Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


1,351 to 1,400 of 4,027 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>

You are currently hiding in a ruined well house about a half mile south of the camp. It sounds like you intend to wait until dark and advance then - just let me know positioning, direction of attack, etc.

Nnn'tkklik'l, you do still have the id fiend blood. I had forgotten about it, as well, but will add to your inventory on the Campaign tab.

Grit, not sure what the problem is with the map - it works for me on all my devices. I've tried uploading a couple of other versions, if you want to give them a try:
Alternate lo-res map
Alternate map link 2

If neither of those work, PM me your email address and I'll send a version that way.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I'll stay about twenty feet south of the map. I will cast bull's strength first on Raun, lasts 5 minutes. Then haste on everybody but myself. Then as a surprise round I'll throw a fireball in, location TBD but I'll generally just hit anybody that I can. Hopefully with haste everybody can close some distance in the surprise round.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Thanks for trying, but I get the same thing on each of those. I did not try from home last night but will tonight. I am good with recommendations from the others as far as what to hit first.

If we do wait til nightfall it might be that some of the group will leave to for some mission of theirs. Like us they likely try to avoid traveling too much under the sun.


Couple of notes about the map. Squares are 5-feet. If you wait until nightfall, the moons will provide enough light for the baseline to be dim light, higher near any light sources.

Another issue: Pathfinder vision rules, and especially the (non-existent) rules for determining encounter rules, suck. So, considering the dim light you'll be dealing with, I'm going to consider the map to be the edge of encounter distance. You can pre-buff "off-map," but we'll roll Perception/Sneak (to determine surprise) and Initiative when you enter the map. I'll place visible enemies on the map at that time, as well. If you want to act in combat - melee, ranged, spell or otherwise - you have to be on the map, otherwise you are too far away to establish line of sight.

The map is bounded by open fields to the west, rough hills and difficult terrain to the north, sandy dunes to the east and open land/road to the south.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Ah, line of sight makes sense. Yeah that sounds good DM. These open fields, how much cover do they provide for an approach?

So I'll drop bull's strength on Raun, then I'll cast haste. Right after I cast haste everybody should run in to make the most of its short duration.


Däina wrote:

Ah, line of sight makes sense. Yeah that sounds good DM. These open fields, how much cover do they provide for an approach?

So I'll drop bull's strength on Raun, then I'll cast haste. Right after I cast haste everybody should run in to make the most of its short duration.

Cover is pretty much zero in the fields, other than the dim light, which PF rules do a crap job of accounting for. The ruined buildings on the south edge of the map would obscure your approach, which is why I think it's easiest to roll when you get on the map.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Everyone else is free to use Raun charging in and murdering the archers as a distraction for their own sneakiness. Unless we get Raun a headband of vast intellect that gives her ranks in stealth I just don't get enough skill points to sink into it. I guess she could use the potion of invisibility if people think this is worth it?


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

have we rested since our last encounter?

The kreen will manifest Vigor twice, networked so that each of 6 people gets 15 temp HP


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Village map opens fine from home. Yea.


Oooo, this Paint.Net program is nice.

You creep forward through the desiccated faro fields as the sun sets over the western mountains, shadows stretching across the Tyr valley to encompass the ruined village. Both moons are out, providing some light, and you can make out the faintest movement in the village ahead.

Light flares as the raiders start a cookfire to the north and mount a torch near the well house, the flames casting flickering shadows over the ruined buildings. Several gather to dice and drink, but remain quiet as another man and a huling half-giant turn a haunch of meat - disturbingly human-shaped - on a spit over the northern fire.

With a few whispered words, you finalize your plan of attack and ready to advance.

Updated map

The map includes circles indicating the light cast by the fires - for those with normal vision, there is normal light within the red circles. For those with low-light, normal light extends to the yellow circles. Outside there is only dim light, granting concealment and causing a 20 percent miss chance.

You have a few rounds to prepare before advancing. Please indicate what you are doing - spellcasting, sneaking, etc. - and where you want to enter the map. Then we'll roll Perception and initiative and get started.

