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

Game Master Aubrey the Malformed


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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 runs toward the battle.

Move to Q8.

Cole. wrote:

“I’ve only seen the other races dance as a precursor to copulation,” Cole says as he steps up into the fray, dropping his shoulder to drive it into the nearest lizardfolk.

“My kind don’t do that.”

"As a rule, I'm not that kind of elf either. Unless she's pretty."


Otto curses at his slowness, hurrying to finally rejoin the group's frontline.

"Press on!" he admonishes, bolstering them.

2x move behind Rehil. Maintain Inspire Courage.


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 strides forward, briefly thinking about pulling out his bow, but decides against risking hitting something else. "Out numbered 7 to 1 and you are not even good enough to be eaten what chance do you have!" The mage shouts in draconic trying to shake the warriors resolve.

Intimidate to demorilize DC 10+HD+Wis: 1d20 + 10 ⇒ (3) + 10 = 13

Move to Q11.


Initiative
Rehil 21
LB2 20
Nalverren 18
Cole 13+
Vaard 8
Ashshar 7
Otto 4
Wultram 3

Rehil.

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's attention slips from Cole to Ashshar as the lizardman moves by. He moves bodily to track the allied lizardman's motion. This continues his spin and momentum leaves him facing the enemy lizardman again. He flips his blade reflexively in a lunge at the lizardman's throat.

"I thought we finished that dance...."

Curve blade, favored enemy, inspired courage: 1d20 + 6 + 2 + 1 ⇒ (15) + 6 + 2 + 1 = 24 ... damage, favored enemy: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7

At the apex of his lunge he cries out, clutches his side and drops to the floor, where he lies groaning.

HP -1. Bad gamble, guys. I thought if I could kill him then he wouldn't get a shot at anyone else. I should have just 5' stepped out of the way.


Nevermind - the party has a proper healer now, rather than a guy who only heals his dog, so you should be back on your feet in a jiffy.

Rehil cuts the warrior across the chest before succumbing to his wounds. Although injured, the lizardman fights to the death for his chief.

LB2 attacks Nalverren.
1d20 + 6 ⇒ (13) + 6 = 19 to hit, damage 1d10 + 7 ⇒ (7) + 7 = 14

Initiative
Rehil 21
LB2 20
Nalverren 18
Cole 13+
Vaard 8
Ashshar 7
Otto 4
Wultram 3

Map updated.


Nalverren.


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 stabs at LB2

1d20 + 9 ⇒ (7) + 9 = 16
1d6 + 2 ⇒ (1) + 2 = 3


Nalverren nicks the warrior with his blade.

Cole.


A bit of an extended silence from Cole - someone take his turn, please.


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

My apologies. And since Cole is such a silent ass, I'll go ahead and take his turn. :D

Cole steps up and kicks at the lizard warrior, struggling to avoid Rehil's unconscious body in the melee.

5' step to melee, then power attack slam
slam: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
damage: 1d4 + 6 + 6 ⇒ (3) + 6 + 6 = 15


Cole manages to kick a hole in the wall but doesn't connect with the lizard-warrior.

Vaard. Just to let you know, you can occupy Rehil's square since he is lying unconscious in it.

Map updated.


Vaard barrels forwards to R9, stepping over Rehil towards the remaining lizardfolk, and biting:
bite: 1d20 + 6 ⇒ (14) + 6 = 20
1d4 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11


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)

That has promise, although I usually recommend against leading with your face.


There is a crunch as Vaard bites down on the Finback brave's face. It gives a muffled groan and falls to the ground.

End of combat. 800xp each.


"Well done, but I expect more trouble is coming. Best to keep moving, but whereto?!" asks Otto as he finally joins back the group.

"Oh, and let's try to stay together, mmh?"


Anyone going to heal Rehil?


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

Who?
I kid. I kid.

Cole pulls one of the vials from his waist, pouring the contents down his throat.

Vial of Repair Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
50/53 hp now.

Cole nods in the direction the brave earlier called his warning. "Agreed. Ready when you are." He looks down at the group's unconscious scout, "The time for scouting may have passed. I can lead."


"I think he needs more than that... Don't move. Your path is just and He can see." Otto says as he approaches Rehil and touches him, transferring divine healing through the elf's mortal shell.

