Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


2,201 to 2,250 of 6,305 << first < prev | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | next > last >>

MAP 42/42 hp

If we are waiting for his downtime between inspiring words, then that plan is fine with gart. He can do regular heal checks too.


male Mul Fighter 4 EXP 3873

I have a healing fruit.


OK, if Gart is happy with the plan and Arakan is, Arakan can have +2d6 extra hp if he spends his last two surges.

I'm signing off for a week and a bit. In the meantime, if you coulwork out what you are doing next, I will be ready to spring into action on my return.


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 gladly takes the longer rest in order for Gart to provide him with more healing. It's just enough to make him feel ready to continue. He lets the others know though, "I may be feeling better, but I am worn out for sure. We can go on into the other cave a bit, but I don't know how much longer I'm willing to go."

Spending last 2 surges, and 2d6 ⇒ (1, 6) = 7
With 0 surges, he realizes he's on his last wind.


male Mul Fighter 4 EXP 3873

Do we want to rest first?

Dark Archive

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

If we are taking 5 minutes I shall give you this....

Comrades Succour Component Cost: 10 gp. Market Price: 150 gp. Key Skill: Heal (no check). Level: 1. Category: Restoration. Time: 5 minutes. Duration: Instantaneous. While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges. No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual.

Anyone want to give up a serge or two for Arakan? Jareen will cover the GP cost, but doesn't have surges to give away.


male Mul Fighter 4 EXP 3873

I have 8 left; I could give him up to 4. I'd dig giving him 2 if somebody else had 1 or 2, but I can kick him 4.


male Mul Fighter 4 EXP 3873

I only have 8 gp, which you can have as well.

Not like there's a Blockbuster around these ancient ruins.


MAP 42/42 hp

gart can give up 2 or so


male Mul Fighter 4 EXP 3873

That's cool.


male Mul Fighter 4 EXP 3873

So, if Arakan's got some surges, which sounds highly probable, do we want to surge onward?
I'm not sure; but I guess this is the extent of the lower of the two caverns; I guess we want to go back outside and into the northern of the caverns now?....


MAP 42/42 hp

gart can continue, or he would be fine resting. he has used most (if not all) of his daily powers


I AM THE LORD OF ALL HELLFIRE!!!!!

It's all good to me too.


OK, have you decided on your surge swap? I'll let it go on this occasion, but ritual components normally have to be specifically purchased - you don't just expend gold at the point of performing the ritual. However, since I didn't mention this before and most people are fairly inexperienced in 4e, we can assume people have sufficient components to hand in exchange for the cash you expend now.

Also, fairly quiet from Ruscer over the last week or so. Is he still about?

And finally, ready to penetrate the lair of the defilers? Ahem - assuming that's what's in the cave, of course...


male Mul Fighter 4 EXP 3873

I'm ready.

2 surges on the table.

Let's ritual and hit the other cave.


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

It sounds like I'm keeping my surges. Ready to head towards the next cave.


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

Jareen quickly explains what he can do to ease Arakan's fatigue at the expense of one or two of the others, and with everyone's agreement, performs the quick ritual.

With that done, he takes his position at the back of the group again, ready to proceed.


OK, nothing from Ruscer for a couple of weeks. I'll DM'PC him until Bwen is back as otherwise we'll be at a bit of an impasse.

Ruscer flashes his pointed teeth in a grin. "Arakan," he asks in a faintly mocking tone of the beaten-up bard, "Want to come scouting with me?" He indicates the open tunnel mouth with a nod of his head.


male Mul Fighter 4 EXP 3873

"I would, but I'm not that sneaky."

Smiles at Arakan.


Male Halfling Ranger 2

Sorry busy with work and life. Have been taking what time I have to be lazy and relax.

I would like to spend 3 healing surges. If Im reading this right thats +21hp

I'll volunteer for the scouting if I'm the best fit.

Ruscer takes a moment to relax. Peeling his mask off he slips it back into his bag. Taking a quick stock of his supplies he notices hes running a little low on arrows. Closing his eyes and letting everything go until he calms down.


