Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


2,901 to 2,950 of 6,305 << first < prev | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | next > last >>

MAP 42/42 hp

Gart will roll up his rope and search for a place where he could cause a rockslide to fall on the hejkin (with a push or a well-placed strike).


Nature or Dungeoneering (your choice) skill check, then please.


{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}

The mob closing in, Safier attempts to summon a storm to throw the Hejkin from the cliff edge before stepping back.

Howling Tempest. I'll place it at Q22. If I hit,. I want to slide them off the cliff to the left.

Howling Tempest: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15


MAP 42/42 hp

dungeoneering: 1d20 + 3 ⇒ (3) + 3 = 6


Gart looks for something to drop on the hejkin but nothing presents itself.

Mob save: 1d20 ⇒ 16

Meanwhile, Safier summons a tempest to sweep the mob back down to the bottom of the cavern. A few of the hejkin drop over the edge but most of them just fall over.

Jareen.

Initiative:
Gart 20
Safier 20-
Furio delaying
Jareen 17
Arakan 9
Th'Kal 5
Hejkin mob 4 (prone)

Map updated.


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

Move to S30
Cast Lightning Sphere on Q21, Area burst 2, so that gets as much of the mob as possible:Attack: 1d20 + 8 ⇒ (4) + 8 = 12 vs Reflex. 2d6 + 5 ⇒ (1, 4) + 5 = 10 lightning damage

Jareen back-peddles along the ledge, keeping his distance from the mob whilst trying to do as much damage as possible.


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])

The ever nearing threat of violence to his person is all the motivation Arakan really needed to make it up the wall. He scurries up the wall like a spider, almost like the rope is an afterthought, and continues moving away from the crowd below. "Let's try to put some distance between us and them. I have no desire to find out what an angry mob of Hej-kin is willing to do to us." He moves further away from the party, waving them to follow.

Move, Athletics to climb 1d20 + 4 ⇒ (20) + 4 = 24 (1/2 speed puts him at the top. When climbing the last space is treated as cresting and being on the first ledge square)
Move, T38


Jareen hurls his crackling orb at the hejkin but it has little effect. The nasty little creatures can alrady channel lightning as it is and they are largely unperturbed.

Map updated.

Th'Kal.


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

Damned glad that wasn't a daily. Grump.


Th'Kal.


Th'Kal?

If he doesn't post tonight, someone else please take his turn.


male Mul Fighter 4 EXP 3873

I can't think of anything for Th'kal to do except wait and see if they try to get up to this level and then attack them; that's what Furio's doing.

If anybody else can think up something better, so be it.


OK, Th'Kal will delay.

The hejkin come surging up the cliff, claws reaching for Safier.

Athletics check 1d20 + 6 ⇒ (12) + 6 = 18. Mob gets up from prone and starts climbing, though they can't quite reach the top on this turn. They are, however, in melee range of Safier.

Map updated.

Initiative:
Furio delaying
Th'Kal delaying
Gart 20
Safier 20-
Jareen 17
Arakan 9
Hejkin mob 4 (climbing, so offering Combat Advantage)

Gart.


MAP 42/42 hp

Gart steps forward and attacks with Wolf Pack Tactics, granting Safier a 5' adjustment if she wants.

1d20 + 8 ⇒ (4) + 8 = 12 vs AC
1d8 + 5 ⇒ (2) + 5 = 7


{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 will take that step to T23, with a thank you!


Gart doesn't inflict much damage but he give Safier cover to escape the grasp of the mob.

Map updated.

Initiative:
Gart 20
Furio delaying
Th'Kal delaying
Safier 20-
Jareen 17
Arakan 9
Hejkin mob 4 (climbing, so offering Combat Advantage)

Safier.


{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}

Stats:

HP 22/35
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 [ ]
Effects
Prone

Thankful for Gart's opportunity to escape the mob, Safier maintains her tempest, trying to push back more of the mob away from him. She summons another Whirlwind towards the back, hoping to keep them at bay as well to prevent them from mobbing the group.

