Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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Blacksand Raiders 1d20 + 3 ⇒ (14) + 3 = 17

Initiative
Grea 23
Nuuko 17+
Blacksand Raiders 17-
Arakan 15+
Morthak 15-
Cahel 13
Jaryx 11
Th'Kal 9
Jareen 8


Map updated.

Jareen doesn't have line of sight to Y25. He might wish to consider casting his spell somewhere else. Once he has decided that, it's over to Grea.


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

Damnit, I meant Y21, not sure how I miss typed that. It will get Jaryx like that though... Make it AA21 (which I should be able to see as the gate is closing. Which will get bandits 4 and 6 and at least give Jaryx a chance against those outside.


Maybe it isn't too clear but there's only one bandit outside with Jaryx - he's busy tying up the mounts which are there. The rest are inside with you.


Also, please note, we are playing weapon breakage rules. Roll a 1 and your weapon is broken. I'm assuming that this is typically a minor thing which can be fixed with a few minutes work at no additional cost - a broken bow string (significant look at Nuuko), the binding on your axe-head give way, and so on - so the weapon can be fixed after combat.


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

The thri'kreen bursting out the door chitters and swoops down on the nearest bandit with spear extended.

(The very perceptive might note that it is a sad little thri'kreen whose middle limbs hang useless.)

The spear snaps against the bandit's mail.

(The very perceptive might note that it is now a mad little thri'kreen.)

Charge, spear v B4: 1d20 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6 .... damage: 1d8 + 3 ⇒ (3) + 3 = 6

End in Q16

Effects active: Stoneskin +1 AC , offensive precog +1 to hit , minor metamorph, +10 speed, charge -2 AC

HA! Now that's an inaugural combat roll result!

And thanks for jinxing me with the broken weapon rule reminder, Aubrey! ;-(

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Aubrey the Demented/Malformed wrote:
Maybe it isn't too clear but there's only one bandit outside with Jaryx - he's busy tying up the mounts which are there. The rest are inside with you.

Ok, in that case, forget web, cast mirror image on myself instead :D


Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Can I play too..?
(Sorry about that.)


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

i assume the mount i may have charmed will act on the raider's initiative?


Initiative
Grea 23
Nuuko 17+
Blacksand Raiders 17-
Arakan 15+
Morthak 15-
Djal 14
Cahel 13
Jaryx 11
Th'Kal 9
Jareen 8

I thought you charmed an inix, not a kank, but you can choose whatever.


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

i charmed one of the ones inside, not the outside ones. i was just wondering when they would act.


Yes, same initiative as the raiders.


Nuuko of the Broken Bow.


Nuuko?


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

"Vedjinte!" Nuuko curses in elvish as he pulls another bowstring out of his pack and crouches to begin restringing his bow. He keeps one eye trained on the battle below, hoping his allies fare better than he.

Were you waiting for me for some reason?"


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

yes, it was your turn in initiative.


Restringing your bow might take you out of the fight. I'm assuming a broken weapon is broken for the duration of the fight. Sure you don't want to do something dramatic like leap from the roof on to a raider, weapon in hand and death in your eyes? (Or was that Valsavis, I get confused.) Up to you.


As the bandits go for their weapons the inix charmed by Cahel makes a dash for safety.

Inix 1 moves as shown. B4 and B6 need to make DC 12 Acrobatics checks or be knocked prone, B2 neeeds to make a DC 12 Ride check or fall off his kank.
B2 1d20 + 8 ⇒ (16) + 8 = 24
B4 1d20 ⇒ 12
B6 1d20 ⇒ 12
Jammy gits.

The bandits manage to dodge the lumbering inix. Even if they were suckered into the ambush, life in the desert favours those with quick reflexes. They leap to the attack the attack and mayhem erupts in the little village compound.

OK, B1 is still confused due to the Charm. B2 and B4 attack Grea. B3 attacks Morthak. B5 and B7 attack Djal. B6 attacks Arakan. B8 attacks Jaryx.
B2 Battleaxe 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 to hit, damage 1d8 + 2 ⇒ (2) + 2 = 4
B3 Battleaxe 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 to hit, damage 1d8 + 2 ⇒ (8) + 2 = 10
B4 Battleaxe 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 to hit, damage 1d8 + 2 ⇒ (8) + 2 = 10
B5 Battleaxe 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 to hit, damage 1d8 + 2 ⇒ (8) + 2 = 10
B6 Battleaxe 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
B7 Battleaxe 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
B8 Longbow 1d20 + 6 ⇒ (5) + 6 = 11 to hit, damage 1d8 + 2 ⇒ (7) + 2 = 9

Map updated.

Arakan.


So a major display of incompetence on both sides. This could take some time...


