Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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MAP 42/42 hp

well i am a Marine. not a big difference to those not familiar with US military but we are waaaaay better than US Army in general. (and we don't like being called soldier)

aaaaaannnnyyyyywhhhhhooooooo

Gart doesnt like the idea of sending the crodlu running. not that he couldnt survive a trek on foot back to civilization, but he isn't so sure the old man could.


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])

Yes, that's true, they do try to convince you that you are better than the Army. In the end, I'm always reminded, that the Marines are still just Department of the Navy. Heck, even the Air Force is their own service.

Just playing with you. I served in Joint Service units almost every duty station, so I worked with all services.

As far as losing our mounts, we made it out of the desert with nothing before we ended up in Altaruk. I think the old man can take the walk.


male Mul Fighter 4 EXP 3873

I reckon we should send a sneaky up to check out the campsite, then a tracker type see if those hoofprints seem to favor heading toward any particular cave.


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])

Ruscer and myself could try to sneak up, considering I think we have the best Stealth and Perception checks. I am reluctant to scout too far ahead, and be too far separated if things turn sour. I think we still need to ride closer first, follow the tracks a ways until we are at least closer to where the plume of smoke came up.

Dark Archive

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

Sounds good to me.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Does that work for you guys?


Male Halfling Ranger 2

Works for me. Will brush up on the stealth chapters tomorrow during my free time. I would like to try and keep the mounts. Seems a bit to early to be ditching them. Reason will be the deciding factor ultimately.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Sounds like a good plan.
Kal's got a fairly good perception, but his stealth is lacking -- he's about as good as his large mount at hiding.

As for the mounts, I'm 50-50 on them -- they tend to get in the way in fights (in most of the spaces we'll be finghting in anyway), but they provide extra targets like with the spiders and certainly help in those overland travels.

Like Ruscer said, keeping them as long as we can seems optimal.


male Mul Fighter 4 EXP 3873

Mounts;.....easy come, easy go I say.


Male Halfling Ranger 2

So what does everyone think we should do?


male Mul Fighter 4 EXP 3873

I guess we could make a run at the gatehouse; I think it's the first thing we'd get to from the trail in. They might have defenders there, but if we can get in there and take all of them out, we'll have cover from the inevitable aaracockra bombardment. Depends on how much cover value it gives us; I'm assuming "defilers" means "blasting spells...."

I hesitate, though, since we have no idea of their numbers; I don't know if we have enough for a full on frontal assault of a defensive position; depends on their numbers, which at this point is an "x" factor.

I don't like this at all, but that's all I got.


MAP 42/42 hp

sounds good to me. i cant really come up with anything better without a map.

there is NO WAY we are going to sneak up there, so might as well get past the kill zone as fast as we can


male Mul Fighter 4 EXP 3873

I think.....that with the needle there, the whole motherf+%!er is a killzone, but at least the gate house is a force multiplier; only thing is, I bet they know that too.

My only other idea is wait for them, let them get nervous and pissed that we're obstructing their deeded easement and they can probe us. They gotta know we're here.


Male Halfling Ranger 2

Can we bring the mounts inside or no? If we need to get out of there I would rather have the mounts to do it with.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

I'll knock up a map to help you decide.


male Mul Fighter 4 EXP 3873

Two options I can see:

either over the ten foot cliff, or full on mad rush at the gatehouse; the second option WILL require the crodlus.

I don't like either one that much, but I've always been cynical.

Um, I think we pull back, they know we're here, so we sit around here for 1 hour and help them think we've decided we're not gonna chance it, pull back a good way, camp, rest, and hit them just before dawn, when they've possibly been up all night on hopefully 100% guard duty, or have decided we've pussed out and only have the usual 2-4 guys on guard...then maybe a direct assault of the gatehouse will be feasable.

OR, we can try to jump the 10 foot cliff; that might be easier to get in that way, but the downside of that is some aaracockra might be dropping rocks on us the whole time over the wall, and then there's all this open space to fight through while the defilers wake up and aaracockras bomb us, and the way out is back over a cliff, and the gatehouse is still in their hands; the most sensible route of escape/cover being the gatehouse isn't going to be secure when we get over the cliff. I don't know if we can get in over the 10 foot cliff totally unseen. There's too many of us with useless sneaking abilities, myself included. And then, running across there to the caves is kinda scary.......

So, I'm thinking that the direct assault of the gatehouse is the lesser of two evils. THAT is assuming we can get into the damn thing without too much problem. If the gatehouse.....gate....or whatever is too secure, well......that won't be good at all.
We need the crods to get up there fast, and it would be nice to have them to get the hell out of there fast.

And Aub, I am thinking hard on this one; this just looks like a b*#$~ of a sitch, so this might take a while.


male Mul Fighter 4 EXP 3873

Also, pulling back,......maybe they'll come out to play, and we can end up with somebody to interrogate......

my gut feeling is that there is a "sekrit way in" somewhere, and it is in that copse of stuff at AC 22-23. I don't know why, but I think there's a sekrit way in right there.

I could be wrong, but it's not worth rushing at it to find out that it's not really there. I don't think anybody can recon it either at this point; we've been made by now.


male Mul Fighter 4 EXP 3873

After hours of careful consideration,

1) over the wall

2) rush the gatehouse

3) leave

4) somebody suggest another idea


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])

I'd have to say that a mad rush was also what I was thinking. All mounted, rush through the gatehouse, and charge the caves. At least in the caves we can only be surround front and back as a group. If we get stuck in the middle of the encampment we're surrounded on all sides.

I'm not seeing there being a secret pass near the bushes you mentioned. Usually they are not needed right beside the front gate, and visible to whoever is coming from the front.

