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Thursday, December 31, 2020

Athasian Disease Part Three

Treating a natural disease can be done in multiple ways. Ideally, the infected individual has access to a healer and an herbalist. Healers can diagnose and treat the disease. Herbalists can create remedies useful for reducing the symptoms.
When using the herbalism proficiency, the herbalist may provide poultices and other herbal remedies to treat symptoms, but the symptoms must be told to them, or be obvious. In order to mix the proper treatment for the symptoms, the herbalist must have the herbs on hand, or it requires 1d4 days to gather them, if they are locally available. To make the herbal remedy requires another 1d4 days. The herbalist will be able to create enough of the remedy to keep the diseases symptoms at bay for one day per point of success. For example: If an herbalist wants to mix a remedy and has an herbalism proficiency rating of thirteen and the herbalist rolls a nine, the remedy will prevent the symptom for four days.

Tuesday, December 29, 2020

Session Fifty-Two: The Gray

Note: For those unfamiliar with Dark Sun, psionics are called the Will for wild talents and the Way for trained psionicists.

The group had appeared in the border ethereal of the plane of silt. The paraelemental's silty appendage passed through the ethereal form of Alaxander. They quickly left the border ethereal and entered the deep ethereal. Vashti used her remaining healing magic to heal the group. Kwala was unconscious from the effort of magically transporting them back into the ethereal plane. Jessel believed he would awaken upon returning to the plane of earth.
Fearing pursuit, the group decided to fly away from the plane of silt as quickly as possible. Vahti asked eye of earth which way they should go. The eye of earth pointed with its leg, in a direction. The group trusted the eye of earth and began flying deeper into the strange ethereal plane.
They flew for a few hours toward, what they hoped was, the plane of earth. Through the swirling mists, Shade saw a point of whiteness that seemed to be growing larger. It was behind them and Shade pointed it out to the group. No one knew what it was, but they assumed it was bad news. They continued flying through the plane as fast as they could, but the whiteness was continuing to grow larger. Whatever it was, they decided that they were not going to outrun it.
As they flew, they discussed their problem. They decided they had three choices, continue to try and outrun it and hope they reach the plane of earth before the thing, duck into a random misty curtain, or let the thing encounter them. After a lengthy discussion, with the whiteness growing larger and larger the whole time, they decided to duck into a random misty curtain.
Julius decided that he would duck into a misty curtain first and then come back out to report to the group what he found. Everyone agreed, as they had about twenty minutes before the white wall, which they could see was a massive swirling wall of mist, enveloped them. Julius parted the closest misty curtain and went through.

Julius found himself in a swirling mass of gray mist, with more gray beyond. He turned to warn the group away from the curtain, but found there was no way of returning to the ethereal plane. He decided to wait twenty minutes and if the group did not appear near him, he would seek an exit elsewhere.
Julius did not return after ten minutes and the wall of mist was nearly upon them. The mist was swirling with ferocity, so the group decided that they better not let it impact with them. After a very brief discussion, they all ducked into the same misty curtain as Julius. They all appeared near Julius, in the Gray.
Vashti remembered a story from her youth about the Gray and how to escape it by seeking the living. She tried to feel the living and thought she could. She lead the group deeper into the Gray, flying similarly as the ethereal plane. As they flew, they saw movement out of the corners of their eyes, but found nothing when they turned their heads.

