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Aubrey's Eberron campaign.

Game Master Aubrey the Malformed


19,551 to 19,594 of 19,594 << first < prev | 382 | 383 | 384 | 385 | 386 | 387 | 388 | 389 | 390 | 391 | 392 | next > last >>

Haladon utters a quick spell, runs around the hole, and drags Father Rod into the hole; using his body to cushion his friend's fall.

Swift action: cast Grace.
Move Action: move to AI37.
Standard Action: drag Father Rod to hole.

Inspired


Hp 36 of 83; Active Effects: Nil; Human Male Cleric 7/ Exorcist of the Silver Flame 6

Initiative updated
H2 29
Janosz 26
Gil 26-
HC 19
H3 17+
Kazadar 16
Father Rod 15-
H1 13
Ezreal 7-
Haladon 6
Inspired 5
Kalashtar 0

Map updated.


Hp 36 of 83; Active Effects: Nil; Human Male Cleric 7/ Exorcist of the Silver Flame 6

I think we're in the clear guys, looks like the Inspired has given up on us ;-)


Oh, you wag!

Had a few things to deal with in the office, which has slowed me down a bit. Sorry for that, I'm in the clear now, so the Inspired shall now return to the fray.

The two kalashtar follow Haladon through the hole. Helkashtai glares at the barrier of scything blades.

Dispel attempt 1d20 + 14 ⇒ (16) + 14 = 30

I seem to be getting all the good rolls. Blade Barrier dispelled.

Kazadar's barrier collapses under the assault of her imperious will. As it does so, one of the giants rushes forwards and takes a swing at Janosz.

H2 attacks Janosz
1d20 + 21 + 2 - 3 ⇒ (3) + 21 + 2 - 3 = 23 to hit, damage 2d6 + 11 + 6 ⇒ (6, 2) + 11 + 6 = 25

Janosz and Gil. I guess Gil is still invisible, since she doesn't seem to be on the map.

Map updated.


Meanwhile, down the hole:

The adventurers plunge down into a room filled with smoke from the flames above. It seems to be someone's kitchen, though it is currently deserted. A door leads to a hallway beyond.

Grand Lodge

I can't think of any way to make it practical, but it would be hilarious to get through the hole then hold the portable hole up to it when the giants tried to follow. :)


5/70 hp, 0 nonlethal; Effects: Fly; 120915 xp after Manfred

She is, under greater invisibility, in fact.


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

Is there any way I can grab Kazadar as I hop into the hole? Basically I want to horsecollar him and yank him with me - in game terms, I want to drag/move him 5' (i.e. into the hole) on my turn - otherwise, he's dead meat, as two giants, including the boss, gets to act before him.


HPs: 96 [83] / 83, APs: 11/11 Effects: Con Drain 1, Con Damage 1 Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Probably a reposition maneuver or possibly drag, but you still have a problem. You'd need to 5'step to him, then standard action to move him. Then you have a move action left over to jump in after him, but you can't take a 5' step and move. Maybe Aubrey would make an exception for the acrobatics check to jump since it isn't an attempt to move 30' plus 5'. You might still eat multiple AoO's in the process.


There isn't much to be done per the game that wouldn't likely kill Janosz in the process. At the moment Janosz can take a withdrawal action or a 5' step and he's fine. If he dances about in AoO range of two, three or four giants he may not survive the process. Kaz has a good AC and (at the moment) reasonable hp. Someone was going to be last - it might as well be the guy in the really heavy armour.

However, if you want we can go the "creative manoeuvre" route - first used when a certain warforged paladin decided to dive-bomb a wyvern. First, spend an AP - this simply lets you attempt the manoeuvre and gives you no bonus to the chance. Next, you can dance round to Kaz - that's a 5' step so you don't need to worry about AoOs. Then you can try a balletic dive, grabbing Kaz in the process. First, you need to make a CMB check v Kaz's CMD - you can have a +5 bonus on this since he probably isn't expecting it and in any case he isn't a hostile. If you fail, that's you done for the round. If you succeed with that, you can try a DC 30 Acrobatics check - if you succeed with that, you and Kaz land downstairs without suffering AoOs. if you fail, you still fall but suffer AoOs in the process.

