Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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

Yes. You have to elect to use a power, so you have to say.


MAP 42/42 hp

ah, ok. if the statute of limitations has not yet passed:

"get him!" Gart says to the 'kreen. can shift up to half of your speed


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Gart wrote:
if the statute of limitations has not yet passed:

I'll shift (1/2 mount's speed == 4) to: KL 21-22


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

Map updated.

Ruscer.


Male Halfling Ranger 2

I will delay my turn until after Furio please.

Ruscer waits patiently to see how his new companions will handle themselves.


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 eases his crodlu up closer behind the Kreen, using the mantis-man as a shield. As he rides forward, he draws and loads his hand crossbow, before spinning it and firing at the spider eyeing them from the scrub. He launches an amazing shot, somewhat surprised at himself for even hitting. It's a good thing, he thinks these brutes need to see that he has power as well as persuasion.

Move, move mount up to J/K 23-24.
Minor, Draw hand crossbow
Free, load weapon
Standard, Sly Flourish on spider 1d20 + 7 ⇒ (20) + 7 = 27, crit does 1d6 + 14 ⇒ (2) + 14 = 16 (max+8+1d6 for inherent)


Arakan casually fires his crossbow, and surprises himself when the bolt thuds into one of the spider's many eyes. It leaps upwards in shock.

Jareen.

Map updated.


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

Jareen lets loose a force missile at the spider )doing 6 damage to it) and looks around for others.

perception: 1d20 + 4 ⇒ (8) + 4 = 12


The magic bolt smacks unerringly into the wounded spider.

Furio.


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])

Jareen, don't forget to hide any arcane actions, as we are often seen as defilers. I don't remember if Aubrey said it was a Bluff or Arcana skill check. Call it a different type of power source (e.g. Psionic, Divine). Since we have a group of martials they may not be able to tell the difference, but anyone that uses those sources normally, can recognize it otherwise.


male Mul Fighter 4 EXP 3873

move me up to hi 19-20; I dont wanna cut off the kreen.


Arakan wrote:
Jareen, don't forget to hide any arcane actions, as we are often seen as defilers. I don't remember if Aubrey said it was a Bluff or Arcana skill check. Call it a different type of power source (e.g. Psionic, Divine). Since we have a group of martials they may not be able to tell the difference, but anyone that uses those sources normally, can recognize it otherwise.

It's a Bluff check, but I guess an Arcana check should be OK.


The spider suddenly takes to the air, leaping over the brush to land by Kal. Its fang stab at the 'kreen's mount before it suddenly bounces over the heads of the party to land between Jareen and Ruscer. Two more spiders scuttle along the canyon walls, heading towards the commotion.

S1: Standard action: jumps 6 to K20, which doesn't provoke AoOs, and then bites at Kal's mount (it's not too bright and can't tell it's a rider and mount). 1d20 + 9 ⇒ (19) + 9 = 28 v AC to hit, damage 1d6 + 9 ⇒ (1) + 9 = 10 plus 5 ongoing poison damage (save ends). On a hit, the mount is knocked prone, which effectively dismounts Kal (I guess - I'm not looking at the mounted combat rules right now).
Move action: jumps 10, again without provoking AoOs, to land at I30.

S1 and S2 are running along the vertical canyon walls, about 10' up.

Map updated.

Ruscer or Kal.


male Mul Fighter 4 EXP 3873

so much for an aoo.


Ruscer (if he wishes to stop delaying) or Kal.


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

Falling Prone: If the mount falls prone, the rider is dismounted and falls prone in an unoccupied space of the rider’s choice adjacent to the now-prone mount... [there's some more info on flying mounts and also some info on trying to stay in the saddle]

Th'Kal will fall prone in I23

After being spilled from the saddle, a momentary thought of thankfulness passes through Th'Kal's mind - I prefer it on the ground anyways - more room to move... He vibrates quietly to himself, the hunt is on!
Th'Kal leaps to his feat. He lets out a shrill screach that takes his whole body (head thrown back, mandibles open, lower arms wide spread, great axe raised in the air...). It's a howl that focuses all his strength and rage, and with it he launches himself at the spider that lept over him. Attempting to cut the thing in half with his mad rush.

Move action to stand. Standard Action to Charge W/ Howling Strike to I29
1d20 + 10 ⇒ (12) + 10 = 22 vs AC on Spider1,
if it hits: damage is: 1d12 + 1d6 + 1d8 + 5 + 2 ⇒ (4) + (2) + (5) + 5 + 2 = 18

@Aubrey: is there any worry of my mount trying to bolt? I had a pretty good nature check on the crodlu when we first mounted up... do I need to make another check or something to calm it into not running away? I have a minor action left prior to my charge that I could've used to calm it, if needed/able.

Mount's Save vs Ongoing: 1d20 ⇒ 1 - fail

Stats:
Th'Kal: 35/35 HP; +0 temp; 10/10 surges; 1/1 AP
Encounters Used: <none>
Dailies Used: <none>
Crodlu Mount: 40/55 HP and ongoing 5, and prone


Male Halfling Ranger 2

Ruscer feels his heart beat faster. He draws his arrow back and cant help but notice how his hands shake a little. Picking out the nearest spider he fires and hopes his shaky hands don't miss.
Hunters Quarry on I30 and an attack.

