Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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Doing anything in particular (in character) or ready to move on?


M Mul Shaman 2 Elemental Priest

I'll heal up with the healing surges with the extra +'s will only take me 2 since we already spent one


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Irivis would like to pick up some leather armour and the equivalent of an adventurer's kit if possible.

She is mostly updated bar the pesky encounter power.


M Mul Shaman 2 Elemental Priest

I would also like to pick up a new totem if I can find a reasonable facimile there of, and a dagger to go with my spear from before (assuming i picked it back up!)


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan will pick up a hand crossbow and bolts, an adventurer's kit (if possible), and I'm guessing thieves tools aren't just laying about/readily available/up for grabs.


Calla is not happy with Arakan's outright lie, but can see no realistic way to take it back. So she smiles and holds her peace, and collects new weapons from the store. She picks out a sturdy looking althulak, the three-pronged flail she favors. Following Irivis, she looks for some basic survival gear also.

She binds the worst of her wounds, asking Gorad's help with the bandages.

2 surges spent to get to full. 5 spent in total since last rest.


Although the adventurer's kits aren't immediately available (or useful in this context) pick them up anyway as they will be grateful enough to give you them afterwards - assuming you survive. Also, bear in mind that I don't think sunrods are available in Athas - choose torches instead. Thieves' tools aren't lying around, no, but you might get the chance to buy some later.

Trivial point, but most of you haven't updated your character level in your profiles.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Can we pick up survival days?
Irivis would also like a filter mask and fire kit if possible.

Feeling fractionally better prepared, Irivis heads out to the walls.


No - remember, they charge for water here. But they'll let you fight for them for free.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Thought as much. Ah well, perhaps we can trade off the id-fiend brain against some rations if we live that long. Notice the fatalistic tone there? Filter mask and fire kit OK?

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

How kind of them!


Filter mask and firekit: OK. Everybody updated?


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan is good to go.

Arakan, a little rested from the breather, and feeling more comfortable now that he has a weapon he can use at a distance, takes in the little outpost as he moves around the place. He keeps an eye open for those that look to have all that he is in the market for, money, power, and influence. He takes mental notes of anything he finds, and ends his rounds near the one who identified himself as Grak. "We appreciate your hospitality, in this dangerous situation most of all. Any idea what has caused them to gather like this?" He presses how informed the man is by adding, "You think it has anything to do with that big flash and boom to the south a few nights ago?"

Are the Silt Runners coming from the direction that the meteor/comet/big falling ball of fire hit?

Perception to see what he's looking for 1d20 + 6 ⇒ (5) + 6 = 11 (passive 16)
Insight to read the people he sees 1d20 + 7 ⇒ (17) + 7 = 24 (passive 17)
Diplomacy to make nice with Grak 1d20 + 11 ⇒ (4) + 11 = 15
Bluff (if necessary) to hide that he knows about the event 1d20 + 12 ⇒ (4) + 12 = 16


Grak's a bit busy to chat right now, what with his castle being beseiged and all. But you can ask "generic people" around and about. Everyone noticed the meteor strike and some are connecting the siltrunner attack, and some aren't, but all they have anyway is speculation. The Siltrunners seem to be coming from the south, which is the direction you came from.


Calla is updated, apart from some of the new equipment which I'll get to soon.

Emerging from the armory, Calla looks for someone in authority. "Where can we best help? On the wall? By the gates? We're all in this together."


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Irivis looks for a section of wall she can use as cover.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Jareen will stick by Irvis for want of something better to do.

Jareen Updated, I think...


Rosey, could I ask you to check over Jareen's character sheet? I can't access the link to the interactive character sheet at work one here but the version here on the Paizo website doesn't look up to date as there is no 2nd level utility power mentioned. Nevyn, could you add the details on to your profile? I know you are a bit reluctant because of the faff, but it makes my life a lot easier and allows us to NPC you when necessary. Cheers, all.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Ah, no, I just missed the utility power... Doopy doop....


Well, and your stats...

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

I thought I *had* done the other stats......I'll ping Rosey the before .dnd4e file.......


