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 will cast Grasping Shadows at H4 to keep things moving, and help out Arakan.

atk Dw: 1d20 + 8 ⇒ (16) + 8 = 24
atk La: 1d20 + 8 ⇒ (14) + 8 = 22
atk HN: 1d20 + 8 ⇒ (15) + 8 = 23

DMG: 1d8 + 5 ⇒ (6) + 5 = 11 Slowed until end of my next turn.


The table is fortunately sturdy, but it still creaks as Cahel moves along it. His spirit thumps into Lanky and he collapses with a groan. Jareen's spell leaves them confused.

Lanky down.

Map updated.

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

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 pauses for a moment.

I'll delay till after Arakan, but before the Dwarf


<< FURIO'S TURN >>

Furio joins the rest of the group and draws the attention of the remaining attackers.

Move Action: Move to I4.
Standard Action: Vicious Offensive vs the Dwarf (Marking him)
Attack Roll: 1d20 + 8 ⇒ (18) + 8 = 26 vs the Dwarf's AC,
If it hits, Damage: 2d6 + 5 ⇒ (2, 3) + 5 = 10 AND! It also marks another enemy adjacent to Furio, so Half-Nose is Marked too


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

The dwarf staggers but stays on his feet.

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])

First, Arakan's AoO. 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 vs AC (with CA included), if that hits, damage 1d4 + 2d6 ⇒ (1) + (1, 2) = 4

Arakan shifts over to stand opposite Furio, hoping to harry Half-nose some more. Now that he's visible, he strikes out with a touch of panache, drawing Half-nose's attention toward his hand crossbow before stabbing the man in the shoulder with his widow's knife.

Move, shift to G6
Standard, Sly Flourish on Half-nose 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 (with CA) vs AC, damage 1d4 + 8 + 2d6 ⇒ (4) + 8 + (3, 6) = 21
(if his earlier AoO had hit, remove the 2d6, as I can only SA 1/rnd).


Somehow Half-Nose moves out of the way of Arakan's first blow even though he cannot see him. But he doesn't avoid the second.

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 ]

Now that Furio has halfnose's attention, Th'Kal purposefully strides through the melee, positioning himself for a lunge at the dwarf.

Move Action: move to D3.
Th'Kal will have to pass from I6 to H6 which will give halfnose an AoO.
But if he takes it, Furio will also get one on him...
Once at D6, I'll be using my standard action to Charge, but wanted to see if halfnose had other ideas.


Furio's OA - only if needed.
I was going to wait and see if halfnose attacked Th'Kal and triggered an OA...
So, Just posting in case it's needed...
OA: 1d20 + 9 + 1 + 2 ⇒ (9) + 9 + 1 + 2 = 21 vs halfnose IF HE ATTACKS TH'KAL,
If it hits, Damage: 2d6 + 5 ⇒ (4, 2) + 5 = 11


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

I was going to wait to see what happens with the movement, but I'm off to bed and won't be able to check in till later... so I don't want to hold up the end of combat.
...
Assuming that even if half-nose does attack Th'Kal on his way past he doesn't stop big-T's movement.
So
Th'Kal should still be able to charge from D6 to G3 and attack the Dwarf.
Howling Strike Charge: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 vs the Dwarf's AC.
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (10) + (4) + (7) + 6 + 2 = 29


Half-Nose will avail himself of the AoO on Th'Kal.

1d20 + 9 ⇒ (5) + 9 = 14 to hit v AC, damage 2d6 + 8 ⇒ (2, 4) + 8 = 14

Th'Kal scoots round the table, earning a swipe from Half-Nose's club. He is promptly rebuked by a slap from the flat of Furio's gouge. Th'kal then hurls himself at the dwarf, cutting him down with a single overhead chop.

Dwarf down.

Half-Nose considers the situation. "Um, perhaps we can negotiate?"

End of combat. 210xp each.


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

Jareen looks at Half-Nose in disgust, but stays his hand for the moment.