When buffing, don't forget about Grit's tigone. Däina, you'll need to pick two people who won't be affected. Nnn'tkklik'l, do you want to grant temporary HP to everyone but yourself?
EDIT: And yes, you rested before leaving the city, so everyone is at full strength.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I'll certainly leave myself out from the haste. Who would benefit least from it? Nnn'tkklik'l perhaps?


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun will advance as close as it seems safe to do so from the south (read, as close as she can get without having to make a stealth check), wait a predetermined amount of time and then charge at those two archers. If we're trying to take advantage of haste however, then we can't really try and position ourselves too much, or wait too long (as we all have to be together when Daina casts).


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

yea vigor on all party members + tigone, with the exception of the kreen. haste also helps him the least since he is essentially a dedicated caster. as long as you all can keep the enemy from getting in melee with him, anyway.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan concentrates for a moment and prepares to move when the spells come into effect.

Inertial armor for AC and chameleon for stealth


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Safia sighs as she starts preparing. First she lays an enchantment on her weapon and then claws sprout from her hands.

Casting Weapon of Awe on the scythe
Manifesting Claws of the Beast

She won't use Many Forms or Divine Favor yet
She'll use Many Forms 2 rounds before moving in and Divine Favor 1 round before moving in
I can't wait till Many Forms starts granting me other forms. Ones with pounce


Ok, I will get a map and first post up when I get home tonight. Does anyone have a preference where they enter the map?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision
Safia wrote:

Safia sighs as she starts preparing. First she lays an enchantment on her weapon and then claws sprout from her hands.

Casting Weapon of Awe on the scythe
Manifesting Claws of the Beast

She won't use Many Forms or Divine Favor yet
She'll use Many Forms 2 rounds before moving in and Divine Favor 1 round before moving in
I can't wait till Many Forms starts granting me other forms. Ones with pounce

Hey, we can pounce together. I think Grit can pounce next level.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Stick with South. Gives us a straight run to the two dots in the middle (which are the archers, right?).


As Däina utters the final word of her spell, you turn and run for the village, rushing over the moonlit sands with supernatural speed. Crunching over the hard-packed dirt of the rutted road, naked blades glittering, you don't go unnoticed long - as your magically-enhanced strides bring you to the perimeter of the village, the guards to the south of the well house notice your approach and call out a hoarse word of warning.

Updated Map

Gorkhan is the only one whose Stealth check exceeds the guard's Perception, and also is the only one who beat the raiders' initiative. He can take a surprise action and full-round action before the raiders act. I'll post again with the raiders action after that and then everyone else can jump in.

In the meantime, let me know if there are any major issues with placement.

Initiative Rolls:

Nnn'tkklik'l: 1d20 + 3 ⇒ (15) + 3 = 18

Gorkhan: 1d20 + 7 ⇒ (14) + 7 = 21

Raun: 1d20 + 3 ⇒ (1) + 3 = 4

Grit: 1d20 + 3 ⇒ (12) + 3 = 15

Safia: 1d20 + 6 ⇒ (2) + 6 = 8

Däina: 1d20 + 5 ⇒ (10) + 5 = 15

Raiders: 1d20 + 2 ⇒ (17) + 2 = 19

Perception and Stealth:

Raiders' Perception: 1d20 + 7 - 8 ⇒ (16) + 7 - 8 = 15

Nnn'tkklik'l: 1d20 + 3 - 5 ⇒ (8) + 3 - 5 = 6

Gorkhan: 1d20 + 15 + 10 - 5 ⇒ (8) + 15 + 10 - 5 = 28

Raun: 1d20 - 2 - 5 ⇒ (3) - 2 - 5 = -4

Grit: 1d20 + 0 - 5 ⇒ (6) + 0 - 5 = 1

Safia: 1d20 + 4 - 5 ⇒ (16) + 4 - 5 = 15

Däina: 1d20 + 3 - 5 ⇒ (12) + 3 - 5 = 10


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Wow, even when it's not me who's rolling I can't roll worth a damn :p


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Perfect placement as far as I'm concerned. However, may I suggest something? Perhaps you could label the grid's columns and rows, so we can say things like "I move to D15 and attack the enemy at D16". Helps lower confusion IMHO.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Just to be clear, the map shows us AFTER a hasted move? That can't really be right as the non hasted people are up with the hasted ones. OR do we now make our surprise round move or attack? Also, I am camping tomorrow so might not post much til Sunday afternoon.