So, do you feel lucky, punk?


Bless +1 hit/vs fear Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 73/116

i'm not opposed, but in the above it looks as if i have nothing to lose in your try other than 1d6 hp per 10ft of the fall.


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

CMB versus Kazadar: 1d20 + 14 + 5 ⇒ (19) + 14 + 5 = 38

Acrobatics: 1d20 + 21 ⇒ (5) + 21 = 26


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

"See you in hell, blue goat-molesters!" Janosz jumps down the hole, grabbing the back of Kazadar's cloak in the process.

If I read that right, I moved Kaz, but took falling damage?


No, you take the AoOs. HC, H1 and H3 attack Kaz, H2 attacks Janosz.
HC 1d20 + 32 ⇒ (8) + 32 = 40 to hit, damage 2d6 + 20 + 1d4 ⇒ (6, 3) + 20 + (1) = 30
H1 1d20 + 21 - 3 ⇒ (17) + 21 - 3 = 35 to hit, damage 2d6 + 11 + 6 ⇒ (5, 3) + 11 + 6 = 25
H2 1d20 + 21 - 3 ⇒ (2) + 21 - 3 = 20 to hit, damage 2d6 + 11 + 6 ⇒ (4, 1) + 11 + 6 = 22
H3 1d20 + 21 - 3 ⇒ (9) + 21 - 3 = 27 to hit, damage 2d6 + 11 + 6 ⇒ (1, 2) + 11 + 6 = 20

Both Janosz and Kazadar pitch through the hole.

Gil.


5/70 hp, 0 nonlethal; Effects: Fly; 120915 xp after Manfred

Gil's voice sounds through the room from her position in the southeast corner.

"Stop looking in the hole, you idiots. The one with the shards isn't there."

Bluff: 1d20 + 23 ⇒ (13) + 23 = 36

She casts fly as a standard action, then uses a swift action to cast fog cloud over HC and H2's squares. She will fly over them and out the door beside H2 and take evasive action to get as many corners and walls between her and the alley as quickly as possible. Open windows and doors in the next building are absolutely fair game. She has no faith that her invisibility is really going to help her with the Inspired or the Captain at this point.


5/70 hp, 0 nonlethal; Effects: Fly; 120915 xp after Manfred

I overlooked concentration checks. She will cast defensively in the belief that HC, at least, can see her and has simply thought not a target of interest, as wounded as she is.

Concentration to cast fog cloud, DC 19: 1d20 + 10 + 6 ⇒ (9) + 10 + 6 = 25

Concentration to cast fly, DC 21: 1d20 + 10 + 6 ⇒ (6) + 10 + 6 = 22


Bless +1 hit/vs fear Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 73/116

Kazadar takes 30 damage from their parting shots.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Aubrey the Demented/Malformed wrote:
No, you take the AoOs.

I misread the original post. However, the blue meanie missed me, so it all paid off.


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

How about a tent-aided escape next? We throw everything we can up through the hole to keep the baddies away - I'm thinking Black tentacles, any explosive or even remotely damaging spell, missile fire, anything. Meanwhile, someone pops open the tent; at the same time, Ezreal makes himself invisible. We all pile into the tent and Ez Dimension doors it and himself as far away as he can and then, as he is invisible and flying, makes himself extremely scarce.


Bless +1 hit/vs fear Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 73/116

sounds good to me.


Hp 36 of 83; Active Effects: Nil; Human Male Cleric 7/ Exorcist of the Silver Flame 6

Sounds like a plan. They may be able to track the shards and/or scry us, but maybe the tent will shield the shards from tracking and Ez has a good will save vs scrying.


5/70 hp, 0 nonlethal; Effects: Fly; 120915 xp after Manfred

Gil is hoping to sow enough confusion to either split them up or delay them while they make a decision. If she can reach a crowd, she can become anyone. She will turn up.


HPs: 96 [83] / 83, APs: 11/11 Effects: Con Drain 1, Con Damage 1 Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Was planning on the tentacles, but they all get to act before I have an opportunity. Sounds good though.


