Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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

Know: Religion: 1d20 + 10 ⇒ (9) + 10 = 19

"That thing is incorporeal, it will be difficult to hit with physical weapons!"

Init: 1d20 + 1 ⇒ (15) + 1 = 16

That's one hell of a hit Furio just took.


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

Religion: 1d20 + 1 ⇒ (12) + 1 = 13
Initiative: 1d20 + 4 ⇒ (12) + 4 = 16


male Mul Fighter 4 EXP 3873

save (end of my turn)
1d20 ⇒ 4 11+ saves.

initiative
1d20 + 2 ⇒ (1) + 2 = 3

at 34 of 44 hps.

"Jareen,....you said something about.....the dead.....resting in peace?"


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])

Furio, you used surges up to 43 HP, and just now you took 31 damage. At the start of your turn you will take 5 ongoing poison-necro. So you should be at 12 of 44 with 5 pending.


male Mul Fighter 4 EXP 3873

I missed the next bit. dayyyyum.


male Mul Fighter 4 EXP 3873

"Ghost,.....you're gonna spend the next few seconds regrettin' the f%$! outta that...."

bleeds blood outta his ears and nose


Jareen:

Spoiler:
As an incorpreal creature, the wraith will likely be vulnerable to Force effects.


Wraith: 1d20 + 10 ⇒ (19) + 10 = 29

Initiative:
Wraith 29
Th'Kal 16+
Jareen 16-
Gart 15
Arakan 14
Furio 3
Ruscer ?

I think the wraith goes first. Need an initiative roll from Ruscer.

The wraith reaches out with a spectral claw for Furio.

Attack on Furio: 1d20 + 8 ⇒ (2) + 8 = 10 v Reflex, damage 2d6 + 6 ⇒ (1, 6) + 6 = 13 necrotic.


Male Halfling Ranger 2

init: 1d20 + 11 ⇒ (19) + 11 = 30


Typical - you go first. Do you want to fire off your Hunter's Priviledge (it's not a hint, merely a question - it's a Daily so it'll be done if you use it)? The wraith will take the action it took anyway.

Initiative:
Ruscer 30
Wraith 29
Th'Kal 16+
Jareen 16-
Gart 15
Arakan 14
Furio 3

Map.

After Ruscer, it's Th'Kal.


male Mul Fighter 4 EXP 3873

Reflex 12. He missed me.....


Ruscer?


Male Halfling Ranger 2

Yes and followed by Twin strike.
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 VS AC
Attack: 1d20 + 9 ⇒ (6) + 9 = 15 VS AC
DMG: 1d8 ⇒ 3
DMG: 1d8 ⇒ 5


Hunter's Quarry? Also, you need to move - you can't see from there.


Male Halfling Ranger 2

Move to E7 and Hunters Privilege.


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

Th'Kal sees his friend in danger and charges the strange ghostly creature, buzzing in anger.

Charge attack vs Wraith - Putting me at C4 I believe.
Howling Strike: 1d20 + 10 ⇒ (20) + 10 = 30 vs AC, if it hits:
damage: 1d12 + 1d6 + 1d8 + 5 + 2 ⇒ (11) + (6) + (2) + 5 + 2 = 26

EDIT: CRIT BABY!
NEW DAMAGE: 12 + 6 + 2 + 5 + 2 + 1d12 + 1d8 ⇒ 12 + 6 + 2 + 5 + 2 + (4) + (4) = 35 damage.

and he'll use his Rampage Class Power to swing again:
Melee Basic, Free Action: 1d20 + 9 ⇒ (20) + 9 = 29 vs AC, if it hits:
damage: 1d12 + 5 ⇒ (6) + 5 = 11 damage

EDIT, PART 2-- seriously my dice aren't loaded... CRIT AGAIN!
NEW DAMAGE: 12 + 5 + 1d12 + 1d8 ⇒ 12 + 5 + (10) + (3) = 30 damage.

Status:
Status: 35/35 HP; +0 temp; 5/10 surges; 2/2 AP;


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

Aubs:
I really can't think of any sensible way to relate that "force damage" will help in character...

Jareen moves into the room, throwing a magic missile at the wraith.

MA: Move to E7
SA: Magic Missle for 7 damage


MAP 42/42 hp

inspiring word on Furio, he can spend a surge to regain HP+1d6

will move to c5

turn complete.


Map updated.

The wraith swipes at Furio but misses, and Th'Kal rushes across the room. The thri'kreen axe swings furiously, but blows that would have killed any ordinary creature rip into the wraith's unnatural form but do not destroy it. It is the same with Ruscer's arrows - they seem to hit it but do not damage it substantially. Jareen summons bolts of energy - these do seem to hurt it.