Only Gorkhan was stealthy enough for a surprise round action. Combat started when you reached the edge of the map--I just put Daina and Nnn'tkklik'l up there with you for convenience, so I'm not dealing with anyone off the map.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

OK. I want to remind you that the plan was for Grit to cast his flaming sphere just as Haste went off. It has 150 ft range.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Surprise Round

Gorkhan charges past Raun, the terrain not affecting his enhanced movement. His blade spins around to strike the nearby guard.

Standard: charges the nearest guard (using Charge through ability to disregard allies and difficult terrain).
Attack w/ Haste & Charge: 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21 vs. flat-footed
Damage w/ Sneak: 1d8 + 7 + 1d6 ⇒ (3) + 7 + (6) = 16

Round 1
Gorkhan swings his blade once again, the magic allowing him to strike twice.

Full attack. 5' diagonal move against wall (out of sight of guard to the N) to other guard if necessary
Attack #1 w/ Haste: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 vs. flat-footed
Damage #1 w/ Sneak: 1d8 + 7 + 1d6 ⇒ (6) + 7 + (2) = 15

Attack #2 w/ Haste: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 vs. flat-footed
Damage #2 w/ Sneak: 1d8 + 7 + 1d6 ⇒ (7) + 7 + (3) = 17

If the second guard goes down, use the move action to hide (can't actually move due to 5' step). At least out of view of all but the giant.


Grit wrote:
OK. I want to remind you that the plan was for Grit to cast his flaming sphere just as Haste went off. It has 150 ft range.

And, just like the last time you tried to cast flaming sphere pre-battle, I don't allow offensive spells to be cast before combat starts. In this case, that occurred when when you entered the map and we rolled initiative. If your stealth roll had been high enough for a surprise action, you could have done it then.


Putting on a magically-enhanced burst of speed, Gorkhan dashes into the shadowed ruins at the south edge of the village. Distracted by the charging half-giant, mul and tigone coming up from the south, the ragged guards never even see him as he darts in, plunging his blade into the nearest one's guts. Tearing his sword free, he slashes the man's neck for good measure before spinning and burying his blade into the second raider's chest.

Ignoring Gorkhan, the raider standing in the doorway of the well house screams an alarm. Drawing his bow, he lights an arrow from the torch mounted nearby, steps forward and fires it toward Raun and the others. The arrow sinks into the ground a few yards short the group - and erupts into a wall of flame as the pitch-soaked dirt catches fire. Raun takes 2 points of splash damage since she's right next to it (DR doesn't apply, so goes to temp HP). You'll take damage if you try to move through the fire in subsequent rounds.

To the west, several raiders raise bone-bladed axes and impalers and rush forward toward the ruins sheltering Safia, Däina and Nnn'tkklik'l. Others begin firing arrows. Several clatter off the ruins near Safia, who remains in shadow. Others target Nnn'tkklik'l, illuminated in the glow of the burning pitch to the east. One arrow strikes true, slicing past the cover of the ruins and the kreen's thick carapace. 10 damage to Nnn'tkklik'l.

Other raiders pour out from the buildings all around as the half-giant bellows a war cry and charges Gorkhan. Crashing between the well house and the ruins to the west, the half-giant - armored in heavy hide and wielding a shield - brings its double-headed bone pick around in a horizontal arc that smashes into Gorkhan, tearing through Nnn'tkklik'l's psychic protection and gouging a hole in the human's thigh. 21 damage, removing all temp HP and doing 6 damage to HP.

