Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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

I'm pretty sure that Furio missed his attack, so the "board" remains unchanged after his turn (except for him marking the half-giant).
Arakan, I think you could probably go without having to wait for Aub to confirm Furio's terrible roll.
Well, it was MY terrible roll on behalf of Furio, lol.


Furio attack is easily dodged even by a dozy half-giant.

Arakan.

Initiative update
Half-Giant 24 (Slowed s/e, unconscious on first failed save, marked by Furio)
Cahel 22+
Lanky 22-
Th'Kal 17 (prone, slowed S/E x2)
Ched 13+
Jareen 13- (3 temp hp)
Furio 10 (3 temp hp)
Arakan 8
Dwarf 7
Half-Nose 5 (Slowed s/e, unconscious on first failed save)


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 feels and recognizes the familiar sting of poison coursing in his veins. Ever the tough guy, tries to dart in and stab the guy with half a nose. Then hoping to dart right back out unharmed. He draws his widow's knife, and rushes the man. Darting in quickly, he stabs the man, before he zips back away from danger to the protection of Cahel and Furio. Just for good measure he draws his hand crossbow, not sure what type of fight he'll be able to manage in the small confines. The poison can still be felt, as he fails to purge it from his system.

Minor, draw widow's knife
Standard, Fleeting Spirit Strike on Half-nose (shift 3 before to K6), attack 1d20 + 9 ⇒ (15) + 9 = 24 vs AC.
If that hits, 2d4 + 4 ⇒ (1, 3) + 4 = 8 damage, and free shift 3 to N7
Move, draw hand crossbow.

Save attempt 1d20 ⇒ 5


He's still flatfooted (or the 4e equivalent) so he also takes sneak attack damage.

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])

There is no Flat-footed. In fact it is the Rogue special ability called First Strike, that allows Sneak Attack if you go before them. As a gestalt Bard/Rogue, I didn't get that ability (and have regretted it so many times).


Like now, presumably.


The dwarf pulls out a crossbow made from wood and bone, aims at Cahel, and shoots.

1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 v AC to hit, 2d8 + 3 + 1d6 ⇒ (6, 5) + 3 + (2) = 16 damage

Meanwhile, Half-Nose clubs Th'Kal where he lies on the ground before beating a retreat.

1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 to hit v AC, damage 2d6 + 8 ⇒ (5, 4) + 8 = 17. He then steps back 5'.

The half-giant turns his attentions on Furio.

1d20 + 9 ⇒ (6) + 9 = 15 to hit, damage 3d6 + 5 ⇒ (5, 2, 6) + 5 = 18

My wonderful Sheets app is playing up, so I can't update the map until I get home.

Cahel.

EDIT: The dwarf crits, 17 total damage.


Map updated.


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

Did the half-giant and half-nose make their sleep saves?
Here's hoping they're unconscious!!


Oh yes, forgot.
Half-Nose 1d20 ⇒ 16
Half-Giant 1d20 ⇒ 15

Both of the villains shake off the effects of Jareen's spell.

Initiative update
Half-Giant 24 (marked by Furio)
Cahel 22+
Lanky 22-
Th'Kal 17 (prone, slowed S/E x2)
Ched 13+
Jareen 13- (3 temp hp)
Furio 10 (3 temp hp)
Arakan 8
Dwarf 7
Half-Nose 5


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

Standard Action: Protecting Strike
attack: 1d20 + 10 ⇒ (16) + 10 = 26 vs HGi Will
dmg: 1d8 + 7 ⇒ (7) + 7 = 14 and until EomNT allies gain +1 AC while adjacent to my spirit

Free Action (Daily, Implement): Spring Renewal Totem on the 'kreen, Th'kal gains Regeneration 2 until end of encounter.

Move action: Move my spirit companion to N8.

Minor Action: Healing Spirit, on Th'kal. Th'kal may spend a surge, Cahel gains 1d6 ⇒ 1 HP, and all but Th'kal receive 5 temp HP (plus the bonus AC).


