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

Game Master Aubrey the Malformed


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Wultram Denka wrote:
[dice=Diplomancy with action point]1d20+6+1d6 Oh for Khybers sake the chances of rolling that bad are like less than 10%. PANTS! I am convinced now that the dice hates diplomancy. Well I suppose if it can be counted as aid another for Vaard it at least passes the DC 10 required.

Unfortunately, I think Vaard is more aiding you - I guess he realizes that you need it.

The chief reacts badly to Wultram's initial aggression, muscles in his shoulders bulging as he grips the rail furiously. The others lizardfolk also look down sternly. Vaard's more moderate tone calms the situation somewhat. The other lizardfolk are slightly mollified by his less heated words, but the chief remains unswayed. The poisondusk decides to twist the knife.

"You dare to come into the great hall of the Finbacks tribe and arrogantly make threats?" he sneers at Wultram. "You seem like any other human to me! Only the generous forbearance of Chief Ylyeshshi even allows you to live. Yet you simply spit poison into his face.

"This jungle belongs to the lizardfolk. Your people hide behind walls. You try to recreate your cities and towns in the south, cut down the forest and trample our holy places. But when the lizardfolk rise up, they will be blown away like seeds in the wind! You try to frighten us with stories of your prowess, or the threat the dragonmarked houses. How will they stand before all the tribes of Qbarra?"

The chief nods in agreement, his yellow eyes never leaving Wultram.

"Chief Ylyeshshi," continues the poisondusk, "Surely you have seen enough. The presumption of these humans makes them unworthy of your attention. Or protection."

Koouri stirs slightly, but otherwise remains impassive.

Sense Motive, DC 20:

Spoiler:
The poisondusk seems pleased when he manages to provoke an outburst from Wultram. His approach seems to be less about talking to the adventurers than confirming the chief's prejudices about humans and inflating his ego.


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

Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20

Cole switches to Galifaran, quietly speaking to Wultram and the team. "The poisondusk is happy at your outburst. He's got the ear of the chief, and is just trying to goad us into confirming what he's already convinced the chief about us." He pauses, "Do you really think they plan to move on the towns and villages south of the jungle? What a great excuse for the Great Houses and Nations to collaborate to wipe these jungles clean of lizard-folk altogether. Blood upon blood." He shakes his head, "We have to get the chief to listen to us. We need a way to show him that we're strong enough to listen to."


Sense Motive: 1d20 + 9 ⇒ (10) + 9 = 19

Otto nods at Cole's words. He turns to the chiefs and with a humble voice, he offers: "We recognize the might of the lizardfolk. What we both agree is that the work of those humans at Da'sheth is unholy, and we offer you, great chiefs, our help in removing them and sending them to Dolurrh. After this is done, you will be able to judge our worth and our courage."

Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12


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 waits for the translations. Cole's comment confirms the elf's read on the situation.

Quietly in common he says, "Drive a wedge between them. Koouri said that the Finbacks have been taking the brunt of the losses while the Poisondusk and Blackscales hang back. Oula did the same, spending the Finbacks like water against us. But Khyber take you if you're not subtle."


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 at least the low rolls help the fact somewhat that I am nowhere near as good of a speaker as Wultram technically should be

Wultram nods to Cole and Rehil. He then tries to at the very least minimize the damage. "I made no threath I explained the situation and what it is, since the finbacks seem to be acting on false information. I made the assumption that one does not become or at least stay long as a chief my mere prowess at arms so laying out the facts and letting reason decide the outcome would be preferable. If Ylyeshshi I offended you, know that it was not my intent and I apologize."