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

Th'Kal makes little *cricket chirps*

Th'Kal's left antenna twitches in the silence that follows half-nose's surrender. Th'Kal is still ready to leap over the table and finish the hunt, if need be, but is willing to let the clutchspeakers do their job.


[ooc]Waiting for someone to say something, even if it's just "DIE SCUM!"[/spoiler]


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

"So, now you've decided we wont make good fertilizer, what do you think we do now? We can't leave you behind to tell the world about the defilers you think came through and murdered your friends now can we? We are looking for a druid. You need to get us to him, and you need to think up some good reason for us to keep you alive afterword."

Intimidate: 1d20 + 5 ⇒ (4) + 5 = 9Gah! This is why we let Arakan do the talking.


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])

"Negotiate? You've got to be kidding me? We came in just trying to find a local druid to ask some questions, and you decided to get all violent with us. If you want to negotiate, you better have a damn good offer, because as you can see, my Kreen friend here is just twitching to finish this fight."

Intimidate 1d20 + 10 ⇒ (9) + 10 = 19


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

Three minutes! If I'd have waited three minutes I wouldn't have needed to make that roll... damnit!


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

Th'Kal clacks his mandibles in the direction of halfnose. Doing his best to add to Arakan's and Jareen's words.

Intimidate Assist: 1d20 + 1 ⇒ (16) + 1 = 17


"Er, druid, er, yeah, I can take you to him. No problem. He's the adviser to Coyotl, who runs this place."


And?


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

"Really? How will you explain what happened in here?"

Insight (Sense Motive?): 1d20 + 8 ⇒ (8) + 8 = 16


Half-Nose shrugs and nods towards the grinder by the far wall. "That'd get rid of the evidence."

Jareen:

Spoiler:
You aren't sure if he's telling the truth or not.

Though your roll is high enough to assist someone else.


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

"Sure it would, but I'm guessing your friends don't just jump in there every other day, do they? Who'll notice them gone?"

I realise this could be getting us into a whole heap of hot water. Someone help!


"People come, people go. We do business in several cities and towns."


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

Jareen is slightly staggered at that, but hey ho.

Everyone up for following this guy? Jareen seems to trust him, but that's never a good indicator ;)


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 steps up and takes over where once again the old man can't get right, "So, you just told us that the very druid we want to talk to is the advisor to the man in charge here. So, we don't need you any more. If you take us there, we have no reason to believe you wouldn't betray us to either of the men, especially with your false cries of defiler. Frankly, we got the information we needed, and now you are just a liability." He turns to Th'Kal "I think we're done with him, it's best he no longer remains a threat."

Arakan is not using any of his social skills. He truly has no use for this man and doesn't trust him to not betray them.


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

whew, i was hoping we'd kill him, but Cahel wouldn't have said anything on the matter.


If Th'Kal is happy to do the deed...


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

Happy to do the deed? No... Well, Maybe depending if the barbarian blood lust is still upon him.
Willing and justified to do the dead? Absolutely. They were going to grind us up into plant food. And Th'Kal *did* tell them they were making a mistake in attacking us. Plus, as the rest of the group points out, halfnose is still a threat since he believes Jareen to be a defiler, and Th'Kal views his role as clutchprotector seriously.

Th'Kal hesitates for a moment. He's unsure if he is missing some sort of soft-skin social cue, but Arakan seems to be honest in his direction. So, if the clutchspeaker says to finish off the attacker...


I would also venture that if he delayed too long, Furio would be more than willing to swing the final swing :)
Either way, one of us will finish him off.

Search the place?


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

Jareen looks on as half nose kicks the bucket. "Foul scum. I suppose we should do like he said and throw the rest of the bodies into the mulcher and then sneak the hell out of here. Then we need an audience with Coyotl's famous adviser."

With that he starts looking through the bottles and vials on the worktops.

What's in these things?
Arcana: 1d20 + 1 ⇒ (10) + 1 = 11
Nature: 1d20 + 3 ⇒ (6) + 3 = 9


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

Th'Kal makes busy searching the area for anything he thinks the group will find interesting.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Nature: 1d20 + 4 ⇒ (20) + 4 = 24 <-- If needed


"Wait, no..." Half-Nose is cut off by Th'Kal's axe to the back of his head. He sprawls on the barn's packed-dirt floor, blood spreading slowly.