CMW: 2d8 + 4 ⇒ (3, 8) + 4 = 15


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

"Staying together, yes, that would be desirable."

Aubrey:
Does Vaard know anything about this area by virtue of having lived nearby-ish?


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

Otto: Cole didn't give Rehil the Repair potion. That was for Cole. I don't think Rehil would appreciate the warforged pouring motor oil down his throat while he's unconscious. ;-D


Ahahah! Completely misread that one!


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*
Cole. wrote:
Otto: Cole didn't give Rehil the Repair potion. That was for Cole. I don't think Rehil would appreciate the warforged pouring motor oil down his throat while he's unconscious. ;-D

i was thinking the same thing, i saw "repair light wounds" instead of "repair light damage" and thought you were making a joke, haha! was gonna do a heal check on Rehil but looks like a potion has already been administered to him.


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

Oh, then my bad for misnaming it.

Also, if the group is up for switching to a louder/battering ram approach moving forward, Cole will lead out ... following the direction that one lizardfolk shouted the warning. (which I believe was up on the map)


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

Yeah I think time for stealth is over.

"Rehill you alright now?" The mage asks taking the last few strides to get into the main group. "Sooner or later the enemy will gather what is going on. I say we push forward with good speed and resolve this matter. Once the chief is dead only those with personal affection towards the chief will have a reason to continue hostilities." Wultram notes.


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)

Healed by Otto's spell, Rehil comes around.

Wultram Denka wrote:


"Rehill you alright now?" The mage asks taking the last few strides to get into the main group. "Sooner or later the enemy will gather what is going on. I say we push forward with good speed and resolve this matter. Once the chief is dead only those with personal affection towards the chief will have a reason to continue hostilities." Wultram notes.

"I am thanks to our new friend here," Rehil rises gingerly to his feet and stretches his side carefully.

The elf bows slightly, "Thank you, Otto. The dark was calling."

Standing straight, he wipes his curve blade clean in two smooth passes over his sleeve and sheathes it.

Definitely past stealth time. It's hammer time now. Put Vaard and Cole up front. Rehil can hang out in the rocking chair and ply his bow.

7781 XP?

14/37 hp


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

7,781 is what I have, as well.

Cole nods to the revived elf, both at his survival and at his words. Then with one last wordless check to see that the group is ready, he stomps forward, unblinking eyes scanning for the inevitable ambushes to come.

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


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 cedes the lead to the warforged. He readies his bow and fits an arrow to the string.

He nods to new point men and tilts his head down the passage.


Marching order Cole, Vaard, Nalverren, Wultram, Otto, Rehil , Ashshar or something like that in a tight group.


OK - which way?


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

Cole marches into the next chamber, pausing to look down both forks.

Will that previously rolled 26 on Perception give us any clues as to which direction might be the path towards Big Chief Already-Dead?

Or, before that last fight was joined, was Rehil able to see from which direction those ambushing braves came?


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)

I think in the original combat map the lizard folk were mostly to the right, unless Aubrey provides us a different clue, that's the way I would go.


Standing at the back of the room, between the two passages, stands Chief Ylyeshshi. (Yeah, so much for Cole's Perception check...) With one hand he grips a rope, at the end of which snaps and strains a lizard the size of a pony. He growls.

Draconic:

Spoiler:
"So Koouri betrayed me in the end."

He releases the rope and the lizard darts forward.

Roll initiative.

Map updated.


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

Initiative: 1d20 + 1 ⇒ (3) + 1 = 4


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

At the chief's voice, Rehil's head snaps up and his bow follows.

Aubrey, a funny thing just occurred to me. Are the steel lizardman bane arrows reusable?


Per the core rules, if you miss ammunition has a 50% chance of being destroyed. If you hit, it is automatically destroyed. If that helps.


