Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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MAP 42/42 hp

Gart will take the 4 spaces directly next to him


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

Th'Kal would like to be close to the front (I know front row is taken), so I think that puts him in 70/71 right behind them and I'll take right in line with the tunnel if able (AL/AM).


Male Halfling Ranger 2

I will take directly behind Th'Kal. Don't want to be too close to the action yet.


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 beside Th'Kal (AN/AO 70-71)

Dark Archive

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

Put Jareen in AO-AP,72-73, don't want to bunch up too much.


Furio, peering through the tunnel, notices what looks like a pile of ropes across its width at the far end.

Map updated.

Archers 1d20 + 4 ⇒ (19) + 4 = 23
AN Other 1 1d20 + 3 ⇒ (5) + 3 = 8
AN Other 2 1d20 + 2 ⇒ (5) + 2 = 7

Initiatives:
Archers 23
Arakan 21
Gart 13
Jareen 11
AN Other 1 8+
Furio 8-
AN Other 2 7
Ruscer ?

Ruscer, please roll initiative.


Male Halfling Ranger 2


init: 1d20 + 11 ⇒ (11) + 11 = 22


male Mul Fighter 4 EXP 3873

"There's a pile of ropes, at the far end......might try and trip us with them,....."


Male Halfling Ranger 2

Do I need to declare Hunter's Privilege?

Hunter's Privilege: Your keen senses and uncanny instincts give you an edge over your quarry. (No action, Martial, Stance, Personal) Trigger: You make an initiative check at the beginning of an encounter and your check result is higher than any other combatant’s Effect: Until the stance ends, you add 3 to the extra damage you deal with Hunter’s Quarry.


Yes, you would since it is, I believe, a Daily power. But since you aren't actually first in the initiative order, it's a bit moot.

Initiatives:
Archers 23
Ruscer 22
Arakan 21
Gart 13
Jareen 11
AN Other 1 8+
Furio 8-
AN Other 2 7


The archers open fire on the two leaders.

A1 on Furio, A2 on Gart.
A1: 1d20 + 9 ⇒ (20) + 9 = 29 v AC to hit, damage 5
A2: 1d20 + 9 ⇒ (20) + 9 = 29 v AC to hit, damage 5

EDIT: two 20s, but the damage is still 5.

Ruscer.


Male Halfling Ranger 2

Double move to AM 60
Ruscer keeps his head down and urges his mount faster. He squeezes his body down as small as he can to make the smallest target.


I think you double-moved your movement, not your mount's - is this where you want to be?


Male Halfling Ranger 2

Nope AM56 it is


Ok...

Ruscer pulls ahead and is first through the gatehouse entrance. As he is about to burst through back into the light at the other side, the bandits trigger their trap. The ropes Furio spotted spring up, pulled from either side, to form a net about four feet high - enough to catch the legs of running mounts as they come through the tunnel.

OK, you have a choice (as do the rest of you). You can just stop at AL/59 or AM/59 and that's the end of your turn. Alternatively, you can try to jump your mount over the barrier - that's a DC 13 Athletics check for your mount (an erdlu has a +3 Athletics bonus, a crodlu has +5). You can give your mounts a +2 bonus to that check by succeeding in a DC 11 Acrobatics, Athletics, Intimidate or Nature check. If you succeed, you can ignore the barrier and just finish your movement. If you fail, you stop abruptly in AL/59 or AM/59, your mount falls prone, you are automatically dismounted and fall prone too, and you are restrained (save ends). Note than once two people have fallen victim to the net, it comes loose and cannot block the paths of anyone else, but anyone affected by it still has to fight free, as above.


MAP 42/42 hp

still Ruscer's choice or Arakan's?


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

PS. You missed me in the Init List, I think my 14 puts me right in front of Gart on the list.


Initiatives:
Archers 23
Ruscer 22
Arakan 21
Th'Kal 14
Gart 13
Jareen 11
AN Other 1 8+
Furio 8-
AN Other 2 7

Still Ruscer.


male Mul Fighter 4 EXP 3873

"Sunsa b~%%*es!"