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])

When Ruscer asks if Arakan wants to join him scouting, Arakan replies simply with a chuckle. "No."

He decides to expound, "I'm going to stay toward the back. I felt like I had just been tramppled by a Mekillott, and somehow Jareens little transfer ritual has me a little better. I'd like to keep it that way."


If no one else is scouting with Ruscer (probably a bad idea given the Stealth skills of everyone else apart from Arakan) and assuming that Ruscer wants to scout ahead, Stealth check please.


Ruscer wrote:
Sorry busy with work and life. Have been taking what time I have to be lazy and relax.

No worries, I know you have been away from home. If you think you might be posting patchily, could you give an indication just so I know what to expect.


male Mul Fighter 4 EXP 3873

I'm definitely not goin' with him.


male Mul Fighter 4 EXP 3873

Stealth for Ruscer: 1d20 + 11 ⇒ (11) + 11 = 22


Ruscer creeps down the hallway, leaving the sun behind. A few lanterns glow dimly, left on the uneven floor at intervals to light the way. Up ahead he can hear voices talking quietly.

Next move?


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

Far Hearing:
Far Hearing For a moment, you can hear even distant whispers. (Psionic, Minor) Personal. Effect: Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.
Arcane Defiling:[/b] You draw upon the vitality of nearby life to fuel your magic, heedless to the harm you cause the and or your allies. (Arcane, Necrotic, Free) Personal. Trigger: You make an attack roll or a damage roll as part of an arcane attack power. Effect: You can reroll the triggering roll but must accept the new result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage eqult to half his ir her healing surge value. The damage ignores immunities and cannot be reduced in any way. Special: You can use this effect once for any arcane daily attack power you use, affecting any singe attack roll or damage roll for that power.

"Wait here, I will see what I can find out before we move forward"

Ok, I'm assuming Ruscer can take Jareen forward carefully to a point where he can see a decent distance (up to 10 sq) and then cast far hearing as far as possible, and see if Jareen can hear what they are saying. That sounds complicated... urgh

Stealth: 1d20 + 1 ⇒ (18) + 1 = 19


male Mul Fighter 4 EXP 3873

Ruscer perception, to see if he can make it out;

1d20 + 9 ⇒ (2) + 9 = 11


Jareen creeps up with surprising stealth for an old man.

Rucer can hear the voices, not much more. Perception from Jareen.


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

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Gah, can I at least work out how far away they are?


Jareen can make out the conversation, which seems to be three-way. A deep voice and two lighter voices bicker cordially about the lousy food and each other's smell.

Jareen, Streetwise check, DC 11:

Spoiler:
The deep voice seems to have a city accent, probably Tyr. The other two are desert tribesmen.

Jareen, Nature check, DC 11:

Spoiler:
The deep voice might be a half-giant, the other two are probably elves.


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

Streetwise: 1d20 + 6 ⇒ (13) + 6 = 19
Nature: 1d20 + 2 ⇒ (13) + 2 = 15

Jareen motions to Ruscar to follow, and makes his way back to the others.

Stealth: 1d20 + 1 ⇒ (9) + 1 = 10 Ach!

"There are three of them. Two elvish tribsmen, and another. Possibly from Tyr, but certainly not from here. I'd say he was half giant, or something like that. We should be prepared to take them down quickly, and as quietly as possible."


Stealth check for Ruscer too, please.


male Mul Fighter 4 EXP 3873

Ruscer stealth:

1d20 + 11 ⇒ (17) + 11 = 28


male Mul Fighter 4 EXP 3873

The gods cannot see his ass.


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 listens to Jareen's suggestion, offering "I don't think quiet is what half of you do well. Maybe we could get some information first, with just a touch of duplicity." No one else may, but Jareen easily recognizes Arakan favored method of conflict resolution.


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

"The trouble with that, is the possibility they ignore you and raise the alarm. I don't fancy having the whole hive down on my head."


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 scoffs at the notion, "Ignore me? Pah. I do believe I managed to maintain thrall over an army of silt runners, and convince a Templar to go on about his business. Besides, you think as a group we can run in and drop them all before any one of them, two of which could be elves known for their speed, are able to raise an alarm?"