Day 19, Week 2, Fortuary, Friend's Vengeance, 190th King's Age, Sun Descending

They continued flying and a few hours later, they saw a woman staring into the gray mists. She was partially transparent, the group noticed. However, she did not notice the group and they quickly flew past her. They flew until they were tired and decided to rest. Kalino thought to tie everyone together, so they didn't drift off. Julius kept watch, while everyone else slept.
During his watch, Julius saw gray-misty hands groping Shade's sleeping body. Julius moved closer and the hands retreated into the mist. Later, during her watch, Vashti saw gray hands groping at Shade again. They retreated when she approached, but she woke Shade anyway. She told him what had happened, but despite feeling a bit cold, Shade felt fine.
Suddenly, Kalino woke and untied himself. Vashti asked Kalino what was wrong. Without answering, Kalino drew his chitin khopesh and attacked Shade. Vashti had an idea of what was going on, so she held her vial of holy water and commanded the dead inside Kalino to leave. A transparent man in strange clothing flowed out of Kalino's body. Upon being woken by the commotion, Jessel then held his bag of holy earth up and commanded the man to flee. It did so and disappeared into the gray mists.
They decided to go back to sleep, but kept an extra close watch for anymore misty hands. Kalino retied his foot and everyone went back to sleep. The rest of their sleep passed without further interruption.
Upon waking, they felt weaker and quickly discovered that they were slightly transparent. They all knew they would die if they could not escape the Gray. Vashti tried, but could not feel the living beyond the Gray. Everyone attempted the same, after Vashti told them how. Julius was the only one to feel a slight tug and began leading the group through the gray mists.
As they flew, they began to see many spirits around them. The spirits races, features, and garb placed them throughout the Tablelands, and possibly beyond. It was the first time the group had an idea that life might exist outside of the Tablelands.
The spirits appeared to not be interested in interacting with the group and the group was not interested in interacting with the spirits. The spirits clearly saw the group, but none pursued or spoke to them. The number of spirits was thicker than before, but were still tens of yards apart.
After hours of flying, Julius arrived at a spot where the feeling of life was the strongest. He reached for the life and emerged into a hot, dry slot canyon. He had emerged on Athas. Vashti, Jessel, and Julius followed him. Alaxander, Kalino, and Kwala did not.
Julius used the way to contact Kalino and found out that they were still inside the Gray. Kalino said that he and Alaxander would have to discuss their situation. Kalino asked that Julius contact them again in an hour. Julius agreed and told the group about Kalino, Alaxander, and Kwala's predicament.
Meanwhile, Vashti used the way to find out where on Athas they were. She discovered that they were thirty miles west of Urik. She then used the way to see outside of the slot canyon. She could see the ringing mountains close by and miles of rocky bandlands around them. She thought she saw a break in the canyons, but could not be sure in the morning light.
Jessel got a familiar far away look and told them he had to leave. He used the will to open a dimension door and stepped through. Julius, Shade, and Vashti wished him well.
Vashti and Shade let it be known that they were going to travel to Urik to seek aid for Kalino and Alaxander. The Lord of arms informed Shade that another crystal was nearby and Urik was in the wrong direction. Shade said they were going to Urik, as rescuing Kalino and Alaxander from the Gray was more important than the lord of arm's reason for existence. The Lord of arms refused to assist Shade, unless Shade showed some intelligence and changed his mind.
They walked toward Urik for an hour and Julius used the way to contact Kalino again. Kalino mentally told Julius that he, Alaxander, and Kwala would be seeking to return to the ethereal plane, because they could not return to Athas. Julius understood and relayed the information to the rest of the group.
Shortly afterward, a six foot tall earth elemental rose up from the ground and walls around them. The elemental asked for a report and the group told them what was going on. They asked for advice, but the elemental told them that its job was to report. After their report, it scattered into rocks and dirt.
They walked until sunset and arrived in a small scrub plain. They began setting up camp. As they did so, Vashti used the way to look around. About a half mile to the north, she saw a large yellowish body of steaming water. They were intrigued, but did not investigate. They decided they could not get distracted in their attempt to make it to Urik. They slept and were forced to keep longer watches than usual.

Day 20, Week 2, Fortuary, Friend's Vengeance, 190th King's Age, Sun Descending

Upon waking, Julius contacted Kalino with the way. Kalino explained that he and Alaxander could not find their way out of the Gray yet. Julius relayed the information and the group decided to continue on toward Urik. Just as the group was finished packing up camp, they spotted three fifteen foot tall b'rohgs running toward them. In their lower arms, they were wielding spears and in their upper arms, they were holding large stones to throw.
Julius walked toward them with his hands up and began calling out to them in the language of the giants. He explained that they meant no harm and did not want to fight. The b'rohgs stopped, but demanded water from the group. Julius translated for the group. Everyone agreed to give them the water from their waterskins. The group emptied their waterskins into the b'rohg's bowls, which were clearly made of skulls. The b'rhogs drank the water and lowered their weapons.
Julius kept speaking with them and discovered that they thought the group was from Urik and they were there to capture the b'rohgs. Julius assured them that they were not going to capture any of their kind. The b'rhogs believed him and called him a friend. The b'rhogs left them in peace.
Once the b'rhogs were out of sight, Vashti used her magic to refill the groups waterskins.