Male Halfling Ranger 2

Going to jump it.
For bonus
Athletics:1d20 + 13 ⇒ (13) + 13 = 26Success!

Erdlu Athletics: 1d20 + 5 ⇒ (8) + 5 = 13
Tie means I succeed right?


Male Halfling Ranger 2

How difficult is it to cut or burn through that rope?


male Mul Fighter 4 EXP 3873

That's one....


MAP 42/42 hp

if you roll the number of the DC, you succeed. same thing with AC, if they have an AC 21 and you roll a 12+9, you hit


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 hopes to rush the gate as well, trying his hand at getting his mount over the obstacle. He spurs the beast to hurry, kicking it into gear, pushing it into a serious run. As the beast nears the obstacle, he urges it and it leaps the attempt to hinder their progress. Racing into the area like they discussed he just passes Ruscer, veering toward the buildings to the right in case the need for cover arises.

Intimidate 1d20 + 9 ⇒ (15) + 9 = 24
Crodlu Athletics 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Double move to AM/AN 54-55


Map updated.

Th'Kal, then Gart, then Jareen.


Map updated for the positions of the archers.


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

Th'Kal follows after Arakan. He is much more gentle with his mount -- Th'Kal uses his natural dexterity to ease the beast's burden as it jumps over the rope. Th'Kal balances lightly in the saddle and his mount clears the ropes with only minor difficulty.
He then pulls up short, just outside the gatehouse, to survey the area.


Acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16
Crodlu's Athletics: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
I'll take the four squares at: AJ/AK 57/58

Th'Kal: 25/35 HP; +0 temp; 10/10 surges; 1/1 AP


Gart.


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

Jareen will delay until after Furio. Last in doesn't seem good, but hey ho...


MAP 42/42 hp

Gart prods Aleister Crodley along, no time to slouch, everyone passed us.

athletics: 1d20 + 10 ⇒ (5) + 10 = 15 vs DC 11

crod acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25 vs DC 13

Having already taken an arrow on the approach, and expecting many more, Gart tries to pull his crod hard to the right to present less of a target, ending at AN56-AO57


Another bandit emerges from one of the relatively intact houses (at AR41). Carrying a staff, he moves closer to the action before pointing it at Arakan and quickly intoning some syllables. A black beam fires from the end, aimed at Arakan.

Defiler Assassin fires a ray at Arakan: 1d20 + 8 ⇒ (8) + 8 = 16 v Fort, 1d8 + 6 ⇒ (2) + 6 = 8 necrotic damage on a hit plus Arakan will grant combat advantage until the end of the Defiler Assassin's next turn. This is clearly arcane magic, by the way.

Furio, then Jareen.

Initiatives:
Archers 23
Ruscer 22
Arakan 21
Th'Kal 14
Gart 13
Defiler Assassin 8+
Furio 8
Jareen 8-
AN Other 2 7

Map updated.


male Mul Fighter 4 EXP 3873

Intimidate: 1d20 + 5 ⇒ (14) + 5 = 19

Athletics Crodlu: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11


male Mul Fighter 4 EXP 3873

Dismounted in AL 59. Restrained. Prone.

Save if I can this round;
1d20 ⇒ 20

if not, tnen oh well.


You can save this round, but as it's at the end of your round that's you done.

Map updated.

Jareen.


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

Seeing his way blocked, Jareen holds back and instead throws a bolt of phantom energy at one of the archers. (A2)

Attack: 1d20 + 8 ⇒ (20) + 8 = 28 vs. Will. Hit: 1d8 + 5 ⇒ (8) + 5 = 13psychic damage and slide to AN63

crit_confirm: 1d20 + 8 ⇒ (16) + 8 = 24 vs Will


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])

You don't confirm crits. On a nat 20 you do max damage (which you rolled anyways) plus additional damage based on using inherent bonuses. At this level it's an extra d6.


