Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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"Make your choice. Either we stop the ritual together, or I will enjoy watching you die alongside us."

Diplomacy is not always about nice words. Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27 to aid Arakan.


Calla the Quick wrote:

"Make your choice. Either we stop the ritual together, or I will enjoy watching you die alongside us."

Diplomacy is not always about nice words. Diplomacy: 1d20+7 to aid Arakan.

Pretty undiplomatic language, but it seems to do the trick (in reality that would probably represent an Intimidate, but a 20 is a 20). No one sees anything else terribly useful through the gap.

The elf leader listens thoughtfully. The other newcomer mutters in Elvish -

Spoiler:
"That half-breed cannot be trusted. He lies and twists words -"

- but is cut off with a curt gesture. The leader looks troubled, but nods to the other elven guards who put the brush back in place. The sand crunches as the elves walk away.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

"Did they believe us or not?"

Irivis speaks common and giant.


A tense few moments pass, the prisoners inside the tower wondering what impact, if any, they had on their captors. Nothing much seems to change for several minutes.

Then there is a shout - two voices raised in anger, yelling in Common and Elvish. The guards at the entrance stir uneasily, looking curiously towards the main camp and looking ever more concerned. The voices get louder, and then there is a sudden cry of pain and the sound of weapons clashing. One of the guards outside snarls something in Elvish -

Spoiler:
"Traitorous human scum!"

- and all five suddenly grab their arms dash towards the commotion, leaving the entrance unguarded. More voices are now raised generally - cries to arms in several languages - as the camp outside suddenly dissolves into anarchy.


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 is quiet a bit after the conversation, and when Irivis asks him he smiles thinly and nods his head to the affirmative while speaking to her pleasantly in giant. The language he has learned they share and can often use to converse more secretively.

Giant:
"I wouldn't put money on it. They seem to not trust me much so we may want to keep planning conti..."

He is startled to hear the commotion outside, and his grin grows sizably. Cautiously, he advises the others "Now, I wouldn't just rush out of here yet. We should let them get a little more embroiled with one another, and try to look like we are just taking advantage of a development. If we hurry too much they may see our influence for its intended purpose." He turns to the thorny bush in the doorway, and slide it aside enough to glimpse the battle unfold.

Stealth 1d20 + 8 ⇒ (1) + 8 = 9 ARRRRGH! dice, why dost thou spurn me?

Looking outside, but still addressing the prisoners inside, he lays out the escape strategy as he sees it. "I'm just going to nudge my head out a bit and see how things are faring, I will give the signal when we move. We will go double file, and I will direct you toward which gap we head towards. It will be a small group of the hale first. I would say Calla and Irivis lead looking for a safe route and to pick off any interceptors, the rest of the mostly non-combatants, within which Jareen will be concealed in case anyone strikes at the middle. Lastly, the other half of the defenders with Gorad and myself. We both have experience with wounds and can handle any stragglers. Everyone got it?" His orders come out quick and clear, showing that it seems Arakan works better on his toes than when he has too much time to plan.

EDIT: Perception for what I see out the doorway 1d20 + 5 ⇒ (6) + 5 = 11


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

Jareen nods at Arakan. "That sounds good enough to me."


Arakan pulls the brush aside. (I'm assuming he is being reasonably careful, and clears a 5' wide exit.) He peers out, to find some of the elves lying dying in the dust, some in the process of being cut down, and the rest put to flight and being pursued by riders. As he assesses the scene, one of the silk-wrapped defilers notices him and points Arakan out to the mul leader. The mul turns, takes in the escapee, and sends some men running to take care of the tower.

Meanwhile, inside, Calla's grandmaother seizes her hand and presses the leather package into it. "You must deliver this safely!"

Roll initiative. Map imminent.


M Mul Shaman 2 Elemental Priest

Looking at Arakan in surprise and a gruding respect... "It was a good plan, too bad it was so quickly interrupted... Do you see any useful weapons lying around thos downed elves?"

Gorad scans the ground for something to fight with...

1d20 + 0 ⇒ (12) + 0 = 12init
1d20 + 10 ⇒ (7) + 10 = 17 percep in case you need.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

"Good work, Arakan." Irivis's smile is nearly as wolfish as his. "At least you've thinned the numbers."

1d20 ⇒ 17 - init.


Map

OK, the key to this multi-coloured extravaganza. Yellow is you, blue is corpses (mostly elves), red is live elves running for their lives, green is the enemy. Riders are mounted on crodlus, H = Human, P = Pale Ones. The grey square thing is the tower, the dark-grey muddy blobs in the entrance are the briars. The lines show roughly where the circles are.

So far, only P1, the mul and the humans nearest him have noticed you. Riders 4 and 5 are busy riding down the elves running away, and a lot of the humans are simply running for their mounts.


