Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
Gorad Bender wrote:
So Jareen HS+5
Just a reminder to Nevyn, in case he hasn't read that far: when you are healed up from unconsciousness, you start at zero rather than the negative you are at. The negative only really matters in that if you get to minus-your bloodied value, you die instantly. In this instance, Jareen gets his healing surge value plus five, as healing from a leader normally gets some sort of bonus.

Ahh cool, that puts me on 11HP and still bloodied then....I think.


Calla.

Map reprised.

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences)
Calla 18
Irivis 14 (total cover)
Arakan 13 (total cover, hidden)
Snipers 10
Jareen 7 (prone)
Riders 4
Sleepers 0


Calla.


OK after a complete reread of the whole thread I think Calla has 20 regular HP and 3 temp HP. Need to keep better ongoing notes!

Calla looks round, feeling near desperation. Too many. Surely too many. arrows continued to buzz around her, as the Crodlu riders in the camp entangled friends and family in their vicious barbed nets. And the raiders in front of her were back on their feet after ... whatever Jareen had done to them. heading into the camp means a knife in the back for sure. Have to deal with what's in front of me. a fighting retreat.

Calla moves slowly towards the compound, lashing out at the nearest skirmisher with joint weapon and mind to clear some space around her..

Shift to AK-45.

Attack SK5 with Concussive Spike. Close Blast 3 vs AC. 1d20 + 8 ⇒ (2) + 8 = 101d8 + 5 ⇒ (1) + 5 = 6. Push the other two enemies 3 squares.


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

Crouched behind the wall, Irivis tries to wreak havoc among the advancing skirmishers. In her haste, she manages to break her rod and stumbles as her ruined foot heaves underneath her.

Standing up
Curse Sk2
Hand of Blight (Fort) v Sk2
1d20 + 5 ⇒ (1) + 5 = 6
Broken rod to add to our troubles.


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])

Irivis, I think you only break your weapon if you choose to reroll the attack roll on a 1.

Arakan climbs onto the back of the Inix and rides out of the camp, with no more than an "I'll be right back, and if not come get me."

Unless the inix is tethered, then he cuts the tether, and mounts. Otherwise move with the inix to AE-F 49 and 50.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Arakan wrote:
Irivis, I think you only break your weapon if you choose to reroll the attack roll on a 1.

Depends on the breakage rules you are using. There are two versions in the book - the ones you just quoted, and the other ones where you just roll a 1 which Irivis is using above, and which I quite like. However, the rules seem to me to be more about using weapons made of bone and flint rather than implements, which you don't really do anything with more than grip menancingly and which are made of bone and wood anyway. So we'll use it for weapon attacks, but not implements.

Arakan wrote:

Arakan climbs onto the back of the Inix and rides out of the camp, with no more than an "I'll be right back, and if not come get me."

Unless the inix is tethered, then he cuts the tether, and mounts. Otherwise move with the inix to AE-F 49 and 50.

It's tethered, so you will have to spend the round untethering it.

Calla edges back as the situation becomes ever more desparate, multiple raiders both ahead and behins her. But her mental command to force them to retreat fails. Irivis also doesn't make an impression as her spell fizzles, tripping over her rod in the process but just about avoiding breaking it.

Arakan leaps on to the back of the nearest inix and cuts the leather cords that tie it in place. In the process, he makes himself a target again for the snipers.

It's sniper attack time! Sn1 attacks Irivis, Sn2 Gorad, Sn3 Jareen, Sn4 Calla, Sn6 and Sn7 Arakan.

Sn1: 1d20 + 8 - 2 - 4 ⇒ (4) + 8 - 2 - 4 = 6 to hit, 5 damage
Sn2: 1d20 + 8 - 2 - 4 ⇒ (5) + 8 - 2 - 4 = 7 to hit, 5 damage
Sn3: 1d20 + 8 - 5 - 4 ⇒ (4) + 8 - 5 - 4 = 3 to hit, 5 damage
Sn4: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 to hit, 5 damage
Sn6: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 to hit, 5 damage
Sn7: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 to hit, 5 damage

Still firing, the snipers close in for the kill.