His attention then turns toward the poisondusk his tone now hiding his desire to have the little things head on a pike. "As to your questions, I do not think you should really try to speak with any authority on humans anymore than I should claim to be a scholar about the lizardfolk. For example my people are in the excat opposite direction North. For arguments sake let's say you get all the tribes to unite, surely the lizardfolk army of that size would deal a huge blow, but an attacker needs to be vastly superior to win against a defender in their home terrain. And I doubt lizardfolk even have more braves than the opposition, much less vastly more. Though perhaps I am wrong at least the poisondusk have been skilled at avoiding casulties so perhaps you could succeed in war of attrition. I am just a soldier making educated guesses at best."


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 all the tribes of lizardfolk would crush the settlements of humans, why is this band at Da'Sheth such a problem? What can we do to prove our merit above your notions of our kind? Perhaps the poisondusk sycophant," Naverren asks, pointing at the poisondusk attempting to sway the Chief, "would not be too afraid to test our mettle?"


"This is our home, human," growls Chief Ylyeshshi at Wultram, "You are the invaders here. But you are few. You sit crowded together in your city and think that you are many. But the jungle is much bigger than that. And the lizardfolk are many more. And every lizardfolk is a warrior. And we have the might of the dragon gods."

"They simply seek to crush our spirits with their lies," adds the poisondusk.

Nalverren's comments earn him a glare from the chief as he questions, not unreasonably, why the humans in Da'Sheth have proved such a problem in the face of lizardfolk might. But the poisondusk seizes on Nalverren's offer of a trial of strength.

"I do not fear you, human. But it is not my place to prove your weakness here in the halls of the Finbacks. Chief Ylyeshshi, perhaps the great spirit of your tribe...?"

A few of the lizardfolk dignitaries look shocked and Irret blurts, "My chief, no! The binding truce -"

Ylyeshshi back-hands her, knocking her to the floor. "You do not dictate to your chief!" he roars at her before turning furiously and staring at Koouri. The shaman shrugs, then raises her hand.

In the centre of the floor, the vines around the mouth of the pit lash out to entwine the limbs of the visitors.

Everyone, you are attacked individually by the vines, targeting CMD rather than AC. If you are hit, you are grappled:
Rehil 1d20 + 12 ⇒ (1) + 12 = 13
Wultram 1d20 + 12 ⇒ (6) + 12 = 18
Otto 1d20 + 12 ⇒ (13) + 12 = 25
Nalverren 1d20 + 12 ⇒ (12) + 12 = 24
Cole 1d20 + 12 ⇒ (7) + 12 = 19
Vaard 1d20 + 12 ⇒ (2) + 12 = 14


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

Cole looks down to watch with his usual stoicism—almost a curiosity—as vines wrap around his frame. As they begin to snake around his arms, however, he looks up to meet the Chief’s eyes once again … then heaves mightily in a single upward/outward motion, trying to burst the entangling vines.

Break Grapple: 1d20 + 8 ⇒ (18) + 8 = 26

Draconic:
”So is THIS the strength of the lizardfolk? Waves of Finback braves die with weapons in-hand … and this creature fights with plants? This is not strength. This is not honor. And this will not make the invaders at Da’Sheth fall.”

I’m not sure what to roll here. Clearly Cole is trying to use words to persuade, but I’m not sure if intimidate or Diplomacy is more appropriate. I’ll roll with Diplomacy, but if Intimidate is more appropriate, it’s got a +5 modifier, instead.
Diplomacy, action point: 1d20 - 1 + 1d6 ⇒ (18) - 1 + (2) = 19

EDIT: nor am I actually sure if a Diplo or Intimidate can be rolled since we seem to be in some semblance of combat rounds? I don't know ... I'll just leave the adjudication to you. :)


Otto is easily grabbed by the vines. He looks at Koouri, puzzled, then turns to the chief and shouts: "I have been blessed with holy visions! I have seen the holy cities fall, starting with Da'sheth! Let us prove our worth against the sacrilegious!"

Diplomacy using Touch of Glory: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19


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)

At Irret's cry, Rehil's arms drop from their folded position across his chest and he takes a half step crouching forward. When the vines snake out of the pit, he vaults into a twisting back flip, clear of the grasping strands.

