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

T9-U10


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])

Q-R/11-12.


Map updated.

Bandit initiative 1d20 + 5 ⇒ (14) + 5 = 19

Initiative
Bandits 19
Furio 16+
Cahel 16-
Th'Kal 13
Arakan 10
Jareen 8

Waiting for Th'kal's position.


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

I would've been okay if you had just placed me to keep things moving... And I think everything's good, I should be able to post regularly again.
Th'Kal wouldn't let Arakan stray too far.
So, (first choice) Q-R/8-9, if possible.
Or R-S/8-9, if not.


I was going to bed so it wouldn't have made much difference.

Dark Archive

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

I love the way me and Arakan said we were stopping *behind* the big hitters, and talking from there, and yet, here we are, on the map, up front! All those wusses must have sloped back while we talked ;)


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

DM said you were nearest, I just figured your crodlu was restless and kept wandering :)


Also hard to be very intimidating while standing at the back.

The bandit cowed by Arakan hangs back, but the other four charge forward, yelling and waving barbed spears and ugly-looking knives.

Bandit 2 attacks Th'Kal, bandit 3 attacks Jareen (provoking an AoO from Th'Kal in the process), and bandits 4 and 5 attack Arakan.

Bandit 2 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 to hit v AC, damage 1d8 + 5 ⇒ (7) + 5 = 12 and the target is grabbed (DC 16 Athletics or DC 14 Acrobatics to escape)
Bandit 3 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 to hit v AC, damage 1d8 + 5 ⇒ (3) + 5 = 8 and the target is grabbed (DC 16 Athletics or DC 14 Acrobatics to escape)
Bandit 4 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 to hit v AC, damage 1d8 + 5 ⇒ (7) + 5 = 12 and the target is grabbed (DC 16 Athletics or DC 14 Acrobatics to escape)
Bandit 5 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 to hit v AC, damage 1d8 + 5 ⇒ (3) + 5 = 8 and the target is grabbed (DC 16 Athletics or DC 14 Acrobatics to escape)

Furio.

Map updated.


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

Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3 [ooc]Jareen is grabbed[/dice]


Well, unless it's your turn you don't get to roll to escape yet as it requires a move action. But at least it got that 1 out of the way.


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

LOL


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

Th'Kal takes a swing at the rider as he passes by to get to Jareen...

AoO Attack vs Bandit3
AoO Basic Attack: 1d20 + 11 ⇒ (11) + 11 = 22 vs B3's AC,
If it hits, Damage: 1d12 + 6 ⇒ (7) + 6 = 13


I think Furio should delay until after Arakan goes, so that Arakan can back up and Furio can take his place in the front line.
Furio intends to take Q-R/10-11 and try to hold those bandits there.
That will leave the one bandit that snuck through the lines.
...
And just thinking: If we leave a single square in the center of us (like S10), it will give room for Cahel's spirit companion that boosts everyone it's adjacent to... so several of us will be able to benefit from it without leaving holes in the defense.


Th'Kal thumps the bandit as he rides past to attack Jareen.

Arakan might struggle to go anywhere right now. Sure you want to delay?

Initiative
Bandits 19
Furio 16+
Cahel 16-
Th'Kal 13
Arakan 10 (grabbed by B4 and B5)
Jareen 8 (grabbed by B3)

Map updated.


Gah! I didn't see that he was grabbed... alright, attack incoming.


<< FURIO'S TURN >>

Furio leaps down from his mount intent on getting the bandits' attention...

Move to Q10... can I dismount and move to that location with a single move action?
If I can, I will spend my Standard Action to use Vicious Offensive on Bandit 5 and have it also effect Bandit 4:
Vicious Offensive Attack: 1d20 + 8 ⇒ (6) + 8 = 14 vs Bandit 5 AC (Marking him),
If it hits, damage: 2d6 + 5 ⇒ (2, 1) + 5 = 8 and Bandit 4 is ALSO MARKED TEOMNT. EDIT: <<-- BRUTAL WEAPON: Actual Damage: 2 + 1d6 + 5 ⇒ 2 + (5) + 5 = 12
...
As a secondary option, if Furio CAN'T dismount and get there in one move, he'll dismount, move as close as he can and then use the charge action to get to Q10. His attack roll would be 2 higher, but the damage would be the same and he would only be able to Mark Bandit 5.


hmmm... I guess it doesn't matter whether he can make it one move or has to use a charge, I'm guessing the "14 attack roll" is a miss regardless. And I guess I didn't really need to do the brutal-effect reroll, ah well.
But Bandit 5 is still marked, even on the miss


Furio dismounts and moves up between Arakan and Th'Kal to reinforce the front line. His attack with the gouge misses, but grabs the attention of the nearest bandit.

