Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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

Jareen looks around for a fox.....


The passageway widens out into a chamber. It slopes gently downwards, with stalamites and stalagtites reaching from floor and ceiling to form columns. Frost sparkles on the rock surfaces. Slumped in the centre of the room is a corpse, lying face-down.


MAP 42/42 hp

Gart will cautiously approach the corpse and try to determine the cause of death.

heal: 1d20 + 6 ⇒ (7) + 6 = 13


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

Jareen will hang back, keeping his eyes peeled for the thret that killed the corpse.

"How long's it been there Gart? Not many things in the wilds that leave corpses hanging around."


male Mul Fighter 4 EXP 3873

aid another

heal
1d20 + 2 ⇒ (11) + 2 = 13


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

Th'Kal approaches with Gart, no so much to help, but to keep his eyes open for danger. The last room in this place with a dead body didn't go so well, lol

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


male Mul Fighter 4 EXP 3873

"See anything, buddy?"


The body is a human male of middle years and shows claw marks, but they don't look enough to have killed. He also has a few strange burns on the face and feet.

Arcana, DC 16:

Spoiler:
The burns looks like lightning damage.

Safier:

Spoiler:
The dead man is Roderk, a drover on the caravan.

Th'Kal:

Spoiler:
You notice that some of the stalagmites and stalagtites seem to have been carved with odd runic patterns. You also hear scurrying in the dark beyond the range of the lamps.


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

Safier pales upon seeing the body, "That is...was Roderk. He was one of the drivers on the carvan."

Arcana: 1d20 + 6 ⇒ (18) + 6 = 24
Bluff, to hide recognition of burns: 1d20 + 10 ⇒ (3) + 10 = 13


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

Arcana: 1d20 + 10 ⇒ (5) + 10 = 15

Jareen peers at the burns on the body, sure they should mean something, but not getting close enough to make them out properly.


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])

Arcana 1d20 + 7 ⇒ (18) + 7 = 25
Insight (to Safier's Bluff) 1d20 + 7 ⇒ (7) + 7 = 14

Arakan comes up to look at what the big deal is about the dead man. Seeing something in the woman's eyes, he watches her as he speaks, "Well, unless we're all waiting for him to hop up and walk out of here, why don't we see if he has anything useful on him. That is, if what or whoever caused those burns didn't destroy everything of value." He just raises an eyebrow at the 'prisoner' before looking over the body for something worth taking.

Perception 1d20 + 6 ⇒ (17) + 6 = 23


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

"Take care." He gestures with one of his underclaws towards the nearest stalactites/stalagmites. Using his claw to trace a pattern in the air (not getting close or touching it, no sir!), hoping it will help the others to see the slight runes or glyphs carved into the icicle-shaped mineral deposits. Motioning to Jareen, "Ka'Cho, can read it." It comes out as a statement rather than a question -- he assumes that is Jareen's place in the pack to know that stuff.

"More. We are not the only hunter in here. I scent something scurrying just outside our light." Th'Kal's left antenna bounces about slightly as he does his best to taste the scents in the air in order to pin point the "scurrying thing in the dark".


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

"What's that?" Jareen wanders up to Th'Kal and looks at the Stalagmites he's pointing out.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Arcane: 1d20 + 10 ⇒ (11) + 10 = 21


Map.

The grey is impassable terrain - stalagmites, stalagtites and cavern walls. The white you can move in normally. B is the body. Please place yourselves. Most of you are clustered round the body so you'd be in that vicinity. Remember that some of you are carrying light sources - please shout out if that's you - which will hinder you doing stuff with two hands unless you put it down.

Jareen gets no time to consider the interesting rock formations. As Th'Kal chirrups his warning, horrible insectoid reptilian things come skittering from the dark. Behind them lurk three warped humanoid figures about the size of halflings.

Dungeoneering, DC 11:

Spoiler:
The reptilian insecoid things look like kruthiks - burrowing, hive-nesting hunting creatures with a disturbing level of intelligence for beasts.

Second Dungeoneering, DC 11:

Spoiler:
The humanoids look like hejkin, underground-dwelling creatures reported as homicidally insane by those that have encountered them.

Roll initiative.


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

Safier responds to Jareen's question, though not regarding the stalagmites. "Kruthiks and Hejkin. I've heard of them, though fortune up to now has prevented me from meeting them."

