Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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The aarakora seems convinced. "You!" it says to Arakan. "Bring spear here!"


male Mul Fighter 4 EXP 3873

I nod.


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 benefits of assisting, is that trying doesn't cost anything. If you succeed it's a +2, if you fail, it's no lower than I already rolled.

Arakan gets down from his crodlu, spear in hand. He moves forward with it presented across his open palms, hoping to convey that he is not bearing it toward the bird-man. As he gets close he holds it up, while bowing his head respectively.


MAP 42/42 hp

oh so if i try to assist and roll a 2 i dont harm your attempt?


The aarakora takes to the air in a swirl of feathers. It swoops down and with a clawed foot snags the spear, yanking it from Arakan's grasp. It then soars upwards, shrieking in triumph, and out of sight.


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

Jareen grunts in surprise. "Let's get moving before they decide to test that spear on us."


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

"Good idea."
Th'Kal clicks in surprise too -- he wasn't too sure that would work.

He nudges his crodlu back into the lead and sets off on their original course, assuming everyone will follow.


male Mul Fighter 4 EXP 3873

We'll move out I reckon.

perception 1d20 + 2 ⇒ (15) + 2 = 17


The party hurry on from the encounter with the birdman, hoping it won't realise it was duped too soon.

Alright, final stage of this little segment - survive the rigours of the journey. Everyone make one skill check. You can choose the skill, providing you can demonstrate its relevance (i.e. demonstrate what you are doing as a bit of roleplaying) - some skills are obvious (like Endurance or Athletics), some might be less so but relevant (which might mean a higher DC), and some will be irrelevant - DM's decision, and also will depend on how well you can convince me. You can, if you wish, use a mount's skill bonus instead of your own if you prefer. The base DC is an unchallenging 11 as you are well-equipped. If you fail, lose a healing surge.


male Mul Fighter 4 EXP 3873

Furio remembers back, to a time he was in trouble; he doesn't even remember what he did. Maybe nothing.

But he was put in the box for three days,......in the sweltering heat....to learn the error of his ways.

He's pleasantly surprised, to find that (so far, anyway,) the desert's punishment has nothing on the box.

endurance:

1d20 + 11 ⇒ (5) + 11 = 16

"Hey, guys;" he says, almost cheerfully; "remember to drink enough water;"
he continues scanning the sky, wondering when the aaracockra will be back.

"I wonder if they think we're weak now. I wonder if they'll be back, to take more from us......"


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

Th'Kal tries to keep the group moving through the canyon. He dismounts every so often to try and help clear the path of loose rocks, hefting them off to the side or rolling them when they are too big... whatever it takes to make the passage a bit easier for the less experienced riders (and honestly to get himself out of the saddle periodically -- he's not travel-sore... he just finds it a bit odd to be on the crodlu).

Athletics: 1d20 + 11 ⇒ (15) + 11 = 26

<brrlk> "Come this way... the path is more clear."


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

Nature: 1d20 + 4 ⇒ (15) + 4 = 19

Jareen keeps an eye on the Thri-Kreen, happily letting it do the heavy work. He does though keep an eye on the way the valley twists and turns, and infers from his knowledge of such geological formations some optimal routes, pointing out the best routes to Th-Kal.


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 questions the mul's concerns, "What does it matter if they consider us weak? We avoided possible loss of life or slavery by being the smarter of the two groups. If he learns of our deception, it just may be after he tries fight for or demand more authority. With the nugget I planted about the spear making him more powerful to rule, they may just fight one another. So, if they do come at us, it is with less numbers. All we lost was a spear I wasn't likely to even pick up, and it only added weight to my mount. We avoided a possibly ruthless fight, by letting them haul away my garbage."

Arakan is fine sitting back and letting the others do the work, as is his wont, all he needs to do is suffer the saddle and sun.

Endurance 1d20 + 7 ⇒ (16) + 7 = 23


male Mul Fighter 4 EXP 3873

Furio helps with the heavy lifting. He feels like doing some pushups.


Male Halfling Ranger 2

Ruscer lets his mind wander as the canyon slides by. Those bird things reminded him of fleeing through the jungle. An unknown monster chasing him through the tree tops. Ruscer nimbly hops from the ground and swings from the low branches for a short distance to avoid obstacles in his path. He doesn't know what is chasing him but it sounds mean and hungry. Furio's voice brings him back to the present.
Acrobatics:1d20 + 13 ⇒ (5) + 13 = 18


MAP 42/42 hp

athletics: 1d20 + 10 ⇒ (5) + 10 = 15

Gart is accustomed to the harsh demands of desert travel. Gart will help the 'kreen move obstacles out of the path as necessary.


