Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


5,501 to 5,550 of 6,305 << first < prev | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | next > last >>

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

"So long as he shoots straight he's fine where he is."

Jareen will be stood near to Arakan.


And Th'Kal?


Map updated.

I plonked Th'Kal in the hut next to Arakan. Arakan has a tendency to want to have his mantis 'bodyguard' nearby.

Oh yes - what about Djal? I knew we were missing someone.

Jaryx pulls the brushwood gate aside. The leader of the bandit group begins to carefully guide his kank through the gap.

The map has some character in deep purple - they are currently concealed in the huts. They may either:
- attempt Stealth checks, with a +10 bonus for being hidden in the dark of the huts, or...
- hide completely out of sight, but that means you will only be able to hear what is going on and not see. As a result, you will take a -2 penalty to Initiative checks when that eventuality arises.

In any event, Nuuko must also attempt a Stealth check with no bonus, since he is outside, nor does he get the option to be completely out of sight.


Male Elf Ranger (Guide) 4 | HP 39/39 | AC 18, Tch 14, FF 14 | CMD 20 | Fort +6, Ref +9, Will +4 | Init +6 | Perception +11 | Spd 40 ft

Stealth: 1d20 + 11 ⇒ (19) + 11 = 30 Add a +4 to that if you would consider this a sandy or arid environment. Furthermore, if my favored terrain (desert) would apply, that's another +2.

Nuuko crouches in the shadows, utterly invisible to all but the keenest of eyes.


Yep, that's fairly invisible.


Male Elf Ranger (Guide) 4 | HP 39/39 | AC 18, Tch 14, FF 14 | CMD 20 | Fort +6, Ref +9, Will +4 | Init +6 | Perception +11 | Spd 40 ft

I'm doing this from memory, as I am at work and I haven't quite finalized Nuuko in Hero Lab at home, but now that I think about it I believe this stealth mod is +8 (his perception is the one that is +11), so that would be a 27 stealth before any bonuses.


L16

Djal takes position in front of the food store, as though guarding it, and evidently clear that he does not like bandits who have loved ones as hostages.

Inside, he is relieved to know that Nuuko has opted to join the fight. The elf always was a wild card, and at times, Djal had wondered whether he was a bandit plant to spy on the village, but that just made little sense. He is also anxious for the battle to be over, for only now does he takes in the potential repercussions their actions could have.

If they're careless, a lot of good people will die, including his sister.


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

In the shadows of the hut, Grea stands in her usual half-crouch watching through a window. A thin sulfurous odor builds, accompanied by soft sucking and popping sounds and her skin shade slides toward tan as she concentrates on drawing energy to herself for the coming fight.

Stealth, in hut: 1d20 + 9 + 10 ⇒ (4) + 9 + 10 = 23

8 guards and all on large mounts. Will they all fit inside the gate?

16, A major feature of the plan -- no bandits escape to warn the main band and get the hostages killed.


Need decisions around stealth from Morthak, Cahel, and Th'Kal.


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Hiding out of sight.


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

my intent was to be fully within a hut, full cover, that sort of thing.


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, he will want the kreen as close as possible, like always.

Arakan is waiting nervously, yet comforted at least that he has Th'Kal nearby. Despite being a kreen, the thing has proven very useful in keeping him safe and following orders. As he waits to see how the men enter, he runs through a couple lie variations in his head, having the imagined conversations that would result from any given lie. He thumbs his fruit of presence readily, prepared to consume it as soon as he needs to begin the talks.

Arakan will always prepare a Cognatogen of Charisma unless specifically stated otherwise.
Once the first raider enters the village, he will take his Cognatogen (duration 30 mins)
When the first raider reaches either R20, Q19, or Q18 (based on the route they take) he will cast Charm Person on them Bluffed under the guise of a prayer to the Elemental winds (he will have the increased Chr from his Cognatogen by that time).