Lanky creeps up behind Th'Kal and wraps a tight cord about his throat.

1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 v Reflex, damage 2d8 + 3 ⇒ (6, 2) + 3 = 11 and Th'Kal is grabbed.

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 ]

Lanky's attack missed my Ref.
Posting my attack in a few minutes


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

Thanks for the regen and healing surge!
HP=24+regen(2)+surge= 37

Th'Kal stands up and in a blur begins to lash out with all of his arms. His lower claws try to distract his foes, while he slides out of the way of the mob and buries his axe in Ched with a savage swing.

Move Action: Stand
Minor Action: Kreen Claws vs Lanky and Ched
Claw Attack: 1d20 + 11 ⇒ (1) + 11 = 12 vs Lanky's AC
Claw Attack: 1d20 + 11 ⇒ (6) + 11 = 17 vs Ched's AC,
If either of those hit, Damage: 1d8 + 6 + 2 ⇒ (5) + 6 + 2 = 13.
Standard Action; Pressing Strike Before the attack I can shift upto 2 squares. So I will SHIFT TO M5 and then strike Ched.
Pressing Strike: 1d20 + 11 ⇒ (19) + 11 = 30 vs Ched's AC,
If it hits, Damage: 1d12 + 6 ⇒ (3) + 6 = 9 and I push him one square to K4


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

Forgot my Saves:
Save vs 1st Effect (Cheds Slowing): 1d20 ⇒ 19
Save vs 2nd Effect (Sleep Spell): 1d20 ⇒ 10


Th'Kal leaps to his feet. His lower claws don't catch either target but his axe certainly does, sending Ched staggering as the 'kreen moves back to relative safety.

Ched flips a long knife in Th'Kal's direction.

1d20 + 9 ⇒ (13) + 9 = 22 v AC, 1d8 + 3 ⇒ (4) + 3 = 7 damage.

Jareen.

Map updated.


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

Jareen again throws some major magic into the air.

Shock sphere, centered on I5

Atk DW: 1d20 + 8 ⇒ (5) + 8 = 13
Atk La: 1d20 + 8 ⇒ (10) + 8 = 18
Atk H-N: 1d20 + 8 ⇒ (2) + 8 = 10
Atk Ched: 1d20 + 8 ⇒ (17) + 8 = 25

DMG: 2d6 + 6 ⇒ (4, 3) + 6 = 13 Cold damage


Half-Nose and the dwarf escape largely unscathed, but both Ched and Lanky are blasted by Jareen's spell. Ched gasps through chettering teeth, "Defiler!"

That might happen a lot if Jareen never bothers to disguise he's using arcane magic.

Furio.


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

That only matters if we plan to leave any of them alive.... It's not that I forget the bluff check, more an example of how angry Jareen is at being betrayed ;)

"You made a big mistake."


<< FURIO'S TURN >>

Furio continues to beat on the Half-giant. He quips something about the enemy's maternal ancestry also containing defilers as he rips his gouge through his target.

Standard Action: Crushing Blow vs the Half-Giant.
Attack: 1d20 + 9 ⇒ (20) + 9 = 29 vs Half-Giant's AC,
If it hits, Damage: 4d6 + 9 ⇒ (2, 3, 2, 3) + 9 = 19 <--IGNORE!!
EDIT- WOOT! CRITICAL ...
Furio better not have stolen Th'Kal's crit :(
USE NEW DAMAGE: 24 + 9 + 1d6 ⇒ 24 + 9 + (4) = 37, and Furio gets a free basic melee against the same target b/c of Rending Weapon:

Basic Melee: 1d20 + 9 ⇒ (14) + 9 = 23 vs Half-Giant's AC,
If it hits, Damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11.


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

Ouch!


Somewhat surprisingly, the half-giant thug is still alive after being battered by Furio. However, his happiness seems to be in decline.

