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

Game Master Aubrey the Malformed


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Cole. wrote:
How big is this island? Is it small enough to scout the place out in less than an hour? Or is it fairly large?

You can probably scout it in about ten minutes, if you walk slowly.


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

Cole looks at the ruined campsite, then at the group investigating the notable items, then at the forest beyond. "I'm useless here. I'll go walk the perimeter to check for threats. Anyone want to come with me?"

Then Cole walks slowly for a ten minute scouting trip, eyes and ears peeled for not only traps or threats, but the telltale signs of local animals.

Ideally, someone would come with him to at least escape and report his death should something bad happen. :)

Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Stealth: 1d20 - 4 ⇒ (7) - 4 = 3; boom. ninja Cole.
Survival: 1d20 + 6 ⇒ (17) + 6 = 23


HP 40/40, 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 walks over to William who is looking at the items casting detect magic as he walks. The man then starts examining the items.

Spellcraft(Headband): 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft(Scroll): 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft(Ring): 1d20 + 7 ⇒ (11) + 7 = 18
K Arcana(Ring): 1d20 + 7 ⇒ (9) + 7 = 16
K Relegion(Ring): 1d20 + 7 ⇒ (15) + 7 = 22

I got the impression that there was a magical ring and a non magical ring, if I misunderstood just ignore the spellcraft roll on the ring.. Those are the knowledges I have and I can see few possibilities where it could fall under either so why not.


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 walks over and takes a peek at the items, passing them back and forth to Wultram and anyone else who might have an arcane eye.

spellcraft ring: 1d20 + 9 + 1d6 ⇒ (20) + 9 + (4) = 33
spellcraft headband: 1d20 + 9 + 1d6 ⇒ (2) + 9 + (6) = 17
spellcraft scroll: 1d20 + 9 + 1d6 ⇒ (1) + 9 + (2) = 12


Between them, Nalverren and Wultram determine that the ring increases the wearer's defensive properties, whereas the headband increases the wearer's presence.

They are a Ring of Protection +1 and a Headband of Alluring Charisma +2.

The scroll defies their initial attempts but with a quick cantrip Wultram is able to discern its purpose.

Since casting Read Magic isn't too much or a chore... The scroll has two castings of Cure Serious Wounds, CL 5.

The non-magical ring defies analysis. There is some sort of crest on it, but it is not clear what it is.

Unless someone has Knowledge (Nobility & Royalty), it'll remain a mystery.


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*

decent INT, but untrained in the skill.


You need to level Nalverren up at some point.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:
Unless someone has Knowledge (Nobility & Royalty), it'll remain a mystery.

I believe Rehil has a rank in Know: Local, but that's all I'm aware of.


HP 40/40, 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

"Scroll has pretty powerful healing magic, William you can use that? The magical ring helps protect the wearer against attacks, perhaps to someone who is at the front lines? The headband in turn enhances the force one's personality haves, as I use that in my magic I would be rather interested in it. On the signet on the rign I have no idea, I am fairly sure it isn't a religious order or some organization of mages mark. Could just be personal for all I know." Wultram explains his findings on the matter.


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 looks up from the fish carcass. "Healing magic? Why didn't he use that to heal his leg?"


HP 40/40, 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

"Either the leg was mangled beyond mere positive energy or more likely whoever from the initial group actually could use the scroll died. If you are not one of those who can cast the spell or at least learned in the magic that when powerful enough could cast a spell you would need to be pretty skilled in tinkering with magical items for it to be even possible to activate the scroll and this is assuming you have the raw talent to control such magic in the first place. To use it reliably you would have to be master of the subject." Wultram replies.

In short UMD check of 25 and possibly 28 if you need to emulate the ability score. I assumed with Wultrams knowledge scores that he would have an idea on the ballpark how hard it is to do.


Just to let Nalverren know - as a 3rd level Investigator he can try all Knowledge skills untrained. Shame he hasn't levelled up yet...


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)

"..Who among us can use this scroll? We should make sure he doesn't die first..."


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*

damnit i am super behind


N Warforged HP -10/23 Psion (Nomad) 3

"I have not the skill to use it. Perhaps the halfling could."


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

"i can use those scrolls without a problem and same for the head thingy as further enhance my spell to"


OK, you need to make a decision about allocating the items (maybe in the discussion thread) and we can move on.


Now Nalverren's levelled, he can try that Knowledge (Nobility & Royalty) check, DC 15:

Spoiler:
Nalverren recalls the Gorstarks were a noble family with branches in Cyre and New Galifar. It is possible that returning the signet ring to the family in Newthrone might lead to some sort of reward. At the very least, it might set their minds at rest.


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*

nobility: 1d20 + 4 ⇒ (13) + 4 = 17

"hmm. The Gorstark family in Newthrone might reward us for proof of their scion's fate. That ring bears their mark."


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)

"We should bury him then. In case they ask." Rehil goes back to slicing strips of flesh from the fish. It is apparent that he's not going to bury the body."


HP 40/40, 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 raises his head. "If you can tell me what customs they follow I might be able to do the burial in their ways, if not we can do simple on the field burial rites. In case of the latter I suggest burning the remains we are anyways going to be smoking the fish so we are building a fire regardles." The man comments on the issue.


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

Cole remains quiet throughout, waiting to hear what the plan is before he goes on his scouting circuit of the island.


