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

Game Master Aubrey the Malformed


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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 would need to check to make sure, but I think he is at full after those 2 channels.


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)

"Beidh muid bás le chéile!"

Rehil sprints across the base of the tower. His curve blade flies overhead, and slashes down at the neck and shoulder of the righthand warforged.

Charge to U36.

[ Curve blade v W20, inspire courage: 1d20 + 9 + 2 + 2 ⇒ (10) + 9 + 2 + 2 = 23 ... damage: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Elven:
We shall die together!

I've got Otto at 40/51 hp. Rehil at 30/44.


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

Seems to match. I was probably counting the channels twice in my memory.


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

As the magus to zap him with electricity, Vaard attempts to step out of harms way.
Immediate action: Counter Step to move away from the magus. I'm a bit confused since C2 isn't anywhere near Vaard, but you have him using a touch-range spell on me. Was C2 in a different place when he attacked? Did you mean for him to attack Ashar instead? (In the latter case, I'll revise this action to use Warning Roar instead.)

Counter Step:
Discipline: Broken Blade (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

With a twist of his body or a nimble hop, the disciple of the Broken Blade avoids a blow with a practiced step. The initiator makes an opposed Acrobatics check against an attacker's melee attack roll. If successful, the initiator may make an immediate 5 ft. step to a location that is not being threatened by his attacker without provoking attacks of opportunity. If no such square exists, then this counter cannot be used.


acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
But he isn't fast enough to avoid being hit.


Sorry, it's not Vaard, it's Ashshar - I got confused between my various lizardfolk. Vaard can choose a different action based on the fact he's not been zapped by the officer.


Initiative
Rehil 23+
Wultram 20+
Nalverren 20
Vaard 20-
W15-19 17
W7-14, C2 16
Ashshar 15
C3, W21-24
Eshseth 11
Otto 7+
Skelly 7-
Cole 4+
W6, A, C1 and Arcane Ballista 4-
W1-5 3

Map updated.

Rehil slashes across the warforged's chest, slicing through woody fibres beneath its chest plate.

Right, I think we got a little out of order there. I think it's Wultram, then Nalverren, then 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)

Between Rehil and Cole, I'd have thought that W9 would be dead now.


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

Skeleton should be at AC-35.

"This was a failure. Retreat!" Wultram yells out in draconic, hoping that at least will conceal it for some. He then forces himself to concentrate on a spell despite the pain before rushing towards the jungle.

False life(-1 since standard action while at 0hp), the move to AB-39. Didn't bother with spoiler in draconic since unless I am mistaken everyone in the party speaks it.

False life: 1d10 + 5 ⇒ (10) + 5 = 15

Temp hp: 15
Action points: 5
Spells: 1st: 8/day 2nd: 1/day
Skelly HP 56/59


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 places the flaming sphere in AG27, and lets it burn as he moves to retreat. South three squares

fire: 3d6 ⇒ (3, 3, 6) = 12 to arcane ballista, and ignites flammable substances; DC 16 reflex negates


Reflex 1d20 + 3 ⇒ (12) + 3 = 15

Nalverren's sphere of fire scorches the ballista.

Vaard.

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)

Aubrey:
Is W7 still standing? He has taken either 22, and W8 has taken 7; or W7 has taken 29 hp. I try not to metagame too much, and so I haven't counted how many hp the enemy 'forged are taking to die, but my feeling is mid-twenties.

I hate to harp on it, but you didn't say anything in reply when I mentioned it a while back.


Rehil:

Spoiler:
I don't have my book with me right now, but I have been keeping track of damage, it it should be OK.

Someone take Vaard's turn, please.


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

With the way cleared, Vaard runs in to the east tower and attacks the nearest creature he can reach, hoping to stagger his target.

What is the inside of the tower like? Do I have to go up stairs before being able to hit anyone?

If he can get into melee range of any of W15-W18, he uses Dizzying Venom Prana as a swift action and one claw attack for his standard action.

Dizzying Venom Prana:
Discipline: Steel Serpent (Boost); Level: 1
Initiation Action: 1 swift action
Range: Next melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fort negates

By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability.


claw: 1d20 + 8 ⇒ (13) + 8 = 21
1d4 + 1d6 + 4 ⇒ (2) + (4) + 4 = 10


I think the plan has changed to "Run!" rather than trying to capture the towers. The doors are closed and made of stone. Opening them would be a standard action. You won't get anywhere near W15-18, they are on the top of the tower, 60' up.


