Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Nevharath cuts down one ettercap and badly wounds the other.

Janosz.

Map updated.

Initiatives
Rod 22 (hasted)
Nevharath 20 (hasted)
Janosz 16
Ettercaps 14
Gelb 13
Gil 10 (hasted, freedom of movement, invisible)
Ezreal 4 (hasted)


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Before I act - did we ever adopt a policy of firing into a grapple? You talked about implementing a 50% chance of hitting either combatant - is that how it works now? If so, I'll need to change weapons.


Yes, I've implemented that when I've remembered to.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Janosz stows his bow and draws his warhammer. "Help is on the way, Gelb. Just stay calm."

Pack away one weapon, draw another, 5' step to N26.


More biting spiders scuttle across scuttle across Gelb and Rodergo as the ettercaps continue to claw.

Both Rod and Gelb take automatic claw damage
Rod 2d8 + 5 ⇒ (7, 6) + 5 = 18
Gelb 2d8 + 5 ⇒ (8, 8) + 5 = 21

They are both also subject to spider attacks
Rod 1d20 + 10 ⇒ (13) + 10 = 23 v touch AC, on a hit you are bitten and must make a DC 21 Fort save or be paralysed for 1d4 minutes
Gelb 1d20 + 10 ⇒ (18) + 10 = 28 v touch AC, on a hit you are bitten and must make a DC 21 Fort save or be paralysed for 1d4 minutes

Gelb.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

ouch!!!

1d20 + 10 ⇒ (2) + 10 = 12 to save....


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

paralyzed 1d4 ⇒ 4 minutes

damage noted.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

Rod stiffs out.


Gelb collapses from the ettercap's claws as spiders bite his unconscious body.

Gelb at -9 hps.
Fort save: 1d20 + 5 ⇒ (19) + 5 = 24.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil flies down to Gelb's unconscious form, avoiding the webbing, as she draws a wand.

The freedom of movement should allow her to move through relatively easily, yes? I will rewind to find the necessary saves to avoid, just in case.

She moves to the side to move through a narrower stretch of webbing (three squares rather than five) as she moves to aid the scouts. Fly check, DC 10 + 2 + 2?: 1d20 + 11 ⇒ (4) + 11 = 15

OK, I think that gets her through. She is planning to deliver some healing to Gelb, but she's going to use all her actions to reach him, I suspect.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Damn. Undead spider poison is no joke.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

The serpentine elemental dives through and around the remaining ettercap pummeling it with hailstones.

Meanwhile Ezreal invokes a quick spell and lifts off the surface of the bridge.

Slam: 1d20 + 17 ⇒ (15) + 17 = 32 Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Slam: 1d20 + 17 ⇒ (4) + 17 = 21 Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Round 2 of Summons.
Cast Fly.
Fly to N19 (under the air elemental), increase elevation by 10 ft afterward.
Fly: 1d20 + 13 ⇒ (9) + 13 = 22 vs DC 16 for webbing


Male Kalashtar Psychic Warrior 6 / War Mind 5
Ezreal Farlowe wrote:
Damn. Undead spider poison is no joke.

yeah, it's all icky and fermented probably.


Though with a deliciously hoppy aftertaste.


Something Nasty 1d20 + 6 ⇒ (12) + 6 = 18

Initiatives
Rod 22 (hasted, paralysed)
Nevharath 20 (hasted)
Something Nasty 18
Janosz 16
Ettercaps 14
Gelb 13 (unconscious)
Gil 10 (hasted, freedom of movement, invisible, flying)
Ezreal 4 (hasted, flying)

The elemental pummels the ettercap but fails to crush it.

Rod's paralysed, so unless he can think of something to do that doesn't require him to move, it's Nev.

Map updated.


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath attempts to destroy the ettercap next to Rodergo.

vital strike: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
dmg: 4d6 + 12 ⇒ (5, 6, 3, 3) + 12 = 29


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

I got nothin


Nevharath crunches the ettercap that was holding Rodergo.

To one side of the bridge a group of faint greenish lights, like a constellation of stars, emerges from the dark of the chasm. Roughly level with the bridge, they seem to draw nearer. Behind them is some sort of huge clot of blackness. Long, hairy segmented legs the legth of tall trees tentatively reach out of the gloom and along the webs, revealing the lights for what they are - the cluster of eyes on the head of a giant arachnid. A voice, like formless whispering, begins to nag in the back of the adventurers' minds.

What's shown on the map is all that'll fit - the spider has a 20' by 20' facing.

Map updated.

Janosz.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Damn. That's a big f@%@ing spider. Better kill this last ettercap fast before the big lug gets here."

5' step to N26 before pounding away at E4. If it makes any difference, the warhammer has a byeshk head.
Attack 1: 12+14=AC 26, damage 1d8+3=9
Attack 2: 13+9=AC 22, damage 1d8+3=7
Attack 3: 4+4=AC 8, no damage

I am so much better at ranged combat. :C

Ettercap!


It is fair to say that Janosz's metier is with the bow ratrher than the hammer. He gets one good blow in, but doesn't slow down the ettercap, which promptly turns on him.