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Ruscer wrote:

Ruscer lets his mind wander as the canyon slides by. Those bird things reminded him of fleeing through the jungle. An unknown monster chasing him through the tree tops. Ruscer nimbly hops from the ground and swings from the low branches for a short distance to avoid obstacles in his path. He doesn't know what is chasing him but it sounds mean and hungry. Furio's voice brings him back to the present.

Acrobatics:1d20 + 13

A daydream? You have avoided the rigours of the journey with a daydream? Of something your character did years ago? Meh, I'll let it go - Christmas spirit and sheer audacity.


The party shrug off the desert environment, heading onward with determination.

125xp each.

Perception checks, DC 18:

Spoiler:
A massive spider as big as a man, all black hair, glassy multiple eyes and fangs, crouches in the shadow by a boulder, ready to spring.

If you make the Perception check, Nature check, DC 14:

Spoiler:
It's a pack spider - they rarely hunt alone.


MAP 42/42 hp

perception: 1d20 + 1 ⇒ (10) + 1 = 11


male Mul Fighter 4 EXP 3873

perception: 1d20 + 2 ⇒ (10) + 2 = 12


male Mul Fighter 4 EXP 3873

Furio sallys forth, oblivious as usual.


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

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Nature: 1d20 + 3 ⇒ (15) + 3 = 18

Th'Kal calmly draws his greataxe (fast movement might cause the thing to spring). But his antenna stand straight up to betray his calmness. This thing is a predator, no amount of talking from the almostelf will get them past it this time. Th'Kal fights his kreen nature to shout when excited, and delivers the following as calmly as possible:
"Spider. Very large. It has a hunting pack... I would assume there are many spider, hiding, waiting. Prepare for attack, but no fast movement."


male Mul Fighter 4 EXP 3873

Furio draws his gouge.

"Can you point to where they are?"

Looks around;

"Any of you guys....uh....good with spiders?"


MAP 42/42 hp

Gart readies his carrikal as calmly as possible.


Male Halfling Ranger 2

Ruscer smoothly slides an arrow onto his bow. "Does anyone see any more? Specifically above us? Last thing I want is one of these things jumping on my head. If one of those things land on my head this stupid lizard better run fast."
Perception :1d20 + 9 ⇒ (2) + 9 = 11

I was in a hurry to get out the door and wanted to get it posted. Merry Christmas


Roll initiative. Map coming soon.


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

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Nature: 1d20 + 4 ⇒ (17) + 4 = 21

Jareen indicates his Crodlu to stop, and moves slowly to retrieve a dagger.

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13


MAP 42/42 hp

init: 1d20 ⇒ 3


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])

Perception 1d20 + 6 ⇒ (1) + 6 = 7

Arakan was letting the day's warmth lull him into a sleep, while the others worked at the front. He almost didn't even hear the warning about the spiders, if it wasn't for everyone stopping and drawing weapons, he probably would have just dozed off in the saddle.

Initiative 1d20 + 4 ⇒ (12) + 4 = 16
Does our Warlord offer the initiative bonuses at all?


MAP 42/42 hp

not that i know of


Male Halfling Ranger 2

1d20 + 11 ⇒ (13) + 11 = 24


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

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

@Gart our Warlord: Looks like he has the Battlefront Power (free movment when we roll init) which replaces the Combat Leader Power (+2 init). Battlefront can be a very cool power, but no +2 to initiative...
I'm not sure that +2 would've helped me. WOW that was a bad roll on my part, lol.


Arakan wrote:
Does our Warlord offer the initiative bonuses at all?

No, but he does have the Battlefront Shift encounter power. As a power, it's more explicit and doesn't have to be remembered (was my reasoning) as Tenro hasn't played 4e or a Warlord before.


Map.

The dark grey is the canyon wall - these are rough stone, about 50' high and can be climbed should you so desire. The light grey is rubble, boulders and so on - this is difficult terrain, although you can move normally through it with a DC 16 Athletics check. The brown is dry scrub - again, difficult terrain, although you can move through it normally with a DC 16 Acrobatics or Nature check.

The PCs are to the south, heading north. The closest of you is no frther north than line 25. Please place yourselves on the map and remember you are riding Large mounts (most of you). S is the spider.

Spider initiative 1d20 + 5 ⇒ (6) + 5 = 11

Initiatives:
Ruscer 24
Arakan 16
Jareen 13
Spider 11
Kal 5
Gart 3
Furio ?


MAP 42/42 hp

my rights say View Only. i will be placed wherever i was in the formation according to Arakan


male Mul Fighter 4 EXP 3873

Initiative
1d20 + 2 ⇒ (10) + 2 = 12


male Mul Fighter 4 EXP 3873

I'll take HI 25-26. Me and my crodlu.


