3. The Caravan Track

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greyarea
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Re: 3. The Caravan Track

#141 Post by greyarea »

Zelaz holds his stomach and looks a bit green. He is about to say Treachery! when he belches and then smiles, the gas passed.

Save vs poison (11) [1d20] = 17

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Re: 3. The Caravan Track

#142 Post by connivingsumo »

Roikos: Cleric
Also not wanting to be rude, the Cleric eats by sampling very tiny portions of each item. His primary intent is listening and observing. Hours after the feasting has finished, he then looks for any vegetable scraps and any sugar as a treat for Peny.

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Re: 3. The Caravan Track

#143 Post by tumblingdice »

connivingsumo wrote:Roikos: Cleric
Also not wanting to be rude, the Cleric eats by sampling very tiny portions of each item. His primary intent is listening and observing. Hours after the feasting has finished, he then looks for any vegetable scraps and any sugar as a treat for Peny.
But does he make his saving throw? Inquiring minds want to know... :?

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Re: 3. The Caravan Track

#144 Post by spanningtree »

Taranna lifts her leg an rips a big fart. Woof, not feeling so good....


Save versus poison: [1d20] = 8
Anall nathrack uthos bethos doss yell yenva. -Merlin

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Re: 3. The Caravan Track

#145 Post by connivingsumo »

Roikos: Cleric
Suddenly glad he chose very small samples...

Save vs Poison: [1d20] = 19

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Re: 3. The Caravan Track

#146 Post by tumblingdice »

Tasrem (NPCd) saves vs poison (11): [1d20] = 8

Image

Joffrey (NPCd) (8): [1d20] = 19. The seasoned knight burps and few times, taking it all in stride.

The feast is over, and it's time to get some sleep. Diego and Tasrem take the first shift, surreptitiously passing a barf bag (or barf sack; this is a fantasy RPG after all) between them. The rest of you drift off to sleep, some more easily than others.

Stand by...

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Re: 3. The Caravan Track

#147 Post by tumblingdice »

Day 46, Sind Desert, Lost Oasis, shortly after midnight

Those of you sleeping soundly are startled to find yourself suddenly awakened by smells and sounds you can't quite put together. Taranna is shaking you, mumbling that something is here! The food has been poisoned! It's a trap! As you try to make sense of this, your nostrils are assaulted by a foul stench permeating the entire campsite. Across the oasis, you hear a commotion among the merchants and caravan guards. They sound just as bewildered as you.

Diego and Tasrem are already awake, and on their feet, more or less. They appear haggard, clutching their stomachs, not speaking. Taranna's prisoner, Muktar, is clutching a boulder, hugging the sandstone god, if you will.

Actions?

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Re: 3. The Caravan Track

#148 Post by Zhym »

Diego staggers toward the merchants and guards, one hand on his blade, the other on his complaining stomach, to find out what the commotion is about.

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Re: 3. The Caravan Track

#149 Post by connivingsumo »

Roikos: Cleric
Immediately starts to don his armor!

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Re: 3. The Caravan Track

#150 Post by greyarea »

Zelaz wakes and heads outside, looking for the source of the commotion!

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Re: 3. The Caravan Track

#151 Post by kwll »

"My my, why are they yelling like that? Did they eat the same poison as we did?!?" asks Tasrem, somehow following Zelaz to try to know more.

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Re: 3. The Caravan Track

#152 Post by spanningtree »

Taranna draws her sword looking for trouble.
Anall nathrack uthos bethos doss yell yenva. -Merlin

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Re: 3. The Caravan Track

#153 Post by badams30 »

Aristide - Rogue

Aristide quickly dons his leathers and grabs his gear, keeping an eye on his colleagues "Tasrem! Zelaz! Wait for me!" He'll catch up with them as quickly as possible, looking about for the source of the odor/commotion.

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Re: 3. The Caravan Track

#154 Post by tumblingdice »

One of the sergeants, followed by a couple of guards, stumbles into your campsite. Did you see something? he demands. Further away, some of the guards, and a handful of merchants, are cursing and jabbering among themselves.

Surna Lamshar, the merchant leader, emerges from his tent. What happened? he asks, yawning, seeming to be genuinely puzzled. He wrinkles his nose in disgust. What is that smell?

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Re: 3. The Caravan Track

#155 Post by greyarea »

Zelaz doesn't wait for Aristide to catch up. Instead he casts FLY and floats above, trying to ferret out the source of the commotion.

I will let you know as soon as I do, Surna. In the meantime, Tasrem, Aristide, be wary.

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Re: 3. The Caravan Track

#156 Post by connivingsumo »

Roikos: Cleric
Upon donning his armor, he mounts his horse and starts to ride as quickly as he can watching for Zelaz's reaction or pointing to the direction needing investigation!

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Re: 3. The Caravan Track

#157 Post by spanningtree »

Taranna also gets on her mount. Muktar, look alert. Taranna will start a wide circle of the camp spurring her mount into a fast trot.
Anall nathrack uthos bethos doss yell yenva. -Merlin

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Re: 3. The Caravan Track

#158 Post by greyarea »

Zelaz flies above the fray, feeling that time is moving slowly indeed. Was it something I ate, he thinks as he scans the scene.

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Re: 3. The Caravan Track

#159 Post by tumblingdice »

By the time Zelaz flies up into the air, the creature, whatever it was, is nowhere to be seen, or smelled, praise be to the immortal ones! Those of you with food poisoning are still a little queasy on your feet, but at least you're not in imminent danger of losing any more of your dinner. As a reminder, your dinner was roasted camel meat and rice drowned in melted camel butter and burnt grease, along with green dates for dessert. Mmmm...

Surna Lamshar, caravan master, sizes up the situation. Guards! Stay alert on your shifts! We don't know what we're dealing with. At least we'll smell it coming, whatever it is. With a few words to Ahmed Khel, captain of the guard, Lamshar retires to his tent. Khel orders a few more soldiers to stand guard.

Actions? Keep watch? Go off blindly into the desert in the middle of the night looking for this thing? Wait and see?

Thanks for your patience, everyone. I'm a little rusty here.

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Re: 3. The Caravan Track

#160 Post by greyarea »

Zelaz will stay aloft for the next hour or so, keeping a watch from above. If he feels all is clear, he will return to his tent and rest until time to wake a memorize spells.

8 turns + [1d6] = 1

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