Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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

Jareen nods, and follows carefully. Keep to the middle, go slow


The group move into the chamber, moving slowly and carefully on the ice between the pillars. It is truly, bitterly cold, stinging exposed skin. They head towards the source of the strange light.

Ahead, in a clearing in the forest of ice columns, they find it. Two spindles of ice, one from the floor and one from the ceiling, reach together and almost touch. In the gap between them a black orb hangs suspended in mid air and slowly revolving. The spindles and the air around them throb with blue-white light, but instead of being warming it sucks away the vitality of the watchers with a bone-deep chill.

Beside the orb is the figure of a man. He is encased in ice up to his waist, his torso is bare and his skin is tinged blue and drawn tightly over his ribs and belly. Long dark hair cascades from his head, formed into dreadlocks by icicles that dangle from the ends. He chants hoarsely, arms outstretched, gazing reverently at the orb.


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

Arcana: 1d20 + 10 ⇒ (19) + 10 = 29
History: 1d20 + 10 ⇒ (15) + 10 = 25

Does it look like what we've come for? How do we get it out?


Jareen:

Spoiler:
It certainly looks like the orb you are seeking. However, it's powers seem to have been weirdly altered and amplified by some strange ritual connected to the intrinsic magical properties of the chamber. Getting it out will probably require the stopping of the ritual.


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

Aubs:
Can Jareen tell if there is anything protecting the man? Or if knocking him out will stop it?


Jareen:

Spoiler:
Hard to tell by looking. It's one of those "suck it and see" situations.


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

:D

Jareen looks carefully at the orb, then at the man stood by. "Well, it looks like we have found what we came for. But getting it out while our friend here's ritual is in progress will not be easy. I hope that if we give him a good crack to the head we can grab the orb and run. I fully expect that if we break the ritual, something bad will happen. Other than that, I can say no more."Jareen pauses for a moment to see if anyone disagrees with his assessment, then continues: "Who wants to hit him?"


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, silent as he eyes the globe, speaks up at this question. "I'll do it. I have no qualms about it, for those of you burdened with too many morals."


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

"Ha! I thought we'd wandered far enough now for you to realise my morals don't come into this Arakan. I simply want to be as ready to run as possible!"


male Mul Fighter 4 EXP 3873

"I'll hit him, but Arakan seems pretty keen on it. Go ahead, dude.

I get the feeling we might have to hit him a few times anyhow."


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 treats the tranced being as a complete victim, and using the tricks of his trade, takes care to add a little something to his blade before he decides on a strike of certainty. He eases behind the being and moves to drag his blade across its throat.

Poison blade with my Bloodroot poison.
Coup de grace, Standard with Sly Flourish. If it's helpless, it auto crits. Doing 12 damage, +1d6 ⇒ 1 for crit, +2d6 ⇒ (6, 4) = 10 for sneak attack.
Plus: Bloodroot Poison, takes 6 extra poison damage, and it is dazed (Save Ends)
So, total damage of 23+6 Poison, and if that is more than its bloodied value, it dies outright.


Well, maybe that's the scenario Arakan had in mind... He's encased in ice up to the waist, but he's far from helpless.

As Arakan moves gingerly towards him, the figure twists round. Eyes like dark pits stare out of a skull-like face and blue lips draw back in fury as he spots Arakan and the others with him. He flings back an arm, conjures a spear of beautiful glittering ice from the air, and hurls it at the half-elf.

Surely you knew it couldn't be that easy. Roll initiatives, please. Map to follow. Also, Perception checks, DC 16:

Spoiler:
As he draws upon the cold magic, the ice that partially entombs him creeps a little further up his body.


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

Init: 1d20 + 1 ⇒ (13) + 1 = 14
Perception: 1d20 + 2 ⇒ (10) + 2 = 12


male Mul Fighter 4 EXP 3873

Init

1d20 + 2 ⇒ (15) + 2 = 17

Percep

1d20 + 2 ⇒ (1) + 2 = 3


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

Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Oh well, it gets the 1s out of the way, at least.


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])

Initiative 1d20 + 4 ⇒ (7) + 4 = 11
Perception 1d20 + 6 ⇒ (12) + 6 = 18


Map.

Please place yourselves somewhere below row 20. You are entering from the south. The dark blue are the ice pillars, the orb is self-explanatory and the D is the defiler. The lighter blue around the orb is the aura around the ord and spindles.


MAP 42/42 hp

init: 1d20 ⇒ 20
perception: 1d20 + 1 ⇒ (18) + 1 = 19

M20, Please.

I'll use battlefront shift to allow Thkal to shift half his speed.


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

I'll take L20 -- but then use Gart's power to Shift 3 squares to O17


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

ooops I didn't read "BELOW" row 20.
EDIT:
I'll take L21 and then shift to N17


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

G20


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])

I'll take I20. I was wondering, though, since my approaching was what caused him to stir, would I be closer?


Good point - you can be below row 12.