Dungeoneering: 1d20 + 0 ⇒ (12) + 0 = 12
Dungeoneering: 1d20 + 0 ⇒ (12) + 0 = 12
Inish: 1d20 + 4 ⇒ (6) + 4 = 10

I managed to load the map (at work), but can't modify it. Could someone put me at O13, please? And if no one is opposed, Safier would carry one, if for no other reason as she's weaponless at present.


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])

If we came from the North, Arakan will be in N11
Dungeoneering 1 1d20 + 5 ⇒ (14) + 5 = 19
Dungeoneering 1 1d20 + 5 ⇒ (15) + 5 = 20
Initiative 1d20 + 4 ⇒ (16) + 4 = 20

As the creatures all enter the room, and Arakan becomes aware of them, he confirms with Safier "From what I know of these things, I let you off the hook here and not assume they're friends of yours. That said guys, I don't think I'm gonna talk my way out of a fight with them."


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

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

Aubrey, what's the ruling on letting me use my lower claws to carry the lattern and still keep my upper ones on my axe (I would assume it would mean I couldn't use my Kreen Claws Attack Power while holding the light)
If that doesn't work, I'd like to use a minor action each turn to activate Telekinetic Grasp and hold a light in my general area (if possible). I know it means burning a minor action each turn, but it keeps a light in the front ranks.

Since Big-T didn't get too close to the body or the rock-pillars, I'll be at L8 (maybe with a light, depending on Aubrey's answer) - seems like a good spot :)

Also, did Jareen cast Light? I know it would mean giving up his secret to another outsider... just curious


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

No, Jareen hasn't cast light, he relied on the normal ones others are carrying. But if people start dropping lights now etc, he probably will.

Dungeoneering: 1d20 + 2 ⇒ (3) + 2 = 5
Init: 1d20 + 1 ⇒ (15) + 1 = 16

Place Jareen in O10


male Mul Fighter 4 EXP 3873

I'll take N 11.

init 1d20 + 2 ⇒ (10) + 2 = 12

Dark Archive

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

Arakan too N11 ;)


male Mul Fighter 4 EXP 3873

I'll take P 11 then. That's open, right?


MAP 42/42 hp

Gart is at P13

dungeon: 1d20 + 3 ⇒ (5) + 3 = 8
dungeon: 1d20 + 3 ⇒ (12) + 3 = 15
init: 1d20 ⇒ 14

Also I will use Battlefront Shift on Furio, allowing him to shift half his movement as a free action.

battlefront shift:

Battlefront Shift: As combat breaks out, you give a quick call, urging an ally to move or spurring yourself to take action. (No action, Martial) Close Burst 3, Target you or one ally in the burst. Trigger: you roll initiative. Effect: the target shifts half his or her speed.


MAP 42/42 hp

"Go get 'em!" Gart yells to Furio


male Mul Fighter 4 EXP 3873

pyowww


Th'Kal wrote:
Aubrey, what's the ruling on letting me use my lower claws to carry the lattern and still keep my upper ones on my axe (I would assume it would mean I couldn't use my Kreen Claws Attack Power while holding the light).

Cool with that.


Hejkin Chanter 1d20 + 3 ⇒ (16) + 3 = 19
Hejkin Raver 1 1d20 + 3 ⇒ (7) + 3 = 10
Hejkin Raver 2 1d20 + 3 ⇒ (5) + 3 = 8
Kruthiks 1d20 + 9 ⇒ (16) + 9 = 25

Kruthiks 25
Arakan 20
Hejkin Chanter 19
Jareen 16
Gart 14
Furio 12
Safier 10+
Hejkin Raver 1 10-
Th'Kal 8+
Hejkin Raver 2 8-

The kruthiks scuttle forward.

Need a position for Furio to shift to before the kruthiks attack.

Map updated.


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

Hejkin Raver 1 1d20+3

Hejkin Raver 2 1d20+3

Does Jareen need to cast light on a couple of sticks, and use Ghost sound to make some Rythmic Thumping?.....


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])

As always when a threat is present, Arakan springs into the action required to try and protect himself. He whips his crossbow from its harness, loading it in the same smooth action. He fires at the lead kruthik, before darting behind some of the cavernous outcroppings to try and become unseen.

