Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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{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}

A14 for me please.
Inish: 1d20 + 4 ⇒ (20) + 4 = 24

Safier feels herself go dead inside, seeing more of the caravan, not just dead but the dead that walk. "They're....they're from the caravan too."


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 posits himself behind the Kreen, finding the thing his most staunch defender, and a whirl of savage fury.

A13, 16 or 17, whichever is behind Th'Kal
Init 1d20 + 4 ⇒ (18) + 4 = 22
Wow, look at those rolls. Some of us are clearly in a hurry to kill these things.


MAP 42/42 hp

init: 1d20 + 0 ⇒ (14) + 0 = 14
Encounter: Battlefront Shift. Th'Kal can shift up to half his speed.

I'll be on the side of Safier opposite Arakan.


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

Somewhere in column A for me please. I'm guessing most of Jareen's powers will be useless against mindless undead as they are all psycic in nature, how do I work out if that's the case?

Init: 1d20 + 1 ⇒ (4) + 1 = 5


I wouldn't make that assumption - 4e is quite different to 3e and previous editions in this regard. You can try a Religion check to determine if you want to be sure.


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

B16
Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
- I don't think I'll take the free shift from Gart


Zombies 1d20 ⇒ 15

Initiative
Safier 24
Arakan 22+
Furio 22-
Th'Kal 20
Zombies 15
Gart 14
Jareen 5

Map updated.

Safier, then Arakan, then Furio.


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

Religeon: 1d20 + 10 ⇒ (19) + 10 = 29

As they walk, Jareen ponders what he knows of this sort of thing....


Quite a lot, it would seem - no wonder your initiative is so low with all that pondering going on.

Jareen:

Spoiler:
These are ice zombies, which are produced by defiling magic under specific unusual elemental conditions. They exude a short-range aura that inflicts cold injuries that is individually unpleasant but, with prolonged or multiple exposures, can prove deadly. Their blows can also induce a numbing cold which can slow or even immobilise a foe. They are succeptible to fire and radiant energy, but (perhaps not surprisingly) resistant to cold and necromantic damage. A good hard blow (i.e. a critical hit) can cause one to shatter into pieces, but they can otherwise to hacked to bits in combat like other minor corporeal undead. They are also very, very stupid and don't move fast.


male Mul Fighter 4 EXP 3873

"Well this is a cold cold awakening."


Safier.


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

"Keep away from the things as much as possible, if you are too close for too long, the cold they radiate will kill you. Their blows will numb you with cold. Hit them hard enough and they should shatter but I've read that is difficult to achieve even for hardened warriors. Hit them with fire and radiant energy if you can."


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

Overcome with grief at what's happened to her friends, she knows all she can do know is end their suffering quickly. She sends an arc of lightning towards the nearest, arcing into another. "Why did it have to be this way?!"

Standard to Lightning Strike Z5, arc into Z1.

Lightning Strike vs reflex: 1d20 + 7 ⇒ (12) + 7 = 19
Damage to Z5: 1d8 + 6 ⇒ (4) + 6 = 10 If hit, Z1 takes 7 lightning damage.


male Mul Fighter 4 EXP 3873

"Don't ask why, it leads down a bad road...."


The zombies twitch but do not fall as Safier electrifies them.

Map.

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])

Sorry for the delay, but Arakan will delay until after Th'kal but before the zombies.

Arakan looks at his diminishing, if almost empty bolt case, and decides to let the two big guys move into the room before he does.


Initiative revised
Safier 24
Furio 22
Th'Kal 20 +
Arakan 20-
Zombies 15
Gart 14
Jareen 5

Furio.


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

"Spread out, they cold is more potent if they come together near us..."


male Mul Fighter 4 EXP 3873

I move to E18 and attack zombie 6.

Disrupting advance:

1d20 + 8 ⇒ (18) + 8 = 26

damage
4d6 + 5 ⇒ (1, 1, 5, 5) + 5 = 17

push him on to H20 if I hit. He and his buddy next to him are effin slowed.


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

If Furio is going south, I'll go north and try to keep them from bunching up... maybe split them into two groups

<gRRRRah> Th'Kal's mandibles open wide in a howl of rage as he flings himself towards the otherside of the intersection. Bringing his axe to bear on one of the unnatural creatures.

Charge to F11 and Howling Strike on Z5:
Howling Strike: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 vs AC,
if it hits: damage: 1d12 + 1d6 + 5 + 1d8 + 2 ⇒ (2) + (1) + 5 + (4) + 2 = 14


EDIT: Rerolling the 1 on the damage die (feat)
ACTUAL DAMAGE: 2 + 1d6 + 5 + 4 + 2 ⇒ 2 + (6) + 5 + 4 + 2 = 19


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 follows after Th'kal a brief way before trying to get the zombie's attention and distract it.

