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

Game Master Aubrey the Malformed


2,601 to 2,650 of 6,584 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>

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*

L15. Delay until after totem beast.


Cole?


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

L.12


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

Map updated.

The beast lurches forward through the mud, aiming a bite at Vaard.

1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30 to hit, damage 2d6 + 13 ⇒ (4, 6) + 13 = 23

Well, it's Rehil, or Nalverren, or Ashshar next.


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*

Double move, straight to H11, then to H5 to try and avoid his reach


Initiatives
Totem Beast 19
Nalverren delaying 18+
Rehil delaying
Ashshar 17
Wultram 10+
Otto 10-
Vaard 7
Cole 4

Rehil or Ashshar.

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 sees the beast mangle Vaard and realizes someone has to go first.Merde.

The elf dashes forward along the flank of the totem before the its jaws unclench from Vaard's body. He sights falling crest and guesses at the forward limit of the beast's pelvis and hopes there is a vulnerable patch of spine there.

Ashshar apparently comes to the same realization at the same time. His movements mirror Rehil's.

Acrobatics my way to O10. Then sap it.
Rehil, acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21
Rehil, Sap, I'll let Aubrey decide whether flanking and sneak attack apply: 1d20 + 6 ⇒ (13) + 6 = 19 .... Sap damage, non-lethal: 1d6 + 3 ⇒ (1) + 3 = 4, Sneak Attack, if applicable: 2d6 ⇒ (4, 5) = 9

Acrobatics Ashshar to K10. Then claw it.
Ashshar, acrobatics: 1d20 + 10 ⇒ (1) + 10 = 11
Ashshar claw: 1d20 + 3 ⇒ (12) + 3 = 15 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3, Sneak Attack, if applicable: 1d6 ⇒ 5

Aubrey, just for my information, if I'd charged it before it went, would it have been flat-footed?

Casters, have you got anything for this?

Ashshar:
Lizardfolk Rogue 1 (male)
STR 14, DEX 15, CON 12, INT 12, WIS 13, CHA 8
HP 20, AC 19, BAB +1, Init +2, Move 30 (Swim 15), Align N
Fort +4, Ref +4, Will +1, CMB +3, CMD 15
Skills: Acrobatics (3 ranks) +10, Perception (3 ranks) +7, Profession (Canoeist) (2 ranks) +6, Stealth (3 ranks) +9, Survival (2 ranks) +6, Swim (2 ranks) +13
Feats: Multiattack, Skill Focus (Stealth)
Special: Hold Breath, Sneak Attack +1d6
Attacks: Morningstar / +4 to hit / damage 1d8+2 and Bite / +1 to hit / damage 1d4+1
2 Claws / +3 to hit / damage 1d4+2 each and Bite / +1 to hit / damage 1d4+1
Javelin / +3 to hit / damage 1d6+2
Equipment: MW Morningstar, MW Heavy Wooden Shield, 10 Javelins, Quiver, Potion of CLW, Potion of Bear's Endurance, Battle harness and pouches


I should probably remind you that you retain all your other gear besides weapons and shields. That includes various potions and so 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)

Aubrey, looks like we cross-posted. I fixed the stats on Ashshar's rolls in my post above.


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 I can land a spell yes.

"Can't say I much prefer this company to one upstairs." The mage notes as he starts casting a spell. Not long after shadowy forms of energy travel to the beasts eyes. Wultram decides to stay put so the light source remains with the main group.

Blindness/deafness: Blindness option, duration permanent, DC 20 fort negates.
SR check in case: 1d20 + 5 ⇒ (5) + 5 = 10 I guess I better hope it does not havc it.
1st: 8/day
2nd: 3/day
Channel: 9/day
Action points: 6
Temp HP: 13 duration 5 hours.


Yes, it was flat-footed. But you couldn't charge because of the terrain. It can charge because the terrain doesn't affect it so much.

Nice use of the Elvish language, by the way. Or a homage to Will?

Rehil tries to dodge the snapping jaws, but the mud slows his movements.