Male Elf Ranger (Guide) 4 | HP 39/39 | AC 18, Tch 14, FF 14 | CMD 20 | Fort +6, Ref +9, Will +4 | Init +6 | Perception +11 | Spd 40 ft

As soon as it is clear to Nuuko whom the leader is (I'm assuming that will be once he starts speaking for the group), he will use his Ranger's Focus ability as a swift action providing him +2 atk/dmg until the target is brought below 0 HP or surrenders. He is also readying a cast of Gravity Bow for when the gates close behind the group and the ambush is sprung.

Edit: I forgot to mention that if you consider this a desert environment then my Terrain Bond ability is in effect granting all allies within line of sight and that can hear me a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks.


Three of the bandits ride their kanks through the gap. The others hang back with the two inix. The leader looks down at Jareen and Arakan. "Who are you? Where's Hedla?"

Map updated.


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Only three entered!?

Aubrey:

Manifest thicken skin when they enter, good for 20 minutes.

I assume, Grea doesn't have line of sight to the bandits outside. Is she expecting more than 3 bandits based on past encounters of this type?

She may have to try to lure some more in. HA!


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

Jareen stands waiting for Arakan to answer.


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])

Okay, as soon as any of them entered, I had taken my Cognatogen. +4 Chr, -2 Con, +2 Nat Armor.

As they passed my imaginary line in the sand (posted above), the lead one gets Charm Person cast on him (DC 16)
Bluff as Divine (elemental, as I used to bluff Primal before) 1d20 + 13 ⇒ (12) + 13 = 25

"By the voice of the Four Winds, you have arrived as they foretold. The spirits of the air see the whispers on the wind and herald your appearance now at our humble gates. We are all children of the shimmering desert air rising off the sun-scorched dunes, and as such I welcome you as brother, and ask that we meet each other as such." He lays on thick with the loopy, nature-praising, kooks that he's heard in the past jabber on about worshiping the elements.

As the men draw closer he responds to the question, "I am sorry to say, but Hedla was not in any condition to continue managing the meetings between our village and your people." He's comforted by the fact that he doesn't not even have to try and make this sound true, as he firmly believes it.

"I wish to tender the agreements and conditions of our two peoples in a different more productive way. If we open our minds to the possibility of working toward a common goal, then we all benefit from the results of our efforts. First, I ask that you all come in, join us by the fire. As the night grows cold, the heat of the great sun leeches away from the world, where the lights of Ral and Guthay look over the barren landscape and set bones to chill with their cold stares." He waves in, towards the others in the back, encouraging them all to follow, "Come! Come! Let us all work as one, to make your trip a fruitful and joyous one. Warm yourselves inside the comforting embrace of the walls, outside of the chill and dangers of the open desert, while we conduct the formalities of 'business'."

Bluff 1d20 + 13 ⇒ (16) + 13 = 29
Diplomacy (JIC) 1d20 + 9 ⇒ (13) + 9 = 22


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

"Come, come. The night is cold, and our fire is warm."

Diplomacy Aid: 1d20 + 7 ⇒ (5) + 7 = 12
Bluff (just in case): 1d20 + 10 ⇒ (6) + 10 = 16


Djal shrugs at the pompous words and walks casually up to Jaryx, asking, impatient somewhat, making sure the bandits outside hear him: "What's the hold up Jaryx? They're coming in or what? I don't like a gate kept open to the desert this way. Attracts trouble..."


The bandit squints at Arakan and Jareen and snorts, "Are you on something?"

Indeed, Arakan on the cognatogen and Jareen on the Sanatogen.

He shrugs. "We've got word they are sending some people from Silver Spring to scout about. Have you seen anyone?"

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])

Do I sense that he saved against the charm? Or did it just not have any effect (I was within range)?


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

The half-giant shrugs, "Jaryx does not know." He's truly at a loss about what to do - the bandits didn't do the right thing. He hesitates to close the gate yet, though.

To the bandits outside, he shouts, "You come in? Or you stay out?"