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

Grea shrinks from the mounted bandit's blow and so the axe doesn't take her arm off, but rips a ragged stripe across her shoulder. She manages to dodge the riposte of her standing foe.

HP 23; Effects active: Stoneskin +1 AC , offensive precog +1 to hit , minor metamorph, +10 speed; charge -2 AC


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

Morthak parries the bandit's strike with his shield, then turns the momentum around and through his warhammer, smashing the bandit in the leg.

Exsiccating Warhammer (power attack/psionic weapon): 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19; Damage: 1d8 + 4 + 1 + 2 ⇒ (8) + 4 + 1 + 2 = 15 and Fire Damage: 1d6 ⇒ 3

40 / 40 hp
Active Effects: thicken skin (+1 nat AC), psionic weapon, psionic focus


Hooray! Someone snapped out of this hanging-around-with-loved-ones nonsense over Christmas to sit alone at the computer pretending to be elf. Or dwarf, in this case.

Morthak focuses his hatred of the raiders into a single blow, evading the bandit's shield. His hammer slams into the raider's leg and there is a loud snap. The ashen-faced bandit barely clings to the saddle.

Arakan delays until he decides to do something. Djal is next up.

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])

Back at work. Now I can finally get some downtime to post...

Arakan just narrowly escapes the strike thanks to the effects of his special concoction he had drank earlier. However, now he was faced with an enemy, and all alone. He was left with only one hard choice, finding a safe place to stand and fight. First, he was going to need a little luck, "Sorry to disappoint, but I'm not really feeling like I should be standing here next to you."

He tried to dance carefully away, yet was a bit hurried in his escape. Rushing over to the hut with Th'Kal inside, he grabbed an infused pistachio he had prepared that day, and quickly munched it. He could instantly feel the nature of the nut's hard shell take form before him. Turning to the leader of the bandits, he complained, "Your men, have clearly turned on us in our negotiations. They must be trying to set you up for failure."

Swift, Alchemist's Luck (w/Lingering Performance) lasts rounds 1-3
Move, Acrobatics 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 to I20, then move to L22
Standard, use Shield extract (duration 3 min)
Bluff Bandit 1, if possible 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15

Status:
HP: 24/24
AC: 22 (T13/F20)
Effects:
Cognatogen (+4 Chr/-2 Con) active
Shield active
Hand Crossbow drawn


Acrobatics not enough to avoid an AoO. AoO on Arakan:
1d20 + 4 ⇒ (7) + 4 = 11 to hit, damage 1d8 + 2 ⇒ (2) + 2 = 4

Arakan's attempt to dodge is fairly hopeless but the bandit's clumsy swipe is even worse. The half-elf then flees for the safety of the inside of a hut and a thri'kreen henchman with lots of axes.

Djal.

Map updated.


I should have gotten AoO on B5 and B7 (that was the point of my movement), no?

AoO if applicable with Combat Reflexes:

As the two bandits move to close in with Djal, he makes his guisarme dance between their legs, trying to get them to fall on their face.
AoO CMB Trip vs B5: 1d20 + 13 ⇒ (8) + 13 = 21
AoO CMB Trip vs B7: 1d20 + 13 ⇒ (9) + 13 = 22

That might change the result of their previous action, which might become to get back on their feet.

AoO if one tries to stand up:

As the first bandit tries to get back on his feet, Djal darts the blade of his weapon forward, aiming for the man's throat.
AoO attack with precog and PA vs prone: 1d20 + 9 + 1 - 1 + 4 ⇒ (11) + 9 + 1 - 1 + 4 = 242d4 + 6 + 3 ⇒ (3, 1) + 6 + 3 = 13

A-If they fell and took their action to get back on their feet:
Djal flashes the bone of his weapon in the face of the bandit he struck before, but then lowers the blade with a quick snap of the wrist to slice instead at his open belly. He then shuffles back (U19).
Attack with precog and PA: 1d20 + 9 + 1 - 1 ⇒ (14) + 9 + 1 - 1 = 232d4 + 6 + 3 ⇒ (3, 3) + 6 + 3 = 15

B-If they did not fall and have made their attacks:
Djal curses as his guisarme fails to catch the bandits' feet. He withdraws back to safety. Withdraw to U17.


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

Cahel will charge B4, his spear leveled at the bandit's chest.

atk: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
dmg: 2d6 + 6 ⇒ (5, 6) + 6 = 17


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: ]

"Ho ho! Jaryx did not throw well! Catch this one! And this one!"

As the big fellow raises both hands above his head, a round swirling mass about the size of his head forms between his hands and he flings it with great force at the bandit that shot at him.