Join us in two weeks for another exciting episode of Adventures Under the Dark Sun. 2nd edition AD&D Dark Sun Cast of Player Characters
Julius: Human male psychokinetic. 22 years old. Played by Dave. Speaks Balican, Tyrian, and Giant.
Alaxander: Human male psychokinetic. 18 years old. Played by Ben. Speaks Balican, Tyrian, and Elf.
Vashti: Human female clairsentient/water cleric. 20 years old. Played by my wife. Speaks Nibnese, Gith, Tyrian, and Balican.
Shade: Half-Elf male ranger/thief, 18 years old. Played by Chad. Speaks Balican, Elf and Tyrian.
Kalino: Human male fighter/preserver. 20 years old. Party NPC. Speaks Rammin, Tyrian, and Balican.

Friday, December 25, 2020

Merry Christmas

 Merry Christmas to all. 


This has been a tough year, but Christ's love is real and God's plan is greater and more important than man's plan.

May God bless you all.

"Do not be afraid, for behold, I bring you good tidings of great joy which will be to all people. For there is born to you this day in the city of David a Savior, who is Christ the Lord."

Thursday, December 24, 2020

Athasian Disease Part Two

Lung diseases will cause eye shortness of breath, cough, headache, and fatigue. The incubation period of lung diseases is generally two to fifteen days.
Mild symptoms will cause a loss of one point of constitution every seven days of infection. If not treated and the character's constitution drops to zero, they die.
Moderate symptoms will cause a loss of two points constitution every seven days of infection. If not treated and the character's constitution drops to zero, they die.
Severe symptoms will cause a loss of two points of constitution every three days of infection. If not treated and the character's constitution drops to one half, a system shock roll must be made. If this roll fails, the character loses one point of constitution permanently. If successful, the character will die if their constitution reaches zero.

Mucous membrane diseases will cause dry mouth, mouth and throat pain, thick and bloody mucous, open sores in mouth and throat, and painful swallowing. The incubation period of mucous membrane diseases is generally five to ten days.
Mild symptoms will cause a loss of one point of constitution every month of infection. After six months, the symptoms will become moderate. If the character's constitution drops to zero, they die.
Moderate symptoms will cause a loss of one point of constitution every month of infection. In addition, the infected character must succeed at a saving throw vs poison everyday, or be unable to eat and drink that day due to pain. After six months, the symptoms wil become severe. If the character's constitution drops to zero, they die.
Severe symptoms will cause a loss of one point of constitution every athasian week of infection. In addition, the infected character must succeed at a saving throw vs poison everyday, or be unable to eat and drink that day due to pain. Also, the character's mouth becomes so overwhelmed with thick blood and mucous, they begin to drown if the are laid down, whether voluntary or involuntary. If the character's constitution drops to zero, they die.

Tuesday, December 22, 2020

Athasian Disease Part One

Athasians are generally a hardy lot, but can still be overcome by disease. Athasians do not have a concept of germ theory and the idea of tiny creatures causing illness would likely be met with skepticism at best, or accusations of magic use at worst. However, even without this knowledge, herbalists and natural healers can treat and cure many diseases that athasians have to deal with throughout their lives.
Whether the disease is caused by a virus, bacteria, or parasite, they may all be cured with the proper application of clerical magic. Cure Disease can cure any natural disease or infection. In the eyes of the elemental lords, there is no difference. Some diseases may be slower to heal, even with the application of magic, but the disease will not progress. No matter their source, all diseases and infections will be simply called diseases in this article.
Diseases are categorized by the effects of the victims body. Blood, bones, brain, cardiovascular, connective tissue, ears, eyes, lungs, mucous membranes, muscles, nose & throat, skin, stomach, urinary tract, or the whole body can be affected by any number of diseases or infections. Specific names of diseases differ between various city-states, if they are named at all. Athasians see a stomach problem and treat it as a stomach problem, not as e.coli or salmonella poisoning.
When exposed to a disease, a player character must make a saving throw vs poison with a bonus or penalty equal to their hit point adjustment modifier. If successful, the character has avoided the disease for twenty-four hours. If exposed again after that time, the character must make another saving throw for the next twenty-four hour period. If the saving throw fails, the character has contracted the disease. Every athasian week (fifteen days), the character has a chance to make another saving throw to shake off the disease. This second saving throw is made will a bonus, or penalty, based upon the severity of the symptoms. Mild symptoms have a +2 bonus, moderate symptoms have no bonus or penalty, and severe symptoms have a -2 penalty.
Diseases can have mild, moderate, or severe effects. If a character fails their saving throw by one to four points, mild symptoms will occur. If a character fails their saving throw by five to nine points, moderate symptoms will occur. If a character fails their saving throw by ten or more points, severe symptoms will occur.