OK, looking to do a map of the fort, so please bear with me.

And are we all updated? Jareen still looks the same (sorry to nag).

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

No worries. Jareen probably is still a little behind. You are on the list ;)


Map.

A fairly bog-standard little castle. The orange is the road. The land behind the fort slopes down, which is represented by the yellow, providing a bit of extra protection that side. Grey is stone-built, brown is wooden. In case you are wondering why they have a dung store, it's for fuel. The two entrances inside are at the barracks tower and the keep, being exposed exterior stairs up to doors at the first floor (second floor for any Yanks). The way up to the walls, the two lesser towers and the gatehouse is through the barracks tower or the keep. The walls have walkways and battlements at the top, and you recall that the gatehouse, which extends across the gateway (not shown) has murder holes into the entrance passage. The animals in the pens are livestock, the Athasian equivalent of pigs and chickens, for fresh meat for the fort. The stables have a few kanks and crodlu.

Merchants are milling about in the bailey, as are a few guards. There are more guards on the walls, repelling the attack. What are you doing?


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Still sticking close to Irvis.

In case it comes to matter, today's utility spell is shield


Calla calls to the others, "I'm heading to the walls - anyone with me? Gorad? Your aid could make the difference in the thick of the fighting."

Calla heads into the barrack's tower and up the stairs. She intends to defend the gatehouse, or wherever else the fighting looks fiercest.


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan heads to the gatehouse, trying to look as if he is in a place to make decisions, but nothing suits an Athasian Bard better than having murder holes available. It's like they were made just for him.


Refreshed and reinvigorated, the party head up to help on the walls.

It's up a lot of steps - Athletics checks, please. And since you have to make it along the walls, Acrobatics checks to dodge darts and missiles.


M Mul Shaman 2 Elemental Priest

1d20 + 1 ⇒ (15) + 1 = 16athe
1d20 + 1 ⇒ (20) + 1 = 21acro

Gorad attemps to follow Calla. If I make it to the top will conjure a spirit of Arthas to where it can give the most people a benefit +1 defenses when adjacent


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Athletics: 1d20 ⇒ 3 Acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19

Yay, none negative modifiers!


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

1d20 ⇒ 20 - Athletic
1d20 + 1 ⇒ (1) + 1 = 2 - Acrobatics
1d20 ⇒ 4 - Stealth if applicable

Irivis makes her way up the steps easily enough, but her lame leg betrays her as she attempts to get behind cover.


Yes, you can try Stealth instead of Acrobatics if you wish.


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Athletics 1d20 + 4 ⇒ (1) + 4 = 5
Stealth 1d20 + 9 ⇒ (13) + 9 = 22

Arakans path up the stairs is hindered by his determination to remain completely unseen.


Just to let you know I might be a bit slow updating - I'm being a bit sociable thr next couple of evenings.


Athletics: 1d20 - 1 ⇒ (12) - 1 = 11. Acrobatics: 1d20 - 1 ⇒ (12) - 1 = 11


The group arrive at the top of the wall, though a couple of them slightly out of breath, and manage to dodge the incoming darts from the siltrunners outside as they make for the gatehouse. Once there they can assess the scene. The main body of the siltrunners are massed by the gate, hacking away at it somewhat impotently, while a smaller group look on from a distance out of bow range. In the gatehouse, most of the guards snipe through arrow slits, while a pair are heating clay jars filled with sand to pour over the attackers.

What do you want to do now you are here?


Calla makes it to the top with quick nervous steps, and pauses to assess the scene. "Jareen, Irivis, is that group over there doing anything that should concern us?" Calla points at the small group of silt runners some distance away. She is concerned about rituals and meteors.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Arcana: 1d20 + 10 ⇒ (19) + 10 = 29 Perception: 1d20 + 4 ⇒ (3) + 4 = 7 Streetwise: 1d20 + 2 ⇒ (4) + 2 = 6 Please use as appropriate!

Jareen looks out over the small army, looking for any magic users, or leaders he can see.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

1d2 + 8 ⇒ (1) + 8 = 9 - Arcana

What with the climbing and ducking out of sight, Irivis is no more capable of recognising an arcane ritual than she is capable of flying.