Arakan.

Initiative update
Half-Giant 24 (marked by Furio, bloodied)
Cahel 22+
Lanky 22-
Th'Kal 17 (prone, slowed S/E x2)
Ched 13+ (bloodied)
Jareen 13- (3 temp hp)
Furio 10 (3 temp hp)
Arakan 8 (5 poison damage ongoing S/E)
Dwarf 7
Half-Nose 5


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 back over toward the large group of enemies, having become somewhat protective of his favorite... protector. He comes back around the table, and while pretending to summon up the primal forces of the dying world, expels a loud shout of freezing wind at the group.

Bluff, as Primal 1d20 + 13 ⇒ (12) + 13 = 25
Move, to L6
Standard, Shout of Triumph (enhanced with both aspects of the Master of the Uttercold boon)
Attack Ched 1d20 + 7 ⇒ (2) + 7 = 9 vs Fort
Attack Lanky 1d20 + 7 ⇒ (9) + 7 = 16 vs Fort
Attack Half-nose 1d20 + 7 ⇒ (2) + 7 = 9 vs Fort
Attack Dwarf 1d20 + 7 ⇒ (20) + 7 = 27 vs Fort
On a hit, they take 1d6 + 5 + 1d8 ⇒ (2) + 5 + (4) = 11 cold damage and are pushed 1 sq.
The dwarf takes 1d6 + 6 + 5 + 4 ⇒ (6) + 6 + 5 + 4 = 21.


Arakan, don't forget your save against the ongoing poison damage.

Lanky and the dwarf take the full force of Arakan's frozen shout. Lanky is pushed back and the dwarf has to brush snow out of his eyes. On the other hand, the dwarf knows who to shoot at next.

Dwarf shoots at Arakan
1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 v AC, damage 2d8 + 3 + 1d1d6 ⇒ (8, 1) + 3 + (1) = 13

Hanf-Nose joins in, lobbing a jar of acid at the half-elf minstrel.

Half-Nose throws his jar at Arakan
1d20 + 10 ⇒ (13) + 10 = 23 v Reflex, 1d10 + 8 ⇒ (7) + 8 = 15 acid and Th'Kal and Cahel also take 2 acid damage on a hit

The half-giant tries to shove the rampaging Furio out of the way to reach the terrifying defiler.

Half-giant will try to shove Furio as Minor
1d20 + 7 ⇒ (13) + 7 = 20 v Fortitude, on a successful hit Furio is pushed one square and knocked prone and the half-giant shifts 1 to occupy Furio's previous position. EDIT - that seems to have succeeded.
Next, as a Minor action, the half-giant will activate Stone's Endurance, giving him 5 damage resistance for a round
Lastly, he hits Jareen.
1d20 + 9 ⇒ (17) + 9 = 26 v AC, damage 3d5 + 5 ⇒ (2, 3, 1) + 5 = 11

Initiative update
Half-Giant 24 (marked by Furio, bloodied, 5 damage resistance EOHNT)
Cahel 22+
Lanky 22- (bloodied)
Th'Kal 17 (prone)
Ched 13+ (bloodied)
Jareen 13- (3 temp hp)
Furio 10 (3 temp hp, prone)
Arakan 8 (5 poison damage ongoing S/E)
Dwarf 7
Half-Nose 5

Cahel.

Map updated.


Since the Half-Gaint hit Jareen and not Furio with that last attack, Furio should get his fighter response, right? And, even though it doesn't make a difference here, I think the attack vs Jareen is at -2... but even at 24 I think the old man gets hit.


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

2 taken off the 5 temp that Cahel had, which last until the end of this turn

Standard: Protecting Strike
1d20 + 10 ⇒ (14) + 10 = 24 vs HGi AC
1d8 + 7 ⇒ (2) + 7 = 9
Cahel, Furio, Jareen all gain 3 temp HP while adjacent until EomNT (refreshing my 3).