Bless +1 hit/vs fear Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 73/116

it'd be cool if you could spend AP to bump yourself up in the initiative. It's a small bonus that can really make a difference sometimes.


We are still on initiative. However, neither HC nor H3 come down the hole this round. So it's Kaz.


Bless +1 hit/vs fear Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 73/116

so what's the plan guys? I could channel without hitting enemies and then crawl in the tent if someone is opening it.


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

Traditionally, Rod carries the tent. I need healing, he needs healing, you need healing... So, channel away!


Bless +1 hit/vs fear Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 73/116

channel: 4d6 ⇒ (1, 5, 5, 4) = 15

"Olladra's fortune light our way." Kazadar intones, calling a wave of healing energy across the group.

i will ready a move action to get into the tent, should it appear.


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

That gets Rod back to 7 hit points and, importantly, consciousness. Amusingly (to me, at least) his new initiative is the same as his old one; he gathers his wits and begins setting up the tent.

EDIT: I don't know if we've ever established how the tent gets set up. I would think it pops up as a command word is spoken - it seems so much more magical that way.

Blue Meanie 1, then Ezreal.


Assume the tent is now set up. I kinda assumed you sort of shook it out and it popped up, but whatever, it's up. H1 does something out of sight. Ez next.


Bless +1 hit/vs fear Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 73/116

excellent, then Kaz will be inside the doorway.


HPs: 96 [83] / 83, APs: 11/11 Effects: Con Drain 1, Con Damage 1 Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal sees the tent pop up out of the corner of his eye and nods, "Yes. Get everyone in there and we are gone." In the meantime he conjures a field of waving tentacles over the hole between floors to buy a little time.

Black Tentacles on AH37, hits all the giants. 20'radius
Grapple: 1d20 + 12 + 4 + 1 ⇒ (2) + 12 + 4 + 1 = 19
Well. that isn't going to grapple anyone but the area is difficult terrain now.
Move to be alongside the tent so that I can collect it as soon as possible.


OK, let's move things along a bit. I think it's fair to say you managed to survive that little scare.

The group quickly pile into the tent and Ezreal collapses the tent behind them. As one of the blue giants begins to push his way through the tentacles Ezreal grabs the tent and casts his spell of translocation...

End of combat.

He whisks through the astral plane, a brief silvery blur. Then, with the usual stomach-lurching abruptness, he is back in Eberron. He has arrived in a darkened cell, the closed door made up of narrowly spaced bars. A guard in the uniform of a Karrnathi army corporal falls off his chair where he was dozing just outside the door, reaches for a speaking tube and yells, "Intruder in the teleport trap!"

We can assume that Gil has escaped invisibly.


Actually, perhaps it's not so surprising that was a tough encounter. I've just calculated the EL as 17. You don't get full xp as you didn't defeat them, but you get some for a creative escape. 8,533xp each.


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

Bah. 350 xp off leveling up. Time to find some rats.


Have that 350xp, I'll deduct if from your next fight. You might need that level.


HPs: 96 [83] / 83, APs: 11/11 Effects: Con Drain 1, Con Damage 1 Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal looks around and notes the guard and his uniform before sighing in relief. He rummages through his pack for his traveling papers and clears his throat, "My apologies for the shock. Ezreal Farlowe, Warmage on assignment in Breland. Notify your superiors immediately." He presents his papers, "Verify my identity that we might expedite the process corporal."

Who do I want to talk to here about generally everything and are they cleared to hear what I might have to say? Or do I need to have a link opened for a handler back home for discussion about interdimensional threats to the homeland etc?
Kn Sharn: 1d20 + 24 ⇒ (15) + 24 = 39
Kn Karrnath: 1d20 + 24 ⇒ (14) + 24 = 38


I have given your superior in Karrnath a name, but off-hand can't remember it I'll check and look it up. You can probably talk to the military attaché here, though he/she might not have full clearance.

The corporal looks at the papers and speaks into the tube again. There is a pause while the soldier eyes Ezreal nervously, fingering his sword belt. Then a woman in a Karrnath army captain's dress uniform comes down the stairs at the back of the room. Ezreal has met her before - she is Desdemora ir'Janvik, the military attaché in the consulate and, unofficially, Karrnath's chief spy in Sharn.