Male Elf Ranger (Guide) 4 | HP 39/39 | AC 18, Tch 14, FF 14 | CMD 20 | Fort +6, Ref +9, Will +4 | Init +6 | Perception +11 | Spd 40 ft

As the raiders near his hut, Nuuko goes fully prone, listening to the conversation below while keeping his eye trained on the gate and the signal to attack.


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

Cahel, confused, remains in position, as still as stone.


Didn't notice the Charm. 1d20 ⇒ 1

The leader smiles warmly at Arakan.


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 feigns a gasp of surprise, ignoring the first question "Oh, by the Winds! Scouts are coming? Do you think they may be dangerous? I know we pay 'tribute' for our 'protection', but if there are scouts from Silver Spring headed this way, we should get all of you inside the safety of the walls, both for defense and to hopefully hide you from any prying eyes. We would not want your exposure to cause any undue harm to our loved ones due to our own negligence."

Bluff 1d20 + 13 ⇒ (3) + 13 = 16


"You talking to me?" growls one of the bandits outside the gate at Jaryx.

Inside the leader grins and says, "Sure!" He shouts, "Everyone inside!" Two of the riders dismount and begin leading the inix inside.

But one of the riders (Bandit 3) next to him says, "That's not the plan we agreed."

"Yeah," replies the leader, "But we can trust these guys. Come on, everyone, inside!"

At the mention of the word 'trust' the second-in-command's frown deepens. "Are you okay?" he says before he looks suspiciously at Arakan and Jareen. "I've not seen you two before. Just who are you? What's wrong with Hedla?" His hand strays to his spear.

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])

Arakan raises his hands calmingly toward the questioner, "Whoa, brother, stay your hand. I am new here, that is true. I am an ex-slave like many of us, but I found my way here through the wastes with my aged, and slightly sun-addled friend here." he indicates Jareen.

"When we arrived, the poor woman, Hedla, was so distraught and frazzled over her 'agreement' with you guys, that it has taken its toll on her health. I offered to stand up and speak on her behalf to try and figure out how we can improve relations toward bringing their families home."

He maintains his placating nature, "My first step is to try and increase the trust between us by approaching you all as fellows brothers of a desert wasteland, surviving any way we can. As such, I had really hoped to invite you all in to share, comfort, what little food and water we have, and maybe stories of our travels. Why shouldn't we work toward truly understanding each other?"

Bluff 1d20 + 13 ⇒ (15) + 13 = 28
Diplomacy (JIC) 1d20 + 9 ⇒ (20) + 9 = 29


The leader nods. "Yeah, it would be great if we can get your families home again." The second-in-command looks at him in disgust but doesn't make any further comment.

One of the bandits outside sticks his head round the gate. "You want us inside?" The three outside also dismount. Two of them stroll in while the third stays back to look after the mounts.

Map updated.


Nice job Arakan! And nice rolls!

Djal looks at Arakan, waiting for his signal to help Jaryx close the gate.


Male Elf Ranger (Guide) 4 | HP 39/39 | AC 18, Tch 14, FF 14 | CMD 20 | Fort +6, Ref +9, Will +4 | Init +6 | Perception +11 | Spd 40 ft

Realizing that the trap was about to be sprung, Nuuko whispers a few words to himself (casting gravity bow) and moves up to a kneeling position, bow and arrow(s) in hand.

If he has line of sight, he will prepare to fire upon the bandit outside of the gate (8), otherwise he will fire at the leader (1).


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 gets most of what he wants, but will have to settle for what they got. "Well, if you prefer to keep a guard on the mounts, then the least we can do is offer assistance." He calls out, "Jaryx, you should stay outside with the man tending the mounts. We don't want him to be alone out there, if he is unable to come in and join us. Djal will help you close the gate behind you for everyone else's protection."

He returns his voice to speaking to those nearby, "I will pray that the elemental force Nuuko, Glider of Winds, watches over those beyond the wall. We beg of it that those beyond the walls are not left alone without his watchful gaze keeping them from any unwanted hostilities."