Minor: Spirit of Athas
Place in M6.
Cahel, ThKal, and Arakan gain +1 power bonus to all defenses while adjacent.

no move action, unless "partial defense" is something that made it into 4e from 3.5


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

"OOff!"


Cahel's spirit lashes out, the half-giant thug taking the blow stoically.

Lanky will delay.

Th'Kal.

Map updated.

Initiative update
Cahel 22+
Th'Kal 17
Ched 13+ (bloodied)
Lanky delaying (bloodied)
Jareen 13- (3 temp hp)
Furio 10 (3 temp hp, prone)
Arakan 8 (5 poison damage ongoing S/E)
Dwarf 7
Half-Nose 5


<< FURIO'S OA vs Half-Giant >>

Furio reminds the half-giant to concentrate on the gladiator and not the old man in the room.

Immediate Interrupt - Combat Challenge vs the Half-Giant for hitting Jareen and not Furio.
Basic Melee: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 (-2 b/c of prone) vs HalfGiant's AC,
If it hits, Damage: 2d6 + 5 ⇒ (4, 3) + 5 = 12


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

Will be able to post in a few minutes... probably going after ched to try and finish him off.


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

Health: 37hp -7 hp from dagger +2 hp from Regen = 32hp
I'm doing fine hp wise, I'm just keeping visual track.

Th'Kal backs up to get some room and then flings himself at Ched. When his first strike goes wild, he regroups from his short charge and unleashes his frustration on Ched with a savage swing of his axe.

Move Action: step back to N5
Standard Action: Howling Strike CHARGE to L5
Howling Strike Charge Attack: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 vs Ched's AC,
If that hits, Damage: 1d12 + 1d8 + 1d6 + 6 + 2 ⇒ (7) + (2) + (1) + 6 + 2 = 18
EDIT:: Assuming that's a miss, I'll spend my action point.
Blood Strike vs Ched
AP Blood Strike: 1d20 + 11 ⇒ (16) + 11 = 27 vs Ched's AC,
If that hits, Damage: 2d12 + 1d12 + 6 ⇒ (9, 7) + (6) + 6 = 28 (extra damage b/c he's bloodied)
... if by chance that finishes him off, I'll use my Free Action Charge to go after Lanky


"GAHbleh!" Ched gasps in pain and then chokes on his own blood as Th'Kal caves in his chest and he collapses on the floor.

Strictly you have to charge at least two squares to get the bonus, but it doesn't matter here since you rolled a 1. Ched's down, so Th'Kal can have his free charge.

Map updated.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Aubrey the Demented/Malformed wrote:
Strictly you have to charge at least two squares to get the bonus, but it doesn't matter here since you rolled a 1.

That's why I did the backup-one-square-maneuver, so I could charge the required two... but clearly rolling a 1 was not a good idea. I have to rethink my maneuvers, lol.


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

Free Actoin Swift Charge: Charge diagonally to J6 (it's still considered the shortest distance, J5 and J6 are tied, so I should be good to go there) and Howling Strike Lanky.
Attack Roll: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 vs Lanky's AC,
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (1) + (1) + (1) + 6 + 2 = 11 <--- IGNORE
EDIT:
I get to reroll one of the damage dice (feat)... but I'm not sure I hit anyway, so this might not matter.
ACTUAL DAMAGE: 1d12 + 1 + 1 + 6 + 2 ⇒ (3) + 1 + 1 + 6 + 2 = 13


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

yeah i am thinking the old defiler might need healing next, but not sure.


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

I think I should be ok, depends how long this half-giant takes to take out.


I think it's pretty obvious that J5 is closer, so I'll put Th'Kal there.

Th'Kal's momentum and fury carry him on, catching Lanky a glancing blow but failing to take him down with a killing strike.

