Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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The Depths

Map updated.

Initiative
Cole 21
Ashshar 18
Troop 4 15
Troop 2 14
Nalverren 13
Teprin 12
Vaard 11
Troop 1 10
Troop 3 9

Cole and Ashshar.


The Plains

The group find a suitable tree and the skeleton clambers up.

Perception check from Skellie, please.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole’s warcry bellows forth as his warmaul crashes through the dogrims in wide, sweeping arcs.

Full attack (rage, power attack, lead blades)
warmaul: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 3d6 + 15 ⇒ (4, 3, 4) + 15 = 26
.
warmaul: 1d20 + 5 ⇒ (20) + 5 = 25 <— CRIT?
damage: 3d6 + 15 ⇒ (1, 6, 6) + 15 = 28
— confirmation: 1d20 + 5 ⇒ (13) + 5 = 18
— add’l damage: 6d6 + 30 ⇒ (6, 6, 3, 6, 2, 4) + 30 = 57

So, a possible 85 damage. :D


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

does something like Flaming Sphere count as an area attack? since it is a whole square, but usually only one creature is in a square, but maybe since this is kinda like a swarm it would still count? I dunno, just wondering for what spell i'm gonna whip out.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

So good to have Cole back!

Rehil mucks around looking for the dagger he threw.

I'll just assume he finds it unless you say otherwise, Aubrey.

Perception, if needed : 1d20 + 11 ⇒ (9) + 11 = 20


MAPS

Ashshar AC24
"...even the strongest group will give way or break before the boulder."

Cole broke the way, and Ashshar went in to fill the space he was making, his sword sweeping out to catch any of the creatures that were out of place.
______________________________
Always Power Attack: 1d20 + 4 ⇒ (8) + 4 = 12, Damage: 2d6 + 1d6 + 6 ⇒ (5, 1) + (2) + 6 = 14


Nalverren wrote:
does something like Flaming Sphere count as an area attack? since it is a whole square, but usually only one creature is in a square, but maybe since this is kinda like a swarm it would still count? I dunno, just wondering for what spell i'm gonna whip out.

I'm going to say yes. It impacts the enemy by entering its square, and is described as 5'x5', and doesn't require a To Hit roll but instead a Reflex save to avoid. So sounds like an area effect to me.


The Depths

I'm sorry, that's just unnecessary force. My poor dolgrims.

Cole hews about him left and right, crushing bodies and flinging other into the air. The first wave of dolgrims breaks in terror, but more are rampaging down the path.

Cole has - ahem - dealt with Horde 2. Ashshar, Cole bumped them off before your turn. Up to you if you want to move.

Map updated.

Initiative
Cole 21
Ashshar 18
Troop 4 15
Nalverren 13
Teprin 12
Vaard 11
Troop 1 10
Troop 3 9


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Skelly perception: 1d20 + 9 ⇒ (2) + 9 = 11 Apparently it notices a tree under it.


MAPS

Ashshar
'...the pleasure of success was not shared by Harask, whose axes remained polished...'

Again, his swings met air, as Cole dealt with yet another horde. Not a single swing of his sword was satisfying, and the frustration was demonstrated by a snap at the air. Not wanting to be left out, shift of his stance put him lower to the ground, and he raced further ahead to draw blood before Cole eliminated those as well. The sharpened enchanted javelin of dragon turtle bone was drawn as he ran, the great sword being held in his off hand, and hurled into the fleeing group. It returned to his hand seconds after it struck, and he was pleased to have it return with the scent of blood.
__________________________________
Swift: Running Hunter's Stance (Gains Scent, +10ft. Move)
Move: To V-17
Attack: 1d20 + 6 ⇒ (15) + 6 = 21, Damage: 1d6 + 3 ⇒ (4) + 3 = 7


The Depths

Nothing more to say after that description.

Nalverren, Teprin, Vaard.

Map updated.


The Plains

Rehil finds his dagger lying on a tussock.

The skeleton reports back that the marshy area is about a mile across.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren drops a Flaming Sphere (DC 16 Reflex) at Z16 before he slowly walks to O20


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil retrieves his dagger, wipes it and his sword clean and returns them to their sheathes. While waiting for skellie to climb back down, the elf hoists himself into the Trex's ribcage and stretches out for a quick nap.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Teprin moves cautiously up towards the fight, keeping himself between the dolgrims and the spell-casting human.

Teprin moves to R.18 (drawing a javelin on the way), and readies an action to attack should the dolgrim group get into his threatened reach.


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard will direct his remaining elemental against the Horde then summon another to fight alongside it.

Elemental 1 - HP 4/11

Fire Elemental - Slam Attack 1d20 + 4 ⇒ (18) + 4 = 22
Damage 1d4 ⇒ 1 - Reflex save DC 11 or Burn for 1d4 ⇒ 2 more fire damage.

Elemental 2 - HP 11/11

Fire Elemental - Slam Attack 1d20 + 4 ⇒ (6) + 4 = 10
Damage 1d4 ⇒ 1 - Reflex save DC 11 or Burn for 1d4 ⇒ 2 more fire damage.