Acrobatics check not enough to dodge the AoO
1d20 + 13 ⇒ (16) + 13 = 29 to hit, damage 2d6 + 13 ⇒ (4, 2) + 13 = 19

But even as the saw-like teeth lacerate him, he slams it on the side with his sap. As Rehil distracts the beast, Ashshar worries at its softer belly with his claws.

Wultram intones his spell.

Saving throw 1d20 + 14 ⇒ (3) + 14 = 17. Probably evens things up a bit.

The creature bellows, suddenly unable to see. It roars again as Cole punches into its side.


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

Sorry, Rehil, I would have gone first, but couldn’t do much posting over the weekend. If you want to request that Rehil went after Cole, that’d be fine by me.

Cole rushes around the side of the massive creature, circling along behind Ashshar to find an opening. Then he slams his shoulder into its hide with as much force as he can bring to bear.

"We must down it quickly!"

Move to K.9, then Slam it (including Flank, Power Attack)
Slam, Action Point: 1d20 + 12 + 2 - 2 + 1d6 ⇒ (6) + 12 + 2 - 2 + (3) = 21
miss chance: 1d100 ⇒ 32
damage: 1d4 + 12 + 6 ⇒ (3) + 12 + 6 = 21

EDIT: using an Action point on the attack roll.


Cole, could you check your damage. In particular (1) Power Attack only gives a +3 bonus per point of To Hit sacrificed on two-handed weapons, I believe, and (2) where's that extra +12 to damage come from - is that a copy error from the To Hit roll?

Initiatives
Totem Beast 19
Nalverren delaying 18
Rehil 17+
Ashshar 17-
Wultram 10+
Otto 10-
Vaard 7
Cole 4

Hmm, just noticed Cole got completely carried away there, as both Otto and Vaard go before him, but we'll gloss over it. After all, it's not the first time...

Otto.

Map updated.


Otto watches the carnage with dread in his eyes. Trying to fight the fear gripping at his heart, he shouts to his sacrifice companions: "The beast has tasted fear. It's eyes are gone! Close in and bring it down!"

Inspire Courage +1 hit and damage (competence), charm and fear (morale).
Move to J11.

It seems to work, for his stiff legs now listen to him and he waddles his way forward, spear in hand.

Is it a longspear, or regular? Just want to know if Otto has reach.


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

Sorry. I got excited. If you’d prefer to either wait to adjudicate Cole’s action, or have me take the actions over altogether at the appropriate time, I’m fine with that.

As to the bonuses, Cole has rage + Bull’s Strength rolling, giving him a current Strength score of 26 (+8 modifier).
• Attack roll: 4 bab + 8 str - 2 power attack + 2 flank.
• Damage: as a creature attacking with its only natural attack, Cole gains 1.5 strength mod on the damage roll and adjudicates Power Attack at the -1/+3 (or in this case -2/+6).

Sources:
natural attacks (specifically: “If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.”)
Power Attack (specifically: “This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.”)


It's a shortspear, so no reach. It is J11 you want - that's out of your reach but within its reach, which doesn't seem like a great place to be?

Vaard.


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

I'll make an effort not to jump initiative any more. Sorry for the repeated offense.


Sorry, I11.


Cole. wrote:

Sorry. I got excited. If you’d prefer to either wait to adjudicate Cole’s action, or have me take the actions over altogether at the appropriate time, I’m fine with that.

As to the bonuses, Cole has rage + Bull’s Strength rolling, giving him a current Strength score of 26 (+8 modifier).
• Attack roll: 4 bab + 8 str - 2 power attack + 2 flank.
• Damage: as a creature attacking with its only natural attack, Cole gains 1.5 strength mod on the damage roll and adjudicates Power Attack at the -1/+3 (or in this case -2/+6).

** spoiler omitted **

Ah, cool. That's fine. We'll run with it for the moment.


Map updated.

Vaard.


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:

Sorry, Rehil, I would have gone first, but couldn’t do much posting over the weekend. If you want to request that Rehil went after Cole, that’d be fine by me.

...