Initiative
Bandits 19 (Bandit 5 marked by Furio)
Furio 16+
Cahel 16-
Th'Kal 13
Arakan 10 (grabbed by B4 and B5)
Jareen 8 (grabbed by B3)

Cahel.


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

Minor: summon companion spirit in R10 (Jareen might wanna shift one to get adjacent)

Move: move down four, left two squares. (U11 - V12)

Standard: Thunder Bear's Warding on B3

1d20 + 8 ⇒ (20) + 8 = 28 vs Fort
thunder: 1d6 + 7 ⇒ (5) + 7 = 12 (+1 since this should be max)

Until the end of my next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while adjacent to your spirit companion.
Protector Spirit: You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier. (Jareen)

EDIT: crit damage: 1d6 ⇒ 4 and someone gains 2hp (has anyone taken 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])

*coughblood* I have *cough*


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

yaaay! 2hp for you! maybe i should give you the 3 temp as well...


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])

Given Arakan's general state of affairs in any fight, I need to look into abilities/feats that kick in while I'm bloodied. It tends to be where he is for most fights. :)


It's this eagerness to get to the front of every fight and annoy the enemy.

Th'Kal.

Map updated.


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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])

No, he tries to annoy them from behind his wall of tougher-than-him allies. It just somehow seems like they can't hear him unless there's no obstacles between he and the enemy. a.k.a. what Jareen said earlier. ;)


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

@Aub: Is there any difference between the path (dark brown) and the desert (light tan)? I'm wondering if it is difficult terrain or some such. I don't think you mentioned it earlier, but I wanted to check - It may change what attack I use.


No, it's all basically the same.


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

Th'Kal lashes out with his claws at the surrounding bandits and then cleves into the bandit on Jareen hoping to break the hold.

<First Round of Combat: I have Combat Advantage>
Minor Action: Kreen Claws vs Bandits 2, 3, 5
Claw Attack: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 vs B2 AC
Claw Attack: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 vs B3 AC
Claw Attack: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 vs B5 AC,
If any of them hit, they take Damage: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Standard Action: Pressing Strike vs Bandit 3
Pressing Strike Attack: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 vs B3 AC,
If it hits, Damage: 1d12 + 6 ⇒ (3) + 6 = 9 and I push B3 1 square away half-off the path (shouldn't that break the hold?)
EDIT: CRITICAL BABY!
NEW DAMAGE FOR PRESSING STRIKE: Actual Damage: 18 + 1d12 + 1d8 ⇒ 18 + (6) + (8) = 32


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

Th'Kal continues his rampage after the rending hit on his nearby enemy...

Free Action: Rampage Class Ability - free attack on a crit
Melee Basic Attack vs Bandit 2
Melee Basic Attack: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 vs B2 AC,
If it hits Damage: 1d12 + 6 ⇒ (8) + 6 = 14


Th'Kal begins his rampage, cutting down one bandit and slashing up two more.

OK, your rampage begins but doesn't necessarily end. You killed Bandit 2 with your crit so I think that triggers a free charge. You can't really charge anyone from there but I'll let you have a free attack and you can use Howling Strike since you could use that while charging.

Map updated.


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

Th'Kal's carapace bristles with excitement as he lets go and unleashes more anger on those that dared to rush his clutch.

Taking the free Howling Strike on Bandit 3.
Howling Strike: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 vs AC
If it hits, Damage: 1d12 + 1d6 + 6 ⇒ (12) + (1) + 6 = 19
EDIT: Oooooh CRIT TIME AGAIN!
ACTUAL HOWLING STRIKE DAMAGE: USE THIS: 24 + 1d12 + 1d8 ⇒ 24 + (8) + (8) = 40


Th'Kal's axe splits another skull.

OK, that was messy. Not sure how many times a round this stuff can trigger off, but that's another kill - B3 down.

Don't worry guys, you'll get a turn soon.

Map updated.


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

shoot, i can go a long time without a turn if he keeps splitting skulls like that


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

What sort of bonus to intimidate does that give us to make them leg it? :)


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

lol,
I think his Barb powers can only trigger once per round. So I probably have to pass the dice now :(


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Well, that's a bit of a disappointment - killing three in a round would have been a seriously impressive feat. Just two... meh.