Minor, draw Hand x-bow
Free, load weapon
Standard, Sly Flourish on K2 1d20 + 7 ⇒ (5) + 7 = 12 vs AC (doubt it hits, but) 1d6 + 8 ⇒ (3) + 8 = 11
Move, to K13 (stealthily to hide) 1d20 + 9 ⇒ (6) + 9 = 15
Good thing I wasted so amny good rolls on low DC skill checks..... like I always do. Speaking of, since I rolled so high, do I know more about these creatures?


male Mul Fighter 4 EXP 3873

I'll shift to m10.


Arakan, the kruthiks go first, so you may wish to reconsider your turn (or maybe not) after they have gone. Also, you know the hejkin are allied with some twisted elemental powers and hate arcane casters - which is a bit unfortunate since half the party are arcane casters.

The kruthiks head round the edges of the cavern before moving to try and gang up of the stragglers.

K1 and K2 move to flank Th'Kal, which they do without provoking AoOs. K3 and K4 move in the opposite direction, then charge Safier and Gart respectively.
K1 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 v AC, and on a hit you take 1d8 + 1 ⇒ (7) + 1 = 8 and are grabbed.
K2 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 v AC, and on a hit you take 1d8 + 1 ⇒ (6) + 1 = 7 and are grabbed.
K3 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 v AC, and on a hit you take 1d8 + 1 ⇒ (6) + 1 = 7 and are grabbed.
K4 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 v AC, and on a hit you take 1d8 + 1 ⇒ (1) + 1 = 2 and are grabbed.

Crit from K3 for maximum 9 damage.

Arakan.

Map updated.


Jareen wrote:
Does Jareen need to cast light on a couple of sticks, and use Ghost sound to make some Rythmic Thumping?.....

ACIIIIIIIID!


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

Awww, I was gunna get all bar one of them with a single casting!


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

Welcome to the game, now here's a critical hit :) Here's some reactionary text, no actions.

Safier recoils back as she's severely mauled by the creature. "Aaaahhh!"


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

Both Kruks hit me -- so am I grabbed by both? ... this is probably going to be bad, lol


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])

Sorry, misread them scuttling forward as acting already. Missed the part about them going after Furio's shift.

Do over round

Arakan sees the pointy little beasts scrabbling all over members of the group, and has to decide who is worth more to him. The kreen has been a valued warrior, but he is certain the thing can take care of itself, especially with the Mul nearby. The other two, the healer and the captured woman most likely need more help, and both have to possibly more to provide for him. As always when a threat is present, he springs into the action required to try and protect himself. He whips his crossbow from its harness, loading it in the same smooth action. With merely a turn and a shout he focuses his voice into a killing force. All the while turning and firing at the nearest one crawling over the kreen.

After he sees what all he's done, he realizes he needs to be a harder target than he is right now in the middle of the room. He turns to move and hide behind a large chunk of the cavern pillars, offering only a warning to Jareen before he goes, "You may want to be a little more subtle about your 'talents' around the misshapen ones, or you'll be their only focus." His hide place is tough to justify, considering he just made himself a worthy opponent.

Minor, draw crossbow
Free action, load crossbow
Bluff as Primal 1d20 + 12 ⇒ (17) + 12 = 29
Shout of Triumph, close blast 3 (O12 to Q14), each enemy
On K3 1d20 + 6 ⇒ (20) + 6 = 26 vs Fort
On K4 1d20 + 6 ⇒ (19) + 6 = 25 vs Fort
on a hit 1d6 + 5 ⇒ (6) + 5 = 11 thunder damage and they are pushed 1 square.
Effect: I slide Safier to O12, and Gart to Q13
Extra damage for the crit on K3 1d6 ⇒ 3

Also there's the free attack he gets with the x-bow when he crits
Ranged basic on K2 1d20 + 7 ⇒ (14) + 7 = 21 vs AC, damage 1d6 + 4 ⇒ (4) + 4 = 8
Move, to R10, with stealth 1d20 + 9 ⇒ (1) + 9 = 10
And WOW, I like getting to do over.


Arakan bursts the grip the kruthiks have on Safier and Gart, pushing them back and getting his companions out of immediate danger. With a flourish he plants a bolt in one of the kruthiks attacking Th'Kal, then withdraws to a hiding place. But his pleasure and surprise at his performance leaves his satisfied smirk obvious even in the dark.