I'll come up with a treasure list a bit later - I'm visiting my mum so I don't have my books this weekend. You might want to discuss your next move.


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Or you might not.


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

I really don't think it would be wise to hang around. Did Jareen find anything useful on the benches?


Yes he did, I just haven't told you what yet.


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

Awesome! It seems my characters are all about the finding stuff this week.


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])

Oops, meant to post yesterday when I posted in the WotR.

Arakan looks at the mess, pleased with the Kreen's willingness to do what he says. Suddenly he looks worried, "Oh, mekillot dung! We've got to do something about this. This is a fairly small place, and we just killed five people, that just may have been allowed to do what they were doing."

He takes in the scene, hand on his chin deliberating, "I got it! We got to make this look like they fought among themselves. Killed one another. Maybe a few poisonings to explain how they died after the fight. Maybe, after we take anything useful from the place, we may want to cause a mixed concoction that will cause either an explosion or fire to break out."

With that he takes in the scene of injury type to weapons available, on top of eyeballing what mixtures lie about. As always, he guides the work of the heavy lifters, leaving himself to do the planning.

Horde of skills to follow, based on what may help:
Bluff (to establish a believable scene) 1d20 + 13 ⇒ (13) + 13 = 26
Heal (to correctly match wounds and injuries) 1d20 + 6 ⇒ (16) + 6 = 22
Insight (to see if it looks like someone would reach the intended assumption) 1d20 + 8 ⇒ (3) + 8 = 11
Perception (to find valuables and anything that could help the lie) 1d20 + 7 ⇒ (10) + 7 = 17
Streetwise (just in case, maybe to show why they may fight) 1d20 + 10 ⇒ (13) + 10 = 23


A frenzy of skill checking. Some good rolls. I don't think you can use Insight on yourself, but that doesn't really matter since that was a poor roll anyway.

Arakan arranges the bodies so that they could plausibly have attacked each other. With any luck people, will jump to the intended, but wrong conclusion.

A one man skill challenge - award yourselves 75xp each.

Treasure to follow - been a busy few days so sorry to be tardy. In the meantime, it probably would be wise to consider what you want to do next.


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

"That, makes a lot of sense." Jareen will help with the arrangements, but doesn't have a lot of input, basically just doing as directed.

"We need to find this adviser Coyotl, that shouldn't be too hard, finding the boss of the place. But we may want to let things calm down a little after our arrangement here. Shall we separate and keep out of trouble for a few hours? Small groups will attract less notice."


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

If possible, I plan to spend a surge during the clean up to max out my hp

Th'Kal and Furio assist Arakan moving bodies and tipping over tables as necessary. I have a feeling that Furio would take great pleasure in setting the place on fire... it strikes me as one of his guilty pleasures, that and kicking small lizards.

<zzzRT> "Agreed. Find the leader of this place and find the druids advisor." He pauses to consider Jareen's other words about splitting the group... "Small hunting parties may attract small preys, but it also weakens our clutch." Th'Kal folds his lower arms across his chest, rises up to his full height in an authoritative stance, and stares at Jareen. <brrRR zt> "I would worry about the trouble you would gets into."

Besides, we've been wandering around together since we got here. And after all of Arakan's work, we shouldn't be suspects in this... it would look MORE suspicious if we suddenly started acting out of character. I say stick together - Just my thoughts.

PS:
I've been keeping my xp tracker up to date. I've got us at 4608. Sound right?


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

I have no idea on XP on this one. That's why I'm being anal about it on Wrath from the start.

"My ability to get into trouble is apparently quite a skill. Shared only by your good self. But I agree, if we are attacked, being apart wont make life any easier."

I'm just waiting on what "treasure" thre is before I sort jareen's healing out. He is quite battered and probably needs a bit of a clean up, as well as some decent healing.