Ruscer:

Spoiler:
Hunter's Priviledge and Hunter's Quarry aren't the same thing. One does 3 extra damage if you go first in the initiative (which you didn't include in your damage tally), the other is your (should be) standard response to getting into combat to do 1d6 extra damage per round (which you had the actions for but forgot), so make sure you remember next time. Also, as a reminder, there is an error in your character sheet whereby the damage per shot of Twin Strike is 1d8+1 per arrow, not 1d8 (I forgot your weapon is +1). Also, you seem to only have 5hp - you should have burned some healing surges after the last combat to get you back up. This may matter soon, so assume you used some - it's always a good idea to get back to or close to full hp between fights.

Jareen:

Spoiler:
Cool - it probably only makes a difference to you anyway.

Initiative:
Ruscer 30
Wraith 29
Th'Kal 16+
Jareen 16-
Gart 15
Arakan 14
Furio 3

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 steps just up to the opening of the chamber and tries to focus his attention on finding the thing through the dust. He tries to demoralize the thing enough that it falters against his new teammates. "How do you expect to win here, it looks like you were killed by dust and a shiny rock. You have nothing on us."

Move, to D8
free, Bluff as Psionic 1d20 + 12 ⇒ (14) + 12 = 26
Standard, Vicious Mockery 1d20 + 6 ⇒ (19) + 6 = 25 vs Will,
on a hit, damage 1d6 + 5 ⇒ (6) + 5 = 11 Psychic damage and the target takes a -2 penalty to attack rolls until the EoMNT
I rolled decent, that just makes me think it will be immune to Psychic.


It appears that even the dead are succeptible to cruel taunts. The wraith gives an unnatural howl of rage.

Furio.

Initiative:
Ruscer 30
Wraith 29
Th'Kal 16+
Jareen 16-
Gart 15
Arakan 14
Furio 3
The dust 0


male Mul Fighter 4 EXP 3873

healing surge; adding 1d6 ⇒ 4 to my total.

Then I'll move over to E5.


Furio also takes 5 ongoing damage and is slowed, and gets a saving throw at the end of his turn.

Although they battle the wraith, the deadly dust still hangs in the air.

Everyone is in the room now (except Arakan, but he's close enough) so you are all attacked by the dust hazard.

Ruscer: 1d20 + 7 ⇒ (3) + 7 = 10 v Fort
Th'Kal: 1d20 + 7 ⇒ (15) + 7 = 22 v Fort
Jareen: 1d20 + 7 ⇒ (12) + 7 = 19 v Fort
Gart: 1d20 + 7 ⇒ (4) + 7 = 11 v Fort
Arakan: 1d20 + 7 ⇒ (8) + 7 = 15 v Fort
Furio: 1d20 + 7 ⇒ (3) + 7 = 10 v Fort
On a hit, you take poison and necrotic damage of 1d6 + 3 ⇒ (3) + 3 = 6 plus 5 ongoing poison and necrotic damage and you are Slowed (save ends both)

Map updated.

Ruscer.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:

First two in the marching order (including Furio), you are attacked by the choking dust.

Furio: 1d20+7 v Fort, poison and necrotic damage 1d6+3 plus 5 ongoing poison and necrotic damage and you are Slowed (save ends both)
Th'Kal: 1d20+7 v Fort, poison and necrotic damage 1d6+3 plus 5 ongoing poison and necrotic damage and you are Slowed (save ends both)

This? Does it affect Furio and Th'Kal again?

1d20 + 7 ⇒ (10) + 7 = 17
1d6 + 3 ⇒ (2) + 3 = 5

Jareen has a coughing fit in the corner...


Yes - it's a nasty trap.


MAP 42/42 hp

Gart is not affected this round by the necrotic gas.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
Yes - it's a nasty trap.

You can say that again, and still only be half there.....


male Mul Fighter 4 EXP 3873

Save
1d20 ⇒ 20

5 hp gone.


Ruscer.


Ruscer wipes dust from his eyes and fires a carefully aimed arrow. He grins in satisfaction as the undead explodes and dissipates before he backs out of the room, eyes streaming.

Minor: paint the target with Hunter's Mark.
Standard, Encounter power: Skirmish Shot - he gets a free move beforehand, but I'll pass on that. 1d20 + 11 ⇒ (9) + 11 = 20 v AC, damage 2d8 + 6 + 3 + 1d6 ⇒ (3, 8) + 6 + 3 + (5) = 25
Move: move to D10.

Wraith down.

Map updated.