A few yards west of the half-giant, a raider carrying a heavy, obsidian trikal stands up in the ruins. The moonlight and flickering flames illuminate his straining face, spittle frothing as he grunts and gestures toward Raun. The half-giant doubles over in agony as the pain from past whippings and other injures returns in a wave. Man, that's the second 1 I've rolled for Raun this combat! 13 damage, removing the last of her temp HP, as she fails the save vs. recall agony.

~~~~~~~~oo~~~~~~~~

Illumination: Anywhere within the red circles (or within 20 feet of the burning ground) is normal light for those with regular vision. Low-light vision extends normal light to the yellow circles (or 40 feet from burning ground.

Map

Combat Round 1

Initiative Group 1: Raun, Nnn'tkklik'l, Grit, Gorkhan, Safia Däina

Initiative Group 2: Raiders

Various Rolls:

Gorkhan Stealth: 1d20 + 15 + 10 ⇒ (12) + 15 + 10 = 37
Raider's Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Raider ranged touch to ignite pitch: 1d20 + 6 ⇒ (11) + 6 = 17
Splash damage to Raun: 1d6 ⇒ 2
Raider using Rapid Shot vs. Safia in cover: 1d20 + 6 - 2 - 4 ⇒ (2) + 6 - 2 - 4 = 2
Raider using Rapid Shot vs. Safia in cover: 1d20 + 6 - 2 - 4 ⇒ (9) + 6 - 2 - 4 = 9
Raider using Rapid Shot vs. Nnn in cover: 1d20 + 6 - 2 - 4 ⇒ (8) + 6 - 2 - 4 = 8
Raider using Rapid Shot vs. Nnn in cover: 1d20 + 6 - 2 - 4 ⇒ (18) + 6 - 2 - 4 = 181d8 + 2 ⇒ (8) + 2 = 10
Half-giant charging Power Attack vs. Gorkhan: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 291d10 + 14 ⇒ (7) + 14 = 21
Raun Will save vs. recall agony power: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8
recall agony damage: 4d6 ⇒ (4, 5, 3, 1) = 13


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Begin summoning this round, I'll post next round when things start happening.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision
DM Under a Dark Sun wrote:
Grit wrote:
OK. I want to remind you that the plan was for Grit to cast his flaming sphere just as Haste went off. It has 150 ft range.
And, just like the last time you tried to cast flaming sphere pre-battle, I don't allow offensive spells to be cast before combat starts. In this case, that occurred when when you entered the map and we rolled initiative. If your stealth roll had been high enough for a surprise action, you could have done it then.

That is no nonsensical to me that I must have forgotten. You do not think Haste is an offensive spell? In these cases when we have the drop on the enemy it just makes sense that we time spells to go off together. I Could I have cast Spike Growth instead? Did you consider the distance modifier (-1 for every 10 feet) and the darkness modifier to the enemy's perception? We started so far away that their dark vision, if any would not have helped.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun's plans to charge the archers prove unnecessary, but as the wilder pops up and assaults her mind she is provided with an alternate target. Despite the pain she lets out a howl of anger and lumbers into motion, striding obliquely through the flames. Thanks to her enhanced speed she is able to dart and squeeze around the ruins until she stands on the opposite side of the wall from the psionicist and brings her enchanted hammer to bear.

Raging PA Earthbreaker with Furious Focus and Haste: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
damage: 2d8 + 17 ⇒ (2, 8) + 17 = 27

Oh yeah, about time the dice worked for me.
Crit confirmation: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Crit Damage: 4d8 + 34 ⇒ (2, 7, 8, 4) + 34 = 55

That's a dead Wilder I hope :p To explain her movement she moved Diagonally from where she started then moved straight up between the more ruined building on the right and the partially intact one of her left. With 70 foot move she should be able to loom over the ruined wall at him.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

I assume the GM uses the same standard for hostile spells as what is used when looking at what breaks invisibility. Basically that means any spell that targets an enemy or includes an enemy in it's area of effect and harms it in any way is a hostile spell.

So what buffs would Safia have gotten off? Mainly asking for Divine Favor as she would not have started moving in before applying Many Forms to herself. She'd have taken the shape of a Dwarf.


The gameplay thread is not for rules lawyering. See the discussion thread for an explanation.


Safia wrote:

So what buffs would Safia have gotten off? Mainly asking for Divine Favor as she would not have started moving in before applying Many Forms to herself. She'd have taken the shape of a Dwarf.

Based on your earlier post, you have Weapon of Awe, Claws of the Beast, Many Forms and Divine Favor (cast just before Daina cast haste and everyone advanced).


Waiting on actions from Grit, Safia, Gorkhan and Nnn'tkklik'l, then we'll move on with the round.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I forgot I cannot access the map from work, but will not wait until I get home to post.

Grit casts his Flaming Sphere spell onto a wounded bandit and moves forward 50'.

Flaming Sphere: 3d6 ⇒ (3, 6, 2) = 11 DC 15 Reflex save to avoid the damage.