While rearranging the scene of the crime, the group also do a little bit of looting too.

On one table are a series of reagents and raw material. These comprise:
- 3 doses of bloodroot poison
- 2 doses of deathjump spider venom
- 2 doses of ground thassil root
- 1 dose of demonweb terror venom

On another, there are a number of strange finished alchemical items. These comprise:
- 2 lvl 5 poisonburst bombs (Consumable, Standard Action, Burst 1 within 10, +6 v Fort, ongoing 5 poison damage (save ends))
- 2 lvl 6 smokebombs (Consumable, Standard Action, Burst 1 within 5, creates a zone which is heavily obscured until the end of your next turn)
- 2 lvl 1 antivenoms (per the Adventurers Vault)

Finally, there is the table with the notes. Some of these look like alchemical formulas, namely:
- Bomb preparation (takes any type of poison - injury, ingestion, inhaled - and makes a bomb out of it. The bomb is thrown as a standard action and creates a Burst 1 within 10, those in the area being targeted by the poison. However, the attack bonus of the poison is reduced by 2 from its normal potency)
- Extra-distillation (two doses of one type of poison are distilled into one, the distilled dose providing a +2 to hit and -2 on any resulting saving throws against the poison effects)

The notes also seem to contain details of assassination jobs. Most seem to have already happened but there is one - a letter from Vareni, a noble in Tyr, negotiating the price for the assassination of his rival Kolumbar - which appears to be pending.

Pity the alchemist can't read yet. How are the lessons going, by the way?

There is also a small box that turns out to contain 2,250gp in high-denomination coins, and some of the items held by a couple of the assassinated assassins look quite nice: a widowknife (Arcana DC 18 to identify) and some boots (Arcana DC 13 to identify).


Th'Kal wrote:

PS:

I've been keeping my xp tracker up to date. I've got us at 4608. Sound right?

Sounds OK to me - I rely on you to track this stuff anyway.


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

Arcana on Knife: 1d20 + 11 ⇒ (20) + 11 = 31
Arcana on boots: 1d20 + 11 ⇒ (9) + 11 = 20

Jareen studies the items that look nice. "Hmm, we should keep these notes. The nbames don't ring any bells just yet, but they may come in handy."

The front liners should probably get the bombs.


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])

Crap, forgot about the lessons. Didn't we say 1 roll a week or something (I'll have to go back and look)? I think I rolled the first one and bombed it.

Arcana for the boots, 1d20 + 8 ⇒ (16) + 8 = 24
since I can't beat Jareen's roll on the knife, there's no point in rolling that.

Arakan seems pleased with the effort that they put in to make it all work, "Okay, grab what's worth something and let's skulk on out of here. We need to get back to the caravan, make an appearance and stash anything recognizable," he indicates the boots and knife, "then see about finding this advisor."

Does Arakan recognize everything else except for the written stuff (2 formulas and the assassin jobs)? If so, he makes certain it's gathered.


The widowknike is a widowknife of cloaking +2, and the boots are boots of stealth lvl 3.

Arakan recognises the alchemical items. They threw a bomb at him in combat, so he'd recognise that.

Slighly disappointed no on at least mentioned using the grinder to dispose of the bodies. Need to brush up on your Athasian ruthlessness.


The adventurers peer out of the barn door. No one is around so they make a swift exit, all casual-like.

Don't forget to note down your treasure. I remember giving out some ritual and alchemy stuff and it doesn't seem to be noted down in your character sheets. As Th'Kal is looking after xp, does he want to look after treasure too (on an ongoing basis, I don't expect him to trawl back through the thread to finding missing stuff)?

In the meantime, what's the plan?


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Aubrey the Demented/Malformed wrote:
Slighly disappointed no on at least mentioned using the grinder to dispose of the bodies. Need to brush up on your Athasian ruthlessness.

Errmmm... Cough....

Plan is what Arakan said above.


Stay ruthless, Jareen.

Dark Archive

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

LOL. I'll track the treasure too as there don't seem to be any other volunteers.

Have a look here

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