35 posts
Monster InternTM Sheets
We Know How You're Built
Sun 2 Oct 2011
at 03:42
  • msg #165

Re: Dark Sun: Chapter 1

Surya watches the last enemy flee, "Is it harsh of me to prefer that the sun slay it slowly than for it to die quickly by my hand?  I suppose we should check for valuables on the fallen on the unlikely chance they have any."

She gets to work doing just that unless roped into giving chase by her allies.
Fletch
player, 35 posts
Sun 2 Oct 2011
at 20:01
  • msg #166

Re: Dark Sun: Chapter 1

  Fletch considers the distance and condition of the fleeing survivor.  Had they been wounded, he would have taken a parting shot due to him still being able to enter firing range.  As it was, that would merely be a waste of a bolt even if it hit.  "Unless they come back, the choice is out of our hands regardless now.  On to more practical things."
Shardon
player, 34 posts
I've returned
Only for you...
Thu 6 Oct 2011
at 02:41
  • msg #167

Re: Dark Sun: Chapter 1

Shardon doesn't have bolts to worry about, though, and can always replace a rock. He hurries off only to see more dunes blocking his view. He turns to look at Surya. He's thinking, "Sorry, Surya. I was going to make it bleed for you so the sun could bake him easier, but I'd rather not leave my team alone. Those pests were not our mission, after all."

Instead he gives her a helpless smile and a shrug. "If it lasted this long out in the desert, chances are it will come back and eat its fallen allies and continue to survive. But as for how harsh it is to wish ill on those who wished to kill you? Not at all."

He then continues thinking, "Should I poison the corpses?" and manages to hide the excitement of doing so from the expression on his face.


(Move: from M10 to L16)
(Standard: Unused. Made a roll, but then realized the dunes were blocking line of sight)

This message was last edited by the player at 02:46, Thu 06 Oct 2011.
Dark Sun Narrator
NPC, 38 posts
Click on me to see
the Campaign Notes
Tue 11 Oct 2011
at 18:11
  • msg #168

Re: Dark Sun: Chapter 1

As the four dead Silt Runner bodies are searched, the group finds two wooden daggers, 2 bone longspears, 2 bloguns with 38 blowdarts, two belts each with an empty belt pouch that looks like it once contained a type of poison, a bag of stone marbles, and a carved bone and sinew snake toy.

[OOC: The bag of stone marbles is functionally the same as the bag of ball bearings from MME (10gp value and 1lb weight). The Carved Bone and Sinew snake toy functions like those plastic 'slithering' snake toys that are linked together so they 'slither' when pulled by a string or shaken by hand (1gp value, no significant weight).

I'll give everyone a round of posting to handle reactions to what is found before progressing on, i.e. this is a short rest so you can act accordingly or prepare to move on, react to the stuff found, etc...
Just remember you now have your encounter powers refreshed.]

Tread
player, 30 posts
Prissy, girly girl
...who's a TANK
Wed 12 Oct 2011
at 00:08
  • msg #169

Re: Dark Sun: Chapter 1

Tread gets a sad look as she lays eyes on the toy. "Why would they have something like this? Did they lose a child? Or maybe this is all they had left of home."

Shardon says, "The way they came after us? The likely *ate* a child and took its toy while they were at it. Or they just entertained themselves with it."

Tread tilts her head in Shardon's direction.

Shardon says, "In any case, I like it. And the marbles. They're mine unless one of you want them badly."

Tread headshakes. "Does anyone know how to play marbles?"
Surya Shemesh
player, 36 posts
Monster InternTM Sheets
We Know How You're Built
Wed 12 Oct 2011
at 03:27
  • msg #170

Re: Dark Sun: Chapter 1

Surya felt similar to Tread and is grateful for Shardon's counter.

"I'll take the toy as a gift for a student back home," Surya says, "Unless someone else wants it.  I do know how to play marbles, but I imagine Shardon doesn't intend to have any fun with them.  In any case, we should resume our search."

She continues to look for signs of the lost caravan wagon.
Fletch
player, 36 posts
Wed 12 Oct 2011
at 03:42
  • msg #171

Re: Dark Sun: Chapter 1

  Fletch tilts his head at the sight of the snake toy.  "Is it not made of meat though?  Why did they not eat it then?"  Fletch still doesn't quite get the difference in 'edible' and 'rather not eat that'.

  Looking over to Surya and Shardon, they comment "I wouldn't know, free time is still a new concept to me.  Remind me if we ever have some once we finish our mission."  Surya is disgusted with the savage outside world.  Fletch wonders if he was actually better off having little time spent inside the cloister in the long run.
Dark Sun Narrator
NPC, 39 posts
Click on me to see
the Campaign Notes
Sat 15 Oct 2011
at 05:34
  • msg #172

Re: Dark Sun: Chapter 1

Seluku turns to Tread and asks, “It is also possible that they had the toy since they were a child. Then again they may also use it to practice hunting small snakes. Who knows... for all we know they worshiped the thing.”

Trace looks at Fletch and answers, “Bones aren't made of meat, and unless I am mistaken sinew, while made of flesh, isn't normally an edible meat either.”

After having gathered what they could from the group resumes following the wagon tracks they end up approaching the lee of a small hill, no doubt where the drivers had found cover from yesterday's storm.

The group spots the Wavirs' missing wagon up ahead amidst a jumble of rocks, halfway buried by drifting sand. There are no signs of the drivers or their draft animals. Only a portion of the cargo can be seen, jugs of wine and planks of hardwood that lie broken and scattered on the nearby sand. Seven creatures with chitinous shells and spikelike claws scuttle around chittering to each other as they pick over the wreckage.

The group has not yet drawn the creatures' attention so it is possible to surprise the creatures.

Seluku recognizes these creatures as Kruthiks and softly explains to the group that they are chitinous reptilian hunters that form small hives underground. They use their superior numbers to overwhelm and devour any nearby creature that isn't a Kruthik. Kruthiks hunt methodically, stripping one area of prey before expanding their territory. They butcher their kills and carry treasure back to their nesting warrens. Mauled carcasses and strange tracks that look as if they were made by spikes are sure signs of a kruthik horde. It is clear that there is no method in which to reason with these creatures.

[OOC: Think overgrown reptiles with some insect like qualities, they aren't 'sentient' but they are hungry. I rolled a group stealth check for the group and the group managed to win a Surprise round. I have also already rolled initiative and here are the results:
Y2 26
Shardon 24
KA 23
H1 21
Surya 18
H2 17
Trace 17
H3 16
Seluku 16
Y3 10
Fletch 10
Tread 10
Y1  6

Please place your characters within the starting area at this time.
The map hyperlink and Dark Sun Narrator character sheet have been updated with the new map.
Remember that during the surprise round all the Kruthik are granting combat advantage.
Kruthrik Adult: (KA)
HP 67; Bloodied 33
AC 16, Fortitude 13, Reflex 14, Will 12

Kruthik Young (Y1, Y2, Y3)
HP 43; Bloodied 21
AC 14, Fortitude 12, Reflex 13, Will 10

Kruthik Hatchlings (H1, H2, H3)
HP 1; a missed attack never damages a minion.
AC 15, Fortitude 11, Reflex 14, Will 11

All Kruthrik have the following Trait:
Gnashing Horde - Aura 1 - Any enemy that ends its turn within the aura takes 2 damage.]

This message was last edited by the player at 05:55, Sat 15 Oct 2011.
Surya Shemesh
player, 37 posts
Monster InternTM Sheets
We Know How You're Built
Sat 15 Oct 2011
at 13:31
  • msg #173

Re: Dark Sun: Chapter 1

Surya nods in response to Seluku's information, holds up her hand, and sears two of the nearest kruthik with radiant energy!

surya hand of radiance v young 2
1d20 +4 >= 11
10 + 4 = 14 ... success

surya hand of radiance v young 3
1d20 +4 >= 11
4 + 4 = 8 ... failure

surya hand of radiance v adult
1d20 +4 >= 12
19 + 4 = 23 ... success

Damage 9

Young2 HP: 43-9=34
Adult HP: 67-9=58

Tread
player, 31 posts
Prissy, girly girl
...who's a TANK
Sat 15 Oct 2011
at 14:10
  • msg #174

Re: Dark Sun: Chapter 1

Tread doesn't need much more direction. Once she knows these things aren't sentient and are quite nasty creatures, she attacks! With a charge, she smacks the Young Kruthik hard!


(Standard: Tread Basic Melee Attack v Y3. Hit(25)!)
 dmg: 12 and marked
 Battlerager: Gain 4 temp hp!

Good thing I get temp hp. That'll really help against their auras. XD


Y3 HP: 43 - 12 = 31 and marked

This message was last edited by the player at 14:19, Sat 15 Oct 2011.
Shardon
player, 35 posts
I've returned
Only for you...
Sat 15 Oct 2011
at 14:17
  • msg #175

Re: Dark Sun: Chapter 1

Shardon can see it might take a bit before the kruthik young are taken out, so he fires a stone from his dejada at the same one Tread is attacking, letting the kruthik know to be afraid.


(Standard: Disheartening Strike v Y3. Hit(24)!)
 dmg: 11
 Rattling: Target takes -2 to attacks


Y3 HP: 31 - 11 = 20

Seluku
player, 17 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Sat 15 Oct 2011
at 19:10
  • msg #176

Re: Dark Sun: Chapter 1

Seluku summons forth his spirit companion next to the Kruthik Young (Y3) that Tread has engaged, spiring Tread with some vigor.

[OOC: Minor: Call Spirit Companion to L11, Triggers Spirit of Vigor, Tread gains 3 Temp HP which overwrites the 2 remaining Temp HP Tread has after taking the 2 aura damage for ending a turn next to a Kruthik.]
This message was last edited by the player at 01:13, Sun 16 Oct 2011.
Trace
player, 16 posts
Warforged (Guardian)
Vestidge Warlock Lvl 1
Sat 15 Oct 2011
at 19:20
  • msg #177

Re: Dark Sun: Chapter 1

Trace places his curse on the Kruthik Young that the group has been focus firing on and curses it by striking its mind with his Eye of the Vestige, which is now reeling in agony screeching in pain from being bloodied by the group's attacks.

[OOC: Standard Action: Eye of the Vestige vs Y3 5+5+2=12>10, hit. Y3 HP20-16=4HP and now Cursed by Trace so suffers curse damage.
Edit: Starting at O16 and does not have shadow walk.
Note: If Y3 survives to Trace's next turn he can get Prime Shot bonus no matter the situation due to the Eye of the Vestige Augmentation.]