His tigone wants to charge forward to attack as well, but I am not sure he has a charge path. If not he can move up to 70 and attack or move up to 140 and will try to close and flank, but will not provide an AOO to do so.

In case he can attack or charge charge:

Bite: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 161d6 + 3 + 1d6 + 5 ⇒ (6) + 3 + (3) + 5 = 17 The last 1d6+5 damage is non-lethal cold damage and also causes fatigue.

Active Spells:

1) Frostbite on the Tigone - Good for 5 hits
2) Greater Magic Fang on Tigone- +1 to hit and damage to all natural weapons - 5 hours.
3) Longstrider on Grit- +10 movement - 5 hours.
4) Barkskin on Grit- +2 AC for 50 minutes.
5) Shilelagh - on Grit's Club - 5 minutes.
6) Call Lightning - On Grit, good for 5 strikes. 5 minutes.
6) Haste - 5 rounds


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

The kreen will mentally assault the nearest thug, attempting to bring them into the collective. (DC19) Expending focus to do that as a swift action, he will either:

If successful, try to drain HP. (DC 19, enemy at -2 to save)
If unsuccessful, regain focus as a move and try again


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

The dwarven shape that was Safia grinned at the marauder that rushed in. Without a second thought she rushed in, scythe held high for the swing. The small room was awkward though.

Full: Charge raider directly north of me
Attack: 1d20 + 12 ⇒ (2) + 12 = 14 Damage: 2d4 + 12 ⇒ (2, 1) + 12 = 15


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision
Grit wrote:

I forgot I cannot access the map from work, but will not wait until I get home to post.

Grit casts his Flaming Sphere spell onto a wounded bandit and moves forward 50'.

[dice=Flaming Sphere]3d6 DC 15 Reflex save to avoid the damage.

His tigone wants to charge forward to attack as well, but I am not sure he has a charge path. If not he can move up to 70 and attack or move up to 140 and will try to close and flank, but will not provide an AOO to do so.

** spoiler omitted **

** spoiler omitted **

Hmm. I was able to pull up the map last night and things are very different that what I had imagined. I need to rethink where Grits's attacks are going. Two questions: 1) Do all the storm eaters have bows? And 2) do Safia, Daina, and Nnn have any cover from missile fire from the runes? Based on the Map Grit will still target his sphere on to the storm eater closed to Gorkhan but he will send his tigone to defend Nnn, attacking the storm eater closest to Nnn. Gril will advance around the fire to the take cover just south of the building Gorkan is beside.


1) No. At this point, the one due south the half-giant and the one far to the west of him are the only visible archers, although others have javelins. 2) Yes, they have cover.
Also, having a busy day at work but will get the update done when I get home.


Roaring in pain and anger, Raun crashes through the ruins, ignoring the burning pitch that causes her calloused feet to blacken and blister. (5 fire damage.) Looming over the shocked mind-bender, she brings her massive hammer down in a two-handed blow that reduces the man to a red smear. (Wow! 82 damage!)

Grit and his tigone, meanwhile, avoid the fire. The mul summons his own rolling ball of flame and sends it against the archer near Gorkhan but the tattooed raider leaps aside. The mul then advances, taking cover near an intact building as he sends his tigone west to protect Däina and Nnn'tkklik'l. The beast intercepts the raider, tearing at a lightly-armored leg and sapping the man's strength with its magically-enhanced bite.

To the south, Nnn'tkklik'l focuses his mind on the wounded man, attempting to bring him into the collective. Miraculously, the raider manages to fight off the thri-kreen's assault not once but twice. Still, the mental attack appears distracting enough that the already weakened raider's counter-attack against the tigone is foiled.

As Daina begins an arcane chant, Safia steps forward in her dwarven form to strike at the other approaching raider. Her scythe catches on a ruined wall, spoiling the attack. Grinning, the mohawked raider steps in and hacks at Safia with a double-bladed bone axe, tearing away some of her psionic protection. (10 damage to Safia, taken from temp HP.)

Back near the well house, Gorkhan steps inside the half-giant's reach, unleashing a flurry of blows with his enchanted bone blade. One draws blood, catching the hulking warrior still off-balance from its charge. Retaliating, the brute flails at Gorkhan ineffectually with its impaler. With the alley blocked by the half-giant, another raider emerging from the well house circles around the building, seeking to come up from behind.

The nearby archer darts to the south, trying to avoid the melee, but Gorkhan slashes him on the thigh as he retreats.

Shaken, the man sends a pair of arrows flying toward Grit but both fly wide.

Thinking it better to stay out of Raun's reach, three raiders to the west pepper the half-giant with arrows and javelins, to no avail.

One of the men turns to flee but stops short when he sees an armored figure emerge from the buildings to the north. Cloaked in the heavy fur of an Athasian bear and wearing a horned helm, the menacing figure carries a heavy shield covered in sharpened teeth and horn and wields a triple-bladed wrist-razor. Yodar, the Klar-Killer, approaches.