It's ok. I figured somebody had to eat the AoO anyway. Keeping Cole or Vaard in the fight will be a lot more important than keeping Rehil in it.

Aubrey wrote:
Nice use of the Elvish language, by the way. Or a homage to Will?

Just verbalizing my reaction to the hurt it laid on Vaard. I do like the scene from Matrix 2 where the Merovian(?) talks about French cussing.


Vaard.


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

Vaard widens his stance, stretching his claws offensively.
Swift action, assume Outer Sphere stance.

He steps forwards five-foot-step to M11 and growls as he bites and claws at the totem beast.

bite: 1d20 + 6 ⇒ (4) + 6 = 10
1d4 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8

Claw: 1d20 + 4 ⇒ (17) + 4 = 21
1d4 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11

Claw: 1d20 + 4 ⇒ (15) + 4 = 19
1d4 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8


Vaard flings himself upon the beast, scratching and biting.

Having been pummeled by Cole, the creature turns on its tormentor which serves his right for stepping out of initiative order).

The beast can't see, but it has scent so it knows what square everyone is in. Hence it can detect Cole, especially as he probably smells weird. However, it still has a 50% miss chance.
Miss chance - 0-50 is a miss, 51+ is a hit: 1d100 ⇒ 42
Bite 1d20 + 13 ⇒ (17) + 13 = 30 to hit, damage 2d6 + 13 ⇒ (4, 3) + 13 = 20

Initiatives
Totem Beast 19
Nalverren 18
Rehil 17+
Ashshar 17-
Wultram 10+
Otto 10-
Vaard 7
Cole 4

Nalverren.


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)

Can't imagine Nalverren will do anything that changes Rehil's action so I'll go ahead and post Rehil and Ashshar behind this spoiler.

Aubrey!!!!!! Look here! ;-p:

Rehil sidesteps aft along the beast's flank and tries again.

Sap, flanking: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22..... nonlethal damage, sneak attack: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (1, 2) = 12

Ashshar barrels right in against the beast's body, biting and scratching.

Claw, flanking: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21..... nonlethal damage, sneak attack: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8
Claw, flanking: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24..... nonlethal damage, sneak attack: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8
Bite, flanking: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9..... nonlethal damage, sneak attack: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9


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 moves 30ft right and throws a flask of flesh-eating acid at the creature.

ranged touch: 1d20 + 7 ⇒ (10) + 7 = 17

not sure on damage, we never decided on that when the acid was made.


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 takes a step forward as he starts casting another spell, hoping that now that the beast has lost it's sight they can swarm it with numbers.

5ft step to M14
Summon undead 1, casting time 1 round so nothing happening before the beginning of my next turn.
1st: 7/day
2nd: 3/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 wrote:

Nalverren moves 30ft right and throws a flask of flesh-eating acid at the creature.

[Dice=ranged touch]1d20+7

not sure on damage, we never decided on that when the acid was made.

it was made with DC 28 alchemy check on pg20


Looks like I'm next!

Otto keeps bolstering his companions as they successfully encircle the beast: "The saurian sits surrounded without sight! Hardy Friend! It's time is near!"

Maintain IC round 2.

Concealment: 1d100 ⇒ 57

He steps forward, splashing in the muck, and pushes the tip of his point forward with both hands.

2-handed Shortspear w/ PA, IC and DF: 1d20 + 5 - 1 + 1 + 2 ⇒ (12) + 5 - 1 + 1 + 2 = 191d6 + 3 + 3 + 1 + 2 ⇒ (2) + 3 + 3 + 1 + 2 = 11


Don't forget Inspire Courage!


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, please note I forgot inspire courage in the spoilered action from May 2014. (=-D ) +1 to hit and damage on the rolls, please.


The acid does damage like acid, so 1d6 acid damage and 1 point of damage to everyone within 5' (which I'm sure will please your fellow party members - Rehil, Vaard, Ashshar and Cole all take a point of damage) - please roll damage. However, the terrain is difficult so you can only move 15'.