This message was last edited by the player at 01:13, Sun 16 Oct 2011.
Fletch
player, 37 posts
Sat 15 Oct 2011
at 21:19
  • msg #178

Re: Dark Sun: Chapter 1

  Fletch just lines up a shot, and provides the first victim of the party a stylish and fatal forehead spike.

  Note to self, reload crossbow at start of next turn.
Positioning Tweak: Fletch TOTALY started there.  Or at least, that space one tile over is where I would have put him if I knew where the rest of the unplaced party would be.

Standard Action: Magic Weapon Vs. Young 3.  Hits.  No need to roll damage, my Mod alone kills it.
http://rollr.appspot.com/view/...IIRGljZVJvbGwYx49YDA

Effects:  Trace Curse Triggered.  Magic Weapon Bonus (+1 To-Hit, +4 DMG Rolls) To Seluku, Surya, Shardon, Trace.

Young 3 HP: 4-Headshot= Dead

Fletch HP: 26/26
S 10/10 V 7 Inf 2

This message was last edited by the GM at 21:23, Sat 15 Oct 2011.
Dark Sun Narrator
NPC, 41 posts
Click on me to see
the Campaign Notes
Sun 16 Oct 2011
at 04:43
  • msg #179

Re: Dark Sun: Chapter 1

As the Kruthik chitter amongst each other in alarm over being ambushed and one of their numbers already slain, the Kruthik begin to retaliate. Kruthik Young 2 moves forward to the and ends up climbing over the rock Tread is next to and attacks Tread from on top of the rock hitting Tread's right shoulder and inflicting a nasty wound.

[OOC: Minor Action: Unused.
Move Action:Moves to H11,
Standard Action:Charges to J12, no need for a skill check due to the climbing movement rate.
Kruthik Young 2 vs Tread's AC (With charge bonus, forgot it in the die roller)
1d20 +5 >= 19, 16 + 5 = 21 ... success (22 with charge bonus)
dmg 1d8 +2, 7 + 2 = 9 Tread's HP 34-6=28HP (after using up the 3 Temp HP).]

This message was last edited by the player at 04:44, Sun 16 Oct 2011.
Shardon
player, 36 posts
I've returned
Only for you...
Mon 17 Oct 2011
at 21:55
  • msg #180

Re: Dark Sun: Chapter 1

Shardon swings his dejada, firing a stone at the kruthik that just hurt Tread. The stone hits, making the kruthik realize it's easily in just as much danger as its enemy, probably more. Shardon then moves over to be next to Tread and as he does, fires another stone at the kruthik adult afar off, smacking it good! He must have hit a vital spot and caused internal damage, because that adult looks significantly hurt.


(Standard: Disheartening Strike v Y2. Hit(20)!)
 dmg: 7
 Y2 takes a -2 to its attacks.
(Move: N17 to L13)
(ACTION POINT!)
(Standard: Disheartening Strike v KA. CRIT(29)!)
 dmg: 13
 First Strike Class feature kicks in and I get combat advantage on KA
 Sneak Attack dmg: 11. O.o Rolled a 5 and a 6!
 TOTAL damage: 24
 KA takes a -2 to its attacks.


EDIT: Magic Weapon bonus! More damage! Wheee!

Y2 HP: 34 - 7 - 4 = 23
KA HP: 58 - 24 - 4 = 30

This message was last edited by the player at 03:25, Tue 18 Oct 2011.
Dark Sun Narrator
NPC, 42 posts
Click on me to see
the Campaign Notes
Tue 18 Oct 2011
at 01:08
  • msg #181

Re: Dark Sun: Chapter 1

The angry Kruthik Adult shoots toxic spites at both Tread and the Spirit Companion but the spikes go wide, missing both targets. Chirttering in an agitated pitch, the annoyed Kruthik Adult then moves up to Tread seemingly hoping that it will have better luck with its claws than with the toxic spikes.

Kruthik Hatchling 1 moves into a position from which it charges up onto the rock next to Kruthik Young 2 and tries to mimic the success of Kruthik Young 2's attack on Tread, but fails to penetrate Tread's armor.

[OOC: For Kruthik Adult
Standard Action: Toxic Spikes vs Tread & Spirit Companion
Both attacks mission (Horribly) (Recharges on a 5 or 6)
Move Action: Move to K11.

For Kruthik Hatchling 1
Move Action: Move to I8
Standard Action: Charge Tread (move to J11) Misses.

It is now Surya's turn.]

Surya Shemesh
player, 39 posts
Monster InternTM Sheets
We Know How You're Built
Tue 18 Oct 2011
at 03:22
  • msg #182

Re: Dark Sun: Chapter 1

Surya raises her hand to the sky and calls down blades of sunlight that slash at the enemy then alight on Tread and Shardon, shielding them from harm!  Her hand glows brightly and beams of light sear the enemy some more!

"Nice team work, everyone,"
she commends.

Blades Of Astral Fire vs y2, h1, ka

1d20 +5 >= 14
18 + 5 = 23 ... success
6 + 5 = 11 ... failure
9 + 5 = 14 ... success
11 damage

ACTION POINT!
hand of radiance v y2, h1, ka

1d20 +5 >= 14
1: 13 + 5 = 18 ... success
2: 5 + 5 = 10 ... failure
3: 11 + 5 = 16 ... success
6 damage

Oops!  Magic Weapon bonus damage +4 for both!
Y2 HP: 23-11-6-4-4= dead
KA HP: 30-11-6-4-4= 5


Effect: Each Ally In Burst (Tread and Shardon) gains a power bonus to AC, 1+Int(4)= 5, Until End Of Your Next Turn.  (Sadly, conjurations such as the Spirit Companion do not count as 'allies')

This message was last edited by the player at 03:26, Tue 18 Oct 2011.
Dark Sun Narrator
NPC, 43 posts
Click on me to see
the Campaign Notes
Tue 18 Oct 2011
at 04:01
  • msg #183

Re: Dark Sun: Chapter 1

Another of the Kruthik Hatchlings (H2) climbs over the wagon and then charges forward to attack Tread, climbing up onto the rock where the Kruthik Young 2 was just dispatched. The hatchling's attack is only wharted by the protective power bonus Tread has from Surya's Blades of Astral Fire.

[OOC:
Move Action: Move to I9 (over the wagon)
Standard Action: Charge Tread moving to J12. Attack misses due to the +5 power bonus.]

Trace
player, 17 posts
Warforged (Guardian)
Vestidge Warlock Lvl 1
Tue 25 Oct 2011
at 05:06
  • msg #184

Re: Dark Sun: Chapter 1

Trace places his curse on the Kruthik adult while saying “These critters don't seem so tough.” as Trace marches right up to the Kruthik Adult, triggering his Shadow walk ability before attempting to strike it with his Eldritch Strike. However the Adult manages to dodge the attempt, but ends up moving into Trace's unexpected second Eldritch Strike, sending the Kruthik Adult northeast before it collapses dead. “Okay maybe they have a bit of luck, but it seems that their luck has run out.”

[OOC: Minor Action: Curse KA.
Move Action: Move to L12, triggering shadow Walk.
Standard action: Eldritch Strike vs KA, misses.
Action Point: -> Standard Action: Eldritch Strike vs KA, hits for 14 damage which reduces the KA to -9 hp as it is splattered on the ground after being shifted to L10. This triggers Trace's Pact Boon (Prime Shot increases to +3 until End of Next Turn.]

This message was last edited by the player at 05:06, Tue 25 Oct 2011.
Dark Sun Narrator
NPC, 44 posts
Click on me to see
the Campaign Notes
Tue 25 Oct 2011
at 05:05
  • msg #185

Re: Dark Sun: Chapter 1

Kruthik Hatchling 3 charges forward after seeing the Kruthik Adult killed by Trace and attacks at Tread but once again Tread is protected from the blow due to Surya's Blades of Astral Fire.

[OOC: Standard Action: Charge to k11 misses Tread due to the +5 Power Bonus to AC.]
Seluku
player, 18 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Tue 25 Oct 2011
at 05:18
  • msg #186

Re: Dark Sun: Chapter 1

Seluku moves forward towards Trace, Tread, and Shardon as his Spirit Companion moves to be adjacent to both Tread and Shardon, ignoring Kruthik Hatchling 3 even after the hatchling manages to hit it with an attack of opportunity when the Spirit Companion moves. “Luck has nothing to do with it, these creatures rely on instinct more than tactics, right now they are still focused on trying to swarm and eat Tread.”

The Spirit Companion then flows into Shardon allowing Shardon to make a swift and sudden attack at Kruthik Hatchling 3 with a sling-stone that hits the Hatchling in the face causing it to collapse on the ground.

Seluku then resummons the Spirit Companion and has it flow into Shardon again, making a second swift and sudden attack at Kruthik Hatchling 2 as the stone breaks the hatchling's carapace causing it to crumple on the ground. “Not that they are having much success in staying alive long enough to successfully swarm anyone.”

[OOC: Move Action: Seluku moves to M14, Spirit Companion moves to K13. Triggers AoO from H3. H3's AoO hits the Spirit Companion but 4 damage fails to affect the Spirit Companion.
Standard Action: Spirit Infusion: Shardon hits H3 with the sling using a RBA. H3 is popped as H3 is a minion.
Minor Action: Re-conjure Spirit Companion at K13. Shardon gains 3 Temp HP due to Spirit of Vigor (as Tread is just going to overwrite the Temp HP on Tread's turn anyways with Battlefield Rager Vigor/Invigorating.)
Action Point: Standard Action: Spirit Infusion: Shardon hits H3 with the sling using a RBA. H3 is popped as H2 is a minion.]

This message was last edited by the player at 05:18, Tue 25 Oct 2011.
Fletch
player, 37 posts
Tue 25 Oct 2011
at 05:57
  • msg #187

Re: Dark Sun: Chapter 1

  While the more dramatic and clearly effective tactics are employed (after all, most of the threats are now dead, or a mean insult away from death), Fletch simple reloads his crossbow and advances northwards for a more clear firing angle.

  Acid happens, Bolts happen, Acid Bolts in Kruthik Young happens.  Simple methods for simple results.
  Minor: Reload
Move: N 16 to N 11
Standard: Scouring Weapon vs Young 1, Hits. 16 Acid DMG
http://rollr.appspot.com/view/...IIRGljZVJvbGwY9vxYDA

Effects: -2 AC to Young 1 Until End of My Next Turn.

