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

Game Master Aubrey the Malformed


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

"well i wouldn't just go that far cole, lots of proof to the fact that you are Living, and that should be enough. Although i am sure it will take a bunch of decades to change mentality"


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

Cole looks questioningly at the halfling, his voice full of disbelief, "Aren't you from Thrane? That's hardly the sentiment I'd expect to hear."


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

"So? Well truth be told, well you can say that i don't see things at the same eye level anymore. " he replied with great sigh.


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

The Karn listens to the discussion for a while before speaking. "There are better ways to utilize the bodies than mere sustanance. That being said proper burials are not a bad idea if that is what the soul wished, and that is just from practical point of view." He commented on the subject.


"There'll be plenty of time for philosophical chit-chat when the trip is over." Bokehn nods to Darien and turns his craggy face to stare impassively up the river. The boat begins picking up speed again.

Sense Motive, DC 15:

Spoiler:
You get the sense that Bokehn is nevertheless disturbed by the find of the body.

The tropical night comes quickly, just as the boat reaches the halt - a small island in the middle of the river. The boat nudges up and is then tied up on to the trees. The crew splash on to the island - "Watch out for leeches!" - and begin to establish the camp. Bokehn details Cole to help him dig a shallow grave for the riverborne corpse. The body is then placed in and covered up, Bokehn growling a few words in Orcish before the soil is replaced.

Knowledge (Religion), DC 15:

Spoiler:
Bokehn just intoned a brief Gatekeeper funeral rite.

"Right," says Bokehn, wiping his hands, "It'll be Cole and Wultram first watch, then Portforged and Will, then Grazzat and Rehil. Any questions?"


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

Sensemotive: 1d20 + 1 ⇒ (17) + 1 = 18
Knowledge(Relegion): 1d20 + 5 ⇒ (15) + 5 = 20

Wultram gives a brief nod to the body as it is lowered to the grave, before going back to his duties. Soon their employers voice interrups by setting up watch. Lucky, first watch is always easy, well on uneventful nights at least. He gives a nod acomponied by a smile to Cole before turning back towards Bokehn and shakes his head, before starting to look around for a good place to keep eyes peeled.


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

"None what so ever" william will ask if portforge has any preference for the watch detail.


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

Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21

Cole wordlessly complies with the half-orc, hefting the body up over one shoulder and following his employer to a spot suitable for burial. As he replaces the soil, Cole looks up for a second as he digs.

"The body bothers you," he says as he slams the shovel's blade back down into the loose soil, "Should we be concerned? I don't get the feeling many people get this far up-river, but it's a dangerous place. Why does one body bother you?"


Cole, Diplomacy check, please.


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

Portforged nodded. Very strange, he wants those who must sleep to keep watch, despite the presence of two warforged.


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Sense Motive: 1d20 + 1 ⇒ (2) + 1 = 3

Grazzat is as oblivious to the feelings of those around him as a blind and deafened bird.

Still he carried out his duties diligently, keeping watch when he was called upon, ever vigilant for signs of danger.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


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

Diplomacy: 1d20 - 1 ⇒ (14) - 1 = 13


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

"Before i head off to bed i'll use my last spell to heal you both" William says to the warforge and the elf


Bokehn grunts, "Nothing for you to worry about." The subject seems closed.


William Kazzar wrote:
"Before i head off to bed i'll use my last spell to heal you both" William says to the warforge and the elf

I'm sure they won't say no - roll the dice for the healing feeling.


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

healing: 1d8 + 1 ⇒ (6) + 1 = 7 rehil

Healing: 1d8 + 1 ⇒ (3) + 1 = 4 Cole


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

Cole nods to Bokehn, finishing the job in silence before carrying the digging equipment back to the boat.

He makes his way over to the security, making sure Wultram is present. "I'm going to walk the perimeter of the camp a few times... get the lay of the place." He begins to walk away, but pauses and looks back. He looks around to make sure their employer isn't in ear-shot before speaking to the team in a quiet, rumbling whisper. "He's concerned about the body, but he won't say why." He shrugs his massive shoulders, "I'm not sure what to make of it..."

Unsure how to finish the thought, he hefts his hammer over his shoulder and commences his initial rounds of camp, eyes searching.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


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

[dice=healing]1d8+1 rehil

[dice=Healing]1d8+1 Cole

2 hp restored.

Cole nods his thanks as the halfling finishes his healing incantation. "Again, thank you."

Aubrey, my plan is for Cole to continue reparing himself once his shift is over. Let me know when you want me to make that Craft check.


The night is filled with the bellows of creatures unseen in the forest. Something big crashes through the trees just after midnight, but none comes to disturb the island.

Cole can make his check. It's a new day, so all spells are restored.