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 eyes go wide with worry. It was supposed to take longer, be more effective, but it is a rout. The only real option is a mad rush of chaos.

Initiative 1d20 + 3 ⇒ (14) + 3 = 17. I'm assuming N is top of the map.

He turns to the others and let's them know how he sees it. "We have elves running to the southwest, and humans going for their mounts to the northeast. I say we just run for all we're worth the same direction of the elves. There's less of the enemy in our path, and if they are running that way, they must know there is a way out that direction." Looking to Gorad from his question, he adds "I think we get 'grabbing weapons and holding our ground' out of our heads. Their numbers are staggering, and we may be better off trying to channel them into small passages where they can't use their mounts."

Running Rules:
Running adds +2 squares to each move action.
You take a -5 penalty to attack rolls until the start of your next turn.
You provide Combat Advantage until the start of your next turn.
So in one round, with a speed of 6, you can move 16 squares, or 24 if you spend an action point.
As a reminder, diagonals count 1 for 1, so don't worry about the 1-2-1-2 math when counting squares.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

"@**$:$@*"

Irivis swears horribly as she takes in the numbers.

She looks quickly at Arakan and smiles briefly, her eyes meeting his with some amusement.

"Let's just do what we do best. Run away."


I wondered what you had typed there. Then I realised it was just "@**$:$@*"!

Humans and riders: 1d20 + 5 ⇒ (1) + 5 = 6
Elves: 1d20 + 7 ⇒ (13) + 7 = 20
Pale Ones: 1d20 + 5 ⇒ (11) + 5 = 16

Initiatives:
Elves 20
Arakan 17+
Irivis 17-
Pale Ones 16
Gorad 12
Humans & Riders 6

Jareen? Calla?


Calla takes the package from Gramma and secures it under her robes. She takes a deep breath, holds it for a second, then exhales. "Let's do this. Try and stick together."

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18.


Quick as thought itself, Calla ducks out from the ruined tower and sets out at a jagged run over the burning sands. Her form seems to blur in the haze as she crosses the intervening space in the blink of an eye.

Move to AO-36.

Speed of Thought:
You move in the blink of an eye, reaching your foes before they can draw their weapons.
Encounter Psionic
Free Action Personal
Trigger: You roll initiative
Effect: You move a number of squares equal to 3 + your Charisma modifier (5 squares).
Special: You can use this power even if you’re surprised.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

If I'm counting right (and have my notoriously horrible sense of direction going to the right place), Irivis can get to AF51 if she double runs. Minor to curse whichever of Rider 4 or 5 is nearer.


Jareen: 1d20 ⇒ 14

Initiatives:
Elves 20
Calla 18
Arakan 17+
Irivis 17-
Pale Ones 16
Jareen 14
Gorad 12
Humans & Riders 6

As the elves scatter, the prisoners make their break for it.

Map updated.

Calla full go now.


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 possible, Calla moved the free 5 the wrong direction, could she be moved 5 SW instead of NW?


Fog of war.


After initially setting out towards the north, Calla sees the massed riders in that direction and quickly changes direction. She flees south-east at a flat run, caring nothing for stealth.

Double run action is 14 squares, to AA-50.


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 is going to delay until after Gorad goes, he has a plan.... but we know how well those work out.


Irivis, with her new lower speed.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

AF50, double running.
Curse Rider 5 as a minor

Irivis hobbles after Calla as fast as she can. Coming to a brief halt, she invokes her despised power against the nearest rider. Just in case.


Other members of the caravan also take to their heels. Three of the silk-wrapped arcanists head towards a group of them running east. They chant briefly, and the merchants flop unconscious to the desert floor.

Map updated. Put a little group of five blue squares on the map to represent the fallen just to the east of the tower.

Jareen.


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

Jareen keeps with the group, moving off to one side, to keep others between himself and the riders, but preparing to use magic if they get closer.

AI49


Gorad.

Map updated.


M Mul Shaman 2 Elemental Priest

Gorad follows Calla the best he can. move to AC50 that is standard and move as minor calling Sandswimmer to M38

As Gorad catches up to Calla, Sandswimmer bursts out of the ground at the feet of the nearest rider.


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])

Going to actually delay to go last, even after the humans and riders.


Initiatives:
Elves 20
Calla 18
Irivis 17
Pale Ones 16
Jareen 14
Gorad 12
Humans & Riders 6+
Arakan 6-

The most of the bandits run for their mounts. A few run towards the fleeing slaves, including the mul leader.

Arakan.

Map updated.


Aubrey the Demented/Malformed wrote:

Other members of the caravan also take to their heels. Three of the silk-wrapped arcanists head towards a group of them running east. They chant briefly, and the merchants flop unconscious to the desert floor.