What the man says. And your way isn't blocked - you can move through the spaces of allies as normal.

The archer is knocked flat, his heart stopped.

A2 down. You've still got a minor and a move.

Bursting out of a nearby hut (at AR41) comes a dwarf with three jhakars (vicious dog-like reptiles about the size of a collie) on long leads. He barks a command and releases them, and they streak towards their nearest target - Arakan. He pauses to unlimber a gouge (a sort of military-grade sharpened spade, also used by Furio) and follows after them.

Due to their size, the jhakars can only really reach Arakan's mount, so they'll attack that. They charge Arakan's mount, and then shift 1 afterwards, trying to surround him. The dwarf is not so limited.
Jhakar 1: 1d20 + 6 ⇒ (14) + 6 = 20 v AC, damage 2d6 + 2 ⇒ (1, 1) + 2 = 4 and the jhakar shifts 1
Jhakar 2: 1d20 + 6 ⇒ (18) + 6 = 24 v AC, damage 2d6 + 2 ⇒ (5, 2) + 2 = 9 and the jhakar shifts 1
Jhakar 3: 1d20 + 6 ⇒ (15) + 6 = 21 v AC, damage 2d6 + 2 ⇒ (3, 1) + 2 = 6 and the jhakar shifts 1
Dwarf: 1d20 + 7 ⇒ (10) + 7 = 17 v AC, damage 2d6 + 6 ⇒ (3, 3) + 6 = 12

The archers keep up their fire.

A1 shoots at Jareen. A3, A4 and A6 shoot at Th'Kal. A5, A7 and A8 shoot at Arakan.
A1: 1d20 + 9 ⇒ (18) + 9 = 27 v AC, damage 5
A3: 1d20 + 9 ⇒ (11) + 9 = 20 v AC, damage 5
A4: 1d20 + 9 ⇒ (13) + 9 = 22 v AC, damage 5
A5: 1d20 + 9 ⇒ (2) + 9 = 11 v AC, damage 5
A6: 1d20 + 9 ⇒ (10) + 9 = 19 v AC, damage 5
A7: 1d20 + 9 ⇒ (6) + 9 = 15 v AC, damage 5
A8: 1d20 + 9 ⇒ (20) + 9 = 29 v AC, damage 5

Initiatives:
Archers 23
Ruscer 22
Arakan 21
Th'Kal 14
Gart 13
Defiler Assassin 8+
Furio 8
Jareen 8-
Dwarf and jhakars 7

Ruscer.

Map updated.


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

I don't think there is anything useful Jareen can do with those actions....


Male Halfling Ranger 2

Ok lets give this a shot. Going to talk my logic through this to make sure I am getting it right.

Sure Shot: Attack +9 vs AC so:

Sure Shot: 1d20 + 9 ⇒ (5) + 9 = 14 v AC

Damage: 3d8+8 You can reroll each damage die once but must use the second result.

Damage: 3d8 + 8 ⇒ (1, 2, 5) + 8 = 16


Male Halfling Ranger 2

Ok that AC roll sucked. I'm guessing it missed. Just In case I wish to re roll the 1 and 2 roll of damage.

2d8 ⇒ (4, 1) = 5 +5 +8 = 18 total damage is successful.


OK, first off, who are you shooting at? Second, Sure Shot also allows you to reroll your attack roll, so though you must take the second result.


Male Halfling Ranger 2

Got so lost in the numbers I forgot to specify target. Was rolling at the dwarf. Reroll attack:

1d20 + 9 ⇒ (18) + 9 = 27 VS AC

At the completion I would like to slide into AP56. That will complete my turn.


OK, now it's down to you who you shoot at. However, remember your Hunter's Quarry power, which can operate if you designate your nearest enemy as your quarry as a Minor action. That's a fairly tasty extra 1d6 damage. I can't see the map on this computer but from memory your nearest enemy is probably Jhakar 1. Do you still want to go ahead with your stated action - the dwarf is probably a bit more dangerous that a jhakar, but they both hand out damage, and you will have more impact with your Hunter's Quarry? (I mention this to ensure that this your full panoply of abilities have taken this into account.)


