Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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Morthak's swing of his hammer simply bounces off the mekillot's hide. Th'Kal charges, standing in the saddle to strike at the mekillot driver. Red sprays as the 'kreen wounds him.

Map updated.

Cahel.

Initiatives
Piedro 22 (grabbed by bandit 4, taking 5 ongoing (save ends))
Mekillot and passengers 20
Bandits 1-4 15 (Bandits 1 and 2 marked by Pietro)
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+ (prone)
Jareen 8- (unconscious, prone, grabbed by the mekillot)
Merchants 0


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

Minor: dismiss spirit
Minor: Summon Companion Spirit in AA12
Minor: Healing Surge on Jareen.

Jareen can spend a surge, and gains 5 temp HP on top of that.


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

I realized late that I should get a saving throw to avoid being knocked prone, per my dwarven stand your ground trait.

If it's not too late to do that: Save: 1d20 ⇒ 13

If so, he'l shift to AE-12. If not, he'll use his this round move action to stand up.

Morthak levels a powerful swing at his bandit foe, enhancing his weapon with force energy.

Concussive Spike vs Bandit 1 AC: 1d20 + 7 ⇒ (9) + 7 = 16; Force Damage: 1d10 + 4 ⇒ (5) + 4 = 9 and (close blast 3) "you push each enemy in the blast other than the target a number of squares equal to 1 + Cha modifier" = 3 squares... That would be the mekillot and/or its riders. Not sure how that will play out! =)


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])

With so many more of his allies drawn into the fight, and making themselves into greater targets, Arakan moves up a little closer to the fight. He focuses his energies of cold that he has come to harness after the caverns, and uses them to blast the swarm of raiders surrounding the lone guard. He wants the man alive enough to come between himself and the bandits he just now decided to attack.

Move, to AC16
Standard, Shout of Triumph (free action to add master of uttercold) in AD15-AG12 (excluding enemy mounts)
Bluff as Primal 1d20 + 13 ⇒ (6) + 13 = 19
Attack Bandit 1 1d20 + 7 ⇒ (7) + 7 = 14 vs Fort
Attack Bandit 2 1d20 + 7 ⇒ (16) + 7 = 23 vs Fort
Attack Bandit 3 1d20 + 7 ⇒ (16) + 7 = 23 vs Fort
On a Hit, damage 1d6 + 5 + 1d8 ⇒ (5) + 5 + (4) = 14 cold damage and pushed 1 Sq
Effect: Allies slid 1 sq (Piedro and mount to AD16/AE15


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

Well that's one way to handle my absence!

"Urrrghhhhhhhh...."


Forunately, you've now just been healed by Cahel. So you can be conscious while the mekillot eats you.


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

Missed that, Thanks Cahel


Just a reminder, but when you are healed from negative hit points you start from 0, not the negative amount, as the basis to add the hit point to.


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

How many times can I edit that profile in a day? Lots!


Sorry for the delay - didn't realize it had been the weekend since I last paid proper attention.

Morthak remains upright as the mekillot thunders past. He swings his psionically-enhanced hammer at the bandit in front of him, but the robber ducks aside at the last moment.

Arakan's magical yell knocks tow of the bandits out of the their saddles while covering them with a patina of frost.

Jareen.

Initiatives
Piedro 22 (grabbed by bandit 4, taking 5 ongoing (save ends))
Mekillot and passengers 20
Bandits 1-4 15 (Bandits 1 and 2 marked by Pietro)
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+ (prone)
Jareen 8- (prone, grabbed by the mekillot)
Merchants 0


Map updated.


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

Bluff: 1d20 + 5 ⇒ (7) + 5 = 12

Cast Grasping shadows at AB10

Atk Meki: 1d20 + 8 ⇒ (16) + 8 = 24
Atk Dr: 1d20 + 8 ⇒ (2) + 8 = 10
Atk A1: 1d20 + 8 ⇒ (1) + 8 = 9
Atk A2: 1d20 + 8 ⇒ (6) + 8 = 14
Atk Ilot: 1d20 + 8 ⇒ (3) + 8 = 11

Psychic Damage: 1d8 + 5 ⇒ (8) + 5 = 13 and target is slowed until the end of your next turn

If possible also move to Y11


To escape the mekillot's grab you need (as a Move action, which you still have this round) to try either an Acrobatics roll (the DC being the mekillot's Reflex defence) OR an Athletics check (the DC being the mekillot's Fortitude defence) - choose one, although it's probably a safe bet that a big lumbering monster has a lower Reflex than Fortitude. (Alternatively, any spell cast by or on you that grants you a Pull, Push or Slide will also break the grab.) However, don't forget that you have an action point - if you break the grab, you'll still be standing next to it since you have used your Standard action to cast a spell, so (if you succeed) you might want to scoot out the way.