"By the host, Farlowe," she says in aristocratic tones, "What are you doing there?"


5/70 hp, 0 nonlethal; Effects: Fly; 120915 xp after Manfred

Aubrey:
My geography of Sharn is weak, so I really don't know which way it would be from the battle to the embassy, but Gil will generally avoid the embassy in the initial flight. If she is going to be drawing enemies behind her, she doesn't want to take them directly to her friends.

I'm thinking she might go to the Cyran refugee area using a generic form and try to blend in there while watching intently for anyone that might be following. I don't remember if we have established a relationship with any criminal element where she might be able to hide for a day.

Ultimately, she will use the wand of cure light wounds to heal up, take the form of a male courier (I think I can take the form of a gnome, but they would be unusually tall, so a half-elf of slight build is more likely), and travel to the embassy with "a message for military attache' ir'Janvik, from one Matilda ir'Graanten, to be delivered in person. I have been instructed to wait as long as necessary." She will be very deferential and apologetic to whatever clerk she is dealing with, but adamant that she must hand-deliver the message.

And if that doesn't work, she has sending (now I realize this...) and will contact Ezreal directly after the perceived heat's let up.


Gil:

Spoiler:
An invisible shapeshifter will probably find it not too difficult to evade capture. Assume that your scheme works out. You will probably arrive at the consulate a few hours after Ez and Co., but you will get there safely. If you create a sending Ez will receive it.


5/70 hp, 0 nonlethal; Effects: Fly; 120915 xp after Manfred

Aubrey:
The greater invisibility wouldn't last much longer, but I could extend a normal invisibility and get 15 minutes, so that's an option. I lack the slots until I rest to cast a sending, so that would have to wait until tomorrow.

So I ditch the flying invisible blue meanies, lay low for a while to make sure they are gone, do a little shopping at the magic mall (or not), and make my way to the embassy hiding in plain sight as the aforementioned messenger.


HPs: 96 [83] / 83, APs: 11/11 Effects: Con Drain 1, Con Damage 1 Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

"Making a hasty retreat." Ezreal half smiles, but his lingering malaise from the time in Gath's tomb leave it lacking in reassurance. "With your leave I would like to open a secure link to Commander Malakar. The mission has stumbled into complicated territory and exposes further threats with every step. Perhaps we could go somewhere more private to discuss it?"


"Of course," replies Lady Desdamora, waving a hand at the guard who opens the cell door. "I won't ask where you have been," she continues as they walk up the stairs, "Though I am wondering what has happened to your companions, particularly Sir ir'Kraal and that Matilda woman."


HPs: 96 [83] / 83, APs: 11/11 Effects: Con Drain 1, Con Damage 1 Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal nods as they walk, "Hm. They may join us shortly with your leave, but you that is something I wanted to speak to you about. But we should do so in private."

Once they arrive somewhere more suitable Ezreal comes out with it. Sir Rolund ir'Kraal, member of the Onyx Skull and Bone Knight of Karrnath, died years ago in his old age. The man you and I know as Sir Rolund, is in reality Thranish Templar of the Flame by the name of Haladon ir'Tarravan."

He pauses to let the absurdity of that sink in. "While under the effect of a curse related to an aberrant dragonmark he bears and supposedly in exile due to the same, this Haladon was taken in by the real Rolund. Once our Rolund passed on, Haladon took up his name and armor and managed to infiltrate the Onyx Skull- in his own words to honor the Rolund who took him in. As far as I am aware he served honorably during his time there, but you would have access to records of his service. The way he tells it, his mark caused him to devolve into a functional form of madness throughout those years such that eventually he may have believed that he in fact was Sir Rolund ir'Kraal."

"What I do know, is that the curse of his mark spread through his mind like a cancer to the brink of death while he traveled with us. Knowing none of the rest, we have cured him through... unconventional means. And now Haladon, Paladin of the Silver Flame is restored from his madness." Ezreal throws his hands up, "I do not know this man. And though he claims gaps in his memory as a result of the curse breaking, he served in an elite unit of Karrnath and will presumably take up arms for Thrane in the future. So. What say you Colonel ir'Janvik?"

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