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snpers)
Calla 18 (+1 to defenses)
Irivis 14 (cover from snipers)
Arakan 13
Snipers 10
Jareen 7 (prone, total cover from snipers)
Riders 4
Sleepers 0

Jareen.

Map updated.


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

Jareen digs deep and defends himself from the attackers.

Second Wind.


Are you going to stand up? At the moment you are prone, which means you grant combat advantage. You can stand up as a move action without incurring a AoO in 4e.


The riders battle with the rest of the caravan. The members of House Ianto fight bravely, but the riders are well-armed and armoured and have the benefit of surprise. But the riders seem intent ot catching as many as possible, inflicting debilitating but not immediately fatal wounds where they can. Caravaneers drop to leg and arm wounds.

I'll wait for Jareen's reply before I do the skirmishers.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
Are you going to stand up? At the moment you are prone, which means you grant combat advantage. You can stand up as a move action without incurring a AoO in 4e.

That would indeed seem a sensible plan then.


Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snipers)
Calla 18 (+1 to defenses)
Irivis 14 (cover from snipers)
Arakan 13
Snipers 10
Jareen 7 (+2 to defences, cover from snipers)
Riders 4
Sleepers 0

Sk5 makes a break for it. Sk1 and Sk7 shift to flank Calla and attack. Sk2 and Sk3 attack Jareen.
Sk1: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 v AC, damage 1d6 + 6 ⇒ (6) + 6 = 12 plus 1d6 ⇒ 3
Sk7: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 v AC, damage 1d6 + 6 ⇒ (5) + 6 = 11 plus 1d6 ⇒ 4
Sk2: 1d20 + 7 ⇒ (12) + 7 = 19 v AC, damage 1d6 + 6 ⇒ (4) + 6 = 10
Sk3: 1d20 + 7 ⇒ (3) + 7 = 10 v AC, damage 1d6 + 6 ⇒ (5) + 6 = 11

One of the elf skirmishers, badly hurt, runs from the fight with Calla. The rest press the attack.

Gorad.

Map updated.


M Mul Shaman 2 Elemental Priest

this is if SK5 moved away from Sandswimmer, immediate interrupt.

1d20 + 5 ⇒ (4) + 5 = 9vs ref
on hit 5 dmg and Calla gains 8 hps

"I can no longer call on the spirits to assist with wounds, until I rest. Everyone be on guard"

Gorad mumbles a prayer and Sandswimmer fades from few and reapperas in S45 and moves quickly to attack Sn1 from p45.
1d20 + 5 ⇒ (2) + 5 = 7vs will
1d8 + 5 ⇒ (5) + 5 = 10


Sandswimmer's letting the side down.

Gorad's spirit-companion cannot slow the attackers this time.

Calla.

Map 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])

Am I unable to just cut the tether with my knife as my standard?


Arakan wrote:
Am I unable to just cut the tether with my knife as my standard?

Yes, you are able to cut them - that's what I assumed you did last round so you can ride off this round.


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])

Oh, okay, just when you wrote "spend the round untethering" I was thinking that it was my whole turn to untie. Just making sure I was able to cut and mount last time.


"Trying, Gorad, I'm trying!" Calla replies. She continues her deliberate, focussed, hopeless retreat towards her family. An arrow and a slashing knife each barely misses her as she moves within the ephemeral protection of Gorad's wisp of light.

Shift to AL-45. Whirling defense on Sk1. On hit is marked until EOMNT. 1d20 + 8 ⇒ (20) + 8 = 28. 1d8 + 5 ⇒ (1) + 5 = 6.


You can't shift to AL45 - it's difficult terrain getting over the wall.m Obviously, you'll take an AoO if you try to go over the wall, but you have a minor and a move action left.

Calla hits her foe hard, taking the fight out of him.

Irivis.


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

"This had better be a good plan, Arakan."

Irivis meets his eyes. "Get back safe. We're going to need you."

Turning on Sk2 she adds pragmatically, "Now I'm going to burn your brains."

Move to AN47 and gain concealment.
Curse Sk3
Hand of Blight (Fort) v Sk2 with added Fell Might
1d20 + 5 ⇒ (10) + 5 = 15 - here's hoping.
If that hits, it does
1d6d8 + 4 ⇒ (6) + 4 = 10 necro and psychic
1d6 ⇒ 5 plus 1d6 ⇒ 6 curse damage
1d8 ⇒ 3 Fell Might damage
19 total


The skirmisher staggers under Irivis' attack, his skin withering as the necrotic power washes over him.