He continues his reasoning, "I speak elven, I speak giant, and if it is a half-giant, they are not exactly known for their wits."


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

"You think well of yourself" Jareen Grins. "Ok, we will try your way. I will be ready to ensare them if they run though."


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])

He thinks it over for a bit, then offers, "What if we could coax them outside where most of the toughs are waiting? Did it look like the guys we fought had a common uniform? If not, oh well, we grab some of their clothes. I help either Furio or Gart dress up like them, I disguise myself, and the two of us run in feigning that we need their help because theeee.... Aarakocra's are attacking. They run outside, two of us are behind them, the other four jump them at the cave opening. Yeah?"


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

"That could work, anyone have a better idea?"


MAP 42/42 hp

"Sounds good to me."


male Mul Fighter 4 EXP 3873

"Clothes cover up my handsome muscles, but I'll wear them if it's necessary."


OK, let's do it.


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 looks the group over, then suggests, "Okay, I think I'm going to take Gart. The boss man was a dwarf, so it might be easier. Keep your face covered, and rub some blood around the neck wrap. It will give me a reason to do the talking. Don't say anything to them, just hold your throat."

Arakan gathers some of their clothing, and helps Gart wrap up in what the dwarf was wearing. He needs the two of them to sell the part.

Disguise is a Bluff check. So Arakan will assist Gart first, then disguise himself.
Assist 1d20 + 12 ⇒ (11) + 12 = 23
Disguise 1d20 + 12 ⇒ (5) + 12 = 17

He gets the two of them prepared before he instructs the others, "Okay, you wait on either side of the cave entrance, and jump them when they come out. Gart and I will feign tired so they move ahead of us."

Once everyone is in place, he leads Gart in at a trot emphasizing an exhausted pant and letting the bloody clothes and the darkened interior of the cave do a lot of the display. "You! Men! Quickly... *Pant* ...you are needed outside... *Pant* ...the stupid bird-men are attacking.... *Pant* ...they already took out the big guy's hounds... *Pant* ...and he took a nasty cut to the neck... *Pant* ...come help before the bastards get away with it!"

Bluff to be convincing 1d20 + 12 ⇒ (16) + 12 = 28

Dark Archive

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

I'm out of signal from this eve until Monday sometime....


MAP 42/42 hp

Gart plays his part as best be can, following the instructions of 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])

Gart, you actually need to make a Bluff to disguise. You get an additional +2 from Arakan's assist.


MAP 42/42 hp

bluff: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12


Arakan and Gart stumble into the room and play their parts out. As they do, they check out the opposition. A hulking half-giant sits sharpening his bone greataxe while the two elves lounge about. One elf looks like a typical desert warrior but the carries a bleached, carved humanoid femur - some sort of magical focus. A quartet of archers who were otherwise lying on sleeping mats sit up as Arakan spins his tail. The room itself is a roughly hewn chamber. A large crack in one wall leads to a dark passage which is barricaded with a crude gate of lashed-together mellikot bones.

The opposition should get two checks: a Perception check v DC 12 to spot that Gart isn't who he says he is, and an Insight check v DC 28 to detect Arakan's play-acting. However, since Arakan rolled high on his Bluff they can't actually get the second DC even if they rolled 20s, so it's down to the Perceptions. The archers don't get rolls.
Half-giant 1d20 ⇒ 19
Elf warrior 1d20 + 3 ⇒ (6) + 3 = 9
Elf mage 1d20 + 1 ⇒ (1) + 1 = 2

The elves leap to their feet and begin heading for the exit. But the half-giant squints at Arakan and Gart and says, "Wait - who the f*ck are you two?" He gets to his feet as the two elves and the archers look about in confusion.

Roll initiative. This isn't necessarily combat but you need to do something fast. Everyone except the half-giant and the two PCs are surprised. Map to come.

2,201 to 2,250 of 6,305 << first < prev | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Aubrey's 4e Dark Sun campaign All Messageboards

Want to post a reply? Sign in.