~~~~~~~~oo~~~~~~~~

Illumination: Anywhere within the red circles (or within 20 feet of the burning ground) is normal light for those with regular vision. Low-light vision extends normal light to the yellow circles (or 40 feet from burning ground.

Map

Combat Round 2

Initiative Group 1: Raun, Nnn'tkklik'l, Grit, Gorkhan, Safia Däina

Initiative Group 2: Raiders

Various Rolls:

Fire damage to Raun: 2d6 ⇒ (4, 1) = 5
Raider Reflex save vs. flaming sphere: 1d20 + 6 ⇒ (15) + 6 = 21
Raider Will save vs. collection: 1d20 + 3 ⇒ (19) + 3 = 22
Raider Will save vs. collection: 1d20 + 3 ⇒ (19) + 3 = 22
Raider attack vs. tigone: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
Raider attack vs. Safia: 1d20 + 7 ⇒ (12) + 7 = 191d8 + 5 ⇒ (5) + 5 = 10
Gorkhan attack vs. half-giant: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 181d8 + 7 ⇒ (8) + 7 = 15
Gorkhan attack vs. half-giant: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Half-giant Power Attack vs. Gorkhan: 1d20 + 9 ⇒ (1) + 9 = 10
Gorkhan AoO vs. archer: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 201d8 + 7 ⇒ (2) + 7 = 9
Raider using Rapid Shot vs. Grit: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Raider using Rapid Shot vs. Grit: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Raider using Rapid Shot vs. Raun: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Raider using Rapid Shot vs. Raun: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Raider javelin vs. Raun: 1d20 + 3 ⇒ (6) + 3 = 9
Raider javelin vs. Raun: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Who is the bright red figure at the northern end of the fight? Is that Yodar?


Yes, that's Yodar. I forgot to add it to the key.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Ok sounds good. Ok, time for stuff.

"Lasau soti!" After the last utterance a horned herd animal with a protective carapace augmenting its thick blue-white hide erupts into assistance. The carru snorts, then charges through the storm eaters and through their leader, trampling everything on its way.