Oh, and meki and ilot are the same monster - fortunately you affect meki, if nothing else.

The mekillot lows in distress as it is assaulted by illusory phantoms.

Initiatives
Piedro 22 (grabbed by bandit 4, taking 5 ongoing (save ends))
Mekillot and passengers 20 (mekillot slowed until EONT Jareen)
Bandits 1-4 15 (Bandits 1 and 2 marked by Pietro)
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+ (prone)
Jareen 8- (prone, grabbed by the mekillot)
Merchants 0


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

Ok, forgot about that...

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21

Then spend the action point to move out of the way.


You the man (the DC was 19 - I was a little bit worried I was looking at a possible fatality)! You get a free shift as you made the check and your action point puts you well out of danger.

Initiatives
Piedro 22 (taking 5 ongoing (save ends))
Mekillot and passengers 20 (mekillot slowed until EONT Jareen)
Bandits 1-4 15 (Bandits 1 and 2 marked by Pietro, Bandits 2 and 4 prone)
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+
Jareen 8-
Merchants 0

Piedro.

Map updated.

Dark Archive

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

Phew! Not that I expect chance to get much of a breather :D


HP: 16/49 (Temp HP: 0); P. Perception: 21, P Insight: 16 [AC: 19, Fort: 20, Ref: 13, Will: 15] Earth Genasi (Half-Elemental) Earthforger Fighter 4

Piedro takes a deep breath as small stones and pebbles swirl around him. He then whips his crodlu back into the fray.

Second Wind (Standard Action), granting an additional +1 to all defense along with the standard +2 and healing surge

Move to AA12/13 and AB12/13, provoking from Bandit 1

The ground cracks in a close burst from underneath Piedro's mount. Genasi Racial Power: Earthshock {Minor Action}: This only targets enemies touching the ground, but if you allow it to effect the riders of the mounts, I'll roll for them, too.

B1 Mount vs Fort: 1d20 + 9 ⇒ (17) + 9 = 26
Mekillot vs Fort: 1d20 + 9 ⇒ (17) + 9 = 26

Earthshock damage: 1d8 + 5 ⇒ (5) + 5 = 10


HP: 16/49 (Temp HP: 0); P. Perception: 21, P Insight: 16 [AC: 19, Fort: 20, Ref: 13, Will: 15] Earth Genasi (Half-Elemental) Earthforger Fighter 4

On hit, the mounts are knocked prone and their riders fall off to adjacent squares.

Bandit 1 falls into square AE11

A1 falls into Z9

A2 fall into AE10

Driver falls into AA8

Saving throw: 1d20 ⇒ 19


Bandit 1 AoO 1d20 + 7 ⇒ (1) + 7 = 8 to hit v AC, damage 1d8 + 5 ⇒ (2) + 5 = 7

Piedro gathers his strength and steers his crodlu between the bandit and the mekillot. The bandit waves a spear in his direction but it doesn't get close.

Then Piedro slams his maul into the ground. The bandit is flung from his saddle by a small earthquake, and the mekillot stumbles. The occupants of the howdah are unceremoniously dumped on to the sand.

The archers and the driver stagger to their feet. Too close to use their bows, the archers draw daggers. The driver simply does his best to escape.

The mekillot also rises, now infuriated. It turns angrily on its tormentor, flicking out its tongue as a prelude to gulping him down.