The Depths

Since fire elementals can fly, I'll stick them off the path so others can close.

Vaard's summoned elementals scorch the oncoming dolgrims. They close on Ashshar.

Ashshar and the two elementals take 2d6 + 3 ⇒ (1, 4) + 3 = 8 damage.

Cole and Ashshar.

Map updated.


The Plains

OK, what's next?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole's momentum carries him forward, and his massive hammer crashes down in yet another group of dolgrims.

Move to V.16. Attack Dolgrim Horde 3 (rage, power attack, Lead Blades)
mwk warmaul: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 3d6 + 15 ⇒ (6, 5, 5) + 15 = 31


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Attempt to finally rest? We've had quite the ordeal since we left the city.

Upon hearing word that the skeleton didn't detect any threats, Tal finally relaxes a bit and finds a dry spot to stow his pack. Even though he doesn't need sleep he looks quite weary.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

HALFLING PLAINS DRIFTERS

Rest could be a good idea, if we can find someplace dry. I imagine a large number of beasts along the far edge of our swampy oasis. It might be best to give them time to disperse before we exit this green Eden.


MAPS

The Depths

Ashshar
'...If they fear the pain before it arrives, they will also fear its bearer.'

At the edges of the group with Cole, Ashshar swung again, the swing more indiscriminate than aimed.
____________________________
P.Attack: 1d20 + 4 ⇒ (8) + 4 = 12, Damage: 2d6 + 1d6 + 6 + 6 ⇒ (4, 2) + (5) + 6 + 6 = 23
HP 52/67
Swift: Stance of Aggression
Strike: Primal Wrath


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah rest is prolly not a bad idea.

After conversing with the skeleton for a moment, Wultram finds a suitable spot to take a seat. "Are we just going to take a breather or should we find a spot to set up camp?"


The Depths

Cole smashes more dolgrims to paste. Ashshar swings wildly, but cannot force the horde back. Meanwhile, the goblin-aberrations at the back scatter to avoid the orb of fire which has materialised in their midst.

Realise I forgot about Nalverren's Flaming Sphere. Reflex save 1d20 + 7 ⇒ (16) + 7 = 23

Nalverren, Teprin, Vaard.

Map updated.


The Plains

Rehil settles into the chest cavity of the undead dinosaur. He finds it unsettlingly cold.

Up to you if you want to camp or not.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil tosses within the ribcage. "Whatever you wish, Wultram. But I'd rather camp someplace dry."

He rises into a low crouch to detach the bedroll from his pack and wraps himself in it before reclining in the ribs again. Within a very few more moments he is tossing once more. He sits up muttering rolls the blankets up and fastens them to his pack. "Maybe I won't sleep inside the bones."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"Well wouldn't be the first time we slept in trees." The mage notes. After scanning for a suitable branches he with rope manages to make a rudamentary hammock. "I would advice against it." Wultram notes with a smirk to the elf. "I imagine being there in case of a surprise attack won't be enjoyable. And if I were to die..."


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren will draw and throw a vial of flesh-eating acid at F16 and leave his flaming sphere in place to continue to try to burn the swarm.

flesh eating acid wasn't statted out, i dont think. I made it in the jungle from scavenged flora and/or fauna. I know a regular flask does 1d6 but i don't know if this does more because it is specifically against flesh.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil casts his mind back. Sleeping in trees, waiting for the snakes to come. Those hadn't been very restful nights. This one probably wouldn't be either. He regrets the loss of those oh so civilized beds in Krezent.

He glances over at Tal. "Up we go."

Camping it is.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Teprin holds his ground for th me time being, ready in case any dolgrims try to spill past the outlanders’ front line. He looks over at Nalverren, “I am unused to fighting such groups!” He yells as he wracks his brain to understand why these hordes might be rushing up towards the city.

Would this be information Teprin—as a guide—would know to share with us?

He will Delay for now.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

plus hopefully some splash damage since it is a swarm or just +50% for area


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

"This isn't your first time sleeping in a tree? Sounds like you have had some interesting adventures before I came along. If you will allow me to meditate for an hour, I can watch for the rest of the time you two are sleeping."


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil shrugs. "Sure. Take the time you need. The skeleton's and I can watch meantime."

The elf's idea of watching appears to be some form of exercise because he draws his long curve blade and begins stepping carefully around a hummock while waving the graceful it. It doesn't particularly look like weapons practice; the movements are too slow and stylized.

After the requisite hour he seems satisfied and raises the sword to his brow before returning it to its sheath.

Perform, dance: 1d20 + 4 ⇒ (10) + 4 = 14


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard will seek to place his Burning Hands spell where it will not strike his allies, if possible.

Burning Hands - 3d4 ⇒ (2, 1, 3) = 6 Reflex save DC 15.

The Horde disperses his first elemental and Vaard releases a gout of flame in response. Meanwhile, his second summoned creature continues its assault.