Nalverren throws the acid he crafted at the beast, which blisters its skin most satisfactorily.

Rehil savages the beast with his sock filled with pebbles, while Ashshar continues to tear and bite.

As Otto steps forward, the beast snaps in his direction.

Otto cops the AoO for this round
Miss chance - 0-50 is a miss, 51+ is a hit: 1d100 ⇒ 23
Bite 1d20 + 13 ⇒ (17) + 13 = 30 to hit, damage 2d6 + 13 ⇒ (3, 6) + 13 = 22

Avoiding the jaws, Otto plants his spear in its shoulder.

Map updated.

Vaard.


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*

Throw Splash Weapon:

long story short from the link below, I should be able to throw at N8 and not splash allies. barring your Rule 0, of course. I should have specified in my original action, but I have never actually had this come up before.

Throw Splash Weapon
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as the damage from the rogue's sneak attack class feature).

acid: 1d6 ⇒ 4


Shaking off the minor amount of acid, Vaard continues to claw and bite at the beast.

bite: 1d20 + 6 ⇒ (2) + 6 = 8
1d4 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9
claw: 1d20 + 4 ⇒ (17) + 4 = 21
1d4 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13
claw: 1d20 + 4 ⇒ (20) + 4 = 24
critical confirm: 1d20 + 4 ⇒ (19) + 4 = 23
1d4 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8

critical extra damage?: 1d4 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11

Sorry for the delay.


Cole.


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

Clutch spell-choice, Wultram!
And 1 acid splash damage recorded.

The massive creature’s teeth snap shut within inches of Cole’s neck and shoulder. Cole responds by grabbing the scales protecting the beast’s snout with his left hand—creating leverage—and driving his other fist as far into its eye socket as he possibly can.

2nd verse, same as the first (this time with Inspire Courage!)
Slam: 1d20 + 12 - 2 + 2 + 1 ⇒ (20) + 12 - 2 + 2 + 1 = 33 <— CRIT?
Miss Chance, 21+ is a hit: 1d100 ⇒ 60; HIT!
damage: 1d4 + 12 + 6 + 1 ⇒ (4) + 12 + 6 + 1 = 23
crit confirm: 1d20 + 12 - 2 + 2 + 1 ⇒ (19) + 12 - 2 + 2 + 1 = 32
add'l damage: 1d4 + 12 + 6 + 1 ⇒ (1) + 12 + 6 + 1 = 20


Cole punches the thing in the head. There is a sharp crack and it slumps sidewise, spattering everyone with mud.

End of combat - 400xp each.


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 finishes off his spell figuring he might as well danger is probably not over. "Stay still." He notes to the skeleton that forms next to him. "Cole remind me not to get into a fistfight with you."

The mage then let's his gaze travel across the group. "Everyone alright?...We should probably get going as soon as possible, let whatever else may dwell here get their easy meal."

Skeleton stays around for 24 seconds so I doubt it will ever become relevant but makes sense IC.


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*

"Let us hope they wont become petulant now that their s%$$-pit beast is dead."

nature: 1d20 + 11 + 1d6 ⇒ (17) + 11 + (6) = 34 to see if i can think of anything useful (alchemically) to pull from the beast

Nalverren, once sure the beast is dead, will try to pry out a tooth from the jaw of the beast.


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

"Hrm, I suspect they will be petulant about our survival. They were going to be so whether we killed it 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)

Sooo glad Cole's on our team.

"I don't know about petulant, but I think they'll be pissed."

Rehil punctuates his statement by driving the sap into the beast one last time.

You can't be too careful around spirit beasts.

The elf quickly scrambles up on top of the body to stare at the balcony above, slowly bows, and standing straight once more, unleashes a torrent of elven.

Elven:
"Mighty king, surely you have more wit than Oula who doomed your warriors to our blades while he and his archers cowered on the far bank of the river?

We are the shore on which the waves of battle break and wash away. We slew your great champion on the river and now your spirit beast in this pit. But we asked for none of these battles.

Honor the bond plighted us by sage Irret and accept our friendship.

