Explorers of Calemor, Chapter 1: A View from Afar

RMcCall

Explorer
Srasut knows that the desert definitely does not sleep at night. Sleeping means the team would probably be beset upon by scavenging desert lions or some similar creature. The ruins would be of use to such creatures who like to stalk their prey and approach unnoticed before pouncing. Stopping in the open would give much better warning of an attack, but also mean that the adventurers can't use anything for cover besides their own tents either. Continuing without sleep is an option, but it would make the team a bit weaker for whatever danger lies ahead.
 

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Shayuri

First Post
"Sun's almost down," Talashia observes in a 'stating-the-obvious' sort of way. "Maybe one of these old buildings is still whole enough to give us some shelter. Lets look around a bit."

She starts down into the ruined city, though relatively slowly as she's careful of her footing in these treacherous sands.
 

shamgar001

First Post
"Oi 'aspect et'll be easier goin' at noight," Rogun states. "Bes' to keep a-movin' whoile ee sun's daown."

OOC: Rogun has the endurance check to keep going.
 

Mithrilmace

First Post
Rogun is right. If we can continue through the darkness, we will likely make better progress. We would certainly have to be wary of attacks by wild creatures, but they would attack us as we rested anyway if they wished. I can call upon the spirits to protect us from the heat if we sleep during the day.

OOC: My theme trait affords us that protection if we wish to use it.


Besides the predators in areas like this love to sneak up on their prey so hunkering down in those ruins would probably give them the advantage.
 

RMcCall

Explorer
The group decides to go a night without sleep. As you travel, you notice some large flying creatures in the distance. One swoops down towards a far-off dune, and claws dart out from under its feathers. It picks something up off the desert floor and starts relentlessly pecking at it. Luckily, they don't seem too interested in you.

The sand begins to turn to dirt. You enter a wasteland, with scraggly bushes and spikey cacti. The moon above doesn't provide much light to see by, so you make your way slowly through the area, towards the last landmark on this stretch of the map: the ruins containing the horde of Nunpoldrn. You are becoming drowsy, however, and you're not the only creatures in the desert hoping to score a prize...

Make Dungeoneering, Nature, or Perception checks.
 


RMcCall

Explorer
You notice that much of the foliage in the area has been...for lack of a better word, chewed. Mostly near the base of many cacti, chunks of the spikey plant have been simply bitten off. Whatever did this must have a mouth like metal.
 

Mithrilmace

First Post
Srasut tells the party to halt and draws attention to the flora. Friends, there may be something dangerous about. Look here at the damage that has been done to these cacti. Be on your guard.

OOC: Could I do another check to learn more about the beast or construct that may have done this?
 

RMcCall

Explorer
That was covered in your Nature check, and there was not enough information to go on.

The group is now on their toes, so they are ready when out of the sands burrow giant sand crabs! There are four that you can see, surrounding you. Two scurry up to Rogun and jab at him with their claws, but do not make it past his armor. Another threatens Talashia, doing a skittering dance from side to side. The last scratches at Elandra, who manages to dodge its claws.

The way turns will work is simply Enemies, Heroes, Enemies, Heroes, etc. If you want to ready an action, you'll still get to act with your group the next time around instead of moving your initiative. The enemies won the roll (I rolled for each of your initiative scores against theirs, don't worry), so they went first, but now you can react in any order you want.
 

shamgar001

First Post
Rogun ignores the snapping claws behind him as the rushes toward Talashia. He brings his hammer down hard on the crab menacing her.

OOC: Move action: Move toward the crab attacking Talashia. If possible, into a flanking position.
Standard action: Earthgrasp Strike against Talashia's crab
Attack vs. AC: [roll0], +2 if flanking
Hit: [roll1]*, and the target is knocked prone. The first time it tries to stand up before the end of the encounter, it takes [roll[1d10+4[/roll] damage.
Free action: Natures Wrath
Rogun marks all adjacent enemies until the end of his next turn. Rogun uses this power at the point of his turn when he's adjacent to the most crabs.

*The Craghammer deals 1d10 damage, brutal 2. Since dice rollers can't do brutal, I'm calculating it as 1d8+2, which is mathematically the same.
 

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