Young 1 HP: 43-16= 27

Fletch HP: 26/26
S10/10 v7 Inf 2

This message was last edited by the GM at 05:57, Tue 25 Oct 2011.
Tread
player, 32 posts
Prissy, girly girl
...who's a TANK
Wed 26 Oct 2011
at 03:01
  • msg #188

Re: Dark Sun: Chapter 1

Tread swings and hits the hatchling in front of her. "Thanks, Surya! I'm positive you're the reason that didn't hurt me!"


(Standard: Crushing Surge v Hatchling. Hit(18)!)
 dmg: enough
 Tread gains 8 temporary hp.

Unsure why H1 was labled as "immune to surya's d20", but doesn't matter as I killed it. Still would be curious to know what that was about.


H1 HP: 1 - more than 1 = dead
Dark Sun Narrator
NPC, 45 posts
Click on me to see
the Campaign Notes
Wed 26 Oct 2011
at 03:19
  • msg #189

Re: Dark Sun: Chapter 1

The last Kruthik alive, Kruthik Young 1, charges into the proverbial meatgrinder, although it is unknown whether driven by mindless instinct or rage. Unfortunately, for the Kruthik Young, it's attempt to bite through Tread's armor fails.

[OOC: Move Action: Move to H8.
Standard Action: Charge Tread (K11), attack misses.]

Surya Shemesh
player, 40 posts
Monster InternTM Sheets
We Know How You're Built
Wed 26 Oct 2011
at 04:01
  • msg #190

Re: Dark Sun: Chapter 1

Surya brings her fingers to the sides of her eyes, and as they glow, a burning glow appears over the final kruthik's eyes, but it seems to shake off the effect of the spell.

Missed by 1!
excise from sight v y1

1d20 +5 >= 10
4 + 5 = 9 ... failure

Oh well.

Shardon
player, 37 posts
I've returned
Only for you...
Wed 26 Oct 2011
at 13:34
  • msg #191

Re: Dark Sun: Chapter 1

Shardon rushes around, carefully and deftly mastering the terrain, but when he goes to stab the kruthik, he fumbles badly and manages to mess up what was otherwise a perfect setup for him.


(Move: L13 to K10)
 It's possible to get there in 6 squares without provoking AoO, thanks to being able to move through allies' squares. L13 to M12, N11 (Fletch's square), M10 (difficult terrain), L9, K10. :)
(Standard: Disheartening Strike. Rolled a 1. >.> And yes, in this case it manages to be more annoying than a 3 because a 3 would have hit and I'd be able to use my racial power for a change. Maybe Trace was right about their luck. XD)

Can't spend Action point. It's already spent.

Fletch
player, 38 posts
Thu 27 Oct 2011
at 06:21
  • msg #192

Re: Dark Sun: Chapter 1

  Fletch makes no comment on the wiffage against the lone and surrounded enemy, and instead walks up and punches the Kruthik right in the mouth before backing off and reloading his crossbow.  "Would be a waste of ammo to shoot at this point."  What happened to no comment?

  All the damage done to the Young 1 has been by Fletch so far.  Fletch has damaged it twice.  The leader class is making you look bad! GET PAYBACK!... on the Kruthik, of course.

Move: N 11 to L 11
Standard: M Weapon (Spiked Gauntlet) vs Young 1, hits.  7 DMG.
Action Point: Shift to M 12
Minor: Reload.
http://rollr.appspot.com/view/...IIRGljZVJvbGwY2N1YDA

Effect: Magic weapon for Shardon, Tread, Trace.

Young 1 HP: 27-7= 20

Fletch HP: 26/26
S 10/10 V 7 INF 2

This message was last edited by the player at 06:26, Thu 27 Oct 2011.
Tread
player, 33 posts
Prissy, girly girl
...who's a TANK
Thu 27 Oct 2011
at 18:33
  • msg #193

Re: Dark Sun: Chapter 1

Tread slices the kruthik with her longsword and makes it a believer that it's fight or flight. And if it tries to flee, Tread will have more punishment. If it tries to attack anyone else, Tread has more punishment. And the sad part is, the kruthik has no chance at harming Tread at this point.


(Standard: Resolute Shield v Young 1. Hit(25)!)
 dmg: 10 (rolled a 1, but Fletch gives dmg bonus) and marked by Tread.
 Tread now has resist 4 against Young 1's attacks.

Between Tread's 8 temp hp and resist 4, the kruthik can't even hurt Tread on a crit now.


Y1 HP: 20 - 10 = 10
Seluku
player, 19 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Thu 27 Oct 2011
at 21:24
  • msg #194

Re: Dark Sun: Chapter 1

Seluku has his spirit companion flow into Tread enabling Tread to slash through the Kruthik Young 1 dropping it dead.

[OOC: Standard action: Spirit Infusion-> Tread: 1d20->3+7(MBA)+2(Spirit Infusion, doesn't stack with Magic Weapon)+2(CA-flank)=14, hits Kruthik Young 1.
Damage:1d8+9 (5+4 as Magic weapon doesn't stack with spirit infusion)=13-> 10-13=Dead.
Fight over.. Will post a post-combat fight summary later tonight.]

Dark Sun Narrator
NPC, 46 posts
Click on me to see
the Campaign Notes
Fri 28 Oct 2011
at 01:59
  • msg #195

Re: Dark Sun: Chapter 1

After defeating the kruthiks, the inspection of the wagon reveals that much of its cargo has been intentionally removed, along with the three House Wavir drivers.

Splintered wood is all that remains of the hitch where the wagon’s draft beasts would have been harnessed. The draft beasts appear to have bolted; it is not uncommon for panicked inixes to run off if their handlers loose control of them.

Drag marks and several sets of tracks in the sand, made mostly by wide and webbed feet, lead farther north. About a mile in the distance, the broken stump of an old, ruined tower can be seen.

[OOC: The party has now earned enough xp to reach level 2. Update character sheets to level 2. Don't add new gear since you'll have the opportunity to do that once the group gets back to Alturak with the wagon's cargo. Do not recover spent healing surges and if you have taken x amount of damage you still have the x amount of damage, it is x damage out of your new higher maximum hit point total.

If you wish to discuss amongst each other the next course of action for the group go ahead.]

Surya Shemesh
player, 41 posts
Monster InternTM Sheets
We Know How You're Built
Fri 28 Oct 2011
at 18:19
  • msg #196

Re: Dark Sun: Chapter 1

"Excellent work once again, my friends," Surya says, double checking that the box they came looking for is not anywhere in the wreckage, or anything else of value for that matter, "I can see that constant combat will likely be the norm in this hostile land, making it all the more crutial to have capable allies."

She stares in surprise at the tracks.

"Webbed feet?  How odd.  That would suggest an aquatic creature.  Well it seems obvious enough what the next course of action is."

She begins to follow the tracks.
Seluku
player, 20 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 2
Fri 28 Oct 2011
at 18:42
  • msg #197

Re: Dark Sun: Chapter 1

Seluku also helps out in searching for the box among what was left on and around the wagon, but the box looks like it was taken with the rest of the cargo and the thee drivers.

Seluku looks at Surya when the comment about webbed feet is made and inquires, “More likely it belongs to a species that is adapted to running on sand or silt without sinking into it. The dragonic speaking creatures that we recently encountered had webbed feet. Probably helps them when they are hunting in areas with sand or silt. Not that it helped them against us.”
Fletch
player, 39 posts
Sun 30 Oct 2011
at 03:03
  • msg #198

Re: Dark Sun: Chapter 1

  "At the very least, enough for them to flee should they put their mind to it.  No doubt we shall meet other creatures more adept at hunting us in future."

  Fletch begins the trip to their next destination as well once proper rest has been given to Tread.  "For now, hunting is our task."
Dark Sun Narrator
NPC, 47 posts
Click on me to see
the Campaign Notes
Wed 2 Nov 2011
at 04:48
  • msg #199

Re: Dark Sun: Chapter 1

The drag marks and tracks from the wagon lead the group to the weathered ruin of an ancient structure. Nothing remains above ground except the stump of a small tower and tumbled stones where its protective walls once stood. What remains is surrounded by drifting sand and tough scrub brush. Within the foundation of the ruined tower, the group discovers a flight of old stone stairs that lead down to a wide set of doors.

“Wait, before we open these doors, it is safe to assume that whoever dragged the drivers off is going to be behind these doors, so let's get ready before we open them. I'll use my spirit companion to invigorate everyone.” Seluku then proceeds to summon and dismiss his spirit companion until each of Seluku's allies have temporary hit points.

[OOC: Since Temp HP lasts until a short rest, the preparations Seluku is doing is a valid preparations, if anyone else has any sort of preparations they want to do before the doors are opened and the encounter begins, feel free to post them. It is assumed that everyone has weapons drawn. There will be no surprise round for either side.
Seluku is simply using minor actions to summon and dismiss his spirit companion to use Spirit of vigor to give everyone 3 Temp HP.
If no one has any preparatory actions they wish to take, then someone can open the doors and start the encounter.]

Surya Shemesh
player, 42 posts
Monster InternTM Sheets
We Know How You're Built
Wed 2 Nov 2011
at 05:12
  • msg #200

Re: Dark Sun: Chapter 1

"Only to point out that if this is in fact the lair of the kidnappers, this next fight may be very tough," Surya says, "So guard your eyes.  I plan to use my Brilliant Beacon power.  At least if enemy grouping cooperates well enough for it to be worthwhile."
Fletch
player, 40 posts
Wed 2 Nov 2011
at 08:26
  • msg #201

Re: Dark Sun: Chapter 1

  Fletch's own preparations were less noteworthy and potentially never to be used.  He Augments his Crossbow, as well as Trace's Rod.

  "If the victims remain alive, it would be best for us to use their captors supplies to ensure they survive the return trip.  No need to waste our own if we can avoid it."  Not to mention 'regular' survival days are in shorter supply among them.

OOC Style: Augment Energy; charged weapon/implement can get a +2 To-Hit bonus as a free action after you make an attack roll.  Lasts till used or an extended rest, Only works on an item once per day so good enough reason to not hand them out early.
Tread
player, 36 posts
Prissy, girly girl
...who's a TANK
Wed 2 Nov 2011
at 17:08
  • msg #202

Re: Dark Sun: Chapter 1

Tread says, "I hope we can have captives at all. It will certainly make things easier and we could have them carry some things for us." Not to mention Tread would like to see people live for a change. Yes, she knows she has to kill her enemies when needed, but she also can get tired of seeing X amount of death in a given day. Especially after seeing that snake toy. Tread pulls out her weapon, prepared for battle.

