DUNE PF1 ACT 2 The Dream of Green

Game Master Johnny_Panic

“Without change something sleeps inside us, and seldom awakens. The sleeper must awaken.”
― Frank Herbert, Dune

Freman words

MAP of NORTHERN ARRAKIS

CURRENT MAP SAND TRUCK IN VILLAGE


601 to 650 of 737 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

As you talk you hear a tue truck coming, as it gets close you see your Guard on the front. Looks like your being hauled to the Village.


1 person marked this as a favorite.
Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

"It looks like we will be gone." Kasit said. Without hesitation he walked over to the prisoner and gave him a quick and clean death. No words were wasted, for he felt no malice towards the man. He had been given a chance to prove himself worth keeping alive and he had failed to do so. That was enough for him.

"We have the name of the man who sent these people to their deaths. We can ambush whomever he wants to send next, to thin out their numbers, or we can go pay him a visit."


Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 22/57 | F +6 R +7 W +4 | Init +3 | Perc +10

Elta says "We have been offered to continue on with the convoy. That may be our best bet for now and now we know to look out for an ambush."


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Sister Julia thought for a few moments, considering the future, the project they embarked on was huge and alliances would be important so she replied, "I think we should escort them, how many of you can ride these sand bikes?"


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
Sister Julia wrote:
"... how many of you can ride these sand bikes?"

Borak has Ride @ 10, does that count?

Nodding to Kasit, Borak Jams the water reclamation device into the dead man. Hearing the sister's question he looks up and shrugs, smiling, "How tough can it be?"


I have you skill points so you can put on in drive sand bike but ride is really for worm riding


You are towed to the Village where they other three sand trucks went, they have left and made it to the final destination, You however have to wait the night while your sand truck is being fixed, You will be setting off 1st thing in the morning.

Now map is up off the Village, sand truck and sand bikes.
Let me know what you would like to know and what you would like to do over this evening.

CURRENT MAP SAND TRUCK IN VILLAGE

There is a small inn, free to stay, company is paying with a bar.
The local guards are House Limir as this village is under there thesdoom.

You can
1: Get local gosip,
2: Try and talk to some of the House Limir workers
3: Rest,
4; Stay with truck
5: Other

You took all the dead bodys back, 50% water tax, so you get 7x20L of water / buy driver, guard and you.


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

When they arrived, Sister Julia said to the others, "Depending on how paranoid we're feeling (well I'm at least feeling somewhat paranoid) we may want to set a watch on the truck... We should also talk to the locals and get a feeling for what rumors are doing the rounds."


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Uncomfortable with the idea of staying in the local hostel, Borak nods in agreement with the 'sister' "Good Idea, I was going to recommend we sleep in the truck, setting a watch is prudent."

Looking down the street towards the small, cramped houses similar to where he grew up, he wasn't sure that anyone living here would know anything of value. But shrugging, he continues, gesturing towards his scar, "Folks don't seem comfortable speaking with me, but I'll accompany anyone who wants to chat up folks."


Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 22/57 | F +6 R +7 W +4 | Init +3 | Perc +10

Elta says "I think you are right. Best to camp with the truck and set a watch. I doubt they will come after us in town but you never know."


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Pleased that her companions agreed to set watchs, Julia said to Borak, "I'll take you up on that offer, we should know what rumours are doing the rounds. Also I wonder if any House Limir servants have loose tongues..."

When Borak was ready, Julia sought out ay market or other communal areas and made small talk with the people there.
Diplomacy: Gather rumours: 1d20 + 12 ⇒ (8) + 12 = 20

If they encountered any House Limir servants, Julia studied them closely before deciding whether to approach or not. If any display strong emotions, that would be the sort of thing a nosy sister would find interesting.
Sense Motive: 1d20 + 9 ⇒ (11) + 9 = 20


You bed down in the workshop and food is bright for you.
You are all given 20l of water each in a Carry pack.
You can change for water rings at this point if you want.

Your friend the guard is on the comms to base, he is reposting the attack and what happened. Here you find out the other three trucks make it as a House Limir partoll went to meet them, scaring off what looked to be another attack attempt. It seems at House Limir tensions are high, as there seem to be worry, they will fail in keeping things under control at this time. Why see what Sister Julia found out.

Sister Julia:

As you ask about, the mechanics, local traders, you get told a few things.