Move, C12
Standard, Vicious Mockery on Z5 (or next closest if Th'kal destroyed it) 1d20 + 6 ⇒ (10) + 6 = 16 vs. Will.
If it hits, 1d6 + 5 ⇒ (5) + 5 = 10 Psychic damage and it takes a -2 to attack until EoMNT.


Z1 and Z5 attack Th'Kal, and Z2 will try to (see below). Z6 and Z3 attack Furio, and Z4 will try to. Both Z4 and Z2 will try to cross the ice, but it is a DC 15 Acrobatics check to get across. Fail and they fall prone as they enter the ice zone.
Z2 1d20 ⇒ 4
Z4 1d20 ⇒ 2
As expected.

Furio scatters the zombies like skittles as he barges one zombie into another, and Th'Kal's axe bites deep into frozen flesh. And even zombies have feelings, it seems, as Arakan's contempt leaves Th'Kal's foe visibly deflated. But that doesn't stop them closing to try and rend and tear the living, although two fall as they try to cross the ice. As they close, the two warriors feel the deadly cold that surrounds these undead.

Z1 and Z5 on Th'Kal
Z1 1d20 + 7 ⇒ (18) + 7 = 25 v AC to hit, 1d6 + 10 ⇒ (4) + 10 = 14 damage and the target is immobilised until the end of the zombie's next turn and takes 5 ongoing cold damage (save ends)
Z5 1d20 + 7 ⇒ (20) + 7 = 27 v AC to hit, 1d6 + 10 ⇒ (4) + 10 = 14 damage and the target is immobilised until the end of the zombie's next turn and takes 5 ongoing cold damage (save ends) - crit, max damage = 16
Ouch - two hits including a critical.

Z3 and Z6 on Furio
Z3 1d20 + 7 ⇒ (6) + 7 = 13 v AC to hit, 1d6 + 10 ⇒ (2) + 10 = 12 damage and the target is immobilised until the end of the zombie's next turn and takes 5 ongoing cold damage (save ends)
Z6 1d20 + 7 ⇒ (13) + 7 = 20 v AC to hit, 1d6 + 10 ⇒ (4) + 10 = 14 damage and the target is immobilised until the end of the zombie's next turn and takes 5 ongoing cold damage (save ends)

Initiative and conditions
Safier 24
Furio 22 (immobilised)
Th'Kal 20 + (immobilised)
Arakan 20-
Zombies 15 (Z2 and Z4 prone, Z3 and Z6 slowed, Z5 -2 to hit until Arakan's EONT)
Gart 14
Jareen 5

Gart.


male Mul Fighter 4 EXP 3873

Thank god only one hit me.

So, I wait til my turn to save, amirite? And when exactly does the 5 in cold manifest?

note to self: 14, immobilized, and 5 ongoing cold, will write damage in a minute.


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])

All ongoing damage takes place at the start of your turn, and all saves are made at the very end of your turn. Basically, your turn is completely over, then you roll saves.


male Mul Fighter 4 EXP 3873

So I'm 14 down as of now.


MAP 42/42 hp

Gart moves to D16, uses Inspiring Word on Thkal (can use a surge with bonus +1d6)

"Don't spread out too far!"


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

Thanks for the heal - that crit and big hit hurt worse than I expected... hopefully the DM spent all his good rolls :)
PS. Gart, Inspiring Word is only a minor, I think you could still hit/shoot something if you're in position.

Current HP: 41 - 14 - 16 + 10 + 1d6 ⇒ 41 - 14 - 16 + 10 + (3) = 24

Note to self:
Immobilized (TEoZombiesNT)
Ongoing 5 cold (save ends)


MAP 42/42 hp

didnt have enough movement to get into melee, and dont want to switch to ranged because dejada sucks.

Liberty's Edge

Manwolf Werewoof testing upper middle class twit 5

Hello,

I'm in the process of having my employment terminated.

Might be "touch and go" for the next few days/whatev's.....IDK yet. I'm in shock.

Dark Archive

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

Heathy, that sucks. Hope you sort it soon.

Liberty's Edge

Manwolf Werewoof testing upper middle class twit 5

Thanks.


Map updated.

Th'Kal nearly passes out from the bitter cold, but Gart's voice urges him on.

Jareen.


male Mul Fighter 4 EXP 3873

oops. Sorry to post my crap in teh game thread; I got confuseded.