The bandit who hung back quietly congratulates himself on his prudence as Th'kal butchers two of his fellows.

Arakan.

Initiative
Bandits 19 (Bandit 5 marked by Furio)
Furio 16+
Cahel 16-
Th'Kal 13
Arakan 10 (grabbed by B4 and B5)
Jareen 8


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 winces, before offering a wicked grin. "I tried to warn you, not to mess with us, but you made a fool mistake. Now get away from me!" With that he gathers the force of his voice, under the premise that he is pulling from the skies around him. He forces his voice out at them to drive them away from him, before he himself gives a little mantra to keep his cool.

Bluff as Primal 1d20 + 13 ⇒ (8) + 13 = 21
Shout of Triumph, close blast 3, on bandit 4 and 5 (but not their mounts)
Bandit 4 1d20 + 7 ⇒ (16) + 7 = 23 vs Fort
Bandit 5 1d20 + 7 ⇒ (13) + 7 = 20 vs Fort
Damage 1d6 + 5 ⇒ (1) + 5 = 6 thunder and if I push the target 1 square anywhere away. If they are pushed, I am released from the grab.
Regardless, minor, healing word on myself, for Surge+4, and slide 1 back to S11 (also releasing me from any grabs)


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The two bandits tumble from their mounts as Arakan blasts them out of their saddles.

Falling damage
B4 1d10 ⇒ 3
B5 1d10 ⇒ 1

Jareen.

Initiative
Bandits 19 (Bandits 4 and 5 prone, Bandit 5 marked by Furio)
Furio 16+
Cahel 16-
Th'Kal 13 (bloodied, but not with his own blood)
Arakan 10
Jareen 8

Map updated.


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

Seeing the others handling the situation, Jareen decides to collect up the kanks as he can. No use letting them all run off.


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

Lol - I love the description in the initiative order!


Thinking like a merchant could get you killed, Jareen! By the way, you took some damage but it doesn't seem to be marked on your hp total.

The bandit who hung back now rides up to pick up one of his fellows. the other other one hastily remounts his kank.

B1 rides up and B5 stands and mounts his kank. B4 stands and remounts his kank.

Map updated.


Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5

Dot, plus Initiative: 1d20 + 4 ⇒ (15) + 4 = 19 for when it matters.


<< FURIOS TURN >>

Furio steps in front of Arakan and tries to deliver a killing blow to another bandit.
Move Action: SHIFT to Q11
STANDARD ACTION: Crushing Blow on Bandit 4
Attack Roll: 1d20 + 9 ⇒ (14) + 9 = 23 vs B4's AC
If it hits, Damage: 4d6 + 9 ⇒ (5, 6, 3, 2) + 9 = 25.
This also Marks Bandit4.


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

anyone need a surge's worth of healing or more? i have a minor action left and will use it if someone needs healed. i was gonna heal Arakan but looks like he more or less took care of it. in the interest of keeping the pace up, i will post my standard and move actions.

Move: PS to Q10 (where Furio just vacated)
Standard: protecting strike: 1d20 + 8 ⇒ (7) + 8 = 15 vs B4's will
dmg: 1d6 + 7 ⇒ (2) + 7 = 9
Hit: 3 temp HP to all allies adjacent to PS

Minor: Healing Spirit, if anyone needs it.


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

Oops, forgot about the damage. I took 8HP, so if there's healing going, hit Jareen up, but it's not vital.


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

Minor: Cahel uses Healing Spirit

Jareen can spend a surge, regaining that much HP.
Arakan gains 1d6 ⇒ 2 HP and 5 temp HP
Furio gains 5 temp HP
ThKal gains 5 temp HP


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

Done, back to full HP. Thank You.


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

no problem, even defilers need assistance from time to time


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

Jareen hasn't defiled...... yet. Well, not magically....


I was wondering if he didn't attack just to deprive me of my usual "Defiler....!"

Furio thwacks another bandit with the flat of his gouge. Cahel's spirit then does much the same - in a more spiritual fashion - leaving the bandit swaying in his saddle.

Initiative
Bandits 19 (Bandit 4 bloodied and marked by Furio)
Furio 16+
Cahel 16-
Th'Kal 13
Arakan 10
Jareen 8

Th'Kal.

Map updated.


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

could be. A crotchety old man who gets saddle-sores herding the kanks? However, he is greedy and we might be able to get some ceramic out of bringing extra kanks back...

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