Mekillot attacks Piedro. However, not being overly bright, it's a 50/50 chance it actually attack his crodlu. 1d2 ⇒ 1 - on a 1 it's Piedro, on a 2 it's the crodlu instead. EDIT: I think that's a miss.
1d20 + 13 ⇒ (8) + 13 = 21 v Fort, damage 4d6 + 5 ⇒ (3, 1, 5, 6) + 5 = 20 and the target is grabbed

A1 attacks Th'Kal, A2 attacks Morthak. Driver 1 shifts 1 as a Move action to get away from Th'Kal, then uses his Standard action to move closer to the bandits.
A1 1d20 + 7 ⇒ (4) + 7 = 11 v AC, damage 5
A2 1d20 + 7 ⇒ (6) + 7 = 13 v AC, damage 5

The bandits, meanwhile, shakily get to their feet and remount their beasts.

Bandits 1, 2 and 4 all get back in the saddle. Morthak can have an AoO against Bandit 1 if he likes.

Initiatives
Piedro 22
Mekillot, Driver and Archers 1 & 2 (Mekillot, Driver and Archers 1 & 2 marked by Piedro, Mekillot slowed until EONT Jareen)
Bandits 1-4 15 (Bandit 1 marked by Pietro, Bandits 1, 2 and 4 prone)
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+
Jareen 8-
Merchants 0

Th'Kal, and Morthak's AoO.

Map updated.


HP: 16/49 (Temp HP: 0); P. Perception: 21, P Insight: 16 [AC: 19, Fort: 20, Ref: 13, Will: 15] Earth Genasi (Half-Elemental) Earthforger Fighter 4

Yeah, Piedro's sitting at a 23 Fort until his next turn. Unfortunately, the player didn't realize what a mekillot was before attacking it and just now looked it up, lol. I'm pretty sure my clever ploy to dismount half of the enemies is about to backfire...


Better keep those defences high!

Th'Kal / Morthak.


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

Warhammer AoO vs AC: 1d20 + 6 ⇒ (14) + 6 = 20; Damage: 1d10 + 2 ⇒ (1) + 2 = 3


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

Th'Kal slides over a bit to provide Piedro a bit of an advantage verse the mekillot and then swipes at the nearest archer hoping to cut him down...

Move Action: Slide one square to the right, AA
Standard Action: Howling Strike vs Archer1
Attack Roll: 1d20 + 11 ⇒ (3) + 11 = 14 va A1s AC,
If it hits, Damage: 1d12 + 1d6 + 6 ⇒ (3) + (3) + 6 = 12


Morthak catches the passing bandit a glancing blow. Th'Kal swings his axe at the archer by he side-steps just in time.

Was a long wait for a fairly small post - sorry about that.

Cahel.

Map updated.


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

the map i see is the beginning before any PCs were placed on the map. Is it just me? (Checking from my phone)


It should be just you, since there is only one map and I've updated it since. You might have an old copy saved to your phone's memory and it is showing you that one.

I'll have a look at it when I get home, since we have had issues with Google Sheets before.


OK, checked the link - seems to be working fine.


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

that must have been it, works fine on my computer once i got home

Minor: dismiss Spirit
Minor: summon spirit in AC14
Standard: Defending Strike

atk: 1d20 + 8 ⇒ (18) + 8 = 26 vs Bandit 1 Reflex
dmg: 1d8 + 7 ⇒ (5) + 7 = 12
Allies adjacent to my spirit gain +1 power bonus to AC


Initiatives
Piedro 22 (+1 AC)
Mekillot, Driver and Archers 1 & 2 (Mekillot, Driver and Archers 1 & 2 marked by Piedro, Mekillot slowed until EONT Jareen)
Bandits 1-4 15
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+
Jareen 8-
Merchants 0

The bandit falls from his kank and lies inert in the dust.

Bandit 1 down.

Arakan.

Map updated.


Arakan.


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

Posting early, just in case...

Morthak roars, swinging his warhammer around in a whirling attack, augmented psionically to strike everyone close to him.

Whirling Defense, Augment 2: Close Burst 1...

vs A2 AC: 1d20 + 7 ⇒ (8) + 7 = 15; Damage: 1d10 + 5 ⇒ (5) + 5 = 10
vs Mekillot AC: 1d20 + 7 ⇒ (13) + 7 = 20; Damage: 1d10 + 5 ⇒ (3) + 5 = 8
vs B1 Kank AC: 1d20 + 7 ⇒ (5) + 7 = 12; Damage: 1d10 + 5 ⇒ (1) + 5 = 6

... and those hit are marked until the end of my next turn.