1: There are NO Harkonnen troops in this village at the moment, they were called away a yesterday for some festival The best Raban has thrown for his Uncles Birthday in Carthage. They say it will last a mouth.
2: They say 1000s of off world slaves and animals were brought down from a high liner as Gladarotral fighters and hunt pray.
3: While its underway, House Jarrlo and House Limir are overseeing All security out side of Carthage and with in the shield wall area.
4: There are 5 strangers in the village who say they are passing thow to Carthage. They came last night.

House Limir servants, seem to be on high alert, checking everyone they meet who they do not know. You show them your contact and they seem happy you came in with the broken down Sand Truck.

Talking to Your friend the guard Diplomacy DC16:

This seems to be an attempt by suspected House Jarrlo oprtives to compromise House Limir while the Harkonnen are occupied.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Following Julia out into the market, Borak stays near the sister. As they move about he listens carefully, but doesn't interrupt her conversation, as he keeps a keen eye out for any threats.

Once they return to the 'garage' he focuses on inspecting and cleaning the rifle he'd acquired from their attackers.

Panic, do you mind if Borak also heard the information since he accompanied her?


Yes fine with that Børak


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17

On the way back Sister Julia spent a while chatting to the guard they'd befriended and later when she was alone with the other Fedaykin she said,"We may have an opportunity. House Jarrlo have sent operators to compromise House Limir while the Harkonnens are distracted with their depraved gladiatorial games. What do you think, should we risk getting involved?"


1 person marked this as a favorite.

Beneath the twin moons of Dune 4, the Freman keep watch, their silhouettes merging with the dunes like phantoms of the desert. The wind whispers through the rocky outcrops, carrying the scent of spice and the distant threat of danger.

Their sand truck lies gutted before them, exposed under makeshift lights as the repairs drag on. Every movement is deliberate—scanning the village, listening for disturbances, fingers resting lightly on crysknives and maula pistols.

The desert is never silent. The sands shift unpredictably, concealing secrets beneath their endless waves. Out in the abyss, something stirs—a presence, a predator, a threat unseen. They do not flinch. They have waited through nights darker than this.

The Freman know: survival belongs to the vigilant.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Listening as the 'sister' explains the local politics, Borak has a deep hatred for House Jarrlo, but has no love for House Limir, he wonders if the enemy of his enemy is his friend. Keeping silent he wonders if the others have an opinion about helping House Limir, or just hindering House Jarrlo for its own sake.
-------------------
Later in the night, knowing survival belongs to the vigilant, he considers both.

Just in case, can he tell what it is?
Survival: 1d20 + 18 ⇒ (13) + 18 = 31
perception: 1d20 + 12 ⇒ (10) + 12 = 22
Knowledge: 1d20 + 6 ⇒ (3) + 6 = 9 local Is + 6, Nature is + 7 so please add one more if it's a nature knowledge roll


it is Børak who spots it, a combat Thoper flying low over the plane, its silent, dark, but the dust if throw up, as it lands just outside the village, gives it away, From is a cluster of dark forms come out the back. They are holding weapons and move as a unit. These are profesionales by the way they move. You count 12 is all. The start the slow 1/2 Km walk to the Village. Methodicaly checking as they walk.
Behind them the silent thopert takes off, leaving the twelve.

You know what they are, a House Jarrlo kill team,

Børak you can tell the others you have about 10 mins before they get to the village,


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Seeing the dust thrown up by the thopter, Borak quietly observes, "A Jarrlo thopter, it looks like a kill squad." Giving a wolfish smile he asks, "Do we want to wait and see who their after, or take them before they reach the village?"


Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 22/57 | F +6 R +7 W +4 | Init +3 | Perc +10

Elta says "Wake up the truck guards and have them tell the local Limir guards what is coming in. The sands are ours. We should take them out in the sands so the don't see us. Hit the from the side if we can though, not head on. Get ahead of them and hide and when they are on top of us kill them."


You wake the truck driver and your fredly guard who heads off to the Limir guards barracks at a run.

I have updated the map


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

Kasit took a deep breath. He trusted his companions to be adept in the art of killing. But so too were those that they faced. It really came down to how quickly they could close the gap so that knives did all of the talking. Elta’s plan was a good one. He nodded, not seeing any better way forward.


Please Move your PCs 2x moves on map, There is a side door in the village wall, to the left uncarded. its in red


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Nodding in agreement with Elata, Borak hustles with the others to the sand just outside of town, finding a quick place to hide, he pulls out his 'snorkel' and begins to bury himself.


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Away from my computer, will try to move my token later.

Sister Julia agreed with the plan and said, "Let me know if there's anywhere that's good or bad for sand snorkeling..."