Soulbolt Attack: 1d20 + 7 + 1 - 2 - 2 ⇒ (5) + 7 + 1 - 2 - 2 = 9 Point-Blank Shot, Rapid Shot, Deadly Aim
Damage: 2d8 + 1 + 4 + 1 + 4 ⇒ (2, 1) + 1 + 4 + 1 + 4 = 13 Enhancement, Strength, Point-Blank Shot, Deadly Aim

That one is still in the air as his hands return to the 'loading' position and a second swirling ball appears, only to get flung, as well.

Soulbolt Attack: 1d20 + 7 + 1 - 2 - 2 ⇒ (6) + 7 + 1 - 2 - 2 = 10 Point-Blank Shot, Rapid Shot, Deadly Aim
Damage: 2d8 + 1 + 4 + 1 + 4 ⇒ (3, 7) + 1 + 4 + 1 + 4 = 20 Enhancement, Strength, Point-Blank Shot, Deadly Aim

"It's a fun game, yes?"

Good grief, they aren't natural ones, but they aren't much, are they?


Djal wrote:
... he makes his guisarme dance between their legs...

Um, you're attacking them, right?

As the two bandits charge him, Djal flips them both off their feet with dazzling speed. He then stabs one in the stomach before stepping back to get some cover.

Their action for the round was to charge, so they are done and do not attempt to get up until next turn.

Cahel thunders into the fray, impaling another bandit in the thigh.

Jaryx shoots his missiles wildly, spooking the kanks but failing to get anywhere near the bandit he is attacking.

I'll take Th'Kal's turn.
Raging, full attack on B1
Battleaxe 1d20 + 9 ⇒ (1) + 9 = 10 to hit, damage 1d8 + 7 ⇒ (8) + 7 = 15
Handaxe 1 1d20 + 8 ⇒ (20) + 8 = 28 to hit, damage 1d6 + 3 ⇒ (2) + 3 = 5
Handaxe 2 1d20 + 8 ⇒ (17) + 8 = 25 to hit, damage 1d6 + 3 ⇒ (3) + 3 = 6
Bite 1d20 + 5 ⇒ (10) + 5 = 15 to hit, damage 1d4 + 3 ⇒ (4) + 3 = 7

Possible crit with Handaxe 1
Handaxe 1 confirm 1d20 + 8 ⇒ (13) + 8 = 21 to hit, extra damage 2d6 + 6 ⇒ (6, 1) + 6 = 13

Buzzing like an angry bee, Th'Kal steps out of the hut and attacks the bandit leader, all thought of subtlety and mind-controlled allies passing him by. The haft of his menacing battleaxe snaps but he then buries the hatchet - in the leader's skull.

B1 down.

Jareen, then Grea.

Map updated. The red simply reminds me which bandits are injured.


Initiative
Grea 23
Nuuko 17+
Blacksand Raiders 17- (B5 and B7 prone)
Arakan 15+
Morthak 15-
Djal 14
Cahel 13
Jaryx 11
Th'Kal 9
Jareen 8


Thanks for adjusting the round. If they stayed on the ground, then Djal would stay within reach of his guisarme to keep them on the ground.


Map updated.


AoO:

If B5 and B7 try to get up on their turn:
AoO CMB Trip vs prone B5 with precogn: 1d20 + 13 + 1 + 4 ⇒ (13) + 13 + 1 + 4 = 31
AoO CMB Trip vs prone B7 with precogn: 1d20 + 13 + 1 + 4 ⇒ (16) + 13 + 1 + 4 = 34
Djal still has one AoO left.


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

Jareen continues the inane blather that Arakan started. Hoping to use it to cover his magic. "Oh fires of the sands, and storm winds. Help us and aid us and scource this plague of slavers from our midst!" With a wave of his arms he "shows" the firs towards the bandits. And casts colour spray... Then he steps back.

Bluff: 1d20 + 10 ⇒ (15) + 10 = 25

Cast the cone to have an edge in a line along row 20, then angled out from there. Should catch the Kank, and bandits 2 and 3 I think. Then 5ft step to K20


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

Grea stumbles left away from the mounted bandit. She bounces off Cahel back into the other bandit who she pummels and rakes before falling away clutching her right hand.

5' to R17 And unload a flurry on B4
Effects active: Stoneskin +1 AC , offensive precog +1 to hit , minor metamorph, +10 speed

Flurry unarmed, off precog: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3 ... damage: 1d6 + 2 ⇒ (3) + 2 = 5
Flurry unarmed, off precog: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21 ... damage: 1d6 + 2 ⇒ (2) + 2 = 4

Another natural 1! How's that weapon breakage work with unarmed strikes, Aubrey?


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5
Aubrey the Demented/Malformed wrote:
Map updated.

Does the red mean the bandit is down, or heavily wounded, etc?


Wounded - if they are down I just take them off.


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: ]

Nuuko? Or how long will it take for him to re-string his bow?


Longer that the fight will last, so he might need to think of an alternative strategy.


