Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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male Mul Fighter 4 EXP 3873

Yay! Got 24 hp now! I'm standing up for more carnage.


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

Th'Kal howls in rage and tries to split the giant in two... knowing that each moment wasted is a moment that his clutchmate continues to bleed out.

Standard Action: Howling Strike
Howling Strike: 1d20 + 9 ⇒ (11) + 9 = 20 vs AC.
If it hits, 1d12 + 1d6 + 5 ⇒ (4) + (3) + 5 = 12


In the off chance that hit drops the giant, I'm going to Free Action go after the zombie on Safier.


With a sharp crack, a fissure opens up along the torso of the ice giant. One of its arms and then its head fall heavily to the ground and smash. Then the rest of its body collapses into a pile of dirty ice.

Ice Giant down, Th'Kal may have his free action.

Map updated.


male Mul Fighter 4 EXP 3873

"Rest. In. Pieces."


{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 -6/35
Surges 7/7
AC 16 Fort 14 Ref 16 Will 19
Action Points 0
Storm Soul Active? Yes
Encounters
Whirlwind [X], Spatial Trip [X], Dancing Lightning [X], Quick Formation [ ], Second Wind [ ]
Dailies
Howling Tempest [ ]
Effects
Immobilized until end of zombie's turn
Ongoing 5 cold (Save ends)

Safier goes down from the zombies attack, two wounded to continue fighting.

At -6 at present, with 5 ongoing


Initiative
Safier 20+ (unconscious, prone)
Gart 20-
Jareen 18
Ice Giant Thing 14++
Zombies 14+ (Z1 prone)
Arakan 14 (unconscious, prone)
Furio 14-
Th'Kal 9

OK, so that's death saving throws from Arakan and Safier, and it's Gart's turn.


{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}

Save vs. Death: 1d20 ⇒ 4

Uh-oh! That's 1 failed.


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

Seeing the giant shatter spurs Th'Kal on to additional action as he goes charging off after the last target while ice shards still fall to the ground...

Free Action: Swift Charge to M12 and attack the zombie.
(With a speed of 7 he can just make it to M12 even counting the rough terrain at L17... He going around the pillar over Arakan's body.)
Howling Strike: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 vs AC
If it hits, Damage: 1d12 + 1d6 + 1d8 + 5 + 2 ⇒ (4) + (5) + (4) + 5 + 2 = 20


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

Have either Safier or Arakan used their Second Winds this encounter?
To trigger a person's second wind for them is a DC 10 Heal Check (you need to be adjacent to the body).
Otherwise, you need a DC 15 Heal Check to stabilize them (you still need to be adjacent).
I only have +1 to my check, but it's worked before...


{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}

I have not.


Th'Kal still needs to make an Acrobatics check to complete the charge.


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 made my first Death save. I don't think I need to roll any more of them.


The rule says you have to make a save at the end of each round you are dying. You are still dying, so you need to roll again. You need to fail three times and die (or roll a 20, or be revived in some way) to stop.

Still waiting for Th'Kal's Acrobatics check.


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

Dropping the Ice Giant also gives me 2 temp hp from my class ability -- I feel like I'm always forgetting those, grrrr

Oh and sorry about missing the check - crazy week here - I'd have been okay if you rolled for me... Work has me running around like crazy this week.
1d20 + 11 ⇒ (5) + 11 = 16


Th'Kal skitters across the ice to deliver the coup de grace to the zombie.

End of combat. Assume that you manage to stabilise and revive your unconscious fellows. 200xp each.


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

Jareen picks up the orb, and wraps it up in his pack for later inspection. "As I was saying, time for a quick exit?" As he speaks though, he moves to Arakan to give him a firm grip on the shoulder.


Perception checks, DC 11:

Spoiler:
Thrown in the corner there seems to be a pile of rags. Closer inspection reveals it to be a set of discarded clothes and a backpack.


male Mul Fighter 4 EXP 3873

percep
1d20 ⇒ 18


male Mul Fighter 4 EXP 3873

"Woah. clothes and a backpack."

I'll rummage through the backpack greedily.


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

We have fallen that will bleed out and die without Heal Checks
DC 10 Heal on Safier will trigger her Second Wind and she'll be fine.
Same for Arakan if he hasn't used his, otherwise it's a DC 15 Check.

<GRRANG!!> Th'Kal lets out a howl of rage at the clutch for not doing what needs to be done first.

My heal sucks, but trying anyways:
Heal Check on Safier: 1d20 + 1 ⇒ (4) + 1 = 5 to trigger her Second Wind


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

perception: 1d20 + 2 ⇒ (4) + 2 = 6


male Mul Fighter 4 EXP 3873

Heal check on Safier
1d20 + 2 ⇒ (7) + 2 = 9
"I....think she's gonna be okay....." Furio scratches his head.

"Dibs on the backpack."


male Mul Fighter 4 EXP 3873

Botting Gart; he does a heal check.

"move over, baldy. Leave this to the experts!'

1d20 + 6 ⇒ (15) + 6 = 21


male Mul Fighter 4 EXP 3873

Gart stops the hemorrhaging or whatever.


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

I know that Safier has 1/3 failed death saves, Arakan is on ?/3 pending his last turn.
Gart has one of them Healed. One more to go...
PS.
I have one healing fruit left over, so if we can't manage a successful heal check on them I can force feed it.

Th'Kal's lower arms rummage through his pack looking for his healing fruit... you can't read concern on his alien face, but his mandibles chatter repeatedly.

After Gart helps one of their comrades, Th'Kal will attempt to assist him with the next.