Or listen to the Poisondusk. He is well-named for his counsel leads to death and darkness."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Wultram Denka wrote:
"Cole remind me not to get into a fistfight with you."

Cole rips his arm free of the creature’s eye socket, “I was going to say the same of you. I’d think it’s hard to fight while blind.”

He steps back from the dead dimetrodon, letting Rehil finish his elven diatribe before adding his own thoughts.

(In Draconic) “Great Chief, what more will you lose before you listen to us? To reason? Irret respects your strength. Kuoori respects your authority. That one,” he points up at the poisondusk shaman, “speaks lies into your ear and turns a blind eye to the deaths of your braves.”


The chief's eyes bulge in fury as the beast falls, and he pound the rail on the balcony with his fists hard enough splinter the wood. Rehil triumphant, if (to the lizardfolk) incomprehensible, rant and Cole's calmer address do little to assuage him. He gives a gurgling incoherent roar which gradually resolves into words.

"KILL THEM! KILL THEM ALL!"

Finally Koouri speaks. "Great Chief, this is a powerful omen - the spirits are speaking to us. The death of out totem means that they are angry with us. It would be foolish to slay the strangers until we divine the meaning.

"They came here in peace, under the binding truce. But you broke the bond, under the advice of Jageela. But now the beast is dead, and so the tribe is weakened. It seems the spirits protect these strangers. Would you anger them more?"

As Ylyeshshi rounds her, Chief Zejj speaks up too. "It seems to me that Koouri speaks much sense. If the spirits desert the Finback tribe, we will be unable to conquer the humans in Da'sheth, or anywhere. Once we understand what the spirits would have us do, then we can consider the fate of these softskins." He looks to the others, who murmur their assent.

Chief Ylyeshshi stares at Koouri, breathing hard. Jageela squeaks, "Great Chief -" he begins but Ylyeshshi cuts him off.

"Silence!" Jageela gulps but his blackscale henchman looks vaguely amused. The chief stares down into the pit. "Bring them out. Hold them at my pleasure." He looks back at Koouri. "I want to understand what this means." With that, he stalks out.

Koouri and Zejj exchange an inscrutable look, and he turns and follows the Chief Ylyeshshi, the others filing out in his wake. Koouri calls down to the guards. "Get them out."

Ropes are cast down through the hole, inviting the adventurers to climb out.


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

Cole steps forward to climb out first. He mutely enjoys the amount of effort the lizard-warriors must exert to brace the ropes against his frame's immense weight. Then he turns to watch over those responsible for his crew-mates' ascension. As he waits, watches, and helps as necessary, he gives a nod to Kuoori.


As the scene unfolds above them, Otto can't help but be enthralled by Koouri, subtle play. A deadly diplomat! he thinks to himself.

For a long moment, he holds his breath as the chief makes his decision, to finally allow for a shy smile as he recognizes they will not be sent to Dollurrh.

Not yet anyway...

With visible efforts and pain, he climbs out of the pit, muttering words of thanks to the 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

Wultram hesitates but does climb up with the others. The mage is well beyond even trying to hide his disgust and hate. It seems to be taking a lot of his mental faculties to just keep his tongue still.


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 climbs easily back up the ropes.

Reaching floor level he glares up at the departing dignitaries. He waits until Ylyeshshi is gone before offering in a loud, but sweet voice,

"Jagheela!

Elven:
"Suck eggs!" And he hopes it stings!

Then he looks over at Cole and his brow furrows. "I'm not sure what you're doing there, but I am sure you're doing it wrong."

I make it 6,515 xp after dimetrodon spirit-beast


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

That's the XP total I have, as well. And I'mnot sure what Rehil is referring to. Do you mean Cole looked like he was climbing wrong?


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)

Nodding at Koouri.


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

Ha! Gotcha.

"She saved our lives." He shrugs, "Or at least the effort we'd have used killing waves of lizardfolk."

1 to 50 of 6,584 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Aubrey's Other Eberron Campaign - The Unbinding All Messageboards

Want to post a reply? Sign in.