Vaard will direct his remaining elemental against the Horde then summon another to fight alongside it.

Elemental 2 - HP 3/11

Fire Elemental - Slam Attack 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d4 ⇒ 1 - Reflex save DC 11 or Burn for 1d4 ⇒ 4 more fire damage.


The Plains

As Tal meditates and Rehil practices with his blade, he two skeletons provide eerie sentinel, and strange creatures call through the gloom.

This before you get much of a chance to rest. Perception checks, please.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Perception: 1d20 + 11 ⇒ (12) + 11 = 23


The Depths

There hasn't been a tremendous amount of clarity around where Vaard has been standing. Based on his current position on the map, I don't think he can get to the 'front' so to speak to actually cast his spell. I will instead get him to double-move closer to the action.

Nalverren also needs to clarify if he is moving and make an attck roll to throw his acid. Assume it does normal acid damage - I'll treat is as an area attack for this purpose, so unless you miss so badly it should be OK. However, you need to hit their touch AC and the vial has a 10' range increment, so you may want to get closer to maximize your chance to hit.

Reflex save v Nalverren's Flaming Sphere 1d20 + 7 ⇒ (6) + 7 = 13, damage 3d6 ⇒ (2, 2, 4) = 8

Nalverren's spell continues to rage at the centre of the massed group of dolgrims, searing some of the creatures while others fling themselves from the path to avoid it. But the tide of stinking little bodies continues to press on the defenders.

All creatures in contact with Horde 3 take 2d6 + 3 ⇒ (1, 2) + 3 = 6 damage.

Map updated.

Initiative
Cole 21
Ashshar 18
Troop 4 15
Nalverren 13
Teprin 12
Vaard 11
Troop 3 9

Nalverren's acid attack, then Cole and Ashshar.


The Depths

Atsu:

Spoiler:
The screams and roars of the creatures is much louder now as Atsu jogs down the path. As commander of the fortress above, protocol - and probably good sense - require that he should have some of his troops with him. But with the 'honoured guests' below, who must be protected at all costs according to the High Warden, and the obvious signs of the dark spawn rising to do battle, there was little time to muster his men. So he had set out to engage in some reconnaissance before the main force above were ready.

If he were honest with himself, he chafed at the restraints of command, while recognizing the honour and the importance of his duties defending the city from the creatures of Khyber. But he preferred the ability to act on his own initiative. Perhaps it is a form of selfishness to head out by himself. This becomes all the more apparent as he hears the sounds of combat up ahead. Now he is alone, the only person available to provide aid, risking both himself, the guests - and perhaps the fortress above as well - should he fall.

He rounds a bend he sees the massed group of dolgrims on the path - and between him and the group of strangers who he had set off to find. Even alone, he saw he had little choice but to intervene - duty demanded it. And perhaps a pincer movement will help to break the horde...

Atsu, please roll initiative. I've placed you on the map on the path above and behind the horde.


The Plains

Tal:

Spoiler:
Tal hears it first - voices in the distance.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I am assuming Wultram is sleeping, but if this would have happened before he manages to fall asleep just take the -20 away from the roll.

Perception Wultram: 1d20 + 1 - 20 ⇒ (7) + 1 - 20 = -12
Perception Skelly: 1d20 + 9 ⇒ (19) + 9 = 28


The skeletal warrior nudges his master awake. "Voices."


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

OK DM. Next Round I will cast the Burning Hands. The elemental of course will still attack.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Perception: 1d20 + 11 ⇒ (7) + 11 = 18

Business trip yesterday through Friday. Though I'd have better web access. Regular posting resumes Monday.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

i will move to T17, here is the touch attack

touch: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
acid: 1d6 ⇒ 4


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

“They are breaking!” Cole trumpets as his hammer continues cutting wide swaths through the dolgrims. “Be ready to press forward!”

Full attack, including Bash (mods: rage + power attack + lead blades)
Mwk warmaul: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 3d6 + 15 ⇒ (2, 5, 3) + 15 = 25

Mwk warmaul: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 3d6 + 15 ⇒ (4, 4, 2) + 15 = 25

bash (secondary): 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d4 + 5 ⇒ (3) + 5 = 8

If Nalverren’s attack disperses Dolgrim horde 3, have Cole instead move forward to AB.16 and use his first attack on Horde 4, please. :)


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

The Plains (swamp)
Tal motions to Rehil and whispers, "Someone approaches." He then climbs a little higher in the tree to see where the voices are coming from.


The Depths

Nalverren's acid attack makes the beasts screech in pain and anguish. Cole ploughs into their midst, his maul swinging and killing. The dolgrims scatter before him like chaff, but another group is ready to attack.

Horde 3 dispersed. Does Cole want to move forward to engage the next lot or stay where he is, since he has a move action in hand?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Oh, let's DEFINITELY have Cole move forward. :D
To AB.15.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram shakes off worst of the drowsiness and gets himself up. "Any idea on the language?"


The Plains

Someone can try a Linguistics check if they heard it - that's basically everyone except Wultram.

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