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Dark Sun: Chapter 1.

Posted by Dark Sun NarratorFor group 0
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!
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