We are still on initiative.
Ruscer 30
Th'Kal 16+ (slowed, taking 5 ongoing poison and necrotic, save ends both)
Jareen 16- (slowed, taking 5 ongoing poison and necrotic, save ends both)
Gart 15
Arakan 14 (slowed, taking 5 ongoing poison and necrotic, save ends both)
Furio 3
The dust 0

Th'Kal.


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

The dust was kicked up by us entering the cavern, right? But you mentioned it was a "nasty trap"... would there be some way to disarm it? Can 'Kal make a Perception or Thievery Check?
...
Or should he just be grabbing what he can and leaving the cave?

Just wondering about my options since we're still in rounds.


You can't disarm it with a Thievery check. Possibly you could ameliorate the effects somehow while in the room, but the dust is all kicked up by the combat now.


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

Th'Kal does his best to shield himself from the dust and guard his breathing-- Not unlike a duststorm in the desert
Endurance Check?: 1d20 + 4 ⇒ (10) + 4 = 14
And then tries to see if there's anything else of interest as he backs out of the cavern still clutching his axe.

Perception Check: 1d20 + 6 ⇒ (12) + 6 = 18 - specifically geared to the throne and the body on the thone.
If there's nothing of interest he'll move (slowed) to C6

Save vs Ongoing: 1d20 ⇒ 3


Status: 24/35 HP; +0 temp; 5/10 surges; 2/2 AP;
SLOWED and 5 Ongoing


The skeleton still has its pectoral on.


Bear in mind that if you are slowed you can still double-move. Your movement rate is just reduced to 2 but it doesn't reduce the number of actions you have.

If Kal doesn't want to do anything else, Jareen.

Map updated.


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

I wasn't sure if searching (Perception) or maybe my amelioration attempt (Endurance) would've taken my standard action. If I still have a standard, I'll convert that to move and go two more squares out of the room... I think I can only get to D7.

Kal would trust Arakan's feelings that something isn't right here and having killed the stuff in the room and looked around... he's willing to back out and wait for further plans... maybe the dust will settle and we can go back in carefully??


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

Save vs Damage: 1d20 ⇒ 11

Jareen caughs and splutters towards the skeleton, and picks up the piece of Jade. "If this isn't the key to stopping it, we need to move on!" he shouts from behind his hand.


MAP 42/42 hp

Gart will try to move as far out of the room as he can in one turn.


Map updated.

Ruscer 30
Th'Kal 16+ (slowed, taking 5 ongoing poison and necrotic, save ends both)
Jareen 16-
Gart 15
Arakan 14 (slowed, taking 5 ongoing poison and necrotic, save ends both)
Furio 3
The dust 0

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 moves back out of the room, and tries to clear his lungs so he can think about how to deal with the dust.

Bloodied from the initial dust attack.
Double-move to C11.
Save 1d20 ⇒ 13


Ruscer 30
Th'Kal 16+ (slowed, taking 5 ongoing poison and necrotic, save ends both)
Jareen 16-
Gart 15
Arakan 14
Furio 3
The dust 0

Furio.

Map updated.


male Mul Fighter 4 EXP 3873

I saved last round; if I have to save again, then

1d20 ⇒ 14

Get out of the room; moving to D9.


The deadly dusts still lingers.

The dust attacks Jareen and Th'Kal.
Jareen 1d20 + 7 ⇒ (20) + 7 = 27 v Fort
Th'Kal 1d20 + 7 ⇒ (2) + 7 = 9 v Fort
Damage (poison and necrotoc) 1d6 + 3 ⇒ (4) + 3 = 7 plus 5 ongoing poison and necrotic damage and you are Slowed (save ends both, doesn't stack with other ongoing damage you are already suffering)

Ouch, crit on Jareen - max 9 damage.


Ruscer.

Dark Archive

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

Whimper


Male Halfling Ranger 2

In my inventory I have a filter mask. Would that offer any protection from the dust?


Male Halfling Ranger 2

Looking at the situation Ruscer starts to panic. He does not see anything that will help. Reaching into his bag he fumbles for his mask as he tries to get out.
Move to C12 and put on the Filter mask.


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

Th'Kal stumbles about trying to get out of the dust cloud, moving as far as he can down the tunnel. Dispite getting out of the cloud he just can't clear his Kreen lungs.
I think he can get to C10 with a double move, which I hope puts him out of the dust trap
Save vs Ongoing: 1d20 ⇒ 4 grr... were are those good rolls now!

Status: 19/35 HP; +0 temp; 5/10 surges; 2/2 AP;
Bloodied. SLOWED and 5 Ongoing


Ruscer wrote:
In my inventory I have a filter mask. Would that offer any protection from the dust?

Yes.

Map updated.

Jareen.


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

Jareen follows the others out.

I think we should try a different way, he coughs.

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