Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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Th'Kal's axe fells the zombie, cutting it into two frozen chunks that fall heavily to the ground.

Z1 down. Kreen Claws unnecessary.

Map updated.

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's comforted to see so few of the enemy remaining, but not by the Kreen's level of injury. He once again taunts the undead, for what it's worth. With a few words of encouragement, he does what he can to keep the kreen between he and the enemy.

Standard: Vicious Mockery again, against Z2 1d20 + 6 ⇒ (8) + 6 = 14 vs Will.
If hit, damage 1d6 + 5 ⇒ (2) + 5 = 7 Psychic and it takes a -2 penalty to attack rolls until EoMNT.
Minor: Majestic Word on Th'Kal, get Surge+4 and I slide him to F12.

Dark Archive

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

EoMNT = "End of My Next Turn" yes?


Correct.


Ooops, forgot it was my turn. I'll post in a couple of hours.


Z2 and Z4 try to get up.
Z2 1d20 ⇒ 12
Z4 1d20 ⇒ 3

The last two zombies slip and slide on the ice.

Gart, then Jareen.


MAP 42/42 hp

Gart will move to attack z2 with his dejada, not liking the weapon compared to a carrikal, but disliking the slick ice even more...

ranged: 1d20 + 3 ⇒ (9) + 3 = 12 vs AC
1d8 ⇒ 7

EDIT: my "move to attack" i mean move closer, but no closer than is necessary. I assume 10 is min range and 20 max, so he will fling the rock from 20ft away, and avoid getting into that ice patch. D14 or E14, perhaps?


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

Jareen will throw a magic missile at Z4 for 7 damage.[/ooc]


Gart and Jareen pepper the zombies with missiles.

Both hits.

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}

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

Safier summons another rain of radiant light, stars descending upon the zombie nearest Th'kal, trying to finish the creature before it gets back up.

Blazing starfall on Z2, shift one square east to B14.

Blazing Starfall vs. Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Damage, radiant: 1d4 + 8 ⇒ (1) + 8 = 9


The blaze of energy from Safier's spell leaves the zombie a steaming corpse.

Z2 down.

Map updated.

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

Furio, then Th'Kal.


male Mul Fighter 4 EXP 3873

I spends a healing surge, and moves to J 21.

If I gotta roll to not bust my ass

Athletics 1d20 + 9 ⇒ (2) + 9 = 11


It's an Acrobatics check, which you probably still fail.

Like the zombies, Furio slips on the ice.

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

Th'Kal.

Map updated.


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

Revitalized by Arakan's words, Th'Kal begins stalking closer to the last of the undead creatures. When he's a little closer he focuses his limited psychic powers and sends a wave of anger towards it.


Move to J12 avoiding the ice
Standard Act: Psychic Surge on the remaining zombie (the prone gives me a minus on the ranged attack)
Psychic Surge: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 vs REF,
IF it hits, 1d8 + 5 ⇒ (1) + 5 = 6 and my crit range increases for next turn.


Th'Kal channels his mental rage at the zombie, leaving it vulnerable to his next attack.

Arakan.

Map updated.


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 sideways, getting closer but not close to the remaining enemy. From here he uses his taunting words again.

Move: to D18
Standard: Vicious Mockery again, against Z4 1d20 + 6 ⇒ (18) + 6 = 24 vs Will.
damage 1d6 + 5 ⇒ (4) + 5 = 9 Psychic and it takes a -2 penalty to attack rolls until EoMNT.


male Mul Fighter 4 EXP 3873

"OOOOH! BURRRRRRRN!!! His momma IS that greasy!!!!"


Zombie tries to get up again. 1d20 ⇒ 10

The zombie flails about on the ice but moves no further.

Gart.

I'll update the map for Arakan's movement later.


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

If it's still moving after Gart's turn, Jareen will Magic missile it again, no point really wasting anything else.


MAP 42/42 hp

Gart has another inspiring word for Th'kal. No real way for him to get up there and do anything more than Th'kal or Furio could.

he can surge for +1d6


I don't think this zombie is going anywhere.

Between them, the adventurers blast the final zombie to frozen chunks with spell and missile.

End of combat. 125xp each.


OK, what now?


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

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

Does any direction look more useful than any other?


male Mul Fighter 4 EXP 3873

Let's take a look around. Is the area around W....15 and 16 a hall out? I guess if not, we could go south.

1d20 + 2 ⇒ (7) + 2 = 9 perception, to look around the room for stuff.....


DC 11 Nature or Arcana:

Spoiler:
The unnatural cold seems to be emanating from the east passage.