(Since we are assumed to have our weapons drawn, Tread has no preparations to make.)
This message was last edited by the player at 17:09, Wed 02 Nov 2011.
Shardon
player, 38 posts
I've returned
Only for you...
Wed 2 Nov 2011
at 17:16
  • msg #203

Re: Dark Sun: Chapter 1

Shardon pulls out his Dejada, puts a stone in it, and smiles. "The care and feeding of your pet captives. Sounds like a chapter in a desert survival guide to me. Take it from me, though, it's amazing what one can survive. But we'll likely have to give them a reason to live if we beat them too soundly." He agrees, though, that having at least ONE living captive would be useful for when they get home.

(Chose to have the Dejada ready. Shardon figures, as usual, he'll use his sword only when he gets in close. Other than that, no special powers to ready combat with.)
Dark Sun Narrator
NPC, 48 posts
Click on me to see
the Campaign Notes
Fri 4 Nov 2011
at 05:01
  • msg #204

Re: Dark Sun: Chapter 1

Almost immediately after Trace opens the doors, a Silt Runner Rager (R4) moves forward and tries to attack Trace attempting to strike the Warlock with its Brutal Longspear attack, but the attack goes wide, easily missing Trace.

[OOC: R4 Move Action: Moves to F18.
Standard action: Brutal Longspear, attack result is an 8 << Trace's AC of 19, miss and Brutal Longspear is expended.]

Seluku
player, 21 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 2
Fri 4 Nov 2011
at 05:17
  • msg #205

Re: Dark Sun: Chapter 1

Seluku calls forth his Spirit Companion and then has it flow into Tread, who barely manages to strike Silt Runner Rager 4 with her longsword, both marking Rager 4, and invigorating herself.

Seluku then calls forth a Spirit of Athas to where the Spirit Companion was to boost the defenses of those adjacent to it.

[OOC: Free Action: Conjure Spirit Companion at D17
Standard Action: Spirit Infusion -> Tread Rolled a 2 -> 2+9+2(power)=13, hits Rager AC of 13. Damage was only 1d8 (1)+5+3(power)=9, R4 is now marked by Tread, Tread now has 4 Temporary Hit Points and R4's HP is now 34-9=25HP.
Move Action:  -> Minor Action: Spirit of Athas conjured at D17, altitude 1, Seluku and his allies adjacent to the Spirit of Athas gain a +1 power bonus to all defenses while adjacent to it.]

This message was last edited by the player at 16:08, Fri 04 Nov 2011.
Trace
player, 18 posts
Warforged (Guardian)
Vestidge Warlock Lvl 1
Fri 4 Nov 2011
at 06:03
  • msg #206

Re: Dark Sun: Chapter 1

Trace moves north without worrying about the Silt Runner Rager 4, drawing an Attack of Opportunity from it, which triggers Tread's Combat Challenge. While Trace easily evades the Rager's attack, the rager is clobbered by Tread's Combat Challenge Melee Basic Attack. Trace activates Shadow walk with his movement, but is nolonger adjacent to the Spirit of Athas.

Trace then curses Rager 4 before unleashing an onslaught of attacks upon the Ssurran Poisonscale Collector. First Trace tells of the victory of the primordials agaisnt the divine armor at the otehrworldly location of Mount Vaelis, conjuring the thunderous echoes of their success, although the Ssurran Poisonscale Collector manages to shrug off the worst of the attack, it falls victim to Trace's second attack as Trace calls upon arcane power to wither the Poisonscale's flesh and cut its connection to life.

Trace adopts the Vestige of Mount Vaelis as his active vestige.

[OOC: Move Action: Move to E15.
R4's AoO: Misses Trace.
Tread's Combat Challenge MBA: Hits R4 for 12 damage. R4's HP is now 25-12=13. R4 is now bloodied.
Minor Action: Curse R4.
Standard Action; Vestige of Mount Vaelis on Ssurran Poisonscale Collector (P), misses, deals 7 damage (after being halved) and the Poisonscale Collector can't walk or run until the end of Trace's next turn.
Trace's Active Vestige is now the Vestige of Mount Vaelis.
Action Point: Standard Action: Life Bind on Poisonscale Collector, hits and does 18 damage, Poisonscale Collector can't regain hit points, gain temporary hit points, and takes a -2 penalty to saves until the end of Trace's next turn.
P's HP is now 36-7-18=11 The Poisonscale collector is now bloodied.]

Fletch
player, 41 posts
Fri 4 Nov 2011
at 06:41
  • msg #207

Re: Dark Sun: Chapter 1

 With so many impressive displays of Do Or Die assault from his allies, the... Okay, when theres barely any water what's the replacement term for Bog Standard?  Anyway, Fletch makes with the Magic Weapon, surprise surprise.  Although it is pleasant that the bolt drives through the Poisonscale's head completely so it's brains drip out either hole.

  Fletch reloads, and follows up with gesturing a mechanical eye into existence floating before one of the ragers.
Standard: Magic Weapon Vs Poisonscale, Hits. 12 DMG.
Minor: Reload.
Action Point: Standard; Punishing Eye to I16
http://rollr.appspot.com/view/...IIRGljZVJvbGwYrpRZDA

Effects: Magic weapon for Shadron, Trace, Seluku, Tread, Spirit. Enemies within 3 of Eye Don't Benefit from Concealment. When an ally attacks an enemy within 3 of Eye and hits, Enemy takes 4 Psychic DMG.

Poisonscale HP: 11-12= -1

Fletch HP: 35/35
S 10/10 V 8 AP 0 Inf 2.

Surya Shemesh
player, 43 posts
Monster InternTM Sheets
We Know How You're Built
Fri 4 Nov 2011
at 13:57
  • msg #208

Re: Dark Sun: Chapter 1

Surya steps north to be next to Fletch in case he decides to use Magic Weapon again, and uses her own standard.  Hand of radiance!  With Fletch's punishing eye active, the attack is especially punishing, and defeats R4!

"Once again it seems fortune is favoring us, my friends," she says, "Our enemies would do well to note how quickly we are defeating them and surrender."

Surya hand of radiance v R1, 2, & 4
1d20 +8 >= 13
1: 20 + 8 = 28 ... success CRIT!
2: 12 + 8 = 20 ... success
3: 17 + 8 = 25 ... success

damage
1d4 +6
3 + 6 = 9

crit damage
1d6
1

bonus damage from Kyle's Punishing Eye: 4!

R1 HP: 34-15=19
R2 HP: 34-13=21
R4 HP: 13-13=0
Trace's Curse is triggered!
Tread
player, 38 posts
Prissy, girly girl
...who's a TANK
Sat 5 Nov 2011
at 01:35
  • msg #209

Re: Dark Sun: Chapter 1

Tread heads for Rager 1, raises her sword and slices down, splitting the rager in half! "...oops?" Tread squeaks out, honestly surprised at her own strength. But she quickly gets her head back in the game and heads over to the other rager, making sure nobody can get to her allies without going through her first!


(Move: E17 to G18)
(Standard: Crushing Surge v R1. CRIT!)
 Crit dmg: rolled max! 6!
 Magic Weapon bonus: 4
 Total dmg: 23
(ACTION POINT)
(Move: G18 to H16)


R1 HP: 19 - 23 = PWND

Shardon
player, 39 posts
I've returned
Only for you...
Sat 5 Nov 2011
at 01:49
  • msg #210

Re: Dark Sun: Chapter 1

Shardon grins as his allies are kicking butt as usual. He flings a stone from his dejada at the rager Tread is covering and hits the rager square in the eye! Then Shardon grips his other hand into a fist and that side of the rager's face gets necrotic abrasions spreading from the wound!


(First Strike: Combat Advantage on enemies who haven't acted yet)
(Standard: Disheartening Strike v R2 with combat advantage. Hit(28)!)
 dmg (with sneak attack): 14
(Free: Dark Reaping)
 dmg: 2 (on a d8) necrotic


R2 HP: 21 - 16 = 5

This message was last edited by the player at 01:52, Sat 05 Nov 2011.
Dark Sun Narrator
NPC, 49 posts
Click on me to see
the Campaign Notes
Sat 5 Nov 2011
at 03:56
  • msg #211

Re: Dark Sun: Chapter 1

The Two remaining Silt Runner Ragers both focus on Tread, with Silt Runner Rager 3 moving south to become adjacent to Tread. Although both Silt Runner Ragers try to hit Tread with their Brutal Longspear attacks, they both miss.

However the Silt Runner Inciter moves around the Sarcophagi and wagon loot and then unleases a Psionic Detonation on everyone in the group except for Tread, creating a zone of difficult terrain for the party. While most of those hit manage to shrug off the attack taking only minor damage, Seluku takes the full force of the attack and is almost blooded in an instant.

[OOC: R3 moves to H15 but Misses Tread with Brutal Longspear.
R2 Misses Tread with Brutal Longspear.
SIlt Runner Inciter moves to L16, and attacks, Shardon, Trace, Seluku, Fletch, and Surya with Psionic Detonation. Misses everyone except for Seluku, who it crits on. Seluku takes 15 damage, everyone else takes 14/2=7 dmg.
Fletch has 35HP+3tempHP-7=31HP left
Shardon has 31HP+3tempHP-7=27HP left
Seluku has 31HP-15=16HP left
Surya has 27HP+3tempHP-7=24HP left
Trace has 35HP+3tempHP-7=31HP left
Tread will take 2 damage if she starts her turn adjacent to two or more Silt Runners. (ie unless one of the silt runner ragers is moved or killed before Tread's turn starts. or unless Tread is moved.)]

This message was last edited by the player at 04:08, Sat 05 Nov 2011.
Seluku
player, 22 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 2
Sat 5 Nov 2011
at 04:53
  • msg #212

Re: Dark Sun: Chapter 1

Seluku quickly resummons his spirit companion, which manifests floating over Fletch as Seluku then calls to the spirits on behalf of both himself and Shardon, closing some of his own wounds and filling Shardon with some vigor.