Attack:1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 1d6 + 6 ⇒ (8) + (4) + 6 = 18


Quick question is there supposed to be 2 S1 on the map?


MAP 42/42 hp

Gart sees the spider land behind his squad's front line next to the "soft targets": the old man and the little wild one. As he had dozens of times before, he went about plying his trade.

Gart swings off the saddle (move action into J29), and shouts, "Not today, beast!"

attack: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d8 + 5 ⇒ (7) + 5 = 12 carrikal, brutal 2


Ruscer wrote:

Quick question is there supposed to be 2 S1 on the map?

Um, no - extraneous S1 now removed.


The spider is crushed underneath the axes of Gart and Kal, and finally expires with a shudder as Ruscer's arrow thuds into its jaws.

Just a couple of comments on Ruscer's and Gart's attacks. You both did basic attacks, which is fine, but they don't give you the advantages that using your powers would. Powers are the key to 4e combat: they usually work just like your basic attacks, but then something additional that's useful happens, either before or after - it's set out in the power descriptions, so have a look at those. Also, in 4e you don't just "attack" like you do in previous editions (by which I mean you roll to overcome AC) - you attack a specific defence (see Arakan's and Kal's attacks above) of which there are four: AC, Reflex, Fortitude and Will (their similarity to the old saving throws is not coincidental). Frankly, for martial characters like Ruscer and Gart the chances are your powers will be against AC anyway, but not all of them will be so it is important to check. But you squished the spider, so it's going fine at the moment.


Initiatives:
Arakan 16
Jareen 13
Furio 12
Spider 11
Kal 5
Ruscer 4
Gart 3

Map updated.

Arakan.


Th'Kal wrote:
@Aubrey: is there any worry of my mount trying to bolt? I had a pretty good nature check on the crodlu when we first mounted up... do I need to make another check or something to calm it into not running away? I have a minor action left prior to my charge that I could've used to calm it, if needed/able.

You can try a Nature check to calm it down as a Minor - DC 11. If you succeed, it'll stand up but stay where it is. If you fail, it'll take a move action away from the incoming spiders.


MAP 42/42 hp

yes i looked at my at-will attacks but i didnt see any that really would have helped in my opinion. they would have been great if i was up with the strikers attacking, but i was just trying to keep the spider from eating the archer and defiler :D

also, for my commander's strike: is that an attack? do i roll attack and damage, or is it just me spending my standard action for someone else to attack? i see the point either way, i just wanted to know which it is. it is called "strike" but it doesn't say to roll attack or damage.


Male Halfling Ranger 2

Delay until after the spider moves

Looking at the situation Ruscer decides to wait for a clean shot on the net spider. Plus it never hurts to have a body or two between you and the danger.


Male Halfling Ranger 2

If I use my move in a turn can I delay my action or do I have to use everything in one go?


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])

Inspired by his previous hit, but no less himself for it, he rides forward while still moving into the brush for at least a little chance to hide. Hoping he can ever once get the power to stick, he once again blows softly against his fingers as he waves his hand past his face.

Move, to H/I 17-18
Load free
Free, Bluff as Primal user 1d20 + 12 ⇒ (16) + 12 = 28
Standard, Eyebite on S2 1d20 + 6 ⇒ (9) + 6 = 15 vs Will
Damage 1d6 + 5 ⇒ (5) + 5 = 10 Psychic and I am invisible to the target until the SoMNT

Common 4E durations:
Start of My Next Turn (SoMNT)
End of My Next Turn (EoMNT)
End of the Encounter (EoE)
End of Their Next Turn (EoTNT)
Start of Their Next Turn (SoTNT)
Save Ends (SE) *Meaning it ends if they make a save at the end of their turn. All saves get rolled at th the very end of the turn, unless a power allows otherwise.


Ruscer wrote:

Delay until after the spider moves

Looking at the situation Ruscer decides to wait for a clean shot on the net spider. Plus it never hurts to have a body or two between you and the danger.

As you delayed, you are now in a new position in the initiative, so it's not your go, it's Arakan's. And to answer your second question, no, you must use all your actions together.


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

Minor action from last turn... inserted prior to the move action to stand.

After spilling from the saddle, Th'Kal puts one of his claws on the crodlu's snout, releases soothing pheromones, and vibrates a bit (<hums>) to calm the beast from the spider's attack.
...<then, back to his original post>... a momentary thought of thankfulness passes through Th'Kal's mind - I prefer it on the ground anyways - more room to move... the hunt is on!...

Nature Check:1d20 + 3 ⇒ (14) + 3 = 17


Gart wrote:
also, for my commander's strike: is that an attack? do i roll attack and damage, or is it just me spending my standard action for someone else to attack? i see the point either way, i just wanted to know which it is. it is called "strike" but it doesn't say to roll attack or damage.

I think etiquette would be that you would ask the character's player to make the rolls.