Tuesday, December 15, 2020

Session Fifty-One: Stone Walls do not a Prison Make


Note: For those unfamiliar with Dark Sun, psionics are called the Will for wild talents and the Way for trained psionicists.

Shade fell toward Vashti and Kalino, crashing into them. Vashti and Kalino were able to hold onto each other. Shade grabbed Kalino and switched his perception of down. Vashti and Shade began pulling Kalino upward. Alaxander brought Julius back up with the group.
Everyone was continuously changing their perception of down, so they could remain in the same area as the others. This gave the effect that they were moving in small circles. Alaxander alone was so adept at focusing his directional perception that he was able to remain perfectly still.
The eye of earth crawled out from Jessel's tunic and poked his cheek. It then indicated which direction for the group to go. They began falling in that direction.
Twenty-five minutes later, the group saw some creatures swimming through the silt. They were not sure what kind of creatures they were. The creatures seemed to be swimming around a swirling silt vortex.
Alaxander and Julius used the way to attack the creatures. Alaxander punched with his mental energy and Julius detonated the sand vortex. Both creatures were injured and the sand vortex pulled in one of the creatures. Shade, Kiara, Kalino, and Jessel fell into the creature and began striking it with their weapons. The creature bled maroon colored blood.
The creature was badly injured and created a silt cloud to escape. The second creature emerged from the vortex and attacked Jessel. It gripped his arm tight and quickly over-powered Jessel's mental defenses. Jessel began to feel that the creature was causing him pleasure, not pain.
Everyone else pounced on the creature and quickly killed it. Jessel felt a slight disappointment at the loss of the blissful feeling. He shook his head to clear it.
The eye of earth pointed at the vortex. After a quick discussion, everyone decided to trust the eye and enter the vortex. Jessel went first and everyone else followed.
They found themselves in a sphere of compacted swirling silt. Inside was a bored looking man. He had angular features with large hands and a large nose. He had an impressively sizable mustache and where his legs should have been, there was just swirling silt. Behind the man was a small silt vortex in the side of the sphere. The man greeted the group and asked whom they were and what their business was at detention center 743.
Jessel expertly lied and told them that they had a prisoner transfer from detention center 1138. The man, who Vashti knew he was a jann that had betrayed his creators and sided with their enemy, looked at Jessel with a confused expression. He explained that a prisoner transfer was highly irregular and that he had not received notification of a prisoner transfer in a very long time.
They could all see that the genie was very bored with his assignment and started chatting with him. The genie was so happy to have gracious company, that he was more open to the group's lies and half-truths.
He questioned why mortals were handling something so simple as a prisoner transfer, when they should be on Athas, growing the Silt Sea. Jessel explained that they were just doing a small favor for their patron and would then return to Athas. The genie accepted their explanation and told them to continue on, as long as they had the password for the guardian in the next sphere.
The group said they had the password and tried to talk the genie into revealing it. However, it quickly became evident that the jann did not know the password. The group decided to take their chances and crossed into the next area.
The group passed through the vortex and found themselves in another sphere. Floating with them in the orb was a huge scorpion made of silt. Everyone was silent for a moment and just stared at each other. After the prolonged silence, Vashti asked the scorpion if it could speak. The scorpion responded by attacking.
Shade and Kalino were attacked with its claws and Jessel was stung with it's tail. The venom it injected into Jessel's bicep was brutally painful, but Jessel was able to shake it off. Everyone attacked the giant creature.
Because they used good tactics and surrounded the beast, they were able to defeat the guardian with minimal injury to themselves. Behind the scorpion was another vortex, which the group passed through.
The group emerged into another sphere, where pillars of swirling silt contained six figures. None of the figures were conscious and the eye of earth indicated that the dao they were looking for was through another vortex. The group ignored the figures and moved into the next vortex.
The group emerged into another sphere. This sphere had a pillar of swirling silt with a large dao inside of it. The dao was unconscious. When the group moved toward him, a fourteen foot tall silt paraelemental rose in front of them. The silt paraelemental did not move to attack, until Vashti used her magic to create a hammer made of water.
The paraelemental was a vicious combatant and turned into a raging storm of silt. The silt storm over-powered the group's magical glasses and wounded them badly. Jessel dispelled the magic on the containment pillar and the pillar disappeared.
The dao confirmed that he was Kwala, but he was very weak. He told Jessel to wish them into the ethereal plane. Jessel started to do so, but the silt paraelemental attacked him. Vashti pushed Kwala out of the way of the fight, but the silt pillar reappeared and trapped her inside of it. She fell into a suspended state.
Alaxander used the way to open a large dimension door and then used the way to push the silt elemental through it. The silt paraelemental was only one-hundred yards away and would soon return. Jessel quickly made his wish.
Everyone started disappearing one by one. Kwala, Jessel, Vashti, Shade, Kiara, Kalino, and Julius. The silt paraelemental was moving through the outside of the sphere as they disappeared. Just as it reached out its arm to grab Alaxander, he finally disappeared.