Map updated.

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk2 offering combat advantage, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snipers)
Calla 18 (+1 to defenses)
Irivis 14 (concealed, cover from snipers)
Arakan 13
Snipers 10
Jareen 7 (+2 to defences, cover from snipers)
Riders 4
Sleepers 0

Arakan.


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

Fell Might restores if Sk2 drops.


Irivis wrote:
Fell Might restores if Sk2 drops.

He doesn't, but he does offer combat advantage if anyone is interested.


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, having loosed the inix from its tethers, rides it towards the archers on the hill. He tries to stay low across the animal's back, if nothing else, hoping that it takes the brunt of the hits. During the ride he reloads his hand crossbow.

Double move riding the inix (speed 8), ending with the upper left most corner of the mount in X46.


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

Noticing that one of his attackers looks weakened, Jareen attacks (sk2) with his dagger.

Atk: 1d20 + 2 ⇒ (9) + 2 = 11 DMG: 1d4 - 1 ⇒ (4) - 1 = 3


Jareen inexpertly swipes at his foe with his dagger, but the elf sidesteps easily. The snipers continue their fire, concentrating on the new target of Arakan.

I mean, come on - a dagger? You could Magic Misile him for more damage than that.

Snipers: Sn1 will attack Sandswimmer in melee, Sn2, Sn3 and Sn4 will attack Arakan, and Sn6 and Sn7 will attack Calla. If Arakan makes a DC 18 Acrobatics check as an Immediate Interrupt, one of the hits on him can be transferred to the inix.
Sn1: 1d20 + 8 ⇒ (9) + 8 = 17 v AC to hit, 5 damage
Sn2: 1d20 + 8 ⇒ (8) + 8 = 16 v AC to hit, 5 damage
Sn3: 1d20 + 8 ⇒ (2) + 8 = 10 v AC to hit, 5 damage
Sn4: 1d20 + 8 ⇒ (10) + 8 = 18 v AC to hit, 5 damage
Sn6: 1d20 + 8 ⇒ (11) + 8 = 19 v AC to hit, 5 damage
Sn7: 1d20 + 8 ⇒ (2) + 8 = 10 v AC to hit, 5 damage

More of the defenders fall to the crodlu riders, and they begin to close on the remaining area of resistance.

The skirmishers inside the compound close in on Jareen. But Calla drives off another, making a break for it to save his skin. The last skirmisher attacking her considers his options.

Sk2, Sk3 and Sk4 all attack Jareen. Sk7 will attack Calla, but then shift 1.
Sk2: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 v AC, damage 1d6 + 6 ⇒ (2) + 6 = 8 plus 1d6 ⇒ 2
Sk3: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 v AC, damage 1d6 + 6 ⇒ (5) + 6 = 11 plus 1d6 ⇒ 6
Sk4: 1d20 + 7 ⇒ (3) + 7 = 10 v AC, damage 1d6 + 6 ⇒ (4) + 6 = 10
Sk7: 1d20 + 7 ⇒ (2) + 7 = 9 v AC, damage 1d6 + 6 ⇒ (6) + 6 = 12

Map updated.

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk2 offering combat advantage, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snipers)
Calla 18 (+1 to defenses)
Irivis 14 (concealed, cover from snipers)
Arakan 13
Snipers 10
Jareen 7 (cover from snipers)
Riders 4
Sleepers 0

Gorad.


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])

C'mon lucky 18, daddy needs all the life he can keep until he gets there, big money, big money no whammies! 1d20 + 7 ⇒ (20) + 7 = 27. BOOYAH!

Arakan, expecting to be focused fire on while charging through the open landscape at a group of archers on the back of a inix, angles the beasts movements to his advantage.

Bloodied


M Mul Shaman 2 Elemental Priest

Sandswimmer attacks SN1.

1d20 + 5 ⇒ (10) + 5 = 15vs will
1d8 + 5 ⇒ (2) + 5 = 7


Sandswimmer fails to take down one of the archers.

Calla.

