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Dark Sun: Chapter 1.

Posted by Dark Sun NarratorFor group 0
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.
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