Male Halfling Ranger 2

Dwarf is 1 diagonal and 1 up. Jhakar is 3 diagonal. I will go for the dwarf and add the Hunters Quarry. Thank you for the tip.

1d6 ⇒ 2

That makes a total of 20 total damage


Ruscer's arrow thuds into the dwarf's shoulder. He howls in rage as the blood drips down his chest.

If anyone can, Arakan.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
If anyone can, Arakan.

Bad pun. Very, very bad pun.


MAP 42/42 hp

sadly, i chuckled hahaha


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? Have you seen my rolls? More like Arakan't

Arakan realizes that he is in a bad state, and all he can deduce is how to get out of danger, also known as his standard tactic. First he coaxes his mount to fight back against the pack trying to take it down, urging it to go for the jhakar in front of it. The large bird pecks and claws at the thing. Hitting at least once he was certain.

In exultation he hollers, aided by arcane force, which he tries to disguise as primal in nature. His yell is fairly powerful, and he's happy with the results. He takes the opportunity to slip from the back of his mount into the nook of the nearby edifice, hoping to use the animal and walls to protect himself. Once nestled inside he tends his injuries.

Arakan's Standard, Crodlu's Pounce attack against J3.
Beak 1d20 + 8 ⇒ (6) + 8 = 14 vs AC, if it hit 1d8 + 4 ⇒ (3) + 4 = 7
Claw 1d20 + 8 ⇒ (16) + 8 = 24 vs AC, if it hit 1d6 + 4 ⇒ (5) + 4 = 9

Action Point
Free, Bluff as Primal user 1d20 + 12 ⇒ (5) + 12 = 17
Standard Action, Shout of Triumph (close blast 3) in AM/AJ/AK 52-54
Attack on Dwarf, 1d20 + 6 ⇒ (10) + 6 = 16 vs Fort
Attack on Jhakar1, 1d20 + 6 ⇒ (11) + 6 = 17 vs Fort
Attack on Jhakar2, 1d20 + 6 ⇒ (17) + 6 = 23 vs Fort
Attack on Jhakar3, 1d20 + 6 ⇒ (10) + 6 = 16 vs Fort
Damage: 1d6 + 5 ⇒ (3) + 5 = 8 thunder damage
On a hit: targets pushed 1 sq (Dw to AK 53) (J1 to AJ 53) (J2 to AK 52) and (J3 to AL 52)
Effect: (if J3 was hit and Pushed) Slide Crodlu up one to AM/AN 53-54

Move action, dismount into A0 53
Free, Bluff as Primal user 1d20 + 12 ⇒ (8) + 12 = 20
Minor, Majestic Word, healing surge+4, and slide 1 sq into AP 53


male Mul Fighter 4 EXP 3873

"I always knew he was a loudmouth, but......damn!"


Arakan knocks the dwarf and his unpleasant pets away and takes shelter. But the jhakars recover quickly, going again for the crodlu.

Immediate Reaction to an enemy ending its turn within 2 squares of a jhakar: shifts 1 and attacks. J2 and J3 do this, attacking Arakan's crodlu again.
J21d20 + 6 ⇒ (10) + 6 = 16 v AC, damage 3d6 + 4 ⇒ (5, 6, 3) + 4 = 18
J31d20 + 6 ⇒ (18) + 6 = 24 v AC, damage 3d6 + 4 ⇒ (3, 4, 4) + 4 = 15

Map updated.

Initiatives:
Archers 23
Ruscer 22
Arakan 21 (bloodied, offering combat advantage until the end of DA's turn)
Th'Kal 14
Gart 13
Defiler Assassin 8+
Furio 8
Jareen 8-
Dwarf and jhakars 7 (dwarf and jhakar 1 bloodied)

Th'Kal.

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