Ready to use mind spike if any of them hit Piedro or Th'kal...


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 doesn't like being so exposed where he is, so moves further in to help out with the Mekillott. That it gets him back to being closer to Th'Kal... purely coincidental....

He moves up, and drawing his widow's knife, dances between Jareen and Piedro's mounts to end up beside the the big creature, and right across the enemy from Th'Kal. Looking for a spot, he drives the special blade in the first spaced ridge he can find on the creature, hoping to hit a vital organ.

Move, to Z13
Minor, draw widow's knife
Standard, Fleeting Spirit Strike. Before the attack, shift 3 sq to Z10
Attack mekillot (with flank/CA from Morthak) 1d20 + 9 ⇒ (12) + 9 = 21 vs. AC (not counting CA)
Damage 2d4 + 4 ⇒ (4, 4) + 4 = 12 plus SA 2d6 ⇒ (5, 5) = 10


The mekillot must have thcker skin than Arakan thought. His knife seems to do no appreciable damage.

Morthak.

Map updated.


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

See post above Arakan's...


Ah yes, sorry.

Morthak bludgeons one of the archers to the ground. But his spinning blow bounces off the hide of the mekillot and the nearby riderless kank.

Archer 2 down.

Initiatives
Piedro 22 (+1 AC)
Mekillot, Driver and Archer 1 (Mekillot, Driver and Archer 1 marked by Piedro, Mekillot slowed until EONT Jareen)
Bandits 1-4 15
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+
Jareen 8-
Merchants 0

Jareen.

Map updated.


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

Jareen moves closer to the bandits and attempts to scare them off, covering his action with shouts to watch out.

Move to Z17
Bluff: 1d20 + 5 ⇒ (15) + 5 = 20

Winged Horde: At AG14, area burst 1. Atk Bandit 2: 1d20 + 8 ⇒ (3) + 8 = 11 Atk Bandit 4: 1d20 + 8 ⇒ (15) + 8 = 23

DMG: 1d6 ⇒ 3 Psychic damage and target can't take opportunity actions until end of my next turn.
ooc]


Jareen does an impressive impersonation of someone channeling a primal spirit. One of the bandits is distracted by the spectral shapes.

Initiatives
Piedro 22 (+1 AC)
Mekillot, Driver and Archer 1 (Mekillot, Driver and Archer 1 marked by Piedro, Mekillot slowed until EONT Jareen)
Bandits 1-4 15 (Bandit 4 cannot take opportunity actions until EONT Jareen)
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+
Jareen 8-
Merchants 0

Piedro.

Map updated.


Piedro.


HP: 16/49 (Temp HP: 0); P. Perception: 21, P Insight: 16 [AC: 19, Fort: 20, Ref: 13, Will: 15] Earth Genasi (Half-Elemental) Earthforger Fighter 4

Realizing the danger of a rampaging mekillot, Piedro summons the rage of his ancestors and focuses intently on the wild beast.

Bull Charge Primary on Mekillot vs AC: 1d20 + 9 ⇒ (20) + 9 = 29
Bull Charge damage: 4d6 + 5 ⇒ (5, 6, 4, 6) + 5 = 26
Bull Charge Secondary to prone vs Fort: 1d20 + 5 ⇒ (10) + 5 = 15

Piedro swings his maul with solemn intent. He brings it around for another swing at the angered creature. Action Point

Knee Breaker vs Fort: 1d20 + 9 ⇒ (18) + 9 = 27 On hit, target is immobilized (save ends)
Knee Breaker damage: 4d6 + 8 ⇒ (1, 4, 3, 2) + 8 = 18 Half damage on miss


HP: 16/49 (Temp HP: 0); P. Perception: 21, P Insight: 16 [AC: 19, Fort: 20, Ref: 13, Will: 15] Earth Genasi (Half-Elemental) Earthforger Fighter 4

The rocks and dust around Piedro fall to the ground. His Second Wind Defense bonus is gone.


Nice rolling, dude!


OK, you scored a crit on your first attack, so the damage is maximized. Your secondary attack misses, but it doesn't matter, because I note that on a critical your earth-wrought maul knocks the enemy prone anyway. Your second attack also hits.

