Insight's Dark Sun: Burning Sands Campaign - IC

Walking Dad

First Post
Korg

"Everyone ready for some climbing?"
The dwarf asks in a brash and loud, but calm voice, his trust in the spirits of Athas to strong to be overcome by fear.

[sblock=OOC]

[sblock=Mini stat block]
Korg Wellspeaker
Perception: 19 Insight: 14 Low-light Vision
Level: 1 XP: 250
AC 13 Fortitude 12 Reflex 13 Will 15
Initiative: +0
Hit Points: 30 / 30 Bloodied: 15
Temporary Hit Points: 0
Resist:
Saving Throw: -
Action Points: 2 Second Wind: 1
Healing Surge:7 Surges per day: 7 / 8
At-Will Powers: Telekinetic Grasp, Call Spirit Companion, Spirit's Wrath, Spirit Infusion, Haunting Spirits
Encounter Powers: Healing Spirit 2/2, Speak with Spirits, Spirit of Athas, Scorching Sand, Dwarven Resilience
Daily Powers: Cleansing Wind of the North

Condition:

[/sblock][/sblock]
 
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Shayuri

First Post
Amica hugs herself as she moves between the dead bodies. Their fear is so etched onto the faces that she imagines she can still feel it hanging in the air. It makes the mine air cold and oppressive. Hard to breathe. Like water.

Breathe. Focus. Fear is a thing of the mind.

She closed her eyes for a moment and concentrated, banishing the fear. Her breathing eased. Then the sound of Korg's voice, brash and loud in the sacred silence of this mine-turned-tomb, makes her jump.

Her voice is rough when she replies; she is unaccustomed to speaking verbally. "I will try."
 

drothgery

First Post
"Did anyone see anything that looked like rope on the way down here?" Brandis asked. "Somehow they neglected to issue us rock climbing gear when they brought us here."

OOC: Brandis has average strength and is not trained in Athletics. He'll give it a try, but it may be a bit problematic.
 


Insight

Adventurer
OOC: Is there any climbing gear available near? The need for it shouldn't be very uncommon in a mine.

OOC: You could probably scare up some rope from a few of the dead bodies. There should be supply caches further into the mine (not really helpful right now, but keep it in mind).

Just to be clear, your characters are just climbing OVER rubble at this point; it's not going to be all that difficult, just time-consuming.
 

Insight

Adventurer
ROUND ONE - Completed
Note: I am putting the "climbing over rocks" part in combat rounds, for reasons that will become clear soon enough.

The escaped slaves near the most external of the cave-in sites. Rubble, composed of rocks both large and small, mostly blocks the passage. Using torch light, it is evident through the spaces between rocks that there is more tunnel beyond this rubble.

Other than the slaves' footfalls, no other sounds can be heard at this time.

[sblock=Initiative Count]
Note: Horran and Kesh are not part of the initiative count. They act at the end of the round and only move or defend themselves.

18 - Zimno
16 - Korg
15 - Amica
8 - Brandis
4 - Unknown Enemy (Enemies)[/sblock]

[sblock=Actions, Round One]
ZIMNO
- Move Action: Zimno succeeds on his Athletics check and uses a move action to get to the top of the rubble.
- Standard to Move Action: Zimno fails on his Athletics check and must wait to descend the rubble.

KORG
- Move Action: Korg succeeds on his Athletics check and uses a move action to get to the top of the rubble.
- Standard to Move Action: Korg succeeds on his Athletics check and uses a move action to get down to the other side of the rubble.

AMICA
- Minor Action: Uses Minor Creation to create a spool of rope. This grants Amica a +5 circumstance bonus to the Athletics checks she makes this turn.
- Move Action: Amica fails on her Athletics check but can spend a move action to ascend the rubble.
- Standard to Move Action: Amica succeeds on her Athletics check and uses a move action to get down to the other side of the rubble.

BRANDIS
- Move Action: Brandis succeeds on his Athletics check and uses a move action to get to the top of the rubble.
- Standard to Move Action: Brandis succeeds on his Athletics check and uses a move action to get down to the other side of the rubble.

UNKNOWN
- Standard Action (Various): Two attacks against each of Amica, Brandis, Korg, and Zimno (who has +2 bonus to AC and Reflex from cover). Only Korg is hit (once) for 4 damage.

