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

Game Master Aubrey the Malformed


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No problem!

Map updated.

Nalverren.


Initiatives
Poisondusks 22+
Poisondusk Shaman 22-
Vaard 21
Will 19
Rehil 18
Ashshar 17
Cole 11+
Lizardfolk 11
Nalverren 11-
Portforged 9
Wultram 5


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

Heavily wounded and barely functioning, Portforged quickly warps back, away from the lizardfolk to a distance from which he can manifest safely:
Nomad's step to E20.


Nalverren.

Map updated.


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*

sorry for the delay, things got updated after i checked yesterday, then i got in a full sleep and a full day of work before seeing it again

Nalverren moves to F14, sheathing his sword as he moves and drawing his bow once he reaches the edge.


The poisondusks continue shooting.

P1 shoots at PT, P2 shoots at Will, P3 shoots at James, P4 shoots at Cole.
P1 1d20 + 5 ⇒ (14) + 5 = 19 to hit, damage 1d6 ⇒ 3
P2 1d20 + 5 ⇒ (16) + 5 = 21 to hit, damage 1d6 ⇒ 4
P3 1d20 + 5 ⇒ (9) + 5 = 14 to hit, damage 1d6 ⇒ 3
P4 1d20 + 5 ⇒ (1) + 5 = 6 to hit, damage 1d6 ⇒ 5

As the enemies draw close, the shaman hisses in frustration.

Draconic:

Spoiler:
"Withdraw!"

He and the crocodile back up and disappear into the water.

Withdrawal action back into the river and submerge - sorry Cole, no AoO.

Vaard gets to bleed a little more. Next action - Will.

Map updated.


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 hisses with frustration. Slippery little snake.

Meanwhile his fingers seek a feathered arrow which he nocks, draws and looses at the Poisondusks across the river.

Shortbow v P1, fav enemy, range: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 ... damage: 1d6 + 2 ⇒ (6) + 2 = 8


N Warforged HP -10/23 Psion (Nomad) 3
Quote:
P1 shoots at PT

Assuming that was a typo and you meant PF, that's a hit.

Portforged ceases moving as it shuts down.
-2 hp...automatically stabilized
ECS, pg 23 wrote:

When his hit points

are less than 0 and greater than –10, a warforged is
inert. He is unconscious and helpless, and he cannot
perform any actions. However, an inert warforged
does not lose additional hit points unless more
damage is dealt to him, as with a living creature that
is stable.


Rehil's arrow falls short.

Will, then Ashshar, then Cole.


Will.


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

James will move to E25 and stand defensive


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

William will cast a CLW: 1d8 + 2 ⇒ (3) + 2 = 5 on Vaard

"Either we let them go or we are going to have to take the cannoes and try to get to those archers"


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

Cole’s power churns down to a more steady rhythm when the croc-rider flees, but he raises his voice, booming his broken draconic over the waters.

Draconic:
”US NOT COME TO KILL! CHIEF POOMA SEND US TO FIND THE KILLERS WHO POOP ON YOUR HOLY LANDS! US NOT WANT TO KILL!”

As the words thunder across the waters, he moves to stand over the unconscious Vaard as he looks over at the archers … hoping they’ll back off. He switches back to the Galifaran tongue without looking at the group.

"Everyone still functioning?"


Vaard stops bleeding, but doesn't wake up.

Nalverren.

Map updated.


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

Oh, and and Cole drops rage.


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 slowly climbs down to assist the others, that is, if the enemy still flees.


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)

Ashshar gets to his feet and stumbles toward the cliff. Move to E13.

"Stay down," Rehil hisses.

Not sure an amphibious assault is a good plan with croc and shaman in the river somewhere. If we're going to try then we should top off the assault party's HP. Vaard and Ashshar are both packing CLW potions. Rehil's got one too and dried fruit of CLW.


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

If you are gona pursuit, you will have to drag wultram around. Due to Deaths embrace(within) his negative/positive energy is reversed( or close enough)so if you got spellcraft most likely aware of this as he has healed himself with ILW spell.


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

Well, let's see if the archers withdraw ... I think it unlikely we could heal up, paddle across, and then get on their trail quickly enough to really keep up with them if they are leaving. If they stick around ... yah, not sure. Climb the incline while using the canoes as cover? Best I got, but I have no idea what that would do to the DC of the climb.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Nalverren wrote:
Nalverren slowly climbs down to assist the others, that is, if the enemy still flees.

Climb check, DC 5.


The archers pick targets and continue to shoot.

P1 picks Nalverren, P2 picks Rehil, P3 picks Cole, P4 picks James.
P1 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 to hit, damage 1d6 + 2 ⇒ (6) + 2 = 8
P2 1d20 + 5 ⇒ (7) + 5 = 12 to hit, damage 1d6 ⇒ 6
P3 1d20 + 5 ⇒ (8) + 5 = 13 to hit, damage 1d6 ⇒ 1
P4 1d20 + 5 ⇒ (16) + 5 = 21 to hit, damage 1d6 ⇒ 6

Vaard isn't doing much, so Will's turn.

Map updated.


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

"Every one ? no Wultram is still out bleeding to death but i will get to him in a few seconds, but i won't have the spells today to do more for those that i have already helped. our only solution is to grab the canoes and run inside the jungle for the moment. they have to come to us if the want to pursue" he says casting a CLW: 1d8 + 2 ⇒ (4) + 2 = 6 on james after the last arrow fell him


Wultram spent an action point so he's stabilised. However, I think your dog might be unconscious.