Minor to maintain the Tempest (all within take 8 thunder damage). Standard to Whirlwind at Q19.

Whirlwind vs. Fort: 1d20 + 7 ⇒ (1) + 7 = 8
Damage and knock prone: 1d10 + 8 ⇒ (7) + 8 = 15


Jareen.


male Mul Fighter 4 EXP 3873

I'll go over to S23 and attack when they're within reach.

I'll move Th'kal to s22 I guess.


Safier's swirling tempest continues to batter the hejkin.

Be my guest - you can roll your attacks. Th'Kal will have to charge to make the distance.

Map updated.

Initiative:
Gart 20
Safier 20-
Furio 19+
Th'Kal 19-
Jareen 17
Arakan 9
Hejkin mob 4 (climbing, so offering Combat Advantage)


male Mul Fighter 4 EXP 3873

Standard attack for furio; vicious offensive....

1d20 + 8 ⇒ (4) + 8 = 12

damage
2d6 + 5 ⇒ (2, 5) + 5 = 12

mark an enemy adjacent to him; if he attacks anybody but me I get a freebie upside his head.


male Mul Fighter 4 EXP 3873

that was pretty vicious I guess;

Th'kal charges up there and bashes one of the climbers.

Vanguard greataxe

1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11

damage
1d12 + 5 ⇒ (7) + 5 = 12

and furio gets +1h, cha -1 damage(?) UNTIL START OF TH'KAL'S NEXT TURN....


male Mul Fighter 4 EXP 3873

Wow. That was suck.


Neither Furio's nor Th'Kal's finest hour.


1 person marked this as a favorite.
male Mul Fighter 4 EXP 3873

this is a graphic representation.

Dark Archive

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

not much access, cast grasping shadows, then run away :) details in my profile, could someone roll for me?


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

AGG!! Clearly never let Furio roll for me, lol!
Just kidding, thanks for taking over! Had a rough week... but everythings back on track and ready to swing that axe around!
...
Maybe I can do better for Jareen:
Area of Effect centered on Q22 so that it only hits the mob and not us, but the mob will have to stay in it or on it to get to us...
Grapsing Shadows: 1d20 + 8 ⇒ (9) + 8 = 17 vs. Will... (I do belive that is only one creature, so I'm only rolling one hit)
If it hits, Damage: 1d8 + 5 ⇒ (5) + 5 = 10 psychic damage, and target is slowed until the end of your next turn.

Additional Effect: Shadows writhe in the designated area and continue until the end of Jareen's next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn. A creature can take this damage only once per turn.


Furio and Th'Kal try to stem the advance of the gibbering horde but it is Jareen who makes the hejkin howl. He abandons crude lightning and plays to his strength - subverting their tiny minds with illusion magic.

Arakan.

Map.

Initiative:
Gart 20
Safier 20-
Furio 19+
Th'Kal 19-
Jareen 17
Arakan 9
Hejkin mob 4 (slowed, climbing [so offering Combat Advantage])


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 turns to see that no one is following, even stopping to fight the horde. He, against his better judgment, returns toward the mouth of the enemy near his 'allies'.

Double-move back to T26


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

I had thought about running too... but where to? That would be back the way we came, not sure if we could double around the horde or not. But I did think about following you, for what it's worth.
Particularly, since I don't think my axe is going to be too good against what I am assuming is a swarm creature...
But, I'm in the thick of it now -- time to get swinging!


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])

The mob of Hej-kin is coming from the way we came. Down on the map is the direction we were already headed in.


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

Jareen has been moving as well as throwing ranged attacks at them too, I thought that was the general plan?


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Arakan wrote:
The mob of Hej-kin is coming from the way we came. Down on the map is the direction we were already headed in.

Dang - I had thought we were heading north. Upon rereading the start of the encounter a few pages (and one month back), I realized that we had already passed the camp...

hmmm... does the group think we can move fast enough to get away from the horde (not all of us can hide well).
So stay and fight or run.
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}

Yea, I thought we were heading north as well. At this point, running might be difficult, but I say try it.