Seluku then moves out into the room, without getting close enough for the Silt Runners to reach him without moving, and calls forth the spirit of the great flood, which appears as a being of storm-tossed water. Its essence flows forth and sustains Seluku and his allies, while drowning the Silt Runners. While Silt Runner Rager 2 manages to avoid most of the attack the force of the attack is still enough to kill him, Silt Runner Rager 3 is hit by the attack, the Silt Runner Inciter is hit by the full force of the attack and bloodied in an instant! As the Silt Runner Inciter shrieks out in pain and rage, the remaining Silt Runner Rager is incited into a frenzy, with Silt Runner 3 shifting to flank behind Tread with Silt Runner 2 and both try to land blows on Tread, with Silt Runner 3 managing to land a strong blow on Tread from behind. but with Silt Runner 2 killed by the attack, Silt Runner 3 lacks a partner to flank with and thus comes close to hitting Tread, but fails to penetrate Tread's defenses.

[OOC: Free Action: Resummon Spirit Companion at D16, Altitude 1 (Over Fletch's head)
Minor Action: Healing Spirit, Seluku recovers 7HP at the cost of a healing surge and Shardon recovers 1d6 (rolled a 3) HP. Seluku how has 16+7=23HP and Shardon now has 27+3=30HP.
Move Action: Move to G18
Standard Action: Spirit of the Healing Flood. Everyone in the party gains the regen 2 while bloodied until the end of the encounter. An individual can end this effect on oneself as a minor action and recover 10HP. (This is surgeless healing.)
Damage is 1d8(rolled a 1)+6=7dmg+4dmg from Magic weapon+4dmg from Punishing Eye=15dmg, half dmg on a miss.
R3 is hit and now has 34-7-4-4=19HP left.
R2 is missed and now has 5-3-2-2=-2HP and is killed.
Inciter is critted! (+1d6->5, and takes 8+6+5+4+4=27dmg!) Inciter now has 38-27=11HP left and is bloodied. This triggers Inciter's Incite Frenzy power! Both R2 and R3 can shift 1 and make a basic melee attack. R3 shifts  behind Tread and both makes a Bone Longspear attack vs Tread.
R2 misses Tread, but R3 hits misses Tread due to not having the +2 bonus for flanking. R3 does 1d10 (rolled a 10)+2 damage so Tread now has 44HP+8TempHP-12=40HP left.
Edit:Forgot the +4 dmg from Magic Weapon and the +4 damage from punishing eye...This changes things, R2 is still missed, but the extra damage kills him anyways, which denies R3 flanking, which makes R3's hit turn into a miss, which negates the 12dmg attack...]

This message was last edited by the player at 05:23, Sat 05 Nov 2011.
Trace
player, 19 posts
Warforged (Guardian)
Vestidge Warlock Lvl 1
Sat 5 Nov 2011
at 05:18
  • msg #213

Re: Dark Sun: Chapter 1

Trace moves into the doorway adjacent to Seluku and curses R3, but his Eye of the vestige narrowly misses the last Silt Runner Rager, who looks worried since it suspects that if Trace's attack had landed, it would have killed him.

[OOC: Trace moves to F18 and curses R3 (Minor and Move actions.) Standard is Eye of Vestige on R3, misses. Rolled damage to see what R3 avoided... rolled a 19 (would have been a 23 with Punishing Eye) when factoring in everything...R3 dodged a bullet...]
This message was last edited by the player at 05:21, Sat 05 Nov 2011.
Fletch
player, 42 posts
Sat 5 Nov 2011
at 06:06
  • msg #214

Re: Dark Sun: Chapter 1

  Hmm, it seems that the shock and awe that was the devestation his co-workers were capable meant Fletch had to step his game up in comparison.  So, the Artificer took aim and... Shot another Crossbow bolt into a dude's head...

  The Inciter's corpse slumps to it's knees while sizzilnig red tears melt their face from it's skull.  "Hmm, may have overdone it on the acid.  We may have to be careful if we want the last one alive. If we want it."
  Fletch
Move: To E18
Standard: Scouring Weapon Vs Inciter (S)
Minor: Reload.
http://rollr.appspot.com/view/...IIRGljZVJvbGwYubtZDA

Inciter (S) HP: 11-12= -1 DEAD

Fletch HP: 31/35
S 10/10 V 8. Inf 2

This message was last edited by the player at 06:10, Sat 05 Nov 2011.
Surya Shemesh
player, 44 posts
Monster InternTM Sheets
We Know How You're Built
Sat 5 Nov 2011
at 16:10
  • msg #215

Re: Dark Sun: Chapter 1

Surya points two fingers at the last remaining foes and it shrieks in pain!  She then opens her palm and a bolt of force shoots out and hits the enemy in the forehead, knocking it out.

"That one should still be alive," she explains as she steps forward to bind it with rope, "Let's hope we can say the same of the captives."

Surya Excise From Sight v R3
1d20 +8 >= 13
13 + 8 = 21 ... success

damage
1d10 +10
3 + 10 = 13

ACTION POINT!  Magic Missile KO!

R3 HP: 19-13-8=KO!
Tread and Shardon
Sat 5 Nov 2011
at 18:20
  • msg #216

Re: Dark Sun: Chapter 1


Tread looks around expectantly. With no more enemies, she goes to aid in tying up the last one. Tread looks to be trying hard not to look at the carnage.




Shardon approaches his allies. "Thank you, Surya. We *did* set out to have at least one survivor. Let's see if anyone else did while we're at it." Definitely not ones like the rager in two halves or the inciter with a melted face. While the rager who Seluku killed looks like he may have survived.

Shardon is grateful Surya did, in fact, purposely knock one out so they could have a survivor. Shardon prepares for interrogation.

(OOC: Trying something new with the avatars. :) Mostly because I didn't have enough to post for Tread to have a separate post for her)
This message was last edited by the GM at 18:22, Sat 05 Nov 2011.
Dark Sun Narrator
NPC, 50 posts
Click on me to see
the Campaign Notes
Sat 5 Nov 2011
at 18:42
  • msg #217

Re: Dark Sun: Chapter 1

Inspection of the Silt Runner Rager that Seluku dropped reveals it to be unconscious but near death.

[OOC: It is being assumed that before the encounter officially 'ends' everyone is using a minor action to regain ten hit points (surge free). As such everyone is back at their maximum hit points. Also checked and surprisingly, both of the bolts Fletch fired this encounter are recoverable.
The gear recovered from the enemies are a single bone shortsword, a bone bastard sword, and four bone longspears.]

This message was last edited by the player at 19:05, Sat 05 Nov 2011.
Trace
player, 20 posts
Warforged (Guardian)
Vestidge Warlock Lvl 1
Sat 5 Nov 2011
at 18:55
  • msg #218

Re: Dark Sun: Chapter 1

Trace puts away his mace and rod as he walks over to the three bound Wavir drivers, who thank the party for rescuing them and introduce themselves as Milos, the half-elf of the three, and Alia and Flaron, both humans.

Trace chuckles and says, “Instead of using our rope to restrain the two surviving Silt Runners, why not use the restraints they used on the drivers?” as Trace hands Tread and Shardon the three sets of restraints that he took off the drivers.
Seluku
player, 23 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 2
Sat 5 Nov 2011
at 19:01
  • msg #219

Re: Dark Sun: Chapter 1

Seluku feels refreshed after ending the effect of the Spirit of the Healing Flood upon himself and after hearing Trace's suggestion says, “The irony of that, is highly appropriate.”

Seluku walks over to the Inciter's corpse and notices a small leather pouch that contains a fire opal and some ancient gold coins that the Silt Runners no doubt found within these ancient catacombs. Seluku then notices a larger pouch containing a block of Residuum near the cistern, as the three Wavir drivers drink water from the cistern to quench their thirst.

[OOC: The gem is worth 100gp, and there are 20gp worth of ancient gold coins. The block of residuum is worth 816gp, and means a share of 136gp of residuum for everyone.]
Dark Sun Narrator
NPC, 51 posts
Click on me to see
the Campaign Notes
Sat 5 Nov 2011
at 19:04
  • msg #220

Re: Dark Sun: Chapter 1

After quenching his thirst Milos asks the party,"Can you help us get the cargo from the wagon to Alturak? I'm sure House Wavir has posted a reward for its return by now."

Anyone shifting through the wagon's cargo to try and sort things to facilitate transporting them, or simply to look for the box the governor requested the group to recover, finds that the box is present among the wagon's cargo, and seemingly undamaged.
Fletch
player, 43 posts
Sun 6 Nov 2011
at 01:28
  • msg #221

Re: Dark Sun: Chapter 1

  Fletch dismisses the notion of making the Ragers pull the cart by themselves, as it was unlikely they had the strength to do so efficiently.  "Your employers will no doubt be more sympathetic to your plight if you were returned with your goods as opposed to without."

  Maybe the could make they Ragers try to pull it all on their own for five minutes.  Before it stopped being funny.
This message was last edited by the player at 01:33, Sun 06 Nov 2011.
Surya Shemesh
player, 45 posts
Monster InternTM Sheets
We Know How You're Built
Mon 7 Nov 2011
at 01:16
  • msg #222

Re: Dark Sun: Chapter 1

"I suppose that's possible," Surya guesses, "You are the only survivors?  And what of the draft beasts?"
Dark Sun Narrator
NPC, 52 posts
Click on me to see
the Campaign Notes
Mon 7 Nov 2011
at 01:29
  • msg #223

Re: Dark Sun: Chapter 1

Milos answers Surya's questrions, "There were only three of us on the wagon. We lost the inixes when they panicked during the storm after we found cover. Shortly afterwards the Silt Runners attacked and dragged us into here. Duno if they were going to eat us or what. I just know that seeing the Silt Runners working with a Ssurran is trouble."

The Alia and Flaron start sorting the cargo from the wagon into loads that could easily be carried by a single individual back to the wagon, while Milos continues to talk with those that rescued them.

Alia overhears Milos' comment about the Surran and mutters, "Ssurrans are no better than locusts. If there is a Ssurran pack nearby they could become a problem for Alturak."