{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 cold seems to be coming from that way." Safier points towards the east passage. "I'd guess that's the way we should go."

Arcana: 1d20 + 6 ⇒ (9) + 6 = 15


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

Arcana: 1d20 + 10 ⇒ (16) + 10 = 26

"I agree."


male Mul Fighter 4 EXP 3873

"Let's find out where it's coming from then."


The tunnel is partly blocked by fallen rock and huge blocks of ice, and the cold is bitter. Traversing uninjured it requires some dexterity.

Everyone, DC 11 Acrobatics checks each. If you fail, you trip, fall and/or slide against something hard and take 1d10 damage (make the damage rolls yourselves.

Up ahead, a bright cold blue light is shining, negating the need for lanterns. The light pulses, growing and falling in intensity over several seconds.


{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 carefully moves between around the rocks and ice, taking care not to fall.

Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15


male Mul Fighter 4 EXP 3873

Acrobatics 1d20 + 2 ⇒ (2) + 2 = 4


male Mul Fighter 4 EXP 3873

1d10 ⇒ 2


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

Acrobatics: 1d20 + 1 ⇒ (1) + 1 = 2
dmg: 1d10 ⇒ 8

"Oh, for f&@$s sake I hate these f#*#ing rocks."


male Mul Fighter 4 EXP 3873

"Me 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])

Acrobatics 1d20 + 8 ⇒ (4) + 8 = 12

Arakan just barely makes his way over the slick rubble, despite his capability. He does his best, though, to make it look like he had no trouble whatsoever.


You can spend healing surges to heal the damage, by the way.


male Mul Fighter 4 EXP 3873

I figured 2 hp wasn't worth the waste.


MAP 42/42 hp

acrobatics: 1d20 - 2 ⇒ (3) - 2 = 1
1d10 ⇒ 9
1 surge spent to get that back.

The dwarf almost grimaces as his skin nearly sizzles at the touch of the uttercold stone when he slips.


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 Arakan tries to play off his difficulty, he realizes he may not need to as the others blunder and stumble their way over the obstacle. He's not sure whether he should be proud of himself, or concerned over the fact that these were his allies.


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

Th'Kal easily maneuvers over the ice and rocks.
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26


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

Jareen will spend one surge as he stands panting at the end of the rocks.


A larger chamber opens out ahead.

How do you want to handle this?


male Mul Fighter 4 EXP 3873

What do we see?

perception 1d20 + 2 ⇒ (16) + 2 = 18


Furio peers into the room. It is large, the floor, ceiling and walls are all coated with thick translucent ice. Columns of ice, in which indistinct dark shapes can just be made out, reach in profusion like irregular pillars supporting the chamber. The Ice pillars make it difficult to see further into the chamber, blocking line of sight, but somewhere within a cold blue-white pulses slowly.


male Mul Fighter 4 EXP 3873

"This looks slippery,....." he says, describing what he sees.

"The floor is covered with that cold, hard water. There's pillars of the stuff too. Gets in the way of seeing too good. Something cold, and blue and white pulses in there.......and I think I saw shapes, in the pillars."


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

"So, let me guess, we walk in, slip and slide around, and then get attacked by a horde of those zombies?" Jareen says dramatically, then pointedly looks at Safier "I hope you have some more of those heat spells girl."


OK, now what?


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

@Aubrey: What's the danger of slipping here? Would it cause damage like before or just make us look silly?
--
For everyone else:
If it causes damage, then perhaps we should create some sort of rope bridge (a handrail of sorts) between the pillars to make the less acrobatic folks less likely to take damage...
--
If it doesn't hurt (beyond the pride) to slip and fall, I say we get a closer look. Maybe sneak in (Arakan?) Maybe check for magic in those pillars (Jareen?/Safier?)...


As an aside, I'm guessing those pillars contain more of Safier's folk - I don't think we're finding any of her old group alive, lol.
Also, I know we're here looking to stop some defilers or defiling magic - do we know what it looks like? Could it be the glowy white light?


The ice is tricky underfoot, but walking slowly seems safe enough.

Rules for moving on the ice. You can move as if Slowed (i.e. movement rate of 2) without risking falling over. If you want to walk normally, it's a DC 11 Acrobatics check. If you want to run or charge, the DC is 16. Fail, and you fall prone.

OK, got a plan?


male Mul Fighter 4 EXP 3873

"Let's go see what's in there. Maybe kill stuff, even if it's already dead; hell, I'm down."

Furio'll start leading the way.

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