Join us in two weeks for another exciting episode of Adventures Under the Dark Sun.
2nd edit ion AD&D Dark Sun Cast of Player Characters Julius: Human male psychokinetic. 22 years old. Played by Dave. Speaks Balican, Tyrian, and Giant. Alaxander: Human male psychokinetic. 18 years old. Played by Ben. Speaks Balican, Tyrian, and Elf. Vashti: Human female clairsentient/water cleric. 20 years old. Played by my wife. Speaks Nibnese, Gith, Tyrian, and Balican.
Shade: Half-Elf male ranger/thief, 18 years old. Played by Chad. Speaks Balican, Elf and Tyrian. Kalino: Human male fighter/preserver. 20 years old. Party NPC. Speaks Rammin, Tyrian, and Balican. Special Guest Star: Jessel: Half-Giant male earth cleric. 30 years old. Played by Nate. Speaks Giant and Tyrian.

Tuesday, December 8, 2020

Fa'kabir - New Athasian Monster


Fa'kabir
Climate/Terrain: Forest, Scrub Plains, Stony Barrens
Frequency: Uncommon
Organization: Solitary or Pack
Activity Cycle: Crepuscular
Diet: Carnivore
Intelligence: Animal (1)
Treasure: None
Alignment: Neutral
No. Appearing: 1-4
Armor Class: 6
Movement: 14
Hit Dice: 4
Thac0: 16
No. of Attacks: 3
Damage/Attacks: 1-4/1-4/1-6
Special Attack: Psionics
Special Defense: Psinoics
Magic Resistance: Nil
Size: S (2 1/2' long)
Morale: Champion (15-16)
XP Value: 270

Thursday, December 3, 2020

The Athasian Elemental Planes Part Ten: New Paraelemental Creatures

Magma Brute
The magma brute is a native of the Paraelemental Plane of Magma. It appears as a rough man-shaped creature with no neck and a single tentacle arm. Magma brutes are not very intelligent, but greatly enjoy burning and melting things
It walks and swims through the plane of magma, melting anything that has not already been consumed by the plane. They also happily fight against earth and fire forces in the elemental war.
When attacking, the magma brute whips its foes with its tentacled arm, inflicting 2d8 damage. The Magma Brute can also hurl a ball of magma up to 100 feet. Creature's hit by the ball of magma take 2d6+2 points of damage. Every creature adjacent to a struck victim takes 1d6 damage, unless a saving throw versus breath weapon is successful.
Magma brutes cause 1d4 heat damage to all creatures adjacent to it. In addition, wooden weapons burst into flame if they make contact with the brute's body.

Magma Brute
Climate/Terrain: Paraelemental Plane of Magma
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Ash
Intelligence: Semi- (2-4)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 12
Hit Dice: 6+3
Thac0: 15
No. of Attacks: 1
Damage/Attacks: 2-16
Special Attack: Magma Ball
Special Defense: Immune to Magma, Half Damage from Fire
Magic Resistance: Nil
Size: M (6' long)
Morale: Elite (13-14)
XP Value: 1,400

Feathered Viper
The feathered viper is a native of the Paraelemental Plane of Rain. It appears as a green-blue feathered snake with large feathered wings and a feathered tuft at the end of its tail. The feathered viper has an improved sense of smell and can find prey in near total darkness.
It flies through the plane, hunting birds and other small flying creatures. It serves the paraelemental lords and high level rain paraelemental priests.
The feathered viper bites its foes, inflicting 2d6 damage. In addition, the feathered viper has a breath weapon attack. This breath weapon is a 5' wide lightning bolt that streaks 60' in a straight line from the beast's mouth. The damage of this lightning bolt is 3d6 to all creatures caught in the stream. Victims may save vs. breath weapon for half damage. The beast must wait 1d4 rounds between breath weapon attacks.