Flaron nods and says, "Especially if they start ambushing and eating caravans and travelers," in response to Alia's comment.
Shardon
player, 40 posts
I've returned
Only for you...
Tue 8 Nov 2011
at 04:31
  • msg #224

Re: Dark Sun: Chapter 1

Shardon was definitely sure to go looking for the box. Once found, he looks around at his allies. He figures Tread is likely the strongest. If the box is small/light enough for him to carry, Shardon carries it. Otherwise, he would likely have Tread carry it. This is the one thing he doesn't want dropped. "Thanks for the tip. But what can we do about them? Is there an easily accessible nest of these things we can destroy with fire? Or do you have any idea where the Ssurrans are?"
Tread
player, 39 posts
Prissy, girly girl
...who's a TANK
Tue 8 Nov 2011
at 04:35
  • msg #225

Re: Dark Sun: Chapter 1

Tread is, of course, more than happy to help carry as much as she can without getting bogged down. After all, she knows she has to stay limber enough to fight and protect her friends- er.. allies. 9.9

She double-checks her allies, though, to make sure they are all OK.
Surya Shemesh
player, 46 posts
Monster InternTM Sheets
We Know How You're Built
Tue 8 Nov 2011
at 04:49
  • msg #226

Re: Dark Sun: Chapter 1

"I have a preference for taking the cargo and captives directly back to town right away," Surya says, collecting as much as she can carry, which isn't much, "Perhaps we can discuss this more on the way there."
Fletch
player, 44 posts
Tue 8 Nov 2011
at 05:00
  • msg #227

Re: Dark Sun: Chapter 1

  "One starts to lose track of all the things that attempt to ambush and eat travelers, with how numerous they are."  He looks over to the surviving ragers, commenting "It would be a waste for them to travel in comfort while we work.  Make them pull."   Fletch is already an inventory Managment puzzle, so not much he is able to take.  Unless it was a particularly light shipment, Fletch doubted they could carry it all without dragging the cart along.  He could be pleasantly surprised though.

  "Yes, completing our given task before rushing off to a new one would be a sensible course of action."   Not only would they not be blowing it off, but they would be able to properly reequip themselves and be more rested up.  Pretty much everyone had blown their day powers already, after all.
Shardon
player, 41 posts
I've returned
Only for you...
Tue 8 Nov 2011
at 05:08
  • msg #228

Re: Dark Sun: Chapter 1

Shardon and Tread didn't blow their dailies. Shardon says, "I was concerned about if it's an immediate threat. Someone mentions trouble after we just saved the day, I gotta assume it's immediately time to unsheathe my sword again."
Dark Sun Narrator
NPC, 53 posts
Click on me to see
the Campaign Notes
Tue 8 Nov 2011
at 05:57
  • msg #229

Re: Dark Sun: Chapter 1

With the aid of the three House Wavir Drivers, the group had no trouble getting the wagon's cargo back to the wagon, at which point Fletch and Trace, with Milos' assistance manages to lash up the restraints of the two surviving Silt Runner Ragers to the front of the Wagon and. While angry at being used as pack animals, the two Ragers are in no position to argue as they are afraid that if they refuse they will die, as Trace makes it very clear to them that if they want to live then they have to cooperate since Trace does speak their language (Draconic). Although it becomes painfully obvious after several moments that the two Silt Runner Rager's aren't strong enough to pull the loaded wagon on their own and it isn't long before the house Wavir Drivers and hte group assist in pushing and guiding the wagon to Altaruk. However despite concerns about being attacked on the way back to town, the return trip is uneventful.

By the time the group gets the wagon back to Altaruk, the sun is starting to set and Rhotan Vor meets the group at the gates as some of the town guards unlash the two ragers from the wagon and then escort the two away, no doubt to a holding cell until their fate can be decided.

Rhotan Vor is pleased to see the group has successfully brought back the wagon, its drivers, and what could be salvaged of its cargo, and pays the group the promised reward as several others from House Wavir are on hand to help Milos, Alia, and Flaron get the wagon and its cargo to where it belongs to House Wavir's local establishment. Before the members of House Wavir leave, a pair of Arisphistaneles's guards arrive to make certain that the box that the wagon was carrying for Arisphistaneles was among the retrieved cargo so it can be handed over to Arisphistaneles.

When the guards overhear from Flaron about the Ssurran that was among the Silt Runners, the guards spread request that the hired adventurers come with them so that a more detailed report can be given to governor Arisphistaneles.

It isn't long before the group is escorted to Governor Arisphistaneles.

[OOC: With the wagon's cargo and the box brought to Altaruk, the Trial of Action quest is completed, and everyone in the group has earned 125xp (plus the135xp from the last fight) the reward from Rhotan if people forgot is 20gp and 80gp of residuum for each person. Also the gem and 20gp in ancient gold peices means everyone's share is 20gp. The Dark Sun Narrator sheet has updated values. Also for the gear from teh last few fights that hasn't already been claimed will be sold and the profits split amongst the group unless there is something else that someone wishes to claim. At this point for the group it's basically debriefing/explaining what happened on the mission, and more importantly handing over the box to the Governor. After this 'debriefing' the group will have time to do some shopping in town. Remember that non-magical gear and common (and possibly some uncommon) consumable 'potions' are bought with GP, while magical gear with residuum. People can start going over their 'shopping list' now ooclys while the party converses with the governor. If you have any questions about the availability of an item/equipment/whatever, PM the Dark Sun Narrator.]
This message was last edited by the player at 06:03, Tue 08 Nov 2011.
Fletch
player, 45 posts
Even The Cloister,
Sees Us As Mere Weapons
Fri 11 Nov 2011
at 22:49
  • msg #230

Re: Dark Sun: Chapter 1

  "I will admit, the mission went far better than expected.  That they were still alive came as a great surprise.  Let us hope those scrolls do not prove to have been a waste of your time and money, even if what the claims of their use are means they are worth the effort to check."  After all, a small chance of your own water supply was not something anyone who needed it to survive would pass up it they could help it.

  Fletch just hated jobs that were a waste of his time, and therefore a waste of time for those he worked for.
Shardon
player, 42 posts
I've returned
Only for you...
Tue 15 Nov 2011
at 05:23
  • msg #231

Re: Dark Sun: Chapter 1

Shardon is sure to stay in front of the group, as he is the face of said group. He has a satisfied smile on his face. A job well done is one step closer to his own goals, he has all the time in the world, and his very capable allies are as incapable of aging as he is.

He gives the proper greeting once brought before the governor. Tread just follows Shardon's example.
Surya Shemesh
player, 52 posts
Monster InternTM Sheets
We Know How You're Built
Tue 15 Nov 2011
at 05:48
  • msg #232

Re: Dark Sun: Chapter 1

"That we even found any trace of them in the first place came as a surprise to me," Surya agrees with Fletch, "Much less met with no interference from other would-be 'rescuers.'  Fortune has favored us much lately."

She too also follows Shardon's lead and lets him deal with the diplomacy thing.
Seluku
player, 24 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 2
Wed 16 Nov 2011
at 05:05
  • msg #233

Re: Dark Sun: Chapter 1

Seluku looks to Surya and says, “There are probably two reasons why we didn't run into others searching after we left town. One, our eyes are sharper than the average person's so we spotted clues to lead us in the right direction, while others probably spent the day looking in the wrong directions. Two, some others may have been chased off by the silt runners, or other things outside the city walls before they found the wagon trail. There are possibly other reasons but those are the two biggest ones I can think of.”
Trace
player, 21 posts
Warforged (Guardian)
Vestidge Warlock Lvl 1
Wed 16 Nov 2011
at 05:08
  • msg #234

Re: Dark Sun: Chapter 1

Trace simply follows Shardon's example for the same reasons Tread is. After hearing Seluku answer Surya's question, Trace comments,
“Even with those reasons, we were fortunate to deal with the threats we faced as easily as we did, fate is fickle so while I agree we had some luck, we should not discount our skill either.” as Trace offers his opinion on the matter.
Dark Sun Narrator
NPC, 56 posts
Click on me to see
the Campaign Notes
Wed 16 Nov 2011
at 05:31
  • msg #235

Re: Dark Sun: Chapter 1

After the brief formality of confirming that the box brought back is indeed the box that the group had been sent to retrieve, Governor Arisphistaneles says, "This is indeed the box, and you all have passed your Test of Action. The Veiled Alliance is truly blessed to be gaining new members as capable as you all are."

The Governor then uses his key to open the box and inspect the scrolls within it and smiles as he adds, "These scrolls are in good condition given their age and seem to have been written by Aravek himself. This will definitely prove helpful in our research." Arisphistaneles  then has one of his scholars, no doubt a member of the Veiled Alliance cell take the box and its scrolls out of the room, presumably so that the research can begin in earnest while the governor continues to deal with the group.

When the governor is told about the Ssurran that had been among the Silt Runners, he is concerned about what a Ssurran tribe in the area would mean. The Governor then has one of his guards approach him and he instructs the guard to inform the Town guard captains to keep an eye out for more Ssurrans, and that he wants the captains to consider turning the ruins that the group found the drivers at with its small cistern into a scouting outpost since it is a place that can provide shelter and water for a small group of people. The guard then salutes the governor and heads off to inform the town guard captains the new orders.

The Governor then turns back to the group and says, "I'm sure you are all tired from your ordeal today, so lodging is ready for you and you should relax and have time to enjoy your reward for retrieving House Wavir's cargo. Don't be surprised if Rhotan Vor seeks you out for additional tasks in the future."
Shardon
player, 43 posts
I've returned
Only for you...
Thu 17 Nov 2011
at 01:50
  • msg #236

Re: Dark Sun: Chapter 1

Shardon gives a small bow of respect with a smile. "A piece of history in the right hands? That is certainly a bonus to our payment. But we'll gladly take your advice, rest a bit, and be ready for any future assignments. Be well, governor."

When permitted to leave, Shardon leads the group out. On the way out, he asks the group, "Should we stick together? After all, I'm here to speak to others on your behalf whenever you conduct any business."

Tread nods. "We should stay together at all times."
Fletch
player, 47 posts
Even The Cloister,
Sees Us As Mere Weapons
Mon 28 Nov 2011
at 01:43
  • msg #237

Re: Dark Sun: Chapter 1

  "Most of the supplies we would all desire would be in the same locations, traveling together will not make things any less efficient in that regard.  We have been fortunate so far in our work providing for our survival needs or close enough for it to matter little.  This will no doubt change."  Seriously, the survival day consumption so far had been nonexistent due to their employers.  Such luxury was not something to expect when pursuing their own goals, or working for less generous sorts.

  Fletch was looking forward to a better crossbow, if not looking forward to the inevitable need to use it.
Surya Shemesh
player, 54 posts
Monster InternTM Sheets
We Know How You're Built
Mon 28 Nov 2011
at 03:40
  • msg #238

Re: Dark Sun: Chapter 1

"Thank you, Governor," Surya says with a bow.