Piedro's hammer swings in a perfect arc, all of his might and concentrated fury focussed on the blunt surface as it connects with the mekillot's head. As the beast is momentarily stunned, Piedro slams his weapon into the beast's ankle. There is an audible pop as bones and ligaments give way. The beast groans as it falls in the sand. But it isn't done for yet, as its tongue lashes out to ensnare the brave genasi warrior.

Tongue lashing on Piedro
1d20 + 13 ⇒ (6) + 13 = 19 v Fort, damage 4d6 + 5 ⇒ (1, 6, 1, 4) + 5 = 17 and the target is grabbed
EDIT: Jammy git (that's English slang for lucky person) - it's just missed you again.
Mekillot saving throw against immobilization 1d20 ⇒ 1

The archer stabs at Arakan, trying to create an escape from being either hacked apart by Th'Kal or trodden on by the mekillot.

1d20 + 7 ⇒ (15) + 7 = 22 v AC, damage 5

The driver draws a short crystalline wand and shoots a bolt of lightning at Morthak's back.

1d20 + 15 ⇒ (4) + 15 = 19 v Reflex, lightning damage 2d8 + 9 ⇒ (4, 5) + 9 = 18

The bandits split up and try to distract the warriors battling the mekillot. One arrives behind Piedro, the other by Morthak, and jab with their spears.

Bandit 2 attacks Morthak, Bandit 4 attacks Piedro.
Bandit 2: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 to hit, damage 1d8 + 5 ⇒ (2) + 5 = 7 and the target is grabbed
Bandit 4: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 to hit, damage 1d8 + 5 ⇒ (5) + 5 = 10 and the target is grabbed

Initiatives
Piedro 22 (+1 AC, grabbed by Bandit 4)
Mekillot, Driver and Archer 1 (Mekillot, Driver and Archer 1 marked by Piedro, Mekillot prone, immobilized (save ends))
Bandits 1-4 15 (Bandit 4 cannot take opportunity actions until EONT Jareen)
Th'Kal 12+
Cahel 12
Arakan 12-
Morthak 8+ (grabbed by Bandit 2)
Jareen 8-
Merchants 0

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 ]

Any chance the Mekillot is Bloodied? Just wondering whether to go after the archer or the beast.


Yes, the mekillot is bloodied.


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

[occ]Sorry, crazy busy today and tomorrow... can you delay my turn? I'll jump in before the end of round, just after Jareen.[/ooc]


Cahel.


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

Spring Renewal Strike: 1d20 + 8 ⇒ (7) + 8 = 15 vs B4 Fort
damage: 2d8 + 7 ⇒ (2, 2) + 7 = 11
Piedro can spend a healing surge, also gains +3hp

Cahel moves to U12


HP: 16/49 (Temp HP: 0); P. Perception: 21, P Insight: 16 [AC: 19, Fort: 20, Ref: 13, Will: 15] Earth Genasi (Half-Elemental) Earthforger Fighter 4

Thanks. I got super lucky, lol. But, that damn bandit took my 6 Temp HP before I could enjoy it...


The spirit lashes out again but fails to affect its target.

Initiatives
Piedro 22 (+1 AC, grabbed by Bandit 4)
Mekillot, Driver and Archer 1 (Mekillot, Driver and Archer 1 marked by Piedro, Mekillot prone, immobilized (save ends))
Bandits 1-4 15 (Bandit 4 cannot take opportunity actions until EONT Jareen)
Cahel 12+
Arakan 12-
Morthak 8+ (grabbed by Bandit 2)
Jareen 8+
Th'Kal 8-
Merchants 0

Arakan.

Map updated.


OK, I've been dawdling about for a few days and we need to get things moving. I know Aadvark/Arakan is a busy man right now, so he will delay until after Th'Kal. Morthak.

Initiatives
Piedro 22 (+1 AC, grabbed by Bandit 4)
Mekillot, Driver and Archer 1 (Mekillot, Driver and Archer 1 marked by Piedro, Mekillot prone, immobilized (save ends))
Bandits 1-4 15 (Bandit 4 cannot take opportunity actions until EONT Jareen)
Cahel 12+
Morthak 8++ (grabbed by Bandit 2)
Jareen 8+
Th'Kal 8
Arakan 8-
Merchants 0

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