GM do you need any rolls from us to set up an ambush?


yes can you roll stealth x 2


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Stealth: 1d20 + 11 ⇒ (19) + 11 = 30

Waiting patiently under the sand, Sister Julia was convinced nobody could spot her


If you look at the map you can see where the village guards have moved to intacept the group. Now you have worned them, this has the impact of splitting the group.


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Sounds like you want another stealth roll.
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31

Julia waited till she sensed that somebody had passed by her, before striking.

Perception?: 1d20 + 8 ⇒ (15) + 8 = 23

Readied action:

Suddenly Julia leaped out from the sand to stroke at the enemy who passed in front of her with a flying kick!

Prana Bindu Style!: 1d20 + 6 ⇒ (19) + 6 = 25Damage: 1d6 + 1d6 + 1 ⇒ (6) + (2) + 1 = 9


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Having found a place near the town's gates, Borak using his ability to blend with the sand, does exactly that.

Spending SP, good for 40 minutes
stealth: 1d20 + 12 + 5 ⇒ (11) + 12 + 5 = 28
stealth: 1d20 + 12 + 5 ⇒ (2) + 12 + 5 = 19


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

Stealth: 1d20 + 10 ⇒ (16) + 10 = 26

Staying close to Borak, Kasit likewise hid in the sand. He positioned himself so that they could catch whomever came in a crossfire of steel.


Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 22/57 | F +6 R +7 W +4 | Init +3 | Perc +10

Elta finds a place in the sands and settles in. Waiting for the enemy to come to him. His breathing is slow and rhythmic almost not there.

Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Stealth: 1d20 + 10 ⇒ (3) + 10 = 13


Now all hidden you can't see anything, but you can hear and you hear laz fire, shouting and fighting,

Perception rolls please DC20

GM Rolls:

Perception rolls kill team 3
KT3A 1d20 + 15 ⇒ (4) + 15 = 19 Mythic bust +1
KT3B 1d20 + 17 ⇒ (3) + 17 = 20
KT3C 1d20 + 11 ⇒ (9) + 11 = 20
KT3D 1d20 + 14 ⇒ (3) + 14 = 17

Vs
29, 26,28, 31


Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 22/57 | F +6 R +7 W +4 | Init +3 | Perc +10

Elta is one with the sand and it whispers the secrets of the surface to him.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Laying under the sand, Borak attempts to ignore the laz fire and focus on the footsteps of the approaching assassins.

perception: 1d20 + 12 ⇒ (7) + 12 = 19


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

Perception: 1d20 + 10 ⇒ (9) + 10 = 19

Hidden as he was, Kasit just barely failed to hear what was occurring.


As laz gun fire sound, you feel them four sets of footsteps.
coming close and then they are over you.

Ok you get suprise round attacks, jumping up from the sand.
There are 4 of them and 4 of you.

See map at top of page

GO!


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Feeling the footsteps pass over, Borak springs from the ground, attacking the off world assassin repeatedly with his father's blade.

surprise Mythic (full) round, He is using a mythic point for surprise strike, move action: stand up (I don't think there should be an AOO, but he has 'Defensive move' from 'Mythic' just in case), Attack crysknife, disoriented
attack: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 1d4 + 5 ⇒ (3) + 5 = 8 SA: 2d6 ⇒ (2, 1) = 3
surprise strike: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 damage: 1d4 + 5 ⇒ (4) + 5 = 9 SA: 2d6 ⇒ (3, 4) = 7
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2


Borak apaonet is stunned for a moment, they falls back, there is a flicker of static as his shield comes on. You can see you have done him great harm, but he is still moving and moving with skill. He is like no opponent you have fort before, this one knows how to fight.

Commander sardaukar, surprise round Mythic response shield activation, pulls blade.

Then to your surprise he is at you.

Mythic Attack TH1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11 1d8 + 3 ⇒ (5) + 3 = 8


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

5ft step back. Startoss shower.

Hit: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 + 21 ⇒ (2) + 21 = 23

If first hit, then attack second closest Red: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 21 ⇒ (4) + 21 = 25

If first hit, then attack third closest Red 60ft range: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d4 + 21 ⇒ (1) + 21 = 22

Rising out of the sand, Kasit’s knife flashed out. It shimmered in the air, within seconds seeming to fly in three directions at once.
The technology within the blade made the weapon a terror in his hands, as he apparently aimed the throw adequately to cut into all three men he targeted.


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Hopefully we can use Jilia's readied action.


Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 22/57 | F +6 R +7 W +4 | Init +3 | Perc +10

Elta arises from the sands silent as a shadow and attacks the man quietly and swiftly trying to hit him in the back of the head to stun him.