She nods in agreement with the others and follows their lead.
Dark Sun Narrator
NPC, 57 posts
Click on me to see
the Campaign Notes
Thu 1 Dec 2011
at 07:41
  • msg #239

Re: Dark Sun: Chapter 1

The group's excursion through Altaruk as the group visits several merchants before finding the items that the group had been looking as the day yields to twilight. Afterwards, the group's return to the quarters provided by the governor is uneventful.

The next morning, a knocking can be heard on the door and when Trace opens the door, Rhotan Vor is standing at the door and asks, "May I come in? I have a proposal I wish to discuss, in light of how successful you all were in recovering the wagon's cargo and some information I have recently come into my possession."

Seeing no harm in hearing Rhotan out Trace lets Rhotan Vor inside as Seluku answers, “There is no harm in listening, so what is this proposal.”

After Trace closes the door, Rhotan answers, "When I was last in Balic, I encountered an individual who said he was a descendant of Darom Madar, the last elder of the now long-dead Madar merchant house. This man claimed to know the location of Darom Madar's treasure vault, and for a price I managed to get the location of the treasure vault, although not a precise location. I don't know if any of you have heard of the rumored treasure vault of Darom Madar, but I wish to employ you all to both escort the caravan to the location and then ascertain if the vault can be found based on the information I now have. If the vault exists, it will contain more treasure than you can hope to carry yourselves, I'll let you all have first pick of the treasure within the vault and collectively you'll also get a 10% share once I sell the remainder of the goods and artifacts in Tyr, which is my next destination."

Fletch and Trace both know that while House Madar was once a successful merchant house in the livestock trade, it was crushed in a trade war with its rival House Tsalaxa over a hundred years ago. House Tsalaxa is still an active merchant house and has all but cornered the livestock trade in the Tablelands. Furthermore, House Madar was not crushed by competition, but wiped out by hired assassins employed by House Tsalaxa. It is rumored that the head of House Madar, Darom, hid their vast wealth somewhere in the Tablelands before the house was destroyed. It is believed that there are no living descendants, as any that are alive no doubt fear being assassinated by House Tsalaxa's assassins, and the location of the treasure, if it indeed exists is lost.

Trace also knows that there is a dark legend stating that many of the house Madar Elders, including Darom Madar himself, were sealed into the hidden vault along with the treasure. The same legend further implies that Darom and those buried with him stand eternal vigil against any who would defile their tomb. Trace freely reveals what he knows about the history of House Madar and it's treasure vault to everyone present.

Rhotan Vor nods and says, "And that is why I need a group that can both guard the caravan, find the hidden entrance to vault and then clear out the dangers that lurk within the vault. I have heard from Corrin that you all have experience as caravan guards which is convenient."

[OOC: Also are Tread's and Shardon's shopping done yet? Their character sheets have not been updated to reflect what shopping has been done as they list no magical gear or new adventuring gear.]
This message was last edited by the player at 07:47, Thu 01 Dec 2011.
Fletch
player, 48 posts
Even The Cloister,
Sees Us As Mere Weapons
Fri 2 Dec 2011
at 23:32
  • msg #240

Re: Dark Sun: Chapter 1

  Fletch considers the offer, it was likely there would be worse undead than some desiccated zombies to be found.  "Guarding seems to involve much more in the way of preemptive attack than the title would imply."  Seriously, everything they have guarded past the Cloister has involved a case 'Move ahead and kill everything' (Of course, this was still better than attempting to fight such things and protect something at the same time).

  "I assume you would seek out this vault with or without our aid specifically, but we are your first choice for those would may succeed."   Being too cheap to hire someone better still counts.  "If the distance required to travel there is not long, I would not be adverse to this.  So long as the rest of us are also willing to take up this task."

  Fletch could think of why not.  Going treasure hunting wasn't exactly on the way to their main goal.  However, they were still lacking leads in that end.  A reminder from one of his allies in regards to better 'Sorcerer King Bad.  This Stop Sorcerer King' projects than he could think of at this moment would not be unwelcome.  Otherwise, not like they were doing anything else.

  Shame that 'All the loot you can carry' means there is doubtlessly going to be little in the way of residuum despite such a vault's reputation.  even a hackey sack's worth of the stuff would last them into Paragon.  And that's if they SPLIT it.
This message was last edited by the player at 23:33, Fri 02 Dec 2011.
Shardon
player, 44 posts
I've returned
Only for you...
Sat 3 Dec 2011
at 01:32
  • msg #241

Re: Dark Sun: Chapter 1

Shardon inquires, "And what of this descendant you encountered? Do you know where he is? I'm willing to bet his dead ancestors could smell their family's blood in him and might actually leave us to the treasure. How else could the elders expect their descendants to recover the treasure for themselves at a later date?"


(OOC: Character sheets are updated. Shardon got the Reading Spectacles head item. Tread got the Feet slot item Boots of Adept Charging. I figure Tread could use that shift to position for flanking in plenty of situations. And Shardon can use those specs to read the writing on any ancient areas that would otherwise be a language long lost or such.)
Tread
player, 40 posts
Prissy, girly girl
...who's a TANK
Sat 3 Dec 2011
at 01:40
  • msg #242

Re: Dark Sun: Chapter 1

Tread says, "I'll go if my allies do." without much thought. She then listens to Fletch and Shardon. She considers the fact the guy is willing to give 10% even AFTER the excursion. That's a sweet deal.

Considering the treasure is only 100 years old, there may very well be residuum to split among the group.


(OOC: As a side note, Tread could easily buy a cart to carry extra treasure in. But it would be extra to carry through the desert AND the guy is gonna give us 10% of everything on top of whatever we carry anyway. Which is generous. Still, to those who were considering grabbing still more treasure, a cart could get us quite a bit.)
Surya Shemesh
player, 55 posts
Monster InternTM Sheets
We Know How You're Built
Fri 9 Dec 2011
at 04:32
  • msg #243

Re: Dark Sun: Chapter 1

A fool's errand if Surya's ever heard of one.  Even if in the unlikely case that the information paid for turns out to be real, it's not enough to go on.  And even if in the unlikely event the vault is found on so little information, the place has probably been looted.  And even if in the unlikely event it hasn't already been looted, it's probably because the last several groups that tried succumbed to the curse/trap/monster(s) inside and have become undead guardians themselves.  Surya's sticking with a more practical approach and expecting the first scenario without giving much thought to the others.

"Since you're offering such a generous reward," Surya says with a bow, "I would humbly request one minor addition: merely that we each be paid a day's wage for each day worked up to the point when we find the treasure."
This message was last edited by the player at 04:34, Fri 09 Dec 2011.
Dark Sun Narrator
NPC, 58 posts
Click on me to see
the Campaign Notes
Tue 13 Dec 2011
at 02:13
  • msg #244

Re: Dark Sun: Chapter 1

Rhotan Vor looks at Surya and tries to figure out if Surya is just trying to be greedy, or if Surya is trying to hedge his bet against the possibility of there being no treasure and thus getting paid nothing since 10% of nothing is still nothing.

Seluku suspects he realizes what Surya is trying to say and asks, “I believe what my companion is trying to request is that if there is no treasure due to the vault not existing, or possibly already having been secretly looted, can be be assured of getting paid something if there is no treasure to be found.”

Rhotan Vor rubs his chin as he understands the 'concern' since even he doesn't want to admit the possibility that the information he paid for is no good, either due to someone else having already looted the treasure, the treasure never having reached the vault in the first place, or that the vault might be located somewhere else. "Ah, I understand, if there is no treasure you would still need some compensation for services rendered as you'd still be guarding the caravan." Rhotan knows that even if there is no treasure, there will still be dangers to be faced and dealt with, so he considers a standard caravan guarding fee as a 'consolation' if there is no treasure, since such a fee would be a small price to pay to be able to retain the services of a good group of guards. Especially since he knows that even if there is no treasure, having a group of adventurers that are willing to work for you can be very beneficial. Especially since some of the future House Wavir Caravans are going to need additional security given the rumors he's heard about new threats in the areas House Wavir does business in. Rhotan Vor only seems to pause long enough to seemingly run a through calculations through his mind before he continues, "Then in the situation where there is no treasure then you'll be paid for your services in protecting the caravan for the duration of the journey, which would be 360gp worth of ceramic pieces and 720gp worth of residuum for the six of you to split upon reaching Tyr at the end of the journey. Would that be satisfy your concern?" Rhotan Vor then looks around to see the group's response.

Trace gives his response by simply nodding, while Seluku replies, “I believe that would be a fair solution.”

[OOC: I'll admit that it does seem to be a oops in the 'official plot hook' in that you get nothing if there is no treasure to recover, in part due to the 'metaknowledge' that there IS a treasure. However in hindsight I should have built in a 'in the case of no treasure here is the consolation clause' as even Rhotan would realize it is a risk, and why should a group take a risk if they aren't necessarily hurting for job options. But Rhotan is banking that vault is there and the treasure is still in it, so the guarding fees would be a paltry amount to find out if a group of adventurers can be of future use to a major house.]
Shardon
player, 45 posts
I've returned
Only for you...
Tue 13 Dec 2011
at 02:49
  • msg #245

Re: Dark Sun: Chapter 1

Shardon doesn't think of things like this since he's of the mentality that if someone tricks him, he'll just kill them and take their money. He's dead, so he doesn't care. But now that it's been brought up, he makes a mental note to not let that slip by. After all, killing important people can be an obstacle to the mission. "Thank you for your accommodation."

Tread ohs and just nods.
Surya Shemesh
player, 56 posts
Monster InternTM Sheets
We Know How You're Built
Wed 14 Dec 2011
at 16:30
  • msg #246

Re: Dark Sun: Chapter 1

Sounds like a nice pile of money...

"Sounds good to me," Surya answers softly with a bow, "Thank you.  What is the expected duration of the journey?"


OOC: Apologies if it seems like Surya is nitpicking.  Fletch said "if the distance is not too long," but Surya feels like there's too much room for interpretation there.  Don't want to agree to the equivalent of $10,000 split 6 ways if that's going to be your wages for a half a year.  Even for a month's work, that's on the low end of what a security guard would expect to be paid.  Two weeks and you're on the waaay upper end.  So a specific time limit in the verbal contract would be important to know.

The group is on an important mission.  Earning a big windfall would be great to help them along on that mission, and she's all for that.  Just she's paranoid of the group being taken advantage of or getting in over their heads.