Lucked out on the attack roll. What about Ashshar? If we were smart we left him to hang out in camp and report back to Poomba if things went south. Did the vines attack the guards on the lower level with us?

Aubrey, I'm going to need a description of options and/or a map too. Without more information, I think my options are :

  • Run out the way we came in.
  • Run out the other tunnel.
  • Attack a guard
  • Try to gain the balcony

Action points, grapples. Action points.


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 doesn't react in time and finds himself constrained by the vine. "Is this what passes for honor and binding of word here?!"


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*

escape artist: 1d20 + 7 ⇒ (1) + 7 = 8

Nalverren finds himself entangled by the vines. As they are not yet tight enough to harm him, he speaks once more.

"You have not made progress in Da'Sheth. If you send us, you've lost nothing. Or you could send more braves to slaughter..."


Rehil - you are in a roughly circular room about 50' across. To the north and south there are two exits. Above the north exit is the balcny, you came in the south exit. In the middle of the room is a circular pit about 10' across. The walls are rough and probably climbable. However, there are ten guards in with you, as well as the occupants of the balcony.

The vines tug those who failed to escape their clutches into the pit.

Currently, I think that's Otto, Wultram and Nalverren. Haven't heard from Vaard so I'm not sure what his action is. Cole broke the grip of the plants and decided to offer a lecture, so...

The vines grip again at Cole.

1d20 + 12 ⇒ (5) + 12 = 17

Wultram, Otto, Nalverren:

Spoiler:
The vines drop you from a short height into shallow water about knee deep. As you lend with a splash, the vines release you. It is much darker in here than above, and your eyes take a bit of time to adjust. But the initial impression is of a large chamber, much like the one above. The smell of rotting vegetation is mixed with a musky animal smell.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey wrote:
Cole broke the grip of the plants and decided to offer a lecture, so…

*Points defiantly at Aubrey* “That’s PROFESSOR Cole to you!” :D

Are there any armed lizardfolk guards within reach of Cole? (Please say yes. And if so, what weapon/weapons?)


Holers:
Otto winces from the pain in his back as the landing was too brutal for his taste.

Angry, he shouts in Draconic at the hole above him: "KEEPER'S CROTCH!!! Throw us some weapons at least! I'll not die without a fight!" then he mutters under his breath: "Dol Arrah guide my hand!"

Not sure Aubrey if the sound reaches up, so I'll leave it in the spoiler. Casting Divine Favor.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Sorry, was working overtime.

sense motives: 1d20 + 6 ⇒ (1) + 6 = 7
Vaard doesn't understand what Cole saw in the lizardfolk's motives.

Vaard shrugs of the vines effortlessly.

"Hold a moment, you skipped over the human's inquiry. If you have had trouble defending Da'Sheth, you cannot truly believe you could conquer all soft-skins, do you?"
diplomacy?: 1d20 + 10 ⇒ (17) + 10 = 27
Nonetheless, given the mood in the room, Vaard adjusts his posture to prepare for a fight.


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*

shouldnt there be more grapple checks to move us?


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)

Why are they talking?

Just want to say that even if I lucked into it, I'm proud to be part of the warrior group who didn't get pulled into the pit. Even if you are pontificating instead of bashing heads.

Aubrey:

Initiative 1d20 + 4 ⇒ (9) + 4 = 13 If the guards are flat-footed, Rehil koshes one and hopefully grabs his weapon.

Rehil keeps moving to evade the vines. He ducks under one and trails its follow-through, popping up behind a guard with his sap shoulder high. His hand drives straight forward and a well-practiced wrist snap ensures maximum velocity of the sap as it strikes the back of the guard's head.

Sap: 1d20 + 6d6 ⇒ (6) + (5, 4, 1, 4, 6, 3) = 29 .... nonlethal damage: 1d6 + 3 + 2d6 ⇒ (5) + 3 + (3, 5) = 16

Hopefully that's enough to put the guard down. Next round Rehil grabs his weapon and dashes for the pit.