Initiatives:
Arakan 16 (invisible to S2)
Jareen 13
Furio 12
Spider 11
Kal 5
Ruscer 4
Gart 3

Arakan's shot brings the spider up short, it's palps wiping its eyes furiously.

Jareen.


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

Seeing how fast those spiders move, Jareen decides to watch where they go next before acting.

Delay until after the spiders.


MAP 42/42 hp
Aubrey the Demented/Malformed wrote:
Gart wrote:
also, for my commander's strike: is that an attack? do i roll attack and damage, or is it just me spending my standard action for someone else to attack? i see the point either way, i just wanted to know which it is. it is called "strike" but it doesn't say to roll attack or damage.
I think etiquette would be that you would ask the character's player to make the rolls.

i meant as in do i strike and then the other person strikes, or is it just me spending my standard to talk and they then get to strike


No, you just get to expend your Standard and they get to attack.

Furio.


male Mul Fighter 4 EXP 3873

Furio will move up to MN 14-15.

I don't believe I can mark anybody.....yet.


No, you have to attack in order to mark. However, you have the movement on crodlu-back to reach S2 and although the spider is 10' off the floor clinging to the canyon wall you should be able to reach it with a weapon due to your higher position - up to you.


male Mul Fighter 4 EXP 3873

I'll do that then. I guess I'll go 5 feet to the east; putting together my attack in a few minutes.


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male Mul Fighter 4 EXP 3873

Vicious Offensive

1d20 + 8 ⇒ (5) + 8 = 13 vs. armor class.

damage 2d6 + 5 ⇒ (5, 5) + 5 = 15 BRUTAL 1....

"GOUUUUUUUUUUUUUUGE!!!" Furio yells; marking spider number two for ultraviolence.


Furio stands up in the saddle and sweeps his gouge at the nearest spider. It scuttles to one side and the attack misses, but the spider gets the message. It snaps his laws in his direction. The other flings itself across the canyon, aiming to grab the mul in its jaws.

Furio misses. Both spiders attack Furio.
S2: 1d20 + 9 ⇒ (3) + 9 = 12 v AC, damage 1d6 + 9 ⇒ (1) + 9 = 10 plus 5 ongoing poison damage (save ends)
S3: 1d20 + 9 ⇒ (11) + 9 = 20 v AC, damage 1d6 + 9 ⇒ (6) + 9 = 15 plus 5 ongoing poison damage (save ends). On a hit, the target is knocked prone.

EDIT: S3 hits, so Furio falls prone. Per the mounted combat rules, that means Furio gets a saving throw - on a 10 or more he stays in the saddle, on a 9 or less he falls prone in an adjacent square of his choice.

Initiatives:
Arakan 16 (invisible to S2)
Jareen 13 (delaying)
Furio 12 (possibly prone, taking 5 ongoing poison damage)
Spider 11 (S2 marked by Furio)
Kal 5
Ruscer 4
Gart 3

Map updated.

Kal, or Jareen if he chooses to stop delaying.


male Mul Fighter 4 EXP 3873

saving throw 1d20 ⇒ 20


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male Mul Fighter 4 EXP 3873

back in the saddle!!!


male Mul Fighter 4 EXP 3873

+17 fort save?

I'm sorry; while I'm trying to do this, my daughter is all up in my grill.
I'll figure it all out shortly.

edit figured it out.

At the end of my next turn, I roll 1d20; 11+ unmodified means the effect ends.
I guess at the end of my next turn, I take 5 hp's damage, and make that roll. So I'll roll then.


Kal/Jareen.


Furio Tembo wrote:

+17 fort save?

I'm sorry; while I'm trying to do this, my daughter is all up in my grill.
I'll figure it all out shortly.

edit figured it out.

At the end of my next turn, I roll 1d20; 11+ unmodified means the effect ends.
I guess at the end of my next turn, I take 5 hp's damage, and make that roll. So I'll roll then.

Strictly, you take the damage at the start of your turn, and then make the save at the end of your turn. And the save is 10+ to end, 9- for it to continue.


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

Th'Kal turns and heads back north into the canyon, he tries to send a bit of his psychic anger towards the northern most spider (S3), hoping to find an openning to a more deadly strike.

Move to I22
Standard Action: Psychic Surge vs S3
1d20 + 6 ⇒ (6) + 6 = 12 vs REFLEX
If it hits: 1d8 + 5 ⇒ (1) + 5 = 6 (and my attacks against the target can score a critical hit on a roll of 18-20 TEoNT).

Mount Save: 1d20 ⇒ 12 - Success!

Th'Kal: 35/35 HP; +0 temp; 10/10 surges; 1/1 AP
Encounters Used: Psychic Surge
Dailies Used: <none>
Crodlu Mount: 35/55 HP and prone


Kal sends a mental probe, but the spider's mind is too alien even for him.

Ruscer or Jareen.

Map updated.


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

Jareen prods his Crodlu forward (H25-I26)


Male Halfling Ranger 2

Ruscer moves closer to try and get a clear shot at the spiders.
H20


I can't help detecting a definite reluctance to use powers.

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