Dark Sun Narrator
NPC, 59 posts
Click on me to see
the Campaign Notes
Wed 14 Dec 2011
at 17:06
  • msg #247

Re: Dark Sun: Chapter 1

Rhotan Vor says, "From Altaruk it will take us three days to reach the Silver Spring where we'll spend one day resupplying and gathering information about the area we'll be traveling through since we need to go to the Canyon of Gothay which the Elven Chieftain Toramund has information about the canyon and the dangers within it. From Silver Spring, it will take two days to reach the Canyon of Gothay, and I'm expecting it will take three days to exploring in the area regarding the vault and if after three days you haven't returned I'll assume the worst and I'll take the caravan back to Silver Spring. Then I'd be spending the next three days getting ready for the trip to Tyr. However if you do check in during those three days while at the Canyons with an update on progress then I'll keep the caravan at the Canyons longer, but after a total of a 17 days at the canyon or 3 days without contact with you I'll head back to Silver Springs to resupply, although if it is due to the passing of 17 days we'd immediately return to the canyon after resupplying. However I doubt that finding, entering, and exploring the vault will take 17 days but the sand skiffs can only carry 3 weeks of supplies with the amount of space we have to reserve for cargo. After successfully finding the treasure in the vault we'll head for Tyr, or Silver Springs if we need to resupply before heading to Tyr."
Fletch
player, 49 posts
Even The Cloister,
Sees Us As Mere Weapons
Thu 15 Dec 2011
at 07:36
  • msg #248

Re: Dark Sun: Chapter 1

  "I find your preparations acceptable.  It would do you no good to let the sun kill you in the process."  There was also the fact that if it came to it, they could potentially make it back to civilization if left behind.  Entering a vault system with a week of supplies, would remain a week of supplies until traveling overland to them...

  Hmm, it was likely due to the nature of sand and the various subterranean beasts that had prevented long term projects for the creation of a tunnel network between major points of interest.  The grueling workload involved would have meant nothing to those in power to work on such projects.
Tread
player, 41 posts
Prissy, girly girl
...who's a TANK
Thu 15 Dec 2011
at 16:08
  • msg #249

Re: Dark Sun: Chapter 1

Shardon nods. "Let's get started then."

Once the team heads out, Tread asides to the others quietly, "It's beginning to sink in just how... depressing this world is. I had no idea how lonely, creepy, and downright sad it would be outside of home. Supposedly everywhere used to be like our home. Now look at it all."

After all, it's one thing to hear about "the rest of the world is desert". It's a whole other thing to experience it. She specifically didn't mention the Crystal Cloister, using the term "home" so that on the off chance the group accidentally had eavesdroppers, they wouldn't hear such a key thing as "Crystal Cloyster".
Surya Shemesh
player, 57 posts
Monster InternTM Sheets
We Know How You're Built
Thu 15 Dec 2011
at 23:45
  • msg #250

Re: Dark Sun: Chapter 1

Surya nods, picking up on the careful choice of words.

"I too am feeling the urgency of our mission," she whispers, "Which is why I was reluctant to accept the given terms without something to show for our efforts when we discover the treasure was a lie.  But once we secure home from danger, I want to try and find some way to lessen the suffering of those who live outside it...  Well... if there's any who actually deserve it."
Dark Sun Narrator
NPC, 60 posts
Click on me to see
the Campaign Notes
Fri 30 Dec 2011
at 06:25
  • msg #251

Re: Dark Sun: Chapter 1

As the group heads towards the city gates to meet up with Rhotan Vor's caravan of three sand skiffs, along the way the group overhears a group of guards discussing the bounty on several bandits operating at an oasis between Altaruk and Silver Spring known as the Crimson Vipers, and that anyone who eliminates the bandits or drives them away form the oasis will get a reward of 60 gp worth of residuum and 12 gp worth of ceramic pieces.

At the gates, it is clear that Rhotan Vor's caravan isn't ready yet, and an elven woman approaches the group and introduces herself, "You all must be the group Rhotan Vor hired to guard his caravan which I know will be passing through Silver Springs. I am Iseel, and I am a relative of the Silver hand chieftain Toramund. I have a information about his son that I need taken to him. I can pay a dozen pieces of ceramic now with another dozen being paid when you deliver the message at Silver Springs along with six Survival Days. Will you carry my message to Toramund?"
Shardon
player, 46 posts
I've returned
Only for you...
Tue 3 Jan 2012
at 19:40
  • msg #252

Re: Dark Sun: Chapter 1

Extra money? Downpayment now and more when they arrive? And it's on the way? "Certainly, Iseel." Shardon responds in the most pleasant tone he can muster. He gives her a half-smile, quickly eying her from head to toe and back. "I am Shardon, and these are my allies. We are indeed the ones Rhotan Vor hired, so your request is quite reasonable as it won't be much out of our way."
This message was last updated by the player at 19:41, Tue 03 Jan 2012.
Surya Shemesh
player, 58 posts
Monster InternTM Sheets
We Know How You're Built
Thu 5 Jan 2012
at 04:45
  • msg #253

Re: Dark Sun: Chapter 1

"Our notoriety must be growing if we are considered the best available means for delivering such an important message," Sura comments, "As our reputation may suggest, encountering danger has become commonplace for us.  So obviously, there is a chance that we will all die in transit, making the message undeliverable.  I'm sure if at least one of us survives, he will no doubt do his best to deliver the message, but perhaps we should mention this message to the rest of the caravan so they can deliver it should us guards become unable."

She glances over at the other group of guards then back at her allies.

"Perhaps we should inquire about details.  The reward may not be much, but if we wind up having to defend ourselves against those bandits, we may as well be prepared to collect the bounty."
Fletch
player, 50 posts
Even The Cloister,
Sees Us As Mere Weapons
Wed 11 Jan 2012
at 11:08
  • msg #254

Re: Dark Sun: Chapter 1

  Insert dour insight of how the comforts of the cloister were not his to enjoy here.  They all start to sound the same after enough of them.

  after the rumors of bandit removal float by, Fletch comments to the Revenant "If you keep any souvenirs should we run into them Shardon, be prepared to part with the more readily identifiable ones as proof."  This isn't WoW where there are enough severed heads from a single named bandit for everyone, of course.  No matter what certain people say about 4th Edition.

  When the easily acceptable request for message bearing comes along, he adds "I see no reason not to do this, though I must ask who shall be providing the rest of our payment if you will not be making the journey yourself." maybe Toramund is a very nice tipper? But it was best not to assume such things.

  Still, even if stiffed payment, it was still at least a dozen ceramic now for something not difficult in itself.
This message was last edited by the player at 11:10, Wed 11 Jan 2012.
Dark Sun Narrator
NPC, 61 posts
Click on me to see
the Campaign Notes
Thu 2 Feb 2012
at 08:03
  • msg #255

Re: Dark Sun: Chapter 1

Iseel smiles and replies, "Thank you, and Chief Toramund will be providing the rest of the payment since the message is for him and him alone," as she hands over the 12gp worth of ceramic pieces and the coded message is on a piece of thin leather used as a cheap alternative to parchment paper to Shardon.

Seluku uses his short ranged telepathy to communicate with the rest of the group sop that no one else hears what he says, 'I don't know about the rest of you, but I'd like to know what this note for Toramund says since we need to speak with him anyways. But don't hand me the note to see if I can decrypt it until we are out of Altaruk... last thing we want is to be spotted by Iseel while I am decrypting it.'

When Surya asks the group to find out about the bandits, Seluku nods and replies, “I'll handle that, and be right back.”

Seluku then walks over towards where the guards were talking about the bandits and after listening in on the still ongoing conversation, Seluku returns and says, “It appears that the bandits are striking groups between here and the Silver Springs, and they all wear crimson sashes around their waists, and those bloody sashes would be sufficient proof and can be handed into either Cheif Toramund or Arisphistaneles. So I agree if we run into them we might as well collect the bounty on them.”

Trace comments “Seems like Toramund and Arisphistaneles have agreements between each other and probably jointly posted the reward for the Crimson Vipers. But still good to know.”

Rhotan Vor notices the group and walks over before he says,  "Ah greetings, from here to the Silver Springs I expect that you'll be able to scout ahead to keep the path clear of any danger that would otherwise threaten the three sand skiffs so I recommend starting out by scouting out a full day ahead ahead of the skiff's departure from Alturak, since it should take you 4 days to reach Silver Springs, while it will only take the skiffs 3 days to cover the same distance and it would be dangerous for the skiffs to arrive in Silver Springs before you reach the Springs yourself."
Shardon
player, 47 posts
I've returned
Only for you...
Mon 6 Feb 2012
at 16:18
  • msg #256

Re: Dark Sun: Chapter 1

Shardon asks, "Wouldn't it make more sense to stick together? If we scout ahead, what's to stop someone from coming later to a spot we already scouted and then ambushing you while we're a day ahead of you unaware?"
Surya Shemesh
player, 59 posts
Monster InternTM Sheets
We Know How You're Built
Wed 8 Feb 2012
at 03:44
  • msg #257

Re: Dark Sun: Chapter 1

Surya hides her surprise well behind her silt-mask and full face veil when she "hears" Seluku's telepathic message.  It hadn't occurred to her to read someone else's mail, but now that he mentions it...  What if the message is: "The carriers of this message are magical constructs working for the Veiled Alliance.  Interrogate them, then destroy them."?

Would be good to know.

She's also surprised at Rhota Vor's suggestion.  Since Shardon raised the first point, Surya adds, "Or if a group attacks and destroys us while we're a day or two ahead of you, how will you know?"
This message had punctuation tweaked by the player at 03:44, Wed 08 Feb 2012.
Fletch
player, 51 posts
Even The Cloister,
Sees Us As Mere Weapons
Thu 9 Feb 2012
at 10:12
  • msg #258

Re: Dark Sun: Chapter 1

  Fletch had at times considered the very point Surya brought forth as he guarded the perimeter of the cloister's lands.  Though the answer there was most likely 'because they did not come back'.

  "Our travels shall bring us across a regular route, so far as the sands can keep one.  Most dangers with enough thought to ambush a caravan would do so along this path, so we shall meet them first.  Even if we die, it shall harm them in the process leaving the caravan in a more safe position than otherwise."

  While it would but a serious crimp in their own plans if they perished, Fletch is a bit more familiar with the 'expendable guards' mindset.

OOC Style:  Seth think your points are good points.  Which of course the Module doesn't cover, heh.
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