Bluff (to pass secret message to Jaryx to take on the man outside by himself) 1d20 + 13 ⇒ (13) + 13 = 26
Bluff (to pass secret message to Nuuko, not knowing his intentions, to help Jaryx outside over us inside)1d20 + 13 ⇒ (15) + 13 = 28
DC 20 to pass complex message (both successful), the DC's for anyone else to discern the hidden messages are equal to my Bluff rolls.


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

My thoughts exactly. Jaryx' were much simpler.

In response to the query from the bandit outside, Jaryx gives him something between a bob, a nod, and a bow.

Replying to Arakan, he says, "Jaryx will help!" He steps over to 'his' hut to take up his tonfa, exits the compound, leans his tonfa against the outside of the fence, and works with Djal to pull the 'gate' into position. Turning to face the last bandit and the herd, he raises a hand in greeting. "Hi!"

Tonfa in V22, Jaryx in W21; given time, he will move to Y21 and wait for the signal.


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Seeing the other bandits come in, Grea's smile widens. Arakan has a silver tongue indeed.

Hearing the half elf call upon Nuuko, Grea turns her thoughts inward. Her limbs bend inward, then flex back to an obtuse angle, well past normal. A sulfurous odor fills the hut as her skin appears to harden to chitin.

Minor metamorphosis. +10 to speed.


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Get on with it already! Morthak sighs and waits for the signal.


Not sure is the signal has been given or not (typical for this party, arranging an ambush but not what the signal to attack will be in advance). But if are ready to strike, you get a surprise action. Those who can see can simply attack if they are in range and have a weapon to hand (note, however, that you cannot fire a bow from a prone position). Also, those who are hiding out of sight will need to make at least a 5' step to get into the action since they don't currently have line of sight. Then roll initiative (not forgetting that those hiding out of sight also take a -2 penalty on that).

Map updated.


Djal pushes the door closed, signalling his companions: "The gate is closed. We are safe now..."

I guess that's my surprise action.


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])

Certain we did discuss, that the signal was once the gate was closed. As soon as it is closed, then we attack.

Initiative 1d20 + 2 ⇒ (13) + 2 = 15
Th'Kal Initiative 1d20 - 2 ⇒ (5) - 2 = 3 (don't know what his PF mod is, but in 4E he had +5)


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

Initiative: 1d20 + 4 ⇒ (7) + 4 = 11

I think Djal's opportunity for a surprise action would be after he closes the gate, same as everyone else.


I'll let Aubrey decide.


Closing the gate isn't your surprise action.

Th'Kal's PF stats are here. His initiative bonus is +6. Note that his most effective attack combo is now changed from the 4e days.


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

Init Jareen: 1d20 + 0 ⇒ (8) + 0 = 8
Init Th'Kal: 1d20 + 6 ⇒ (9) + 6 = 15

With his Suprise action Jareen will cast Web, on y25, which will get some of the ones outside and help block the gate further. He'll bluff it as a cough and stagger, just as the gate closes and he loses sight of the target.

Web

Bluff: 1d20 + 10 ⇒ (9) + 10 = 19

Reflex save VS DC16 or be grappled for bandit 4, 5 and 6 and their Kanks....


Male Elf Ranger (Guide) 4 | HP 39/39 | AC 18, Tch 14, FF 14 | CMD 20 | Fort +6, Ref +9, Will +4 | Init +6 | Perception +11 | Spd 40 ft

Ah, yes I realize I typed kneeling when I meant squatting - I did not intend for him to be prone any longer. Obviously, Nuuko wouldn't be readying himself to fire and remain in a position where he is unable to do so. Plus if he was called out by name, remaining unseen was clearly no longer the goal. I hope you can forgive my error of wording.

Nuuko initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Once the gate draws to a close and the signal is given, Nuuko wastes no time in sending two arrows over the wall, hoping to take out the guard before he has the chance to flee.