As the sun rises the boat sets off upriver again through the early morning mist that hangs over the water. The next prospectors' camp, Digrit, is half a day's journey on the Maiden.

Anything you want to do before we continue?


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

Nope:)


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 thanks William for the healing. During the last watch he tries to draw Grazzat into discussing more about lizard-man customs and tactics.

Snagged the wife's laptop! Doesn't happen often.


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Grazzat amuses Rehil when he is baited into conversation and speaks freely (and freely embellished) about the topic of lizard-man customs and tactics with the elven man. Eating this, eating that; swimming here, swimming there. It was a simple life, more or less.


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

william will suggest to stop the boat about 15 min before arriving to camp and send a scout party to make sure everything is alright there


Bokehn shakes his head at Will's suggestion. "Digrit's by a lake and it's rainy season. The shore will be flooded and it'll take you hours to get anywhere. And it's safer to approach by river - fewer monsters."

The boat heads through a narrow gorge. Cliffs rise up on either side, grey rock smothered with creepers and sprouting with trees and its gets darker as the sun is blotted out. Flying monkeys glide from side to side, agitated by the noise of the boat, joined by tiny pterosaurs hawking for insects. Darien has to slow the boat to carefully navigate around some large boulders but otherwise this section of the journey is trouble-free, although Bokehn looks tense.

The gorge is not long and after an hour the sides drop down again and open out to reveal the lake that Bokehn mentioned. It presents a tranquil scene, a few miles wide and long and nestled underneath low green hills. Its surface is carpeted evenly with green lilypads and their white flowers, the occasional clear space of water flashing in the sunshine. Giant dragonflies and pterodactyls skim nimbly just above the surface of the water while bright red wading birds stalk the shores. In the distance, massive herbivorous dinosaurs with beaked faces and horn-like crests on their heads wade through the shallows, ripping up water plants and munching them ruminatively as they watch the boat with bovine stupidity.

The camp stands on the near bank, a collection of wooden shacks standing on stilts above the water.

Perception checks.


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

Perception: 1d20 + 2 ⇒ (18) + 2 = 20


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

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


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

perception: 1d20 + 2 ⇒ (2) + 2 = 4


Will (and anyone else getting DC 15):

Spoiler:
The camp looks deserted. There is not movement and no smoke from any of the chimneys.


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

"this camp look very much deserted" william points out


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

"He's right." Grazzat agrees, standing with a hand serving as a visor beside William. "Stiller than a month-old kill, and no smoke from those chimneys."

The lizard-folk man calmly rolls his shoulders and readies his spear as if preparing for the warpath. "Could be his is where the fishfood floated down-river from." He states, coldly referring to the dead body from a day earlier in their journey. "It'd be a good idea to make ready, seems like an awfully good spot for an ambush... Keep your eyes peeled."

His baritone voice carried easily and he was a natural at issuing orders. His eyes remained sharp as he prowled along the bow of the boat searching for impending danger.


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

"it could be possible" added william. "It all indicates that this camp was attacked and raided. There might be some scouts still" Checking his gear william will get ready for a land investigation


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 ⇒ (4) + 1 = 5

Wultram was oblivious to the fact untill it was mentioned. "Are any of the buildings damaged seriously? There is the possibility that it was just deserted instead of it being attacked." The man notes as he readies his bow.


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)

Perception1d20 + 7 ⇒ (7) + 7 = 14

Rehil frowns as he snatches up his bow. He's used to being the sharpest eyed person in any group. Looking over the buildings for some detail that will help expiate the sin of inattention, he slowly draws and nocks an arrow.

Laptop issues continue.


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

Sorry for the lack of posting... crazy weekend/crazy monday.
Craft (repair self): 1d20 + 6 - 15 ⇒ (14) + 6 - 15 = 5 = amount healed

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Cole tries to note the details pointed out by everyone, but nothing really jumps out at him. He takes the team's warning, though, and readies his hammer as he works his newly-fixed shoulder in its cuff.


The Maiden slows as she approaches the dock, a floating pontoon attached to the camp building by a rope ladder. No one stirs from inside the camp buildings.

Perception, DC 12:

Spoiler:
There are a number of ropes tied up to the moorings that presumably attached to a few small boats. However, they now dangle uselessly in the water, seemingly having been cut. There is no sign of the boats.


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)

1d20 + 7 ⇒ (16) + 7 = 23

"Look at those lines dragging in the water off the dock. It looks like the mooring lines to their boats were cut. They either left in a hurry or were left without escape."


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Grazzat tries unsuccessfully to pick up on the details Rehil mentions.

His eyes were constantly pulled towards the horizon over the abandoned port, as if expecting the threat to return. " Order's Bokehn?" He inquires calmly.