Note: At the end of the round, Kesh and Horran ascend to the top of the rubble (joining Zimno).
[/sblock]

OOC: Climbing over the rubble is going to be an Athletics check DC 10. If your character succeeds in this check, you spend one move action to get to the top of the rubble. If your character fails this check, he or she can spend another move action and automatically get to the top of the rubble. Same goes with getting down. If you fail two consecutive Athletics checks (one getting up and one getting down), your character falls prone on the other side of the rubble and loses a healing surge.

You can spend move actions to aid another.


Zimno climbs. Though he could get to the top without such mundane transport, better to do it with his hands in case he needed to step later. He easily makes it up, but is less athletic on the descent. Zimno, not seeing a good way to safely get down, has another look around.

Korg picks a path through the fallen rocks and makes his way to the top of the pile of rubble. From there, he can see faint signs of movement at the edge of his illumination. He cannot make out any details in terms of numbers, size, or creature type. He hears little noise from that direction. Korg is able to find a safe way to the other side of the rubble.

"Wait!" Amica blurts as the group starts charging over the top of the rubble. She spies Zinmo pausing as he eyes the treacherous slope back down and calls out to him. "Please, I need help. Can you pull me up with rope?"

Just as Zinmo was about to protest that there was no rope, there was a disturbance over the ground at his feet. A bizarre bending of light that made a funhouse-mirror view of the rocks and dirt there. Then there was a flash of blue-white light and a pulse of heat...momentary only...and lying on the ground there was a coil of white rope.

Brandis sighs and carefuly makes his way up the craggy and uneven pile of rubble. Secure at the top, Brandis finds a path to safety and joins Korg below.

As Brandis' feet hit the solid ground, small rocks start flying from the darkened distant end of the passage. None can quite see the stones' origin, but they are either being thrown or hurled by a sling or something similar. One stone strikes Korg square in the chest; the rest miss by a wide margin.

Afterwards, Horran and Kesh ascend to the top of the rubble pile, joining Zimno there.
 
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Walking Dad

First Post
Korg

Korg uses the somg of the stones around him to show the best path to climb up and down.

[sblock=OOC]
Only one check needeed, as only two failed checks have consequnces? Will not use aid another. Scaling DC and low-ability will as likely give someone else a penalty as a bonus.

[sblock=Mini stat block]
Korg Wellspeaker
Perception: 19 Insight: 14 Low-light Vision
Level: 1 XP: 250
AC 13 Fortitude 12 Reflex 13 Will 15
Initiative: +0
Hit Points: 30 / 30 Bloodied: 15
Temporary Hit Points: 0
Resist:
Saving Throw: -
Action Points: 2 Second Wind: 1
Surge Value:7 Surges per day: 7 / 8
At-Will Powers: Telekinetic Grasp, Call Spirit Companion, Spirit's Wrath, Spirit Infusion, Haunting Spirits
Encounter Powers: Healing Spirit 2/2, Speak with Spirits, Spirit of Athas, Scorching Sand, Dwarven Resilience
Daily Powers: Cleansing Wind of the North

Condition:

[/sblock][/sblock]
 
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Insight

Adventurer
Korg

Korg uses the somg of the stones around him to show the best path to climb up and down.

[sblock=OOC]
Only one check needeed, as only two failed checks have consequnces? Will not use aid another. Scaling DC and low-ability will as likely give someone else a penalty as a bonus.[/sblock]

OOC: It's one Athletics check to get to the top and one more to get safely to the bottom (on the other side). If you fail both, you tumble down to the bottom on the other side. Otherwise, you arrive safely.

I suppose you could climb to the top and just stand there if you're too scared to climb down the other side. :lol:
 

stonegod

Spawn of Khyber/LEB Judge
Zimno climbs. Though he could get to the top without such mundane transport, better to do it with his hands in case he needed to step later. He easily makes it up, but is less athletic on the descent.

OOC: If its is a Move action to make the check and we fail, we have to spend another move to get down. We only have two move actions (w/o AP), so if we fail one check, we are stuck at the top (as we spent the "move" action to make the check). Since Zimno fails, it seems to indicate that he is at the top. This is unclear. In any case, success going up, failure going down.
 
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