Calla stumbles and drops to one knee. Her headlong flight is temporarily undone as she sees friends, relatives, rivals - people she has known for years - fall behind her slumped in the sand.

must go back can't go back must go back can't go back


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 watches to see where all the moving pieces are going, and where they all should end up. Putting on his best face, he feigns fear, and runs around the wall of the tower as he moves south and east. Once he gets far enough past the side he adopts a more subtle posture, huddling against the wall as he moves to the edge to see who all is on this side before moving any further.

Bluff 1d20 + 11 ⇒ (10) + 11 = 21
Run 8 squares to AU42
Move 2 squares to AW42 and hide
Stealth 1d20 + 8 ⇒ (11) + 8 = 19


I hope you know what you are doing.

Calla.


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 know what I'm doing... I'm giving the dice a chance to make up for my previous failure... but more than likely, I will die. lol


Map updated.


Arakan running off on his own again? No surprises there then!

Calla regains her feet, and rasps out, "We have to keep moving and stay together - can't go back for the others - just can't..." her voice trails off. Then she visibly shakes herself, looks round at her three companions, and sets off once more to the south-east.

Another double run action will take Calla off the map to the equivalen of N-63. Her plan is to try and lose the pursuit in the desert, and then circle round to the north to find Grak's Pool.


You haven't escaped yet, just run off the map.

Irivis.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

Irivis looks briefly back at Arakan and then follows Calla.

"Quite right. Keep moving. Stay in sight of each other."

Double move and curse H4


More of the caravan fall to the spells of the pale-skinned defilers, paralysed, rendered unconscious or gripped in sticky webs.

Map updated.

Jareen.


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


Sniper 3: 1d20+8-2 to hit v AC, damage 5
Sniper 4: 1d20+8-2 to hit v AC, damage 5

Jareen.

Two arrows thud into Jareen, making him stumble, but he keeps up his run with the others.

Sorry for the delay, site wouldn't let me log on yesterday!


They do? I think that happened weeks ago! Oh well, if you want a bit of drama, I'll run with it!


Gorad.


M Mul Shaman 2 Elemental Priest

will double move to keep up with Calla off the current map

As Gorad continues to follow Calla Sandswimmer fades back into the sands.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Aubrey the Demented/Malformed wrote:
They do? I think that happened weeks ago! Oh well, if you want a bit of drama, I'll run with it!

I'm going mad.


OK, since the party is getting divided again we will go to spoilers.

Everyone except Arakan:

Spoiler:
The party of four make a dash for the canyons to the south, hoping to lose any pursuit in the maze of passages. The raiders are now mostly mounted, and running down the fleeing stragglers with ease. Calla's glances back to see her grandmother attacking the mul with an improvised dagger, but the momentum of her run then takes her through rocks which obscure her view of the outcome.

OK, brief skill challenge to get to the canyons. This is about speed, not stamina - before you ask, Endurance is not applicable.


Arakan:

Spoiler:
Perception checks for the raiders: 1d20 + 6 ⇒ (3) + 6 = 9

The riders begin to get close to Arakan's position where he hides at the base of the tower, but so far they don't spot him. He sees Calla's grandmother charge at the mul and stab at him with one of the improvised thorn-daggers, but in return she is swiftly cut down.

Arakan's go.


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])

Aubrey:
Arakan's plans, obviously not going where he had hoped, seem to be dashed against the very tower walls in which he was just contained. Using a last ditch effort, he decides he should have run with the others, and hopes that he can catch up to them.

Double run, 16 squares (did we ever get an AP? I'm not sure if we hit a milestone since the first encounter.) If I have an action point, I will spend it to run 8 more. He will move diagonally SW, towards the others.

What I had planned, was most of the guards moving SW after the others (since most of the empty mounts were West of the tower), and I was going to move to the circle and either thunder damage some of the crystals so they would be unable to perform the ritual, or take some of the bigger ones for the same reason.


Not-Arakans:
Wow, Calla really sucks at everything non-social! Okay, I'll go with Perception to try and spot a route that is easier on foot than mounted. Perception: 1d20 ⇒ 12.

Calla sees Gramma bravely fighting the mul, giving her a little more time to escape. She knows that the image will haunt her forever. I'll make it worthwhile Gramma. I promise.

She tries to focus on the twisting route of the canyons ahead of her.


Female Human Warlock 4 (Sorcerer King, Wildling) HP 46/46

non-Arakans:
Irivis concentrates on navigation. She knows instinctively which way is north, which makes things a little easier - if that can ever be true in the trackless dunes.

1d20 + 2 ⇒ (18) + 2 = 20 - Nature using a +2 from Know Direction.

She keeps as close to Calla as she can and trying to stop herself thinking of this flight as yet another cowardly run.


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

Not-Arakans:
Jareen attempts to use his insight to pick a route through the rocks that will cause the mounts of his enemies problems. Insight: 1d20 + 8 ⇒ (14) + 8 = 22

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