Initiative update
Cahel 22+
Th'Kal 17
Jareen 13- (3 temp hp)
Lanky delaying (bloodied)
Furio 10 (3 temp hp, prone)
Arakan 8 (5 poison damage ongoing S/E)
Dwarf 7
Half-Nose 5+

Lanky will delay.

Jareen.

Map updated.


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

Jareen decides that discretion is the better part of valour, and cats again at HGi.

Excise from sight: Attack: 1d20 + 8 ⇒ (14) + 8 = 22 vs. Will. dmg: 1d10 + 7 ⇒ (1) + 7 = 8 psychic damage, and Jareen becomes invisible to the target until the end of your next turn.

Also step to N10


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])

Belated save 1d20 ⇒ 19
Also, I'm bloodied.


Half-Giant 24 (marked by Furio, bloodied, 5 damage resistance EOHNT)
Cahel 22+ (3 temp hp)
Th'Kal 17
Jareen 13- (3 temp hp, invisible to Half-Giant)
Furio 10 (3 temp hp, prone)
Lanky delaying (bloodied)
Arakan 8
Dwarf 7
Half-Nose 5+

Lanky continues to delay. Furio.

Map updated.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Aubrey the Demented/Malformed wrote:
I think it's pretty obvious that J5 is closer, so I'll put Th'Kal there.

In 4E there's no distinction between diagonal and lateral squares like there is in 3E. It's all just one space... both locations are 1 sqr away; both squares are "just as close" in 4E geometry. Not trying to pull a fast one or be difficult... It's actually one of the examples they show for Charging. It probably doesn't matter in this fight, just saying for future Charges.


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

"4e - Because Screw you Euclid!"


<< FURIO'S TURN >>

Furio stands up and tries to return the favor to the half-giant. I'm sure he mutters something about feeling like the Kreen - laying down on the job and all.

Move Action: Stand.
Standard Action: Distrupting Shove vs Half-Giant
Attack Roll: 1d20 + 9 ⇒ (17) + 9 = 26 vs AC,
If it hits, Damage: 4d6 + 5 ⇒ (5, 2, 3, 5) + 5 = 20 and normally he would be pushed and prone and SLOWED (until EOmNT), but Furio wants to keep a leash on him, so I'll push him ZERO squares and JUST PRONE and SLOW him in the square he's in.

Health Status: +3 Temp HP
HP: 56 / 56
Surges: 14 / 14


Th'Kal wrote:
In 4E there's no distinction between diagonal and lateral squares like there is in 3E. It's all just one space... both locations are 1 sqr away; both squares are "just as close" in 4E geometry. Not trying to pull a fast one or be difficult... It's actually one of the examples they show for Charging. It probably doesn't matter in this fight, just saying for future Charges.

Sure - but if you are taking the shortest route, which is what the rules require, you don't run to one side, you run at them. I appreciate it's a tactical move to avoid getting flanked, but the shortest route would put you in J5. I also appreciate that the square count is the same. But the shortest route requirement is intended to stop people running off in strange directions while still technically charging precisely because geometry gets screwed up in 4e. It's a corner case (quite literally) but I think it's more in the spirit of the intended rules to put you in J5.

Also, what you did wasn't against the rules as such - I'm interpreting.


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


Also, what you did wasn't against the rules as such - I'm interpreting.

Sounds good. I just didn't want you to think I was crazy, dumb, or trying to break the rules. I'm good with DM interpretation :)


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

i argue (jovially) nearly every session with my IRL game's DM about how someone who can wear leather armor needs a feat to wear that same armor with some studs. ridiculous.


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Furio smacks the half-giant in the head, leaving a big dent and blood dribbling out of its ears. The half-giant goes down like a sack of rocks.

The half-giant is slowed, prone and dead.

Lanky stabs at Th'Kal before stepping back.

1d20 + 9 ⇒ (8) + 9 = 17 v AC, damage 2d6 + 5 ⇒ (4, 6) + 5 = 15

Arakan.