Unarmed Strike Stunning Fist DC 15: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10


Sister Julia wrote:
Hopefully we can use Jilia's readied action.

are you attacking in this supsies round?


Kasit wrote:

5ft step back. Startoss shower.

Hit: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 + 21 ⇒ (2) + 21 = 23

If first hit, then attack second closest Red: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 21 ⇒ (4) + 21 = 25

If first hit, then attack third closest Red 60ft range: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d4 + 21 ⇒ (1) + 21 = 22

Sardaukar trooper A /.

Shield Block Chance Attack 1 50% or less = miss
1d100 ⇒ 66 HIT
Shield Block Chance Attack 2 50% or less = miss
1d100 ⇒ 8 Miss
Shield Block Chance Attack 3 50% or less = miss
1d100 ⇒ 88 HIT

Sardaukar trooper A takes 45 DMG = 15/60

The Sardaukar trooper moves and as you attack him so he attacks back.
His reactions are fast.

Attack 1 Th 1d20 + 15 ⇒ (5) + 15 = 20 DMG 1d6 + 4 + 2d6 ⇒ (1) + 4 + (4, 1) = 10
Attack 2 Th 1d20 + 10 ⇒ (5) + 10 = 15 DMG 1d6 + 4 + 2d6 ⇒ (4) + 4 + (5, 4) = 17

But his blades miss you by a hairs breath.


Elta Tabr wrote:

Elta arises from the sands silent as a shadow and attacks the man quietly and swiftly trying to hit him in the back of the head to stun him.

Unarmed Strike Stunning Fist DC 15: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Your fist finds his side, but he grabs your hand, holding it in place, and with his own blade stabs you back with the other.

Str roll grapple 1d20 + 13 ⇒ (10) + 13 = 23 = STR ROLL DC23 to brake free

Sardaukar trooper B TH 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36 Pos CRIT 1d20 + 12 ⇒ (15) + 12 = 27 DMG 2d6 + 4 + 4d6 ⇒ (5, 6) + 4 + (1, 2, 6, 3) = 27

Sardaukar trooper B HP 40/50

Elta He looks you in your eyes with an evil grin, its the face of a killer, you can smell the drugs he must be on. You take 27 DMG, As he pulls the blade out to stab you again unless you can brake free.


Note: These are Sardaukar, you will be lucky to live throw this fight,
only 1 of them is mythic, but his Mythic talent lets the others act in this round.
Sister Julia you the last to go, post your actions.


Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 22/57 | F +6 R +7 W +4 | Init +3 | Perc +10
GM_Panic wrote:
Elta Tabr wrote:

Elta arises from the sands silent as a shadow and attacks the man quietly and swiftly trying to hit him in the back of the head to stun him.

Unarmed Strike Stunning Fist DC 15: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Your fist finds his side, but he grabs your hand, holding it in place, and with his own blade stabs you back with the other.

Str roll grapple 1d20+13 = STR ROLL DC23 to brake free

Sardaukar trooper B TH 1d20+12+4 Pos CRIT 1d20+12 DMG 2d6+4+4d6

Sardaukar trooper B HP 40/50

Elta He looks you in your eyes with an evil grin, its the face of a killer, you can smell the drugs he must be on. You take 27 DMG, As he pulls the blade out to stab you again unless you can brake free.

Since I hit him with a stunning fist he need to make that dc 15 fort save or he's stunned.


He can't be stunned, or dazed, Staggered or suffer fear or pain effects sorry, he has temporary immunity while on the combat drugs


Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Wordlessly Julia attacks, recognizing a dangerous opponent she adopted a cautious stance, feinting high before committing to a low strike!

Prana Bindu, Crane Style, flurry!: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7Damage: 1d6 + 1d6 + 1 ⇒ (5) + (2) + 1 = 8
Prana Bindu, Crane Style, flurry!: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22Damage: 1d6 + 1d6 + 1 ⇒ (3) + (5) + 1 = 9

Activating crane style for -2 to hit, -4 ac. AC this round = 23


1 person marked this as a favorite.

Sardaukar trooper C [35/44HP] defects your 1st blow with his arm, but you hit him under his armpit with your second attack,

Crit check 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8 nope

He winces at the punch and seeks to kick you back.

Unarmed attack 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20

You Black him.

OK as they acted in he surprise round, the commander as a team work feat that lets them, they lose Init however, YOU can all now do you main attack, Round 1. GO!

601 to 650 of 737 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DUNE GAME Act 1: The unforgiving Sands All Messageboards

Want to post a reply? Sign in.