If the guards are not flat-footed, Rehil dodges toward a guard between Vaard and Cole and tackles him.

Rehil spins back toward Vaard and Cole. He springs over a vine,steps, and rolls into one of the guard's legs.

Acrobatics to avoid AoO: 1d20 + 10 ⇒ (17) + 10 = 27
CMB to grapple guard: 1d20 + 4 ⇒ (15) + 4 = 19
He's hoping the guard will drop his weapon in the grapple.


Nalverren wrote:
shouldnt there be more grapple checks to move us?

Only of the DM wills it. Which he doesn't.


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

Aubrey, can I get an answer to my question from a few posts up? It'll dictate how Cole spends the next few moments.


Within reach? No, they are standing round the edge. They are carrying clubs and shields.


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

Holers:
Wultram Yells curses damning the chief and the whole tribe into the lower planes. When he finally hits the bottom and manages to get up, he takes a moment to calm himself and take in his surroundings.

A simple spell later and the tree have some light to push the darkness away. "Weapons?" A moment passes as he scrambles through his backpack and holds out two torches. "That is the best I can do, But improvised clubs are better than trying to punch things. My magic can help myself."

Not waiting for the two respond he starts casting another spell this time to make sure that his skin won't be so easily taken.

Cast light and False life.
False life temp hp: 1d10 + 5 ⇒ (8) + 5 = 13
1st: 8/day
2nd: 4/day
Channel: 9/day
Action points: 6
Temp HP: 13 duration 5 hours.


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 take a torch.

Probably can't hide from whatever's down here if it is used to the dark, so fire it'll have to be.


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

Sorry for the delay. At a conference. I thought wi-fi would be available/dependable ... not sure why I thought that. :/

Cole bellows defiantly—at the stubborn, blind chief as well as the turn of events—as his internal war engine grinds to life, and he takes two great strides towards the nearest lizardfolk guard. He tries to rip the spear from its hands, tossing it down to his trapped friends below.

Rage + step toward the nearest armed guard, then try to steal his spear (provoking an AoO, if the warrior isn't flat-footed)
Disarm attempt, action point: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (4) = 20

Then he'll toss the spear down the pit to his friends, and quickly drop down there himself.

If we're able to make multiple actions before we move on, Cole will try to also kick the weapon that was (hopefully) liberated from its previous owner by Rehil, and then will jump down in the hole himself ... making sure he's in a place to defend his teammates.


Cole snatches a spear from the hans of a surprised guard and jumps into the pit.

OK, what are Vaard and Rehil going to do?


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)

Wait for the slow mo resolution of my post on Aug 29?


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Vaard steps between the pit and the shaman, and growls
"You shall not be killing these soft-skins today."

Then he jumps into the pit after Cole.
acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19


I never see stuff in spoilers, especially if they were written nine months ago.

Rehil's sap fells a guard and he grabs a club (in reality, it operates as a morningstar) as it slips from the brave's grasp. He then sprints for the pit.

Down in the pit...

First Cole, then Vaard and Rehil plunge through the ceiling and splash into the mud below. They find Wultram, Nalverren and Otto, equally mud-spattered, crouching in a huddle beneath the small dim glow of a Light cantrip.

A small amount of light filters through from above, but otherwise it is hard to see very far. The smell of rotting vegetation is mixed with an animal musk. There is a low growl somewhere in the darkness and the sound of something splashing through the muck towards the group.


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 bumps from vine to vine, slowing his fall on the way down. He lands lightly, but misses his footing in the mud and falls nearly prone, keeping only his head and left shoulder clear of the muck. He quickly regains his feet, tucks the sap into his belt and hefts the club. A little dis-satisfied he looks enviously at Cole's spear.

Turning to Otto he says, "I thought Koouri was your friend."