I don't think we can camp out and wait for them to get lax. They have the advantage of time and protection, and even if they send out scouts, them not returning would be a sign as well.

Looking back, the gatehouse was described as crumbled, so maybe it's more of an obstacle and not exactly a functioning gatehouse that can be closed, only watched. This makes me think the "reckless rush the caves" idea is better. Besides, since the squares are 20' that means the gatehouse and the caves are about 2 crodlu wide allowing for a two man front (and back when in the caves). At least inside we can also try to bottleneck them based on their numbers, by backing in a little ways.


male Mul Fighter 4 EXP 3873

Let's rush the gatehouse then. Screw it.


male Mul Fighter 4 EXP 3873

Furio and Th'kal up front,

Jareen and Arakan in the middle,

and

Gart and Ruscer in the back.


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])

The sad part is this is what I think is reasonable, but the last thing Arakan would want is to charge into the mouth of danger. He would rather you all be quiet as Ruscer sneaks in and disposes of them all in their sleep. Notice the lack of anything done on his part? Just the way he likes it. :)

But yeah, sadly the mad rush using Furio's formation sounds like the best plan so far. I'd say give it a little time for anyone else to weigh in.


MAP 42/42 hp

I cast my copper with Arakan's mad rush plan. Gart is a badass and that is the sort of badass thing that badasses such as he do.


Male Halfling Ranger 2

I kind of like the sneak in part, but probably too many of them. Rush it is.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

In the meantime, Gart - do you want to swap out your Commander's Strike power for the ranged version?

Dark Archive

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

I (and Jareen) would agree to this plan.


MAP 42/42 hp
Aubrey the Malformed wrote:
In the meantime, Gart - do you want to swap out your Commander's Strike power for the ranged version?

i do not see a ranged version in my book. for level one at will exploits i only see:

commanders strike
furious smash
viper's strike
wolf pack tactics

if possible, i would like to pick up wolf pack tactics instead. i think that would be more fitting to his mercenary type work where he can get a hit in but also command his team members to gang up on stuff. furious smash is OK too.

i assume the move you are talking about is not in the basic handbook or the dark sun book?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

No, it's not, it's in Martial Power 2 (I think). But sure, it's your character, so Wolf Pack Tactics it is.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Wolf Pack Tactics You attack your enemy with a well-placed blow, allowing a comrade to get into better position. (Martial, Melee, Standard, Melee.) Target: One creature. Special: Before the attack, an ally adjacent to you or to the target can shift 1 square as a free action. Attack: +8 vs. AC. Hit: 1d8+5 damage.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, haven't heard from Kal but it looks like the mad dash is the party choice.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Yes, yes... mad dash is a good idea! Kal tends to go where others point (he doesn't have the wisdom, and he knows it). Even if that weren't the case, "mad dash" is kinda his thing anyway, lol.

Dark Archive

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

*cough* preview *cough*

*cough*cough* edit *cough*cough*

<falls over due to some strange coughing fit...../>


Male Halfling Ranger 2

Do we have a general strategy here besides run fast?


male Mul Fighter 4 EXP 3873

I was thinking about taking the gatehouse; hopefully we'd have some cover, and then winging it from there. Ultimately, I think we're headed for one or another of those caves.

Dark Archive

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

I think furio pretty much has it....


male Mul Fighter 4 EXP 3873

Oh; yeah; I got it.

Nobody wants it though.


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])

I don't think taking the gatehouse gives us much. There isn't much there, maybe a stone pillar on each side. I thought we were going to rush one of the tunnels. That way the only direction they can come at us is front and back.

I thought the plan was rush the tunnel, don't stop until we're inside. The ropes are coiled correct? that could mean climbing up or down, the tunnel not going too deep horizontally, just vertically. Or we rush the other tunnel.


Male Halfling Ranger 2

Can all of us fit inside the gatehouse? If we can't that means someone has to stay outside and absorb another round. Which tunnel are we going for?


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

It doesn't look like we'll all fit, unless we dismount (the map shows only 8 interior spaces in the crumbling gatehouse).

I think that means we need to keep gunning it till we get to one of those tunnels.


male Mul Fighter 4 EXP 3873

I'd say the closest tunnel, unless the unfurling of events somehow makes the further one more tenable.

Yeah; we'll gun for the tunnel.

Somebody with ranged stuff try to take out at least one of those archers.


male Mul Fighter 4 EXP 3873

If we can take out the archers, maybe at least the gatehouse will be a decent fallback point, if that becomes necessary.


Male Halfling Ranger 2

Up the center or around the outside?


MAP 42/42 hp

center is probably better


MAP 42/42 hp

wow, that is a lot of damage. we are in a dire situation, but i feel that on my next turn i can perhaps dust off some /encounter and/or some /daily abilities and maybe give us a big boost (especially since we are clustered together and i have some good powers for that).

i do have a question, can i melee attack while mounted, or is normal reach not sufficient for that? (i do not have a reach weapon)

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

You can attack while mounted. Also, remember you are the party healer, and healing for you is a Minor action. Arakan has a little bit of this, but you are the real deal. And, unlike the last one, this is a combat where pootling around with just your At-Wills is likely to get you killed.


MAP 42/42 hp

with all that arrow damage, i am definitely getting that impression quite clearly. my plan is to use some of my big boy powers to heal/buff.


male Mul Fighter 4 EXP 3873

Anybody gets a chance, do your best encounter or daily on the dwarf with the dogs or the defiler; taking out all those archers and dogs isn't a bad idea either.


male Mul Fighter 4 EXP 3873

Soon as I can get through this damn rope I'm going to go straight at that damn dwarf.


Male Halfling Ranger 2

*Question answered

Dark Archive

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

If I was in range, I would indeed, yes. Soon as I can get past Furio and inside, I'll see what I can do.

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