2 claws on Janosz
Claw 1 1d20 + 15 ⇒ (6) + 15 = 21 to hit, damaage 2d8 + 5 ⇒ (4, 6) + 5 = 15 plus grab
Claw 2 1d20 + 15 ⇒ (5) + 15 = 20 to hit, damaage 2d8 + 5 ⇒ (7, 1) + 5 = 13 plus grab
If either of those hits, the ettercap can grab 1d20 + 19 ⇒ (8) + 19 = 27 v Janosz's CMD, on a successful hit he is grappled

Gelb can roll to stabilise. Then it is Gil.

Map updated.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

It missed twice. Janosz is shifty as hell in melee.

"Um, a little help here? Before the mommy spider shows up?"


Stabilise check (Con): 1d20 - 9 ⇒ (15) - 9 = 6.

Gelb will use an action point to stabilise.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil flew to Gelb last round to heal him.

The still-invisible Gil taps the unconscious changeling with her wand of cure light wounds.

UMD DC 20: 1d20 + 21 ⇒ (15) + 21 = 36

Healing: 1d8 + 1 ⇒ (2) + 1 = 3 Hrmph. At least you don't need to burn an action point.


OK, Gil, you need to pay attention to the effects which are currently affecting you. You have cast Invisibility, Fly, Haste and Freedom of Movement. You now have a basic fly speed of 60' which, due to Haste, is boosted to 90', and you don't have to worry abut the webs either. I didn't really pay attention to your last action, which is my fault - possibly because you didn't give a coordinate I didn't notice your movement, but now I have paid attention I wondered about your actions. If you were flying over to Gelb, you definitely had enough movement to get to him (and them some) in a single move action. On that basis, you stabilised him last round, so he didn't need to make that stabilisation check and you now have a round of actions free this round. So please reconsider what you are doing this round.

Also bear in mind, Freedom of Movement counteracts paralysis.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Aubrey:

My previous round's post:

Gil wrote:
Gil flies down to Gelb's unconscious form, avoiding the webbing, as she draws a wand.

I am under the impression that drawing a wand is not a free action like drawing a weapon during a movement, so I thought that used both of my actions for the round.

Gil wrote:

The freedom of movement should allow her to move through relatively easily, yes? I will rewind to find the necessary saves to avoid, just in case.

She moves to the side to move through a narrower stretch of webbing (three squares rather than five) as she moves to aid the scouts. [dice=Fly check, DC 10 + 2 + 2?]1d20 + 11

OK, I think that gets her through. She is planning to deliver some healing to Gelb, but she's going to use all her actions to reach him, I suspect.

I think the criticism is unwarranted. I did not want to assume that I was free of the webs because of freedom of movement and then cause a delay while you waited for me to roll because I was mistaken. I thought I made the intent of the roll clear in my post. You are free to ignore the unneeded roll - a mention confirming it was unnecessary would have been sufficient.

Frustrated that the tap did not awaken Gelb, but confident that the wand worked enough to keep him from bleeding out, Gil flies flow across the bridge to where Rodergo remains under the effects of the spiders' bites. Sorry, Rod, I was afraid Gelb would bleed out if I waited to heal him. Didn't think about you channeling to healing him from here if I freed you up.


Gil:

Spoiler:
It's not criticism, I assumed you were busy or something. But let's not fall out over it. My main comment was the speed of movement. Anyway, the spell says pretty explictly that it protects against the Web spell, and I would extent that to the webs, albeit I didn't say it explicitly. The thing about drawing a wand is moot - that said, I didn't notice the drawing of the wand in your description of your actions, which is again my fault. Officially, I think I saw Jason Buhlmann or someone like that from Paizo say that drawing a wand still requires an action, unlike a weapon. I'm personally at a loss as to what the difference between drawing a dagger and drawing a wand actually is. So I may officially rule that it is the same as drawing a weapon with regard to movement.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Aubrey:
I have to admit, I over-reacted on this end and got my back up. My apologies. Your comments are fair enough. The better action would have been to free Rod and let him heal Gelb. I'm not sure why the difference with drawing a wand unless they are simply thinking that weapons are carried in a fashion to make them readily available while wand sheaths don't seem to be something you can buy - though many characters are described as having them. If I can draw and move, Gelb was healed last round and Rod has freedom of movement this round. Or if you rather, I can retcon healing Rod and Gelb might get healed last round and I will have to figure out a new action for this round. I won't assume the retcon because it often makes things messy.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal flings a flaming bead off into the face of the approaching horror and shouts something at the elemental in its native language.

The elemental streaks off toward the emerging guardian lashing out at it as it passes.

Empowered Fireball: 10d6 ⇒ (1, 6, 5, 3, 4, 3, 1, 1, 2, 6) = 32 = 48

Slam: 1d20 + 17 ⇒ (12) + 17 = 29, Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Elemental has a fly speed of 100 and fly by attack. I don't imagine the coordinates are important, but it can make the attack and move out of range at the same time. However, the elemental will provoke as the guardian has a bigger reach. He does have mobility. AC 26


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Reflex DC 21
Caster Level Check + Greater Spell Penetration: 1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30


Gil:

Spoiler:
[ooc]We can retcon and assume you stabilised Gelb last round (which is what I stated in my unspoilered post above) so you can fly back to Rod and give him Freedom of Movement if that is what you wish. Sorry if my earlier post riled you - I was somewhat in arrogant a++#+**+ mode, and I imagine I caught you at the wrong moment.