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk2 offering combat advantage, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snipers)
Calla 18 (+1 to defenses)
Irivis 14 (concealed, cover from snipers)
Arakan 13 (bloodied)
Snipers 10
Jareen 7 (cover from snipers)
Riders 4
Sleepers 0


Eyes narrowed, Calla considers staying with the elf raider as it backs away. She wants to press the attack and make sure it's dead, disabled, or fleeing. Instead, she spits contemptuously then deliberately turns her back and joins the battle within the camp.

She sees a mounted form thunder past, and leaps to an immediate conclusion that one of her companions is fleeing the battle. Arakan, you coward, I hope you freeze in the Dragon's pit for this.

Move to AN-45. Attack Sk3 with Whirling Defense (marked). 1d20 + 8 ⇒ (6) + 8 = 14. 1d8 + 5 ⇒ (4) + 5 = 9. Minor: Battlmind's Demand, Augmented with one power point, to mark Sk2 and Sk4.


Calla leaps the wall and strikes one of the elves menacing Jareen as he is just recovering from Irivis' attack. The others turn their attention to her.

Can't update the map from work. Irivis.

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk2 offering combat advantage/marked by Calla/bloodied, Sk3 marked by Calla, Sk4 marked by Calla, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snipers)
Calla 18 (+1 to defenses)
Irivis 14 (concealed, cover from snipers)
Arakan 13 (bloodied)
Snipers 10
Jareen 7 (cover from snipers)
Riders 4
Sleepers 0


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

Move to AQ48 and gain concealment.
Minor curse Rider 3
Eyes of the Vestige (Will) v Sk2. On hit will curse Sk4
1d20 + 7 ⇒ (11) + 7 = 18
1d6 + 4 ⇒ (5) + 4 = 9 power damage plus
1d6 + 1d6 ⇒ (4) + (1) = 5 curse damage
14 damage to Sk2, Sk4 is cursed as is Rider 3. If Sk2 finally drops, Fell Might recharges

"I warned you. Fry."

Looking at Calla, she nods reassuringly. "I think he has a plan. If he doesn't, I'll find him and smear him into the sand."


Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk3 marked by Calla/bloodied, Sk4 marked by Calla/cursed by Irivis, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snipers)
Calla 18 (+1 to defenses, cover from snipers)
Irivis 14 (concealed, cover from snipers)
Arakan 13 (bloodied)
Snipers 10
Jareen 7 (cover from snipers)
Riders 4
Sleepers 0

Irivis blasts down her victim.

Sk2 down. Arakan.

Map 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])

As he rides towards the archers, Arakan sets his sights on the nearby skirmisher, the largest threat once he gets into melee with the archers. He whispers across his fingers, blowing lightly on them, befor waving them across his eyes. The loping jostle of the inix beneath him, however, turns the small gesture into a flailing limb and upsetting the process.

Steeling his nerves he convinces himself to follow through, "C'mon Arakan, you can do this you brainless twit 'Don't worry, I'm not doing what you might think I'm doing'. What's wrong with me?" Finding renewed courage to face his foes having berated himself for his actions, he rides on. Reaching the enemy he pulls out all the stops to reduce them to running, he hopes "You have fired your last shot, and you will PAY!" he finishes with a booming yell. He hopes that the inix's short temper proves more useful than its sense of self-preservation, and it will deal with the nearby archer to the south.

Standard, Eyebite vs Sk5 1d20 + 4 ⇒ (1) + 4 = 5 vs WILL. Fumble.
Minor, Majestic Word on self, regain Surge +4.
Move, move on Inix up to the corner of P42, from Q43 to avoid the AoO's.
Free, Action Point.
Standard, Shout of Triumph, on Sn2 1d20 + 4 ⇒ (11) + 4 = 15 and Sn3 1d20 + 4 ⇒ (18) + 4 = 22 vs FORT. On a hit, 1d6 + 4 ⇒ (4) + 4 = 8 Thunder damage and pushed 1 Sq (pushing any hit NW, 1 further from the caravan).


Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk3 marked by Calla/bloodied, Sk4 marked by Calla/cursed by Irivis, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snipers)
Calla 18 (cover from snipers)
Irivis 14 (concealed, cover from snipers)
Arakan 13
Snipers 10
Jareen 7 (cover from snipers)
Riders 4 (Rider 3 cursed by Irivis)
Sleepers 0

OK, there is a bit of a problem with Arakan's actions this round. Per the rules, a rider and mount have to share a single set of actions: standard, move, minor, interrupt and opportunity attacks. They don't retain a separate set of actions each until the round after dismounting. Unfortunately, Arakan has had rather more than his fair share. The inix's movement to get to where it did was a double move (inix rate of movement is 6), and then that only leaves a minor. However, we can work around this. Let's ignore the Eyebite attack (which missed anyway). Arakan's minor can go off as intended with the Majestic Word. And since he used an action point to do the Shout of Triumph, that's also fine. That way we haven't overdone the actions, and get the same result (plus he gets Eyebite back, since he didn't use it).

Arakan's magically-enhanced yell flattens two of the archers. The rest concentrate their fire.

Sn2 and Sn3 down.

Snipers' turn. Sn1 steps back and attacks Arakan, as does Sn4. I think Sn1's movement provokes a reaction from Sandswimmer so, if that hits, it will negate the that attack. Sn6 and Sn7 attack Irivis. Sn8 and Sn9 double-move.

Sn1: 1d20 + 8 ⇒ (4) + 8 = 12 v AC to hit, 5 damage
Sn4: 1d20 + 8 - 2 - 2 ⇒ (16) + 8 - 2 - 2 = 20 v AC to hit, 5 damage
Sn6: 1d20 + 8 - 2 - 2 ⇒ (17) + 8 - 2 - 2 = 21 v AC to hit, 5 damage
Sn7: 1d20 + 8 - 2 - 2 ⇒ (12) + 8 - 2 - 2 = 16 v AC to hit, 5 damage

Jareen.

Map updated.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
I mean, come on - a dagger? You could Magic Misile him for more damage than that.

I was under the impression that being ranged attack, the magic missile would not be a sensible option....

Oh, and SK3 put me on -3HP.....

Jareen slumps to the ground. Again.


No, but there was nothing stopping you doing a 5' step.

Just so you know, your spells don't necessarily provoke AoOs. What provokes an AoO is a Ranged attack - that stands for ranged missile attacks and magical attacks. If an attack is Close (like a Close Burst or a Close Blast) or a Touch, they don't provoke AoOs. It doesn't help that you haven't properly copied out the spell descriptions from your character sheet, since those details are quite important (just sayin').

Of course, it's all a bit moot now you are unconscious... Maybe someone will try to use the Heal skill on you.


Two of the crodlu riders finish off the last resistance from the rest of the caravan. The one cursed by Irivis charges his tormentor.

The crodlu charges. Plus, on top of that, a friendly rider can make a melee basic attack against a victim of his mount's charge.
Beak: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 v AC, damage 1d6 + 4 ⇒ (5) + 4 = 9
Rider's spear: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 v AC, damage 1d8 + 4 ⇒ (1) + 4 = 5

Map updated.

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk3 marked by Calla/bloodied, Sk4 marked by Calla/cursed by Irivis, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (+1 to defences, cover from snipers)
Calla 18 (cover from snipers)
Irivis 14 (concealed, cover from snipers)
Arakan 13
Snipers 10
Jareen 7 (prone/unconscious)
Riders 4 (Rider 3 cursed by Irivis)
Sleepers 0

Gorad.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:

No, but there was nothing stopping you doing a 5' step.

Just so you know, your spells don't necessarily provoke AoOs. What provokes an AoO is a Ranged attack - that stands for ranged missile attacks and magical attacks. If an attack is Close (like a Close Burst or a Close Blast) or a Touch, they don't provoke AoOs. It doesn't help that you haven't properly copied out the spell descriptions from your character sheet, since those details are quite important (just sayin').

Of course, it's all a bit moot now you are unconscious... Maybe someone will try to use the Heal skill on you.

The iplay4e version of the character has the descriptions ;) The bigger problem it would seem, is that I 1) Only picked ranged spells... and 2) Rather recklessly ran forward. If he survives, Jareen will have learnt the hard way to keep back a bit. :)


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

Ah. I knew there was something I failed to check for you. My apologies.

I sense imminent capture may be on the horizon, but Irivis is not going to go down without a fight.