Rapid shot at B8 with Gravity Bow (8 rounds remaining).

Arrow 1: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 2d6 + 2 ⇒ (3, 5) + 2 = 10
Arrow 2: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 2d6 + 2 ⇒ (5, 1) + 2 = 8

My first attack is a nat. 1. Pretty typical start for me.

Unfortunately, the first shot crashes into the wall, the arrow splintering, while the second flies off into the wastes, wide of it's mark.


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

I can't seem to get my post to work. Smaller bites...

For the map, Jaryx and his tonfa are outside the gate.

Nuuko: Surprise attack is a standard action, not a full attack, so you didn't lose that second arrow.


Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]

While he waits, Jaryx asks the guard, "Do you want to play a game? I know a good game. It's called 'Catch!'"

The big fellow holds up a hand and a glowing ball about as wide as two thumbs appears before shooting across the distance between the two of them.

Bludgeoning Soulbolt Attack: 1d20 + 6 ⇒ (1) + 6 = 7

Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Fight with the system for fifteen minutes to take a post and it rewards me with a natural 1. Nice.


Guisarme at the ready, Djal shuffles a step forward into position, quieting his mind for the battle ahead.

5-foot step to T-19, Precognition psionic wild talent: +1 to hit.


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

initiative: 1d20 + 1 - 2 ⇒ (14) + 1 - 2 = 13

Cahel, being in hiding, cannot yet meaningfully contribute to combat typically (he would have had his spear ready, not his sling, and cant get to anyone to attack them physically), but he does have a trick up his sleeve.

As the first shots of the skirmish ring out (Jaryx's throw after ensuring the doorway is closed), Cahel steps out of the hut he had been waiting in and speaks enchanted words (Charm Animal) to the nearest of the Inix.

"Run to other side, past fire! They will fight here, not safe for you!"

hoping that sends the inix running away, potentially starting a bit of a mini-stampede with the others when they sense his frightened/alerted state. there isn't much of a clear path for them to go without running over someone, so hopefully some bandits get trampled. I don't think they would go adjacent to the fire in a frightened state, so Jareen is probably safe (and Arakan by extension since the hut near him would force them too near the fire if they wanted to go that route). But, who knows... they're animals after all. Either way, his words may save some Inix from getting more hurt than they otherwise would. Maybe they'll even buck a bandit into the fire...


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Initiative: 1d20 - 1 ⇒ (16) - 1 = 15

Upon registering the signal, Morthak stands and moves to the door.


Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

In the guise of a Thri'kreen, Grea pulls the door open and prepares to charge the nearest bandit.

Effects: Thicken skin, 20 minutes from raiders entering. +1 AC Offensive Precognition, 10 rounds from beginning of discussion +1 to hit
Minor Metamorphosis, 10 rounds from "Nuuko" +10 to speed

Arakan, great work getting them inside.


1 person marked this as a favorite.
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 everyone moves to spring the trap, Arakan follows his nature and backs up to put the fire between him and the enemy, drawing his hand crossbow as he moves. "Now that we have all gathered, we can get down to 'really' serious business." He calls out to the others, "Try not to hurt the one in the lead, he and I have an 'arrangement', don't we friend?" He adds the spark of inner conflict among the enemy in hopes of getting them to fight one another instead.

Move, to H19, drawing hand crossbow

Th'Kal emerges from the hut he was hiding in near Arakan, and draws his weapon.

Not sure which set he would use, the greataxe and claw, or the battleaxe/handaxe combo, or even if he would rage yet.

Thank you all for the kudos. His goal is to avoid fights, and if not, manipulate them in his favor. As for all the 1's, the new guys seem to be unaware that masses of 1's are Arakan's forte. Don't try to steal his schtick. ;-)

5,501 to 5,550 of 6,305 << first < prev | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Aubrey's 4e Dark Sun campaign All Messageboards

Want to post a reply? Sign in.