Feathered Viper
Climate/Terrain: Paraelemental Plane of Rain
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 12, fl16 (B)
Hit Dice: 5+5
Thac0: 16
No. of Attacks: 1
Damage/Attacks: 2-12
Special Attack: Breath Weapon
Special Defense: Immune to Lightning
Magic Resistance: Nil
Size: L (12' long)
Morale: Elite (13-14)
XP Value: 975

Silt Maggot
The silt maggot is a native of the Paraelemental Plane of Silt. It appears as a brownish-green worm with tentacles at its mouth and two large mandibles. The silt maggot has horrible smelling breath. Silt maggots are blind, but have excellent hearing, so do not have blind fighting penalties.
It half swims, half flies through the plane, devouring everything it can. It enjoys feasting on carrion most of all. Silt maggots bite their prey for 2d6+2 points of damage.
The silt maggot's breath weapon is a cloud of noxious acidic gas. The cloud is 25 feet long, 15 feet high, and 20 feet wide. Creature's caught in the cloud suffer 1d8+4 points of acid damage. Creatures may save vs breath weapon for half damage. In addition, those in the cloud must save vs poison, or be sickened for 1d4 rounds. Sickened characters suffer a -2 penalty to all actions due to retching. After using their breath weapon, the silt maggot must wait 1d4 rounds before using it again.

Silt Maggot
Climate/Terrain: Paraelemental Plane of Silt
Frequency: Uncommon
Organization: Solitary or Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: Animal (1)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 12
Hit Dice: 6+3
Thac0: 16
No. of Attacks: 1
Damage/Attacks: 4-14
Special Attack: Breath Weapon
Special Defense: Immune to silt/sand attacks.
Magic Resistance: Nil
Size: M (7' long)
Morale: Elite (13-14)
XP Value: 975

Sun Terror
The sun terror is a bizarre creature that is a native to the Paraelemental Plane of Sun. It appears roughly humanoid in shape with a head of solar fire. Sun terrors cause 1d6 heat damage to all creatures adjacent to it. They attack prey with their sun hot claws, scratching for 2d8+2 damage.
It hops and runs through the plane, burning everything flammable. It gladly fights in the elemental war and sometimes serves as assassins for high level sun priests.
The sun terror can shoot a solar ray from its head at a range of 120 feet. This ray fires in a 5 foot wide straight line and effects all targets in its path. A sufficiently strong, non-flammable barrier can block the ray. The ray does 2d6+4 points of damage to each target, unless a saving throw vs breath weapon is successful. A successful save indicates half damage.

Sun Terror
Climate/Terrain: Paraelemental Plane of Sun
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Solar Rays
Intelligence: Semi (2-4)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 15
Hit Dice: 6+4
Thac0: 15
No. of Attacks: 1
Damage/Attacks: 4-18
Special Attack: Solar Flare
Special Defense: Immune to Fire Damage
Magic Resistance: Nil
Size: M (6' tall)
Morale: Elite (13-14)
XP Value: 1,400

Tuesday, December 1, 2020

Session Fifty - A Mission of Great Importance


Note: For those unfamiliar with Dark Sun, psionics are called the Will for wild talents and the Way for trained psionicists.
 
 The group drew their weapons and readied their spells. Vashti was the first to see the oncoming forces, silt paraelementals. She shouted that only magic, or the way, would harm the creatures. Shade drew his obsidian broadsword. Vashti magically created a war hammer made of water. Kalino and Kiara had no magical weapons, so they put their weapons away and planned on using their fists.
The force of paraelementals flooded into the pech village. Four broke off from the main force and headed for the group. The Eye of Earth moved off, to protect the pechs. Jessel thought it was a good idea for it to do so.
Vashti sent her hammer to attack, but it missed. The paraelementals swept towards the group as Kiara used the magic granted by Hamanu to heal Shade. Julius used the way to vibrate the sand in one of the paraelementals, heating it up. 
Alaxander stepped back and used the way to mentally punch one of the paraelementals. Shade used his magic broadsword to slice one the silt monsters. There was little obvious damage to the creature, but it howled in pain when he struck. Kalino fired a magic missile at the paraelemental Shade had attacked. Jessel used his competence in earth magic to encase one of the paraelementals in a dome of solid stone.
Vashti tried to strike with her water hammer, but it missed again. She also used her magic to create water above one of paraelementals heads. The water did make the silt paraelemental muddy, but it did not seem to harm it. The paraelementals converged on Jessel and began scraping against his flesh, ripping his skin away from his muscle. One of silt paraelementals turned into a mini silt storm and blinded Jessel, Vashti, Alaxander, and Shade.