Irivis snarls as the rider's spear hits her and she sees Jareen fall.


M Mul Shaman 2 Elemental Priest

Sandswimmer moves to 044 and attacks SN1
1d20 + 5 ⇒ (18) + 5 = 23vs will
1d8 + 5 ⇒ (4) + 5 = 9on hit Araken and Inix each gains 3 temp hps

Gorad moves to AN42 and attempts to aid Jareen

spending action point
Gorad uses heal skill to stabalize Jareen
1d20 + 10 ⇒ (18) + 10 = 28

minor action recalling Sandswimmer into AP44


Sandswimmer fells another archer, and then rematerialises closer to hand. Goard moves over to tend Jareen's wounds.

Success - Jareen spends a healing surge.

By the way, of the remianing sleepers, they don't attack but you can flank with them.

Skirmishers: Sk1 and Sk5 head for the hills. Sk3 shifts to avoid being flanked (which may trigger Sandswimmer's triggered action) and attacks Calla. Sk4 moves to attack Gorad as does Sk7.

Sk3: 1d20 + 7 ⇒ (19) + 7 = 26 v AC, damage 1d6 + 6 ⇒ (4) + 6 = 10
Sk4: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 v AC, damage 1d6 + 6 ⇒ (4) + 6 = 10 plus 1d6 ⇒ 3
Sk7: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 v AC, damage 1d6 + 6 ⇒ (2) + 6 = 8 plus 1d6 ⇒ 1

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk3 marked by Calla/bloodied, Sk4 marked by Calla/cursed by Irivis, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (cover from snipers)
Calla 18 (cover from snipers)
Irivis 14 (concealed, cover from snipers)
Arakan 13
Snipers 10
Jareen 7 (prone)
Riders 4 (Rider 3 cursed by Irivis)
Sleepers 0

Calla.


M Mul Shaman 2 Elemental Priest

Shifting is allgood around Sandswimmer -4/28 hps

Sandswimmer fades back into the sands as Gorad slumps to the ground.


10HP + 3HP. Bloodied.

Hopeless,Calla thinks as she crouches at bay beside Irivis. Perhaps inspired by Arakan's brave or desperate charge, half seen in the night, she gathers strength to struggle on.

"You were right, he did have a plan," she says to Irivis. "Not sure it will help."

Second wind.


Irivis.


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

Irivis lays her hand on Rider 3.

"Break."

Hand of Blight (Fort). Spending Fell Might
1d20 + 5 ⇒ (11) + 5 = 16 - maybe.
2d6 + 4 ⇒ (6, 6) + 4 = 16 - power damage
1d8 ⇒ 2 - fell might
1d6 + 1d6 ⇒ (6) + (6) = 12 curse
If that hits, Rider 3 is in trouble. 30 damage up the nose.

Will finish turn when I know what state Rider 3 is in.


That's a hit. He's still alive, but unhappy to say the least.


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

Use AP to try and finish him.

1d20 + 5 ⇒ (19) + 5 = 24
1d8 + 4 ⇒ (3) + 4 = 7

If he drops, can she grab the riderless crodlu as a move action and hide behind it?

Outraged at the whole ambush, Irivis does her darndest to make sure the enemy takes some losses.


Irivis kills with a touch. (Ouch! Rider 3 down.) As the rider slides from the saddle, she grabs the bridle of his mount.

I guess so. It won't provide cover, but you can plausibly conceal yourself for a round or so with an appropriate skill check. Bear in mind, a crodlu is basically an ostrich with no feathers, so its really mostly skinny leg rather than body and as such won't be much use as a barrier.

Map updated.

Initiative order:
Skirmishers 25 (Sk1 cursed by Irivis, Sk3 marked by Calla/bloodied, Sk4 marked by Calla/cursed by Irivis, Sk5 bloodied/marked by Calla, Sk7 cursed by Irivis/marked by Calla)
Gorad 20 (unconscious, prone)
Calla 18 (cover from snipers)
Irivis 14 (cover from snipers)
Arakan 13
Snipers 10
Jareen 7 (unconscious, prone)
Riders 4 (Rider 3 cursed by Irivis)
Sleepers 0

Arakan.


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

Very true, but she can whack it into the skirmishers.

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