Heal Check: 1d20 + 1 ⇒ (13) + 1 = 14 to Assist Gart on the next roll
EDIT: That's +2 on his next Heal Check


Listen to the DM when he says "Assume that you manage to stabilise and revive your unconscious fellows" - he means it. There's nothing fun or heroic about bleeding out after the combat has finished, and having a series of Heal checks just to prove the point is a bit of a waste - people can take 10 or something now the danger and pressure is past.


In the pack, Furio finds an ivory tube containing parchment covered in writing and a small sack containing a load of ceramic pieces (Furio probably can't count that high, but it is 1,260gp's worth). There is also a very fine piece of shimmering, gauzy cloth that seems to be a face veil, and a dagger, together with two healing fruits.


male Mul Fighter 4 EXP 3873

"That's a tidy bit of jink there.....and some dumb stuff.

Nice knife though."


MAP 42/42 hp

"I'm glad we survived that, let's get outta here."


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The adventurers gather up their loot for later examination and head for the exit. As they go, there is a strange exhalation of cool air that wafts over them, and a sense of peace and purpose. They aren't sure what they have done, but they feel they have put down some sort of evil and made Athas a - slightly - better place. The primal sprits have taken notice.

You have each gained a boon. This is a magical ability that isn't tied to a magic item but basically acts a lot like one. There are two available - you must choose one, and once made that choice is irrevocable. Note what you choose and write it out (cut and paste) on your character sheets so we don't have to refer back here.

Option 1: Warrior of the Frozen Heart

Spoiler:
Your attacks can freeze your enemy in his tracks.
Property You gain cold resistance 5
Power (Daily) Free Action, Trigger: You hit with an attack. Your attack deals 1d10 extra cold damage and the target is restrained until the end of your next turn

Option 2: Master of the Uttercold

Spoiler:
Your powers tap into primal powers of cold and ice.
Property You gain cold resistance 5
Power (Encounter) Free Action. If you use a power which deals acid, fire, lightning of thunder, you may change that keyword instead to cold.
Power (Daily) Free Action. You attack using a power with the cold keyword. The area effect (burst, blast) of the power are increased by one (e.g. Close Blast 3 becomes Close Blast 4) and you may exclude allies within the area of effect from any effects or damage they might otherwise incur. Your attack deals 1d8 extra cold damage.


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])

In case I hadn't mentioned it, my computer has been a pain for the last two weeks, and now I'm only able to post from work.

Overdue Death save 1d20 ⇒ 20, see look at that, I wouldn't have needed the help. I spent 1 there, and 2 more during the short rest.

Arakan is eager to get his hands on whatever goodies the bag may hold, but he really just wants to get out of this place.

I will take Master of the Uttercold. Aubrey, are these in the Char Builder at all so I can add them there?


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

Master of the Uttercold.... My Lightning encounter power just became a lot more interesting once per day!


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MAP 42/42 hp

Warrior of the Frozen Heart, since the other one doesnt affect any of my powers


male Mul Fighter 4 EXP 3873

frozen heart

"Goodbye, cool breeze...."


These aren't in the CharBuild, sorry. It would be nice if they could make that as flexible as the monster programme, but with 5e I doubt they have the incentive now.


{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}

Healing. I'll be using four surges to get up to full.

Boon. Option 2, Master of the Uttercold.

Having found no survivors of the caravan, Safier turns to the ones she's traveled with. "It seems that there weren't any survivors of the caravan I was with. May I...travel with you. At least as far as the next town?"


male Mul Fighter 4 EXP 3873

"Yeah; I think you're pretty cool."


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

"How about we see if we all make it to the surface before we start planning ahead eh?"


The adventurers head out of the frozen sanctum, looking to reach the surface.

By the way, please check your xp totals as you should be getting pretty close to a new level.

Please make a group Dungeoneering check.


male Mul Fighter 4 EXP 3873

dungeoneering 1d20 ⇒ 11 my bonus is +2.


MAP 42/42 hp

Mine is+3


male Mul Fighter 4 EXP 3873

Am I doin this right?

Jareen's dungeoneering is +2, Safier is +0, Arakan's +5, and Thkal is +1.

Rolled an 11.


No, you all roll skill checks as normal and I just average the result.


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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])

Dungeoneering 1d20 + 5 ⇒ (1) + 5 = 6. Just doing my part to contribute to the fail of others.


{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}

Dungeoneering: 1d20 + 0 ⇒ (18) + 0 = 18

If it wasn't being averaged, Arakan, I'd trade you dice.


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

Picking Warrior boon,
Dungeoneering: 1d20 + 1 ⇒ (10) + 1 = 11
And I have us almost 400xp from our next level


MAP 42/42 hp

dungeoneering dwarf: 1d20 + 3 ⇒ (14) + 3 = 17


{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}

I had missed a couple rewards (just did an xp audit) and have us at 3238/3750. I've got links to all the XP rewards since I joined in my profile at the bottom.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Safier wrote:
I had missed a couple rewards (just did an xp audit) and have us at 3238/3750. I've got links to all the XP rewards since I joined in my profile at the bottom.

I ran your audit -- big thanks for keeping it in list form, great idea... going to have to steal it :)

I currently have us at 3338xp
(I'm glad you had the audit, b/c when we were awarded the +146 from your first entry, I had that as +113 which is what Aub gave us originally before saying switch it to +147 !! So another big thanks to your list!)


About the list,
** You have the first +50 titled (11/13/13), but I think it should be +150 on (10/28/13)... I can't find any xp awarded on, or near, 11/13/13 and I can only find one time we were given a +50xp (the one you have on 11/29/13).

Anyway,
If you take that change into account (and if I take the +146 instead of +113) we have the same amount of xp.

I'm thinking the group is at 3338.
It looks like Gart has us 3xp higher, lol


MAP 42/42 hp

i have myself at 3341 but my math could be off somewhere

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