Mob's Athletics check 1d20 + 7 ⇒ (5) + 7 = 12
Mob's second Athletics check 1d20 + 7 ⇒ (12) + 7 = 19

The mob clamber onto the walkway.

That provokes AoOs from Th'Kal and Safier.

Map updated.


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

When the mob begins to climb over the edge, Th'Kal does the one thing that comes naturally. He just starts hacking away.

Basic Melee: 1d20 + 9 ⇒ (13) + 9 = 22 vs AC
If it hits, Damage: 1d12 + 5 ⇒ (7) + 5 = 12.


Th'Kal hacks at the onrushing tide of bodies.

I'm assuming Safier isn't taking that AoO. Gart.


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 wasn't moved on the map to where he went last turn.


MAP 42/42 hp

Gart will wait until the front line opens up (I am assuming Safier wants to move away from them) and step in to fill the gap and attack.


{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}

Ack, sorry! Safier doesn't have a weapon to provoke. And yes, I'm definitely moving away.


MAP 42/42 hp

In which case Gart will step into the position Safier vacates and attack.

1d20 + 8 ⇒ (16) + 8 = 24
1d8 + 5 ⇒ (5) + 5 = 10


OK, so Gart is delaying until after Safier. However, Safier needs to post her actions for that round before Gart can attack.

Initiative:
Safier 20
Gart 20-
Furio 19+
Th'Kal 19-
Jareen 17
Arakan 9
Hejkin mob 4

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}

Stats:

HP 22/35
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 [X]
Effects

Safier steps away from the Hejkin swarm, moving her tempest with them.

Minor to maintain the Tempest, Move action to move south 30', Standard at a move to move the tempest into the swarms current location. Tempest will do 4 thunder damage to the swarm.


OK, AoO for you: 1d20 + 8 ⇒ (5) + 8 = 13 v AC, damage 2d6 + 12 ⇒ (5, 4) + 12 = 21

Safier extricates herself from the mob's proximity. Gart steps in to stem the rush of the swarming hejkin.

Furio.

Map updated.


male Mul Fighter 4 EXP 3873

Staying put. Gouging them with a normal attack; most of my encounter stuff's gone, and the daily doesn't seem that amazing.

1d20 + 8 ⇒ (10) + 8 = 18 damage 2d6 + 5 ⇒ (2, 2) + 5 = 9


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

Th'Kal uses his own pain to fuel his attack on the hejkin mob. His brutal attack rejuvinates him.

Standard Action: Blood Strike with extra damage since I'm bloodied.
Blood Strike: 1d20 + 9 ⇒ (12) + 9 = 21 vs AC,
If it hits, Damage: 2d12 + 5 + 1d12 ⇒ (12, 3) + 5 + (10) = 30
Free: Feral Rejuvination == spend a HS.

@Aub: Are our attacks having any impact?? I don't want to stand and swing if it's not doing any good... I'd risk the AoO and run, if we need to.
I still have a move action that I would use to start running, if need be...

Used: Psychic Surge, Rending Strike, Blood Strike, Feral Rejuvination


It's having an effect.


Furio Tembo wrote:

Staying put. Gouging them with a normal attack; most of my encounter stuff's gone, and the daily doesn't seem that amazing.

1d20+8 damage 2d6+5

Your daily is a bit pants - you might want to retrain that when you get the opportunity.


Gart, Furio and Th'Kal hold the line. Each of the them cuts down hejkin as they press forward, or send them spinning to their doom from the ledge. The mob loses its forward momentum as those at the front falter against the grim determination of the defenders. The warriors press their advantage, and the hejkin's fury turns to fear. The retreat turns into a stampede as more of the monstrosities are trampled or shoved over the edge by their fellows. Soon the only sounds are the shrieks of the hejkin fleeing into the dark and sighs of relief from the adventurers.

End of combat, 150xp each.

1 to 50 of 6,305 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Aubrey's 4e Dark Sun campaign All Messageboards

Want to post a reply? Sign in.