Jareen wrote:

Jareen continues the inane blather that Arakan started. Hoping to use it to cover his magic. "Oh fires of the sands, and storm winds. Help us and aid us and scource this plague of slavers from our midst!" With a wave of his arms he "shows" the firs towards the bandits. And casts colour spray... Then he steps back.

Cast the cone to have an edge in a line along row 20, then angled out from there. Should catch the Kank, and bandits 2 and 3 I think. Then 5ft step to K20

When people cast a spell that will require a save (and this is a general comment to all you casters out there, though Jareen's triggered it here) please remember to add the save DC so I don't have to work it out.

However, in this instance it is in his profile... DC 15.
Kank 1d20 ⇒ 14
B2 1d20 ⇒ 10
B3 1d20 ⇒ 6
B2's kank 1d20 ⇒ 1
B3's kank 1d20 ⇒ 10
Unconsciousness duration 2d4 ⇒ (1, 1) = 2
Full house there. Marked a different colour to denote their unconscious state.

Three kanks and two riders collapse to the floor unconscious.

Grea wrote:
Another natural 1! How's that weapon breakage work with unarmed strikes, Aubrey?

You don't break a hand - consider it an advantage of unarmed combat.

The bandit is already reeling from Cahel's spear thrust when Grea strikes him. It hurts her hand, but the blow knocks the bandit to the floor and keeps him there.

B4 down.

Map updated.

And it is indeed Nuuko's turn.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
When people cast a spell that will require a save (and this is a general comment to all you casters out there, though Jareen's triggered it here) please remember to add the save DC so I don't have to work it out.

Ack, sorry!

"Behold! The spirits of desert fire lay our foes low!"

Jareen may be laying it on a bit thick, but he's hoping he can aid Arakan's usual intimidation techniques.


Grea wrote:

Grea stumbles left away from the mounted bandit. She bounces off Cahel back into the other bandit who she pummels and rakes before falling away clutching her right hand.

5' to R17 And unload a flurry on B4
Effects active: Stoneskin +1 AC , offensive precog +1 to hit , minor metamorph, +10 speed

[dice= Flurry unarmed, off precog] 1d20+1+1 ... [dice= damage]1d6+2
[dice= Flurry unarmed, off precog] 1d20+1+1 ... [dice= damage]1d6+2

Another natural 1! How's that weapon breakage work with unarmed strikes, Aubrey?

Turn a nail? Mess up your manicure?


We'll assume that Nuuko is delaying.

With Jaryx firing missiles seemingly at random, the bandit facing him drops his bow and charges, pulling out his axe as he runs.
B8 attacks Jaryx.
Battleaxe (2H) 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 to hit, damage 1d8 + 3 ⇒ (1) + 3 = 4

The bandits knocked down by Djal struggle back up to their feet, but he puts them straight back down again.

As Jareen savours knocking down two of the bandits plus their mounts, one closes from behind.
B6 attacks Jareen.
1d20 + 4 ⇒ (8) + 4 = 12 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
Your Mirror Image spell will come in here - please determine how many images you have, and then please roll to determine if they are hit or you are... Assuming that hits, but your AC is currently down as 10 and 11, and he got 12.

Map updated.

Arakan (or Nuuko, if he decides to stop delaying).


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

Images: 1d4 + 1 ⇒ (1) + 1 = 2 Gah!

Over 50 hit The image, under hit jareen: 1d100 ⇒ 37 FFS!


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: ]

Two images + real Jareen = 3 possibilities. I usually roll for the number of possibilities (1d3 in this case) and assume a 1 hits the caster while anything else hits an image. You are welcome to do what you want, of course - but I wanted to make sure you realized you cheated yourself an image.

"Hey! That is not how to play! Don't make me mad!"


Yes, we'll assume that 0-33 is Jareen so an image is destroyed.

Arakan/Nuuko.

Dark Archive

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

This is what happens when I post while ill.....


OK, Arakan and Nuuko are both delaying. Morthak.


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, 'emboldened' by having allies nearby, steps out enough to be beside Jareen. It's no coincidence that the movement will allow him to get into a better position sooner as well. Drawing his blade as he does, he does not fight, as much as try to talk himself into a better advantage once more. "Foolish decision, deciding to attack us at this point. Did you see what my Kreen ally did to the one of you that seemed to agree with us? What do you think he'll do to you?"

Archaeologist's luck, Lingering for round 2-3
Free, 5' to K21
Move, draw knife
Standard, Intimidate to Demoralize B6 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23


The bandit swallows hard and looks gratifyingly afraid.

Morthak.

Map updated.


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

Morthak carefully aims his warhammer, bringing it down hard on the sleeping raider's head.

Coup de Gras Auto-Crit vs B3: 3d8 + 18 + 1d6 ⇒ (8, 5, 6) + 18 + (6) = 43

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