[IC] Evilhalfling's Dark Sun

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Round 5
The Elf nimbly dodges most of the wave of flame from Blaze. But he sees the guards coming and bolts. Blaze is close enough to catch one of the elves fighting the Mul Captain as well, and that elf does go down.
The captain meets Blaze's eyes and gives him a nod.

Dukkoti smashes an arrow into the elf mage, and this attracts a few of the archers on the war wagon. Another arrow pierces the lesser mage’s thigh and he goes down.

Under the wagon the elf takes a dagger to the chest, collapses. He probably has some items tucked in his cloak, belt, and clothes.

The dying dwarf gasps out his last. To Plool “In .. . Dragons Bowl, halflings in the cliffs … they know…”

Chtckh'Chtckh dashes in like the wind and has no trouble locating a piece of jewelry on the floor of the second level. It is set with a large cloudy white stone. Even without the stone the chain and setting would be worth many ceramic coins. He bolts back out and heads south away from the main conflict, but is still close to the caravan. A couple of the Archers follow him out of the burning wagon.

Cal dodges an attack aimed at him by one of the elves, and judges the distance between himself and the fallen mage – it is at least 90’ to the north but no one else is headed that way yet. (he has a move action left this round if he wants to make the run)

With the arrival of fresh guards from both wagons, the elves begin a fighting withdrawal to the north, cutting down a few more slaves as they go. The Mul Captain and the Old slave Sysra survived. The elven archers retreat to the front of the caravan bunching up, and several are wounded by the lizard riders.

The Black-Cloaked defiler is struck by Chtckh’Chtckh’s arrow, but instead of turning to the thrikreen he takes aim at the exposed Matriarch. She dives back behind the dead lizard as a massive fireball explodes around her, turning the sand to glass and the few scraggly plants to burning brands. His six guards close in on the badly burnt old woman, as she draws herself to her feet to face them. She appears to do nothing, but holds up a hand to stop anyone from the caravan from coming to her aid.

The way to the south towards the dragons bowl is looking pretty open. The caravan guards have gained control of the field, but if the defiler and his bodyguard kill the matriarch, more fireballs could turn the battle back in a hurry.

The defiler is at long range from all PCs except Chtckh’Chtckh.

GM: Chtckh needs a con save, DC 11 or he will take 2d6 [7] damage from fire & smoke. No damage on success. I rolled a perception check [15,] to find pendant.
save vs heatwave: 1D20+2 = [18]+2 = 20
archers attacking defiler: 2D20+4 = [1, 17]+4 = 22
2D20+4 = [7, 1]+4 = 12

Matriarch Save 1d20+3 = [15]=18
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Possibly a Idiot.
OOC: Are there any other raiders left near Plool? Most of them seem to be dead or running away at this point, and spears don't exactly have the best range. If not, maybe a shortbow on a dead guard?


OOC: Are there any other raiders left near Plool? Most of them seem to be dead or running away at this point, and spears don't exactly have the best range. If not, maybe a shortbow on a dead guard?
The guards on the ground don't have bows, their archers are all on the shooting gallery of the wagons.
your right about the lack of elves staying to fight. you could check for a dead elven archer with a shortbow or other loot.


Possibly a Idiot.
“They know?” Plool asked a question he knew wasn't going to be answered.”They know what?”

It was a cold comfort to the halflling, that he did not leave the dwarf in his last moment of need. At least in presence he could prove himself better than Cerk, if not exactly in effectiveness. The memory of betrayal connected some dots for Plool, did Graakk mean they knew where Cerk was? Druids do have mystical abilities. At the very least, they could offer refuge, and there wasn't really anything left for Plool here. Maybe it's time to finally make for freedom.

Plool darted among the fallen, looking for supplies. Water, shortbows, knives, whatever looked useful. That defiler wasn't running, so he expected another explosion. Best to be in the south when it comes.


Chtckh'Chtckh got out of the fire unscathed. He tucked the pendant away and noticed archers following him. He decided that he still needed a bow if he was going to live, so he made an impossiblly sudden turn and ran back to the archer, using the swords he had been holding in his upper hands. He hacked away at the archer, determined to take the raiders bow.

OOC: I don't know why coyote is suddenly being kind to me. That's three 20s in a row (with last round). Con Save: 1D20+5 = [20]+5 = 25
Sword: 1D20+5 = [20]+5 = 25 for 1D6+3 = [3]+3 = 6
Bonus Action Sword: 1D20+5 = [10]+5 = 15 for 1D6 = [4] = 4

Crit: 1D6 = [2] = 2


OOC: @FitzTheRuke the archers that are following you are caravan guards from the burning wagon, you could reach an elven archer (in the south), but you would need your bonus action for a dash. [/ooc


the magical equivalent to the number zero
Blaze grins at the Mul captain, glad to know they're on the same side, at least for now. As a gladiator the genasi knows about temporary alliances and this one helps keep the slaves a bit more safe -- for now.

He does not yet know what will happen, or what he wants to happen, once the raiders are gone.

Blaze roars, a sound somewhere between a shout and a whoosh of a burning fire, and with red eyes the slave warrior turns his attention to the archer that ran away...

OOC: Enter Rage (which is an Action), then move after the archer.

I don't know why coyote is suddenly being kind to me. That's three 20s in a row (with last round).
Ha, I guess that's why I got three natural 1's in rapid succession. Chance is a fickle mistress! ;)

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