Furio yells Th'kal's name, also stung from the bitter dead zombie cold.


Not to worry ;-)


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

Move to B17 cast Shock Sphere on I12, should get Z1,2,5...

Jareen moves into the room, and causes a ball of lightning to strike as many Zombies as possible.

Z1: 1d20 + 8 ⇒ (4) + 8 = 12 vs Reflex.
Z2: 1d20 + 8 ⇒ (16) + 8 = 24 vs Reflex.
Z5: 1d20 + 8 ⇒ (16) + 8 = 24 vs Reflex.
dmg: 2d6 + 5 ⇒ (6, 2) + 5 = 13 lightning damage


Jareen hurls ball-lightning at three of the zombies, making two twitch and jump and sending the third to its final rest.

Z5 down.

Initiative and conditions
Safier 24
Furio 22 (immobilised)
Th'Kal 20 + (immobilised)
Arakan 20-
Zombies 15 (Z2 and Z4 prone, Z3 and Z6 slowed)
Gart 14
Jareen 5

Safier.

Map updated.


Safier.


Someone please take Safier's turn.

Dark Archive

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

Blazing Starfall (At Will) * Arcane, Fire, Implement, Radiant, Zone
A shower of radiance falls upon your enemies and then burst out, creating a cage of burning embers that are painful to pass through.
Action Standard Range Area burst 1 within 10 squares Target Each creature in burst
Attack Charisma vs. Reflex
hit 1d4 + Charisma Modifier Radiant Damage
-->Cosmic Magic The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength Modifier.
Aimed at G18... Hopefully the fire tag on that will help...

atk z3: 1d20 + 7 ⇒ (9) + 7 = 16 vs reflex
atk z6: 1d20 + 7 ⇒ (19) + 7 = 26 vs reflex

dmg: 1d4 + 8 ⇒ (4) + 8 = 12


The radiant tag helps as well, since that's 4e's version of positive energy.

Safier calls down the shower of bazing motes upon the zombies. One is immolated while the other is trapped by a ring of fire.

Z6 down.

Furio takes 5 cold damage and it is his turn.

Map updated.


male Mul Fighter 4 EXP 3873

SAVING THROW
1d20 ⇒ 14


male Mul Fighter 4 EXP 3873

Cool. I think I can attack...

I attack z3, Crushing blow.
1d20 + 8 ⇒ (10) + 8 = 18
damage
4d6 + 9 ⇒ (1, 1, 2, 5) + 9 = 18

if that doesn't kill him, I shift one square to D17.

If it does, I move to E 13.

Rerolling 2 1's for my brutal

2d6 ⇒ (2, 6) = 8

So, 24 damage.


You have saved against the cold damage but the immobilisation effect lasts until the end of the zombies' next turn, so you can't move yet.

By the time Furio has finished with it, the zombie's head is squashed like a watermelon and hanging on by a thread of frozen flesh. But these undead are tough, and it still reaches for him.

Th'Kal, 5 cold damage and your turn.

Initiative and conditions
Safier 24
Furio 22 (immobilised until the EONT zombies)
Th'Kal 20 + (immobilised until the EONT zombies, 5 cold damage s/e)
Arakan 20-
Zombies 15 (Z2 and Z4 prone)
Gart 14
Jareen 5


male Mul Fighter 4 EXP 3873

Warm my hands by the fire then.


Ooops, I just realised that Furio killed Z3 - my apologies. A quick retcon - I'll updated the map when I get the chance.

Its head squashed, the zombie reaches out for Furio. And then collapses inertly to the floor.

Phew - I don't think anyone noticed....


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

heh heh.


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 ]

Is Z1 bloodied?


No.


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

Doh! It doesn't matter, since I have to take 5 damage at the start, I'll be bloodied and get the extra damage from my attack...

Th'Kal uses his injuries to fuel his attack, pouring his own pain into the zombie in front of him.
Blood Strike: 1d20 + 9 ⇒ (17) + 9 = 26 vs AC of Z1,
If it hits Damage: 2d12 + 5 + 1d12 ⇒ (8, 11) + 5 + (6) = 30 (extra damage b/c I'm bloodied)

*If* that doesn't kill the zombie, I'll use my minor action to attack with my claws: Kreen Claws: 1d20 + 9 ⇒ (19) + 9 = 28 vs AC, if that is needed and it hits, damage: 1d8 + 5 ⇒ (5) + 5 = 10.
*If* that first hit by chance killed the zombie, then I'm done since I'm immobilized.

Save vs Ongoing:
1d20 ⇒ 15

EDIT: saved!

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