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

"wouf, woof" goes james as his large tongue lick William's hands as he is brought back to counscienness


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)

Aubrey, are you giving the P-dusks their range penalty?

Rehil draws another arrow, intended for P1.

Shortbow, fav enemy, range: 1d20 + 5 + 2 - 2 ⇒ (18) + 5 + 2 - 2 = 23 ... Damage: 1d6 + 2 ⇒ (1) + 2 = 3


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*

If they're there pointing bows at us, Nalverren isn't climbing down. I was under the impression that they were all leaving.


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

Does the dark green section on the map actually provide cover? Will's idea has merit if it buys us a defensive advantage. If not, quickly getting the canoes into a defensive position may be better as we figure out how to get them up the incline.


The dark green will provide cover.


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

Excellent.

Cole wastes no time, stooping to grab the Karn by his collar and dragging him back into the dense jungle. “Agreed! Get the fallen into the trees, then we’ll deal with the canoes!”

As he lets Wultram slump back onto the ground, he looks up at his squad-mates on the bluff, “Provide what cover fire you can, but stay alive!”

Standard to pick up Wultram, move to D.24, depositing Wultram in D.23.


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)
Cole. wrote:

Excellent.

Cole wastes no time, stooping to grab the Karn by his collar and dragging him back into the dense jungle. “Agreed! Get the fallen into the trees, then we’ll deal with the canoes!”

As he lets Wultram slump back onto the ground, he looks up at his squad-mates on the bluff, “Provide what cover fire you can, but stay alive!”

...

Good plan.

"Ashshar, get into the trees. Meet the others below."

"Nalverren, let's concentrate on the closest in turn."

Tenro, I think Nalverren ended up with the masterwork shortbow in late March, RL. I also think you've shorted your ranged attack bonus. (I peeked at your sheet 'cause I couldn't remember if it was a longbow or shortbow. I was hoping you had a range advantage on them. Didn't mean to pry.)


I think you'll find that is dropping Wultram as a free action. Not necessarily the most sensitive thing to do to a wounded man.

The poisondusks are using longbows - they do less damage because they are small, but the range stays the same per the rules. They don't seem inclined to leave right now.


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

If dropping him as a free action is likely to actually deal Wultram more damage, Cole will hold onto him for the time being. If it's a matter of being nice ... well, Wultram may just have to deal with the hurt feelings. :)


IRL it'd probably open his wounds up again, but since he spent an action point, we'll say it's fine.


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

So, just for clarity, with the priority on not reopening his wounds ... does Cole still have Wultram in-hand at the end of that round? (It could influence what he's capable of attempting next round.)


No, you can drop him.


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

Well he got hit by 6 arrows and is living so I am notsure IRL is solid foundation. :P
I am not 100% but I think when you go uunconncious you drop what you are holding so Wultrams longbow would be on the ground for peeps in need of ranged weapon. Though you would have get to him to get arrows of coarse.


It should be pointed out you need to move beyond row D to get the benefit of cover. The poisondusks are on the edge of green stuff and you can see them just fine.


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

Oh, then can I drag him one more square in? Cole should have the movement ... even considering the difficult terrain. (so Cole in C.24 and Wultram dropped in C.23.)


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*
Rehil Ecraish wrote:


Tenro, I think Nalverren ended up with the masterwork shortbow in late March, RL. I also think you've shorted your ranged attack bonus. (I peeked at your sheet 'cause I couldn't remember if it was a longbow or shortbow. I was hoping you had a range advantage on them. Didn't mean to pry.)

that's fine, thanks for the catch. i have had an issue in the past with asking for loot and not putting it on my sheet because it wasnt clearly agreed upon as having ended up in my possession.


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

"i'll deal with him" says william to as as he use the last of his remaining spells and cast a CLW: 1d8 + 2 ⇒ (7) + 2 = 9 on wultram.

"Now he should be able to take care of his on hide. Etherway my powers are spent" he concludes moving away on james inside the jungle in order to get away from the next hail of arrows


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Wultram Denka wrote:
If you are gona pursuit, you will have to drag wultram around. Due to Deaths embrace(within) his negative/positive energy is reversed( or close enough)so if you got spellcraft most likely aware of this as he has healed himself with ILW spell.

WILL: CLW actually hurts Wultram (I believe). Let's not kill him.


Unfortunately, Will doesn't have Spellcraft.

In any case, it's not Will's turn. We are still on initiative. After Cole, it is Nalverren.

Map updated.


For the DM:

Spoiler:
1d20 ⇒ 19

Initiatives
Poisondusks 22+
Poisondusk Shaman 22-
Vaard 21
Will 19+
Something 19-
Rehil 18
Ashshar 17
Cole 11+
Nalverren 11-
Portforged 9
Wultram 5


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

as the DM pointed out William has no spellcraft skill and no knowledge of necromancy and did not witness the combat where wultram fell. So he is going to do what he thinks will save his life


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

Maybe he'd decide to heal PF instead? Or not...


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

Oof. Nalverren's up, then.


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)

Oooo. WHat's the something on initiative count 19? I bet it's not a giant catfish come to eat the shaman.


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 shoots at P1

shortbow: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 (-2 is for second range increment)
1d6 ⇒ 4


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

I am totally cool with that(Wultram on the other hand will most likely rant about it for ages "What kind of half assed spellcaster does not know theory of magic" :P), it makes sense. Besides not like it is going to kill me I will take half damage before even the save.


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

If Will tries to heal Wultram, would he automatically realize that it actually hurt?:P

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