Trample Damage: 2d6 + 11 ⇒ (4, 2) + 11 = 17

Having the carru charge from the mid-western section of the map up to the northeast, through the two storm eaters and their leader. They victims of the attack either get to make an attack of opportunity at a -4 penalty or can attempt a DC 19 reflex save for half damage.

Däina waits for the carru to pass through, then throws a small spiderweb in the air. "Svorcra!" It vanishes, reappearing in the midst of the storm eaters but on a much large scale, anchored to the buildings.

Casting web and centering it on the storm eater that is just southwest of the northern red circle. DC 19 reflex save to avoid becoming grappled by the web. CMB and escape artist checks to escape the grapple or move through the web is also a DC 19.

Trample:
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

The hasted cat tears into the man adjacent to it but is not as effective is it might have been.

Bite: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 3 + 1d6 + 5 ⇒ (1) + 3 + (2) + 5 = 11

Claw: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 3 + 1d6 + 5 ⇒ (3) + 3 + (6) + 5 = 17

Claw: 1d20 + 8 ⇒ (6) + 8 = 141d4 + 3 + 1d6 + 5 ⇒ (4) + 3 + (6) + 5 = 18

Hasted Bite: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 3 + 1d6 + 5 ⇒ (3) + 3 + (1) + 5 = 12

Meanwhile Grit rolls his flaming sphere onto the enemy half giant and at the same time 5' steps diagonally out from his location toward toe closest Storm Eater, turning the Shadow Urn, and releasing the shadow from his prison to attack the man near him.

Flaming Sphere: 3d6 ⇒ (4, 4, 5) = 13 DC 15 Reflex save to avoid the damage.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Cursing his lack of luck, Nnn'tkklik'l tries once more with the collective after focusing his mind. This time trying one who isnt injured, Yodar if possible


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Hehe, that's a x3 crit weapon for ya :) wielded by a raging half-giant to boot
Is Grit still on the map? I can't see his dot.

Raun looks up from the messy remains of the wilder with a feral grin. She begins to turn to the half-giant menacing Gorkhan when another combatant makes his presence known. She turns to the impressive figure, stepping forward only to pause as first a large beast charges through followed by the area becoming shrouded in sticky webs.

She grimaces at the obstruction, stopping and putting all her strength into a single swing at the two storm eaters that remain within her reach. The impact of the first blow blunts her momentum sufficiently that the second cannibal easily dodges.

Earthbreaker 1: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Damage: 2d8 + 17 ⇒ (3, 7) + 17 = 27

Earthbreaker Hasted: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage: 2d8 + 17 ⇒ (8, 3) + 17 = 28


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

He is there but he blends in well. Look in the SW near the red line indicating fire light. Hmm unless you have a 15' reach I am not sure you can reach any enemy Raun.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Uhh sorry, meant to say she took a 5-foot step to the NW before the attack. The first attack is against the southern most target too, second against the next south-most.


Snorting in anger, Däina's summoned charges forward into the stunned raiders, trampling an archer into the dust and bloodying another raider as it passes. Yodar stands his ground, slashing into the unnatural beast as it thunders by. (15 damage to the carru)

Seconds later, arcane webs erupt in the area, capturing two raiders as well as Raun, but not Yodar, who fends away the sticky strands with his bladed shield.

Roaring frustration, Raun rips free of the webs, pushing forward as she brings her hammer down in a series of blows that leave the grappled raiders broken and bloody on the sand.

Near the southern ruins, Grit's tigone clamps its teeth into the attacking raider again, knocking him unconscious as the magical cold shrouding the tigone's fangs does its work. The cat then rips out the defenseless raider's spine with its sharp claws and a follow-up bite.

The mul, meanwhile, sends his ball of fire rolling north, scorching the Storm Eater's half-giant champion, before uncorking the shadow urn. Oily black smoke pours forth from the urn before coalescing into a man-like shape that dashes forward and swipes at the bow-armed archer, sapping his strength (2 points) and prompting the wounded man to flee, crawling over the ruined wall to cover.