Initiative: 1d20 + 0 ⇒ (10) + 0 = 10


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

initiative: 1d20 + 2 ⇒ (20) + 2 = 22


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*
Aubrey the Demented/Malformed wrote:
Per the core rules, if you miss ammunition has a 50% chance of being destroyed. If you hit, it is automatically destroyed. If that helps.

there are Durable Arrows that cost 1gp each, if i remember correctly. They either have a lower chance of being destroyed or they just don't get destroyed, I don't recall.

also, if an arrow is described as something (like steel) that typically means the head, not the shaft (which is what typically breaks or contorts beyond standards of use when the arrow is "destroyed"). So an Obsidian Arrow would just be an obsidian arrowhead on a wooden shaft, not an entire arrow made of stone.

init: 1d20 + 3 ⇒ (18) + 3 = 21


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 not sure if the magic is spent regardless of hit or a miss orthe survival of the arrow.

Init: 1d20 + 1 ⇒ (5) + 1 = 6 Using action point AP bonus: 1d6 ⇒ 6


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*

it was always my understanding, though perhaps this was someone's house rule, that if the arrow missed and was found to be intact, it still had the magic. Hit always expends the magic, and destruction always expends the magic.


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 Initiatve 1d20 + 2 ⇒ (6) + 2 = 8

I only brought it up because of the steel. I thought the arrows might be durable. And it was funny because I left two of them at the river ambush without looking for them. I'm sure the magic's gone after one hit. I'm not sure about misses.


My take - if the ammunition isn't destroyed, the enchantment should still be in place and therefore reusable. If the ammunition is destroyed, clearly it is no longer useable. Arrows which hit are automatically destroyed so there is no question of the magic being "used" twice. Steel arrows could easily become useless since they could bend, and hence destroyed.


Ylyeshshi readied an action to release his lizard when the party came into sight, so he and the lizard go first.

Initiative
Ylyeshshi and Lizard 23
Vaard 22
Nalverren 21
Wultram 12
Otto 10
Rehil 8
Cole 4

The lizard hurls itself forwards, hissing loudly and extending its neck frills and it charges at Vaard.

Vaard - Will save DC 13 or you are Shaken for 1d6 ⇒ 6 rounds. It then attacks you.
1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 to hit, damage 2d6 + 5 ⇒ (3, 6) + 5 = 14

Map updated.

Vaard.


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

will save: 1d20 - 1 ⇒ (4) - 1 = 3
The lizardfolk's hiss causes Vaard to tremble in fear. Nevertheless, he widens his feet into an Outer Sphere stance swift action.

Pushing through the pain from the impact, the cold sun bites and claws at his oversized assailant:
bite: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
1d4 + 3 + 1d6 ⇒ (3) + 3 + (3) = 9
Claw 1: 1d20 + 6 - 2 - 2 ⇒ (8) + 6 - 2 - 2 = 10
1d4 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8
Claw 2: 1d20 + 6 - 2 - 2 ⇒ (17) + 6 - 2 - 2 = 19
1d4 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10


Vaard sinks in his teeth and scores a long bloody rake along the creature's flank.

Nalverren.


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*

acrobatics: 1d20 + 3 + 1d6 ⇒ (16) + 3 + (2) = 21

Nalverren will double move (at half speed) clockwise around the creature, attempting to dodge any retaliatory attacks, to end up in R9. (spent 1 point of inspiration)


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 assumes a an attentive stance trying to use his companions to not give any openings while he casts his spell. Soon the ghostly tendrills from before emerge again trying to lash at the lizards eyes. Hoping that his spell was effective he strides forward, trying to set up his companions up for an attack.

Cast defensivly, action point used: 1d20 + 11 + 1d6 ⇒ (5) + 11 + (3) = 19 Success
Cast Blindness/deafness using blind DC 20 fort to negate. Then with move action go to T9

Action points: 5
Spells: 1st: 6 2nd: 4


The lizard snaps at Nalverren.

Not quite enough to get round without an AoO
1d20 + 9 ⇒ (2) + 9 = 11 to hit, damage 2d6 + 5 ⇒ (6, 2) + 5 = 13

Lizard's Fort save 1d20 + 11 ⇒ (16) + 11 = 27

The lizard is unimpaired by Wultram's spell, but occupied as it is in biting at Nalverren, he manoeuvres around it successfully.

Otto.

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*

well, glad THAT missed, and gave Wultram the opening.


Otto steals himself as he prepares for battle. He starts by calling his companions to task: "We are here Companions! In this place we either get our freedom, or die trying. I say Freedom!!!"

Inspire Courage +1

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