The elemental needs to make a DC 24 Will save.

Spider's Reflex save 1d20 + 10 ⇒ (6) + 10 = 16


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Will: 1d20 + 5 ⇒ (16) + 5 = 21

Noooo! You have discovered the gaping hole in my summoned creature's defenses! I'm feeling a little silly that I didn't notice that earlier. Don't suppose I can burn an AP on behalf of a summoned creature's save?


No, I don't suppose you can...

Ezreal's fireball explodes in the spider's face. The elemental wheels off into the darkness in pursuit, a howling, raging tornado filled with violence. Then the noise of the gales raging within its body suddenly drops down to a low, muffled moan.

The elemental has lost its actions for this round.

Rod - though Gil might have done something last round which might be important, so it might be worth waiting for that.

Map updated.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Retcon for last round: Gil's stabilization of Gelb took place last round - she was able to draw the wand as a free action, so she dealt her healing upon reaching him.

Retcon for this round: Since the standard action for healing is available to her, she will cast freedom of movement on Rodergo this round.

Aubrey:
Aye, I over-reacted and I apologize. By now, I should know you well enough to not do that.


Initiatives
Rod 22 (hasted, paralysed, freedom of movement)
Nevharath 20 (hasted)
Something Nasty 18
Janosz 16
Ettercaps 14
Gelb 13 (unconscious)
Gil 10 (hasted, freedom of movement, invisible, flying)
Ezreal 4 (hasted, flying)

Rod.

Map updated.


Waiting on Heathy and his busy week.


Someone take Heathy's turn, please.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

A channel might not be out of place - what's the status of everyone's health? Gil is fine at this point.


Rodergo triple moves to M24. That way he can include Gelb in a channel next turn.

Nevharath!


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

freedom of movement ftw!!!!!


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath, looking worse for wear, simply focuses on the impending spider's approach after looking at his comrades.
readying an action to attack the spider beast should it approach to melee distance. he could use a heal for sure, ~30hp down.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

A creature that big will never need to get within melee distance of you, especially not in an area with this layout. You might want to follow Rod if you need healing - the channel energy effect has a limited range.


Male Kalashtar Psychic Warrior 6 / War Mind 5

oops, i missed his move and thought i was close enough.

If i can amend my actions....

Nevharath will move to L20 (a single move for him) and will ready an action for the spider to be in the range of a partial charge.

can't ready a full charge, but my hope is that if i move to the far edge of the walkway, it'll move close enough to get me with its reach that it puts itself in range of melee if i move through its space (basically hoping it doesnt have more than 15ft reach)


Hmm, interesing tactics from the tank - putting the wizard in the front line of the atack.

The spider picks its way forward unhurriedly.

Janosz:

Spoiler:
Janosz looks up into the spider's multiple eyes. He finds himself staring in fascination and an alien, seductive voice whispers in his mind, "There is no point in fighting. The outcome is already known. The weaver knows your fate and it is extinction. Do not resist. Come quietly to my embrace."

Gaze attack: Will save DC 24 or you lose all of your actions this turn.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Heh. I noticed that too. Gonna have to become inconspicuous or something.


Map updated.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Uh, guys? Why do we even bother? We're all going to die anyway." Janosz has a atypically relaxed look on his face.

Aubrey:

Spoiler:
Will 3+8=11. Ouch!

1. Is this thing an aberration? I get save bonuses against them; it doesn't matter now, but it might later.

2. I have a special ability called Slippery Mind - it lets me reroll failed save vs Enchantment effects one round after original save using the same save DC. If the effect of the gaze attack is to lose one round's actions, does this come into effect at all?


Janosz:

Spoiler:
Probably it wouldn't apply here as you get a save every round anyway.

The ettercap attacks the now-apathetic Janosz.

Claw 1 1d20 + 15 ⇒ (11) + 15 = 26 to hit, damage 2d8 + 5 ⇒ (2, 5) + 5 = 12 and a possible grab
Claw 2 1d20 + 15 ⇒ (3) + 15 = 18 to hit, damage 2d8 + 5 ⇒ (5, 8) + 5 = 18 and a possible grab
If on or other attack hits, the ettercap can grapple 1d20 + 19 ⇒ (11) + 19 = 30 v Janosz's CMD

Gelb is still unconscious, so Gil.


Male Kalashtar Psychic Warrior 6 / War Mind 5

well i am sort of at a loss of what to do aside from my previous choice. I have no ability to fly, i considered walking along the thick web but didn't think i'd get far that way. i could buff AC and stand in the way to take hits (still waiting on that channel, btw).

i COULD use dimension slide to teleport myself onto a strand next to the spider, but the difficulty i foresee in that is justifying why my inevitable new character would be in this dungeon ahead of you all.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Once I shake off the mental cobwebs, I can engage the spider effectively if you can keep the last ettercap off me. BTW, it missed me with both attacks.

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