Kruthiks 25
Arakan 20
Hejkin Chanter 19
Jareen 16
Gart 14
Furio 12
Safier 10+
Hejkin Raver 1 10-
Th'Kal 8+
Hejkin Raver 2 8-

A hejkin follows the path of the kruthiks attacking Th'Kal, swiping at him with a flinty claw. It gibbers something incomprehensible.

If you speak Dwarven:

Spoiler:
It's still incomprehensible, but might be something in debased Dwarven.

Move and charge on Th'Kal: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 v AC, damage 1d8 + 6 ⇒ (6) + 6 = 12 and you are Slowed until the end of the hejkin chanter's next turn.

Jareen.

Map updated.


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

Jareen nods at Arakan's warning, and begins moving backwards, trying to conceal his actions under the movement. "Th'kal, move back!"

Minor Action: Vailed Arcana on myself. Grants me combat advantage on my next arcane attack. bluff: 1d20 + 4 ⇒ (18) + 4 = 22

Standard Action: Cast Winged Hoard at Th'Kal Area burst 1 within 10. Target: Each enemy in the burst. Attack: +8 vs. Will. Hit: 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.

Damage: 1d6 ⇒ 5

Atk K1: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 vs Will
Atk K2: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 vs Will
Atk HC: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 vs Will

bluff: 1d20 + 4 ⇒ (18) + 4 = 22

Move action: Move to Q7


Th'Kal's three attackers are engulfed by a horde of illusory locusts.

Three hits.

Map updated.

Gart.


MAP 42/42 hp

"Careful, newcomer, our day has just begun!" Gart says to Safier to inspire her to greater action. (inspiring word, Safier can use a surge to heal her surge value+1d6)

Gart then steps forward to P14 and attacks K3. If it hits, trigger takedown strike.

atk vs AC: 1d20 + 8 ⇒ (6) + 8 = 14
1d8 + 5 ⇒ (7) + 5 = 12 (+4 more dmg and knocked prone if hits)


Gart's flail sweeps empty air, but he taks nicks from stray flailing claws.

The kruthiks have an aura which deals automatic damage to those who end their turn next to them. Gart takes 4 damage.

Furio.

Map updated.

Kruthiks 25 (K1 and K2 cannot take opportunity actions until the end of Jareen next turn)
Arakan 20
Hejkin Chanter 19 (cannot take opportunity actions until the end of Jareen next turn)
Jareen 16
Gart 14
Furio 12
Safier 10+
Hejkin Raver 1 10-
Th'Kal 8+
Hejkin Raver 2 8-


male Mul Fighter 4 EXP 3873

Furio will move to L10.

Goading maneuver or manoevre or whatever on Kruthik K2.

1d20 + 8 ⇒ (14) + 8 = 22 to hit;

damage
4d6 + 5 ⇒ (5, 5, 5, 2) + 5 = 22

if that hits, Furio slides to J8, marking the Hejkin.


Furio swats one of the kruthiks and moves to threaten the hejkin.

K2 down.

Kruthiks 25 (K1 cannot take opportunity actions until the end of Jareen next turn)
Arakan 20
Hejkin Chanter 19 (marked by Furio, cannot take opportunity actions until the end of Jareen next turn)
Jareen 16
Gart 14
Furio 12
Safier 10+
Hejkin Raver 1 10-
Th'Kal 8+
Hejkin Raver 2 8-

Safier.

Map updated.


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

Round 1

Stats:

HP 35/35
Surges 6/7
AC 16 Fort 14 Ref 16 Will 19
Action Points 0
Storm Soul Active? Yes
Encounters
Whirlwind [X], Spatial Trip [ ], Dancing Lightning [ ], Quick Formation [ ], Second Wind [ ]
Dailies
Howling Tempest [ ]

Despite feeling better from Gart's words, Safier darts away, as though to hide. Once in a secure location, she focuses on the creatures, attempting to hide her ability as she brings up a whirlwind on two of the kruthiks, hoping to disguise her ability as some form of psionic telekinesis.

Move action to T16, Standard for Whirlwind. Center on Gart, Storm Magic allows me to ignore creature in origin square, so ignoring Gart.