"I have no idea Calla, but thinning the herd at the gate can't hurt."


Jareen quickly identifies that the little group of siltrunners seems to be watching and directing the attack, not performing some profane ritual.

The sergeant in the gatehouse turns to the newcomers and ask, "So, if you are here to help, look lively and give us a hand."


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

How far is "out of bow range"? Too far for spells I would guess?

"That small group on the ridge would seem to be in control. If we can remove the head of this Z'Tal then the attack will crumble."


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Arakan looks to the murder holes, to drop a few well placed bolts, from the safety of tiny little holes in the ceiling above the silt runners.


"How can they hope to get in with no siege equipment?" Calla wonders aloud. "I don't even see any ladders!"

She decides to help the teams heating sand - that will be the most effective weapon against he massed hordes. She also keeps an eye on the gates, ready to get involved if melee seems likely.


Jareen, the siltrunner leaders are out of spell range too. Also, bear in mind that casting arcane spells is “socially unacceptable”, irrespective of what the party may think, so displays of arcane power could cause trouble for you unless you attempt to disguise it with a Bluff check. You can consider attacking those near the gate, in which case you can make an attack roll.

Arakan, please make an attack roll. Irivis too, if you are planning on having a go at the bunch on the gate as well. Calla, an Endurance check please to shift jars of burning-hot sand about the place. Gorad, still need a view on what you are doing.

The sergeant looks at Jareen calculatingly. “So, you got a plan for cutting off this z’tal’s head, then?” (Z’tal – very good, had to look it up (having only played DS in 4e).)


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
Jareen, the siltrunner leaders are out of spell range too. Also, bear in mind that casting arcane spells is “socially unacceptable”, irrespective of what the party may think, so displays of arcane power could cause trouble for you unless you attempt to disguise it with a Bluff check. You can consider attacking those near the gate, in which case you can make an attack roll.

Ah, yes, I forget that part, but no, not wasting spells on the grunts below if I'm safe :)

Aubrey the Demented/Malformed wrote:


(Z’tal – very good, had to look it up (having only played DS in 4e).)

Google rocks.

Jareen looks around at the others concentrating on the immediate and taking not an ounce of notice of his wise words. He slowly becomes furious. Turning to the sergeant he says "You have no weapons with a decent range? No way we can get around this main body and attack their commanders? Then no, I am as impotent as you are."


"I don't have a heavy catapult, no, now you come to mention it," he replies sarcastically, "Since that's the only thing that will hit them from here. But if you've got a plan, maybe you can run it past the boss. Then with any luck you'll f!#$ off and maybe get killed. Now, if you aren't going to help here, maybe you can muck out the crodlus or something?"


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Jareen mutters something under his breath about "low born" and and lack of manners, and then replies "As should be quite obvious, even to your lack of vision, I am completely unarmed! Rectify that situation, and I will endeavour to help defend this crodlus pen."

Jareen really should be bound and gagged in polite company.


M Mul Shaman 2 Elemental Priest

Gorad is setting up his spirit of Arthas around the msot defenders so they all get a +1 to all def then setting up where he can both attack out and get to others to heal quickly


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Irivis jabs Jareen in the ribs.

"Shut up."

Curse nearest dude in range.
1d20 + 7 ⇒ (11) + 7 = 18 - Hand of Blight v Fort against nearest foe in range, using Fell Might
1d20 + 10 ⇒ (16) + 10 = 26 - Bluff to mask.
1d8 + 5 ⇒ (1) + 5 = 6
1d6 + 1d6 + 1d8 ⇒ (5) + (4) + (6) = 15 - curse plus Fell Might damage.

"We may be able to deal with that problem over there."

She casts around to see where Arakan is lurking, knowing he must be within earshot.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Jareen gives Irvis a slightly hurt looks, and begins "But!" before obviously thinking better of it. To the sergeant he says "Forgive me, tempers are frayed, do you have a sling or some such I could use to do some little help?" hoping his distraction will help cover Irvis' magic use.

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