Cahel 22+ (3 temp hp)
Th'Kal 17
Jareen 13- (3 temp hp)
Furio 10+ (3 temp hp, prone)
Lanky 10- (bloodied)
Arakan 8
Dwarf 7
Half-Nose 5+

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 coaxes a little more out of himself, noting that they are just a bunch of plant-mashing, pot-stirring, thugs. They are nothing compared to the things they have faced in the past. All the while he eases up behind Th'Kal. Blowing across his fingers toward the half-nosed one, he hopes to buy himself some time to move around behind.

Once he sees his effect take hold, Arakan clambers up onto the table beside him and moves around until he hops down behind Half-nose.

Minor, Majestic Word on self, surge+4 and slide to K6
Standard, Eyebite half-nose 1d20 + 7 ⇒ (15) + 7 = 22 vs Will, damage 1d6 + 5 ⇒ (4) + 5 = 9 Psychic, and I am invisible to the target until SoMNT.
Only if that hits, Move, to J7 (assumed counts as difficult), then I7, to end in H6


Half-Nose yells and covers his eyes, before shouting, "Another defiler!" The dwarf opens fire on the half-elf as he trots down the table. Then Half-Nose looks around, then begins throwing some more of his unpleasant cocktails.

Dwarf shoots at Arakan:
1d20 + 10 ⇒ (13) + 10 = 23 v AC, damage 2d8 + 3 + 1d6 ⇒ (2, 4) + 3 + (2) = 11

Half-Nose shifts a square and then gets two attacks - a caustic glue attack on Th'kal and an acid jar on Cahel:
Caustic Glue 1d20 + 10 ⇒ (5) + 10 = 15 v Reflex, 3d4 ⇒ (1, 2, 3) = 6 acid damage and the target is immobilised (save ends)
Acid Jar 1d20 + 10 ⇒ (14) + 10 = 24 v Reflex, 1d10 + 8 ⇒ (3) + 8 = 11 acid damage and each adjacent creature takes 2 acid damage
These attacks provoke an AoO from Arakan.

Cahel 22+ (3 temp hp)
Th'Kal 17
Jareen 13- (3 temp hp)
Furio 10+ (3 temp hp, prone)
Lanky 10- (bloodied)
Arakan 8
Dwarf 7
Half-Nose 5+ (cannot see Arakan SONT Arakan)

Map updated.

Cahel.


HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4

Cahel, his allies in danger, moves closer to them with his spirit in tow. I'd like to move along the south side of the table, and climb up on it (I7) using athletics. Assuming the climb takes two squares of movement, it is still within one move action's reach. PS will end up in I5, SA in I6.

athletics: 1d20 + 6 ⇒ (11) + 6 = 17

A natural climber from a mountainous people, the table would prove no issue even if it were twice as tall.

Once the frontliners of the group are in the embrace of the protective spirit, the protective spirit lashes out at Lanky.

Spring Renewal Strike: 1d20 + 10 ⇒ (20) + 10 = 30
EDIT: crit! dmg: 8 + 8 + 7 + 1d6 ⇒ 8 + 8 + 7 + (4) = 27
Arakan can spend a surge and gain +3 HP
ThKal gains 2 HP

Cahel then summons a Healing Spirit to briefly bless his allies once more. using it on himself this time
Cahel spends a surge for 10 HP
ThKal gains 1d6 ⇒ 1 HP
ThKal and Arakan gain 5 temp HP

spoilers for ease:

ThKal+GM:

Gain 3 HP (no surge expenditure needed, not counting your regeneration)
Gain 5 Temp HP until end of Cahel next turn
+1 all defenses while adjacent to SA

Arakan+GM:

Spend surge, gain surge value +3 HP
Gain 5 Temp HP until end of Cahel next turn
+1 all defenses while adjacent to SA

since the spirit is on the front line, it's worth mentioning that it has an opportunity attack as well; Trigger: An enemy leaves a square adjacent to your spirit companion without shifting

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