Healing Surge from Gart: 1d6 + 7 ⇒ (2) + 7 = 9

Attack K3 vs. Fort: 1d20 + 7 ⇒ (12) + 7 = 19
Damage, and prone if hit: 1d10 + 8 ⇒ (2) + 8 = 10

Attack K4 vs. Fort: 1d20 + 7 ⇒ (9) + 7 = 16
Damage, and prone if hit: 1d10 + 8 ⇒ (1) + 8 = 9

EDIT: Bluff to disguise as psionic power source. 1d20 + 10 ⇒ (3) + 10 = 13


Safier's whirlwind knocks the two kruthiks on their backs.

Remember, roll damage only once for area effects. I'll take the first roll.

The second hejkin shambles forward. With rocky claws it smashes its way through an interposing stalagmite to attack Furio from behind.

HR1 moves, including a square of burrowing through H8, and attackes Furio.
1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 v AC, damage 2d10 + 4 ⇒ (1, 8) + 4 = 13

Kruthiks 25 (K1 cannot take opportunity actions until the end of Jareen next turn, K3 and K4 prone)
Arakan 20
Hejkin Chanter 19 (marked by Furio, cannot take opportunity actions until the end of Jareen next turn)
Jareen 16
Gart 14
Furio 12
Safier 10+
Hejkin Raver 1 10-
Th'Kal 8+ (grabbed by K1)
Hejkin Raver 2 8-

Map updated.

Th'Kal.


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

Beaten to near unconsciousness, Th'Kal uses it to fuel his anger. Humming in the sheer pleasure of the hunter, Th'Kal slams his axe into Chanter between himself and Furio, and then slides out of the way of the Kruthik's annoying bites.


Standard Action (w/ combat advantage and bonus damage):
Blood Strike: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 vs AC,
If it hits: damage: 2d12 + 1d12 + 5 ⇒ (10, 5) + (6) + 5 = 26
Move Action: Slide to L9 (I know it ruins the combat advantage, but it gets me out of the Kruthik's Aura for a round).

Status: Slowed and Bloodied (Holding a Lamp)
Enc Used: Blood Strike


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

I have a daily that lets me spend a surge. Should I use it? I'm down to 14hp, so I could survive a hit (probably) and now that Furio's in there to tank, I should be okay... but should I throw my daily or not -- always the tough question. Thoughts?


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

My opinion would be to do it now, personally. Always possible for them to go for you anyway, and you have two adjacent to you.


male Mul Fighter 4 EXP 3873

Furio's hit; down to 37 hp of max 50.


MAP 42/42 hp

i'll try to help ThKal when i get a turn again but that may be awhile


Th'Kal lays a mighty blow on the hejkin, but while it is grievously wounded it doesn't fall.

The last hejkin moves up, ploughing through more rock formations to rip at Furio.

HR2 moves/burrows to attack Furio.
1d20 + 7 ⇒ (1) + 7 = 8 v AC, damage 2d10 + 4 ⇒ (10, 7) + 4 = 21

The two kruthiks closest to Gart right themselves and press the attack, while the other surviving kruthik circles around Th'Kal to attack him again from behind.

K1 moves without provoking an AoO to attack Th'Kal. K3 and K4 stand up from prone and attack Gart.
K1 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 v AC, damage 1d8 + 1 ⇒ (7) + 1 = 8 and the target is Grabbed
K3 1d20 + 7 ⇒ (7) + 7 = 14 v AC, damage 1d8 + 1 ⇒ (4) + 1 = 5 and the target is Grabbed
K4 1d20 + 7 ⇒ (11) + 7 = 18 v AC, damage 1d8 + 1 ⇒ (5) + 1 = 6 and the target is Grabbed
Crit from K1, maximum 9 damage.

Kruthiks 25 (K1 cannot take opportunity actions until the end of Jareen next turn)
Arakan 20
Hejkin Chanter 19 (marked by Furio, cannot take opportunity actions until the end of Jareen next turn)
Jareen 16
Gart 14
Furio 12
Safier 10+
Hejkin Raver 1 10-
Th'Kal 8+ (Slowed until the end of HC's next turn, Grabbed by K1)
Hejkin Raver 2 8-

Map updated.

Arakan.

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