A low growl emanates from somewhere deep within the lizardfolk's core as the boat edges towards solid ground.


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

perception: 1d20 + 2 ⇒ (19) + 2 = 21
Portforged takes in every detail of the cut ropes, wondering what happened to the boats.


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

Perception: 1d20 + 12 ⇒ (14) + 12 = 26

"i agree, lets just be extra careful when we pull up the shore. If the survivor have taken the boats then they when in the other direction then us. Would that be logical or ws the closest camp in our direction Bokehn"


"Not much in it, and with the river in flood it'd be much easier to head down river instead of up. If there were any survivors." Bokehn scowls, dark eyes scanning the deserted building. "Alright, take the boat in, but be ready to make a quick getaway if things turn bad and keep some weapons handy. You lot" - he turns to the adventurers - "We are going to check this out and see if we can find out what happened. Get your gear, keep your eyes open and no heroics. Like our friend here says - let's be extra careful."

Darien pulls the elemental out of the containment ring and back into its dragonshard prison somewhere below decks. The Maiden drifts up to the dock silently, gently nudging the pontoon. The boat crew nervously hold billhooks. Bokehn grabs his cudgel, a gnarly piece of Aerenal ironwood that probably cost a small fortune. "Right, let's go." He jumps the small gap between the boat and the jetty.


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

william will quickly follow and once on land he will get on fred's back


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

After quickly gathering his belongings Wultram jumps to shore. After quick check that at least the most important things are with him, he casts a simple spell. Best case scenario, the place was abonded. Worst case scenario...we are walking into ambush. The mage shakes the unpleasant thought and readies himself to move, making sure to scan the suroundings.

Cast Deathwatch, recast if the duration of 20mins is over, cantrip. 30ft cone, can notice if a creature is, dead, fragile( wounded with 3 or less hp), fighting of death (4 or more but less than max), healthy (full hp) or undead. sees through any spell or ability that allows creatures to feign death.


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 takes his arrow off its nock and shifts it to his left hand with the bow. He briefly checks his combat gear. Then he makes the jump to the jetty. Landing lightly, he spins and looks back at the heavy warforged. Will they need help? Would they be insulted if I ask?

"__ Can you two make it?"


Yes, they can, for the avoidance of doubt.


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

Cole's long legs make the vault easy, though his heavy landing forces the pontoon to dip dangerously. "Apparently we can," he says with what sounds like a hint of a wry note in his deep voice. "The real trick could be getting out of here with our plating intact."

He stands still as the pontoon's rocking subsides, then he begins to move carefully forward… hammer in-hand. "I'll take point unless one of you wants to scout."


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

"works for me cole"


Map.

Some explanation:

The maroon boat-shaped thing is the Silver Maiden, pulled up against the pontoon which is coloured a fetching orangey-yellow. There is a rope ladder (in orange with black stripes) which connects to the large building which has a verandah along the front (also in orange). There are two smaller building connected to the large one by rope bridges (again, also orange) and a rope bridge to the shore. There are doors (maybe not obvious, but short black lines at the end of each bridge and on in the middle of the verandah). The big building is two storeys, the others are single-storey. The blue is the river, the green is the shore. The buildings stand on stilts which hold them about ten feet above the water, so the rope ladder is also about ten feet long. The lines down the middle of each building simply indicate that they have pitched roofs.


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

When no one volunteers to scout, Cole turns to Rehil and holds out his hammer. "Hold this for me?"

He tests the rope ladder with three successively stronger tugs, letting his full weight pull on it for an extended few seconds on the final tug. (Assuming it seems to hold), Cole climbs up as quickly as he can. At the top, he holds his arm out for his polearm before taking a few steps towards the door... clearing room for the security team to file up onto the veranda.

If the rope holds (and he's not immediately attacked and cut down once making the top) Cole moves to Y.17, hammer ready.
Proactive Perception: 1d20 + 6 ⇒ (6) + 6 = 12


Cole reaches the verandah unscathed. Bokehn follows close after. The door into the building is slightly ajar.

Perception checks, DC 12:

Spoiler:
The wooden floor of the verandah has a large stain that looks like blood.


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

Cole points to the dark stain on the verandah floor, making sure Bokehn and the team see it before he wordlessly steps forward towards the door. In contrast to his wordless approach, his feet ring heavily on the wooden planks.

He gets within a foot of the crack of the door, trying to look and listen through the opening without disturbing the door itself.

Perception (looking through the crack at the door): 1d20 + 6 ⇒ (6) + 6 = 12

(If he doesn't see or hear anything), Cole takes a step back and uses the spike on the end of his hammer to slowly guide the door open... smartly keeping his weapon between himself and who/whatever might be waiting inside.

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