So Ashshar is wandering the Finback camp? At least Poomba and Bokehn might get word if we all die down in this pit.


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

As he recovers in the darkness, Cole's eyes shift towards the sounds of growling and splashing. He holds the spear up for the group, "I can fight without this. Someone put it to good use."


Otto mutters a prayer to Dol Arrah: "May these arms be strong, by Your will!" and touches Cole on the shoulder while he takes the spear from him: "thanks!" and crouches low, tip aimed in the direction of the splashes.

Cast Bull Strength on Cole. Brace if I can. Short or long spear?


A huge shape comes sloshing out of the dark. In the half-light it is hard to see it properly at first - a hulking shadow, the glint of teeth or eyes. As it approaches it becomes more distinct, revealing a low-slung, crocodilian body and tail. It has a wedge-shaped head with jaws bristling alarmingly with teeth. And on its back rises a fin or sail, supported by bone spars. And it is big - really big. The totem beast of the Finbacks has come to test the adventurers' mettle.

Knowledge (Nature), DC 13:

Spoiler:
This is a dimetrodon, a particularly large example thereof.

Roll initiative.


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 ⇒ (9) + 1 = 10

"Oh great just bloody great." Wultram notes when he sees the beast trying to get himself ready for any upcoming attacks.


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

Know (Nature): 1d20 + 4 ⇒ (20) + 4 = 24

Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

"Irret described this. A dimetrodon ... a big one."


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 ⇒ (19) + 4 = 23

"How angry will they be after we kill it?"

Rehil moves to the party's right flank.


Otto breaks a smile at Rehil's crack.

Initiative: 1d20 ⇒ 10


Why, is Rehil wearing his trousers particularly low?


Ahahah! Not in that sense... Though may be he does. Do Elves of Khorvaire prefer the hiphop look?


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

I'm not gonna lie .... it took me two or three readings to get that. Apparently I needs more coffee. :/

"Shouldn't have sent us down here."


Otto ir'Kaspardt wrote:
Ahahah! Not in that sense... Though may be he does. Do Elves of Khorvaire prefer the hiphop look?

Rehil's flashing his Calvins.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Vaard lacks understanding of elven fashion.

initiative: 1d20 + 2 ⇒ (5) + 2 = 7


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)

Elvish fashion is currently very Brasilian.

I'll wiggle my ears at the dimetrodon too if it will win us a surprise round.


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*

init: 1d20 + 3 ⇒ (18) + 3 = 21
nature: 1d20 + 11 + 1d6 ⇒ (15) + 11 + (4) = 30

"I need a weapon."


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)

"Here." Rehil thrusts the club at the investigator.


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:
"Here." Rehil thrusts the club at the investigator.

thanks. no finesse for it (so i'm at +3 instead of +7), but i'll take what I can get haha


Map.

Not especially difficult to comprehend. The brown stuff in mud which is difficult terrian if you are medium sized or smaller. It is also quite dark in here - it counts as dim light, so unless you have darkvision or low-light vision enemies have 20% concealment, although any additional light you provide may alter that and you can also attempt to hide in the dark.

You are standing in the middle of the chamber somewhere - K-O/12-16. Please place yourselves. Also, don't forget Ashshar (even though I did in the descriptions above) - he is with you (unarmed). I'll roll his initiative.

Totem Beast initiative 1d20 + 5 ⇒ (14) + 5 = 19
Ashshar initiative 1d20 + 2 ⇒ (15) + 2 = 17

Initiatives
Rehil 23
Nalverren 21
Totem Beast 19
Ashshar 17
Wultram 10+
Otto 10-
Vaard 7
Cole 4

Rehil.


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 O 13. Ashshar K 13.

Rehil looks at the beast, then down at the sap in his hand.

"I'll need to get behind it..."

Delay. Nalverren's up.

I might charge it if I had the curve blade, but to do anything with the sap, I'm going to need sneak attack.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

M12 for Vaard.


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

M15


K14

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