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 thinks to himself. "They are Cyrans, what would they likely follow?"


The same as everyone else except the Thranes - the Sovereign Host.


HP 40/40, 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

"Vassal then most likely." Wultram notes before starting to do the last rites to the best of his ability. While it does not hold any real signifigance to him personally, he does so out of common courtesy.


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*

"Indeed, the Host. Would anyone object to my use of the ring?"


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

"Not at all Nalvarren, but i will object to a bonfire for a very specific reason. Burning a body will required a bigger fire and the one used for smocking of fish. Such a big fire will send lots of smoke and that can be seen by our would be pursuers if there are still after us. So the only thing left is to bury him, and do a smokeless fire for our cooking don't you all agree?"


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

"Wouf ! Wouf !"


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)

"Will is right. A fire that will burn a human body will be much more noticeable. The smoking fire is risky enough, but with the fish we will be able to travel longer and without fire on the other nights."

Rehil draws his knife across a stone, then returns to the butchery.

So when we've got what we want from the carcass do we drop it in the river or drag it inland?


It's a skeleton so you wouldn't need much of a funeral pyre. Or you can just dig a hole and tip what's left of him in. Either way it won't be a big job.

On the treasure front, this won't be all you get so a reasonable compromise is fine and the relative levels between PC's will be monitored to make sure everyone has roughly equal and appropriate loot. It's just that we are early on so not everyone has something cool yet. (If you survive, you might even get a trip to Ye Olde Magicke Shoppe.)

Ready to move on?


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

Cole's ready to move on.

As the group deals with the body—a concern for which Cole shows little care—he looks over at Rehil and Will. "One of you up to come scouting with me? We should probably move in pairs out here."


N Warforged HP -10/23 Psion (Nomad) 3

Portforged is ready to move on.


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 looks up from the fish. "I'd like that, but I should finish here. Take Will."

TOmorrow. Rehil will patrol tomorrow.


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 is ready to continue


Cole and the others patrol the island. Most of it is fairly boggy underfoot and tangled with bushes, making it tricky to get about. But the adventurers find no obvious dangers.

They follow the usual routine for the night, with Cole and Portforged maintaining quiet watch for the night with Rehil trancing and the others waking through the night to share guard duty. In the morning, the lizardman guides gather up the dried, smoked fish and wrap it in leaves for transport. The canoes are repacked and the group continues its quest upriver.

It begins to rain and continues persistently, drenching the travellers and requiring the occasional bout of bailing. The river here has broken its banks and invaded the forest, making it more of a lake with trees than a defined water course. The larger specimens emerge from the water like leave-clad bastions but smaller shrubs and saplings are a few leaves poking up or completely submerged and just evidenced by swirls and eddies in the muddy flow. At one point, a herd of duck-billed dinosaurs crash across the path of the adventurers, swimming across the river with much splashing and trumpeting, but they show no interest in the canoes. The dragonflies are particularly abundant here, watching the group with bulging alien eyes from the banks where they perch, sheltering from the rain.

You are fine for food for the rest of the journey, barring accidents.

Perception checks, please.


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

Other than paddling and watching, Cole spends much of the time pointing out different things and asking their guide what the draconic word for it is ... muttering each word a few times to fix it in his mind.

ACTIVATING LONG-RANGE SENSORS
Perception: 1d20 + 12 ⇒ (17) + 12 = 29


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)

As he paddles, Rehil watches the banks and listens to the back and forth between Cole and Ashshar. The sibilant sounds of the lizard-speak slide smoothly over his mind without leaving a furrow, nor even a mark. Didn't have Cole figured for a genius, but he's doing better with that gobbledygook than me.

Elvish eyes, they're watching you: 1d20 + 9 ⇒ (20) + 9 = 29

I'll take Carstan ir'Gorstark's signet ring and book for safekeeping, unless one of you wants it.

Edit: And there it is, my first natural 20!


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

"Sure we don't mind" he replied following after cole hopping on James

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

" Wouf "

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


HP 40/40, 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

Perception: 1d20 + 1 ⇒ (12) + 1 = 13


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*

perception: 1d20 + 6 ⇒ (5) + 6 = 11 +1 vs traps


N Warforged HP -10/23 Psion (Nomad) 3

perception: 1d20 + 4 ⇒ (4) + 4 = 8


A large golden dragonfly, about the size of a pony, swoops down from the trees. It dives for the nearest tasty morsel it can carry off - Will.

Roll initiative. Map to follow. If you got 15 or more on the Perception check you are not surprised, but less than that you are.


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

Initiative: 1d20 + 1 ⇒ (2) + 1 = 3 dang


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)

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10

"Up there!" Rehil points at the swooping bright hunter with his left hand while he reaches for his bow.

Pretty sure PF has this one in hand.


HP 40/40, 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

Init: 1d20 + 1 ⇒ (6) + 1 = 7


N Warforged HP -10/23 Psion (Nomad) 3

initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Quote:
Pretty sure PF has this one in hand.

Unclear, it might have too high a charisma to 0 out quickly.


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)

It's a giant bug. How high could it's charisma be?

Read, "What could possibly go wrong?"


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*

giant bug WARLOCK

init: 1d20 + 3 ⇒ (6) + 3 = 9


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Init: 1d20 + 0 ⇒ (5) + 0 = 5

having rolled a 16 on perception William isn't surprised

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