Insight's Dark Sun: Burning Sands Campaign - IC


log in or register to remove this ad

Shayuri

First Post
"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.

(OOC - Using Shaper class feature to create 50' length of silk rope in Zinmo's square. What he does with it is up to him. :) That's a minor action, so I can still move this turn. Rolls to follow. I think Rope just modifies the DC, not roll.)
 

Insight

Adventurer
ROUND TWO - Complete

As the first barrage of stones mostly fall well short or wide of their target, the escaped slaves (and slavers) realize that someone knows of their entrance into Mine Shaft B and is none too happy about it.

[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 Two]
ZIMNO
- Move Action: Fey Step: Teleport 5 squares forward.
- Standard Action: Charge (2sq) + Melee Basic Attack (Scimitar) against A2 (?): MISS!

KORG
- Free Action: Summon Spirit Companion] "next to Zimno".
OOC: We'll put it to Zimno's right unless someone has a strong preference for something else.

- Move Action: Moves 2 squares.
- Standard Action: Spirit Infusion: Grants Zimno a Melee Basic Attack with a +2 bonus to the attack roll and a +3 bonus to the damage roll. The spirit companion disappears.

ZIMNO
- Free Action (Granted): Melee Basic Attack (Scimitar) against A2: HITS for 14 damage!

AMICA
- Standard Action: Dishearten centered on the square behind A2, targeting A1, A2, and A3: HITS all three targets for 9 damage! A1, A2, and A3 take a -2 penalty to attack rolls until the end of Amica's next turn. A2 is BLOODIED.

BRANDIS
- Move Action: Moves 5 squares to behind cover. Due his Shadow Walk effect, because of his movement, Brandis gains concealment until the end of his next turn.
- Minor Action: Warlock's Curse on A3.
- Standard Action: Eldritch Blast against A3: MISS!

ADHERENTS
A1]: DELAYS

A2]:
- Standard Action: Melee Basic Attack (Claw Rake) against Zimno: MISSES
- Move Action: Shifts 1 square diagonal.

A1]:
- Standard Action: Melee Basic Attack (Claw Rake) against Zimno: MISSES
- Move Action: Shifts 1 square sideways.

A3]:
- Move Action: Shifts 1 square backward.
- Standard Action: Ranged Basic Attack (Sling) against Korg: HITS for 4 damage!

A4]:
- Move Action: Shifts 1 square backward.
- Standard Action: Ranged Basic Attack (Sling) against Brandis: MISSES
[/sblock]

OOC: Korg's light illuminates squares within 30ft of the rubble pile (where most of your characters stand at the beginning of this round). On the map: the "triangles" indicate difficult terrain and also provide cover if you are in the square or on the opposite side of the square from an enemy. The PCs are the "hexagons" and the enemies you can see are the "circles". Korg's illumination ends just before the enemies' current squares, so the enemies are in shadowy illumination, unless you have low-light vision, in which case you can see them normally.


Zimno snarls when the foes make themselves know. Suddenly his is there and rushing the nearest. His blade comes up short, however.

The creature Zimno charges rears back, snarling and gnashing its teeth at the swordmage.

Korg steps forward, pleading spirits of stone an battle to help Zimno.

Zimno, bolstered by Korg, slashes again. He hits one of the skittish creatures, badly injuring it.

Amica opens her mouth in dismay as Zimno teleports closer and runs in to do melee. She quickly dismisses her first idea, and instead concentrates on the three creatures she can see. She thinks back on her time as a slave, and all that helpless hopelessness she'd felt. The black, self-defeating despair. She let hat flow through her and directed it into a telepathic explosion amidst the creatures at the end of the hall!

The creatures rear back, frightened of Zimno and the powerful psionic forces at his back!

Brandis steps up to the next set of rocks and tosses a bolt of eldritch power at one of the creatures. Again, it was not well-aimed.

Two of the strange beings, despite the fear instilled in them, engage the swordmage, reaching out tentatively with their warped claws. Both attacks miss. Two others move away from the melee and sling stones towards the interlopers. Korg, with the light, is tagged with a small stone, while another errant stone misses the shadow Brandis.
 

Attachments

  • Mine Shaft B _2_.pdf
    19.9 KB · Views: 116
Last edited:

Walking Dad

First Post
OOC: How do the enemies look like? Humanoid?


map as jpg

[sblock]
unbenanntrp.jpg
[/sblock]
 



stonegod

Spawn of Khyber/LEB Judge
Zimno snarls when the foes make themselves know. Suddenly his is there and rushing the nearest. His blade comes up short, however.
OOC: Fey Step to 5 sqs forward and charge.
 


Walking Dad

First Post
Korg

Korg steps forward, pleading spirits of stone an battle to help Zimno.

[sblock=OOC]

free: conjure spirit next to Zimno
move: up, up-left
Standard:
Spirit Infusion: standard, Spirit m1, spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a +3 power bonus to the damage.
on Zimno


[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]
 

drothgery

First Post
Brandis steps up to the next set of rocks and tosses a bolt of eldritch power at one of the creatures. Again, it was not well-aimed.

[sblock=ooc]
move: move four squares up and one to the right, taking cover behind the rocks.
minor: warlock's curse on A3.
standard: eldritch blast at A3. Zimmo is probably closer than Brandis to A3, so no prime shot.

Brandis gains concealment until the end of next turn when he moves more than 3 squares.
[/sblock]
 
Last edited:

Remove ads

Top