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

I'll take adjacent to Furio: JK25-26


Male Halfling Ranger 2

I will take JK20-21


MAP 42/42 hp
Ruscer wrote:
I will take JK20-21

[ooc]GM said 25 was the closest to the spider any of us were. I will take jk-27/28


Gart wrote:
Ruscer wrote:
I will take JK20-21
GM said 25 was the closest to the spider any of us were. I will take jk-27/28

Yup. Anyway, the missile guy should be lurking near the back.

Something else - the scrub provides concealment.


Gart wrote:
my rights say View Only. i will be placed wherever i was in the formation according to Arakan

Everyone has View Only - I can only add you in if I have your email account and you get a google.docs account with it.


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

Jareen will take H32-I33


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 be in KL 30-31


Initiatives:
Ruscer 24
Arakan 16
Jareen 13
Furio 12
Spider 11
Kal 5
Gart 3

Map updated.

Ruscer? Please place yourself and then it's your go.


Male Halfling Ranger 2

Sorry was looking at it backwards. Please place me HI28-29


Your mount is Medium and so only occupies a single space - i've put it in the vicinity you mentioned. It's now your turn.


Male Halfling Ranger 2

The initiative check works for my Hunter's Privilege? Ruscer checks the area around him and tries to figure out his next move. The brush next to him looks like a good spot for cover.
Want to hide in the brush at G 28 Acrobatics 1d20 + 13 ⇒ (19) + 13 = 32
What check do I do for concealment?


MAP 42/42 hp

do i have to say im using my ability that triggers off of initiative rolling?


The initiative check will work with your Hunter's Privilege. However, bear in mind that that's a Daily power, and this is the first combat. You are geared to have a massive Initiative bonus so you should normally be first in most combats. To hide you need to make a Stealth check, not Acrobatics.

Stealth:

Spoiler:
Action: The check is usually at the end of a move action, but it can be at the end of any of the creature’s actions that involve the creature moving.
Opposed Check: Against the passive Perception of each target creature present. If the creature moves more than 2 squares during the action, it takes a -5 penalty to the Stealth check. If the creature runs, the penalty is -10.
A creature can make a Stealth check against a target only if the creature has superior cover or total concealment against that target or if the creature is outside the target’s line of sight. Outside combat, the DM might allow a creature to make a Stealth check against a distracted target, even if the creature doesn’t have superior cover or total concealment and isn’t outside the target’s line of sight. The target might be focused on something in a different direction, allowing the creature to sneak around it.
Success: The creature becomes hidden from the target. Being hidden means being silent and invisible (see “Invisibility").
Remaining Hidden: The creature remains hidden as long as it meets these requirements.
Keep out of Sight: If the creature no longer has any cover or concealment from a target, it doesn’t remain hidden from the target. The creature doesn’t need superior cover, total concealment, or to stay outside line of sight, but it at least needs partial cover or partial concealment from a target to remain hidden. A hidden creature can’t use another creature as cover to remain hidden.
Keep Quiet: If the creature speaks louder than a whisper or otherwise draws attention to itself with a noise, it doesn’t remain hidden from any creature that can hear it.
Keep Still: If the creature moves more than 2 squares during an action, it must make a Stealth check to remain hidden, with a -5 penalty, or a -10 penalty if the creature runs. If any creature’s passive Perception beats the check result, it doesn’t remain hidden from that creature.
Don’t Attack: If the creature makes an attack, it doesn’t remain hidden.
Not Remaining Hidden: If the creature takes an action that causes it not to remain hidden, the creature retains the benefits of being hidden, such as combat advantage, until the action is resolved. The creature can’t become hidden again as part of that same action.
Also, if an enemy tries to enter the creature’s space, the creature doesn’t remain hidden from that enemy.

Example: After shooting a goblin with her crossbow, Keira uses acrobatic maneuver to move 4 squares through a doorway into an adjacent room. From her new position, the goblin does not have line of sight to her, so she can make a Stealth check to become hidden as part of the movement of her acrobatic maneuver. Because she moved more than 2 squares, though, she takes a -5 penalty to her Stealth check. She rolls a 12, adds her Stealth check modifier (+9) and subtracts the penalty for movement for a result of 16. Her check result is higher than the goblin’s passive Perception of 13, so she is hidden from it. The goblin moves during its turn, but Keira still has partial cover from it even after the goblin’s movement, so she remains hidden. During her next turn, Keira uses a rogue power that allows her to move 2 squares before her attack. She moves 2 squares out into the open to get a clear shot and then shoots the goblin. Because her movement and attack are both part of the action that causes her to be no longer hidden, she retains the benefit of being hidden until after the attack is resolved. She gains combat advantage and deals her Sneak Attack damage to the goblin. Keira can then use her move action to find a new position from which to make a Stealth check to become hidden again.

Also, you are mounted - you either dismount (see the Mounted Combat rules) or your mount has to make a Stealth check too.

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