Turning his attention away from his previous target, Nnn'tkklik'l focuses on Yodar, drawing the raider chief into the collective.

Botting Safia and Gorkhan.

Swinging her scythe again, Safia targets the raider in front of her, missing both times. The raider's counter-attack is no more effective, however, with both hampered by the ruined walls all around.

Gorkhan, meanwhile, finds his own blows blunted by the half-giant champion's defense. After turning aside Gorkhan's sword with its shield, the half-giant retaliates with a crushing blow from its bone impaler, stabbing deep into the unfortunate human's shoulder. (24 damage).

The other raider moves up behind the embattled human, his axe leaving twin bloody grooves on Gorkhan's side. (Another 11 damage, leaving Gorkhan at 12 hp.)

Ignoring the summoned webs, Yodar strides north, cutting down the otherworldly carru with another savage slash from his shield (16 damage) before turning and readying himself for whatever attack comes next.

~~~~~~~~oo~~~~~~~~

Illumination: Anywhere within the red circles (or within 20 feet of the burning ground) is normal light for those with regular vision. Low-light vision extends normal light to the yellow circles (or 40 feet from burning ground.

Map

Combat Round 3

Initiative Group 1: Raun, Nnn'tkklik'l, Grit, Gorkhan, Safia Däina

Initiative Group 2: Raiders

Various Rolls:

Archer Reflex save vs. trample: 1d20 + 6 ⇒ (10) + 6 = 16
Raider Reflex save vs. trample: 1d20 + 3 ⇒ (1) + 3 = 4
Yodar shield slam vs. carru: 1d20 + 13 - 4 ⇒ (6) + 13 - 4 = 151d10 + 11 ⇒ (4) + 11 = 15
Raider Reflex save vs. web: 1d20 + 3 ⇒ (5) + 3 = 8
Yodar Reflex save vs. web: 1d20 + 4 ⇒ (19) + 4 = 23
Raider Reflex save vs. web: 1d20 + 5 ⇒ (11) + 5 = 16
Raun combat maneuver to escape web: 1d20 + 13 ⇒ (6) + 13 = 19
Half-giant Reflex save vs. flaming sphere: 1d20 + 2 ⇒ (19) + 2 = 21
Shadow touch attack vs. archer: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 2
Yodar Will save vs. collection: 1d20 + 5 ⇒ (12) + 5 = 17
Safia attack vs. raider: 1d20 + 12 ⇒ (1) + 12 = 13
Safia attack vs. raider: 1d20 + 12 ⇒ (2) + 12 = 14
Raider attack vs. Safia: 1d20 + 7 ⇒ (3) + 7 = 10
Gorkhan attack vs. half-giant: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Gorkhan attack vs. half-giant: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Half-giant Power Attack vs. Gorkhan: 1d20 + 9 ⇒ (13) + 9 = 221d10 + 14 ⇒ (10) + 14 = 24
Raider attack vs. Gorkhan: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 5 ⇒ (6) + 5 = 11
Raun combat maneuver to move through web: 1d20 + 11 ⇒ (9) + 11 = 20
Yodar shield slam vs. carru: 1d20 + 13 ⇒ (14) + 13 = 271d10 + 11 ⇒ (5) + 11 = 16


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Däina frowns as her creature is cut down. She sprints to the east, taking out a ball of bat guano and some sulfur. "Ixengarmth!" She points and the components turn into a glowing, pea-sized bead that streaks forward. It passes past the main fighting, then erupts into a fireball.

Fire Damage: 5d6 ⇒ (3, 1, 2, 5, 6) = 17

Move action 30ft directly to the east, then throwing a fireball strait north so that it hits Yodar and the large storm eater and nobody else. DC 18 reflex for half damage.

1,351 to 1,400 of 4,027 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dawn of a Dark Sun All Messageboards

Want to post a reply? Sign in.