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])

Then I'll go L13, that way I was lined straight up with it as I approached.


{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}

Inish: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 ⇒ 10

J20, please.


male Mul Fighter 4 EXP 3873

J 15


J15 isn't available - it's row 20 or below. I'll shove you somewhere suitable.

Zavox 1d20 + 5 ⇒ (7) + 5 = 12

Initiative
Gart 20
Furio 15
Th'Kal 15
Jareen 14
Zavox 12+
Safier 12-
Arakan 11

Map updated.

The ice javelin explodes by Arakan's ear as he ducks down by a pillar. But as he steadies himself, skeletal arms covered in rime burst from the column and grab at him. A leering skull peers from the hole, jaws working.

1d20 + 8 ⇒ (5) + 8 = 13 v AC, on a hit 1d6 + 3 ⇒ (1) + 3 = 4 cold damage and grabbed.

Gart.


male Mul Fighter 4 EXP 3873

"Wuh!"


MAP 42/42 hp

Gart charges forward, attacking the arm/skull jutting from the pillar, using his wolf pack tactics

acrobatics: 1d20 - 1 ⇒ (20) - 1 = 19
1d20 + 8 ⇒ (15) + 8 = 23 (+something for a charge if successful)
1d8 + 5 ⇒ (6) + 5 = 11

Arakan can shift one space as a free action if he wants

Gart rushes forward with unusual agility, ending with a meteoric strike of his carrikal on the skeleton in the pillar and the pillar in general. The crisp air is filled with icy shards broken loose from the pillar.


It's +1 to hit for a charge.

Gart's weapon smashes into the skeleton, but the cold seems to have made it resilient.

Furio.

Map updated.


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

"Safier, concentrate on taking the defiler out, we can do that at range, and hopefully it will cause the whole set of magic to stop."


Furio.


male Mul Fighter 4 EXP 3873

first, dc 11 acrobatics to walk to M14.

1d20 + 1 ⇒ (11) + 1 = 12


male Mul Fighter 4 EXP 3873

heh heh...


male Mul Fighter 4 EXP 3873

next, crushing blow on the skeleton in the pillar;

1d20 + 8 ⇒ (18) + 8 = 26

damage
4d6 + 9 ⇒ (4, 5, 5, 4) + 9 = 27


male Mul Fighter 4 EXP 3873

see what he likes that.


{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}
Jareen wrote:
"Safier, concentrate on taking the defiler out, we can do that at range, and hopefully it will cause the whole set of magic to stop."

"I'll do what I can."


Furio crunches the skeleton into little icy bone fragments.

The pillar is still there, but the skeleton inside is destroyed.

Map updated.

Th'Kal.


male Mul Fighter 4 EXP 3873

"Grrrrrrrooooooah!!!"


And for the record, crushing blow only does 1W, or 2d6+STR damage. You have a bit of a habit of forgetting that. You also get some temporary hp from that as well.


male Mul Fighter 4 EXP 3873

My phb says it is 2W ????? It is an encounter power; I mean, I can do 1w all day long.


male Mul Fighter 4 EXP 3873

"Groooooah!!!"


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My apologies - I thought you were using Crushing Surge. I hang my head in shame.

Nothing to see here, move along! Th'Kal.


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

Th'Kal makes his way forward a bit cautiously, making sure to avoid the pillars. Despite his size, he is nimble and light on his feet as he stalks closer and closer to the defiler. When Th'Kal's within 20 feet or so, his anger explodes out of him propelling him forward, axe swinging in a deadly arc.
<Brrrallk> "Defiler!"

Move Action to O10; Standard Action: Howling Strike Charge to M8.
Not sure if I need one acrobatics check or two for the two different actions. Here are two, just in case...
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26, Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
Using Howling Strike as a Charge vs the Defiler:
Howling Strike Charge: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 vs AC.
If it hits, Damage: 1d12 + 1d6 + 1d8 + 5 + 2 ⇒ (12) + (5) + (5) + 5 + 2 = 29


Map updated.

Th'Kal rushes in, and his impetuosity is rewarded as his axe bites deeply into ice and frozen flesh. But the zone of freezing light is painful to stand in - he can feel the life being drained out of him.

5 cold and necrotic damage for Th'kal.

Jareen.


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

lol - I knew there was going to be something about that white area on the map. I'm happy it's only 5 points, lol.
We're going to have to try and pull this guy from the area -- I'll be backing out next turn.


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

Move to J16

Attack: 1d20 + 8 ⇒ (19) + 8 = 27 vs. Will. Hit: 1d8 + 5 ⇒ (3) + 5 = 8 psychic damage, and you slide the target 1 square, to L7

Jareen moves forward and throws a ball of force at the defiler attempting to move him away from the orb.


You need an Acrobatics check to move more than 2 squares.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
You need an Acrobatics check to move more than 2 squares.

Bugger, forgot that... Here goes: 1d20 + 1 ⇒ (12) + 1 = 13

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