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

Ah, right....
Vaard dashes southeast, towards Wultram and the others.
Full round action: Withdraw to AH36.


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 should be in AB-39.


W15 and W16 shoot at Ashshar, W16, W17 and W178 shoot at Vaard.
W15 1d20 + 5 ⇒ (8) + 5 = 13 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W16 1d20 + 5 ⇒ (5) + 5 = 10 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W17 1d20 + 5 ⇒ (7) + 5 = 12 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
W18 1d20 + 5 ⇒ (8) + 5 = 13 to hit, damage 1d8 + 2 ⇒ (6) + 2 = 8
W19 1d20 + 5 ⇒ (5) + 5 = 10 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3

W8 and W9 attack Cole.
W8 1d20 + 4 ⇒ (17) + 4 = 21 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3
W9 1d20 + 4 ⇒ (8) + 4 = 12 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3

The human officer backs away from Ashshar and Eshsheth, heading for the distant towers.

Withdrawal action.

Ashshar.

Map updated.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Seizing the opportunity, Ashshar follows suit and runs to the water again.

Run action, moving to AW22 and I'd still have a few squares of swimming left


As Rehil pulls his blade free from the wound he has inflicted, the warforged staggers back. Both raise their bows to fire point blank at the elf.

W20 and W21 shoot at Rehil. W22, W23 and W24 shoot at Otto.
W20 1d20 + 5 ⇒ (15) + 5 = 20 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
W21 1d20 + 5 ⇒ (2) + 5 = 7 to hit, damage 1d8 + 2 ⇒ (2) + 2 = 4
W22 1d20 + 5 ⇒ (14) + 5 = 19 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3
W23 1d20 + 5 ⇒ (11) + 5 = 16 to hit, damage 1d8 + 2 ⇒ (7) + 2 = 9
W24 1d20 + 5 ⇒ (9) + 5 = 14 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3

Eshsheth, then Otto, then Skelly.

Map updated.


Someone take Eshsheth's and Otto's turns, please.


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

Eshsheth runs into the water after Ashshar.

Not sure how transiotion from land to water works in rules but essentially moving as far as possible into the water.

Otto moves after Nalverren and then gets ready to channel more positive energy should someone fall and be within his area of influence.

Move to 42-X and readied action to channel.

Skeleton takes a pot shot at one of the warforged advancing on Rehil before moving to edge of the forest.

to hit W21: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 1d8 ⇒ 7
Confirm: 1d20 + 7 ⇒ (8) + 7 = 15 extra damage: 2d8 ⇒ (8, 3) = 11

Move to 39-AC


The skeleton's arrow sinks into the woody area just below the warforged's breastplate. It makes a strangle warble as it staggers in a quarter-circle before partially recovering itself.

Cole. He said he might be unable to post as he's moving house. Someone take his turn please, so we can hopefully complete the "strategic withdrawal" before I go on holiday.


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 rams his shield at his opponent again to create space for his withdrawal. He backs swiftly toward the trees, warding Wultram's retreat.

Continue Rage. Shield slam W.9 (w/ power attack), followed by move to AA39. Mods: rage, power attack
shield slam: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12

shield slam, Crit Confirm: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11

It would be against the badly wounded one.


Cole hits the warforged so hard its head nearly comes off and it sprawls on its back, unmoving.

W9 utterly destroyed.

The ballista is somewhat lost for clear targets, so it swivels to the only enemy in plain view - Vaard.

Arcane ballista attacks Vaard.
1d20 + 6 ⇒ (6) + 6 = 12 to hit, damage 4d8 + 3 ⇒ (6, 4, 7, 1) + 3 = 21 plus 1d8 ⇒ 4 fire damage

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 steals a glance over his shoulder. The field seems to be clearing fast.

"Remember I did not kill you." The elf steps back, flips a quick salute to the warforged with his sword and dashes for the woods.

Double move to W41, covering Otto.

Last one to the woods is a pincushion!


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

Little late for that Rehil :p

Wultram looks over the situation and decides they are better served by conserving energy against possible pursuers and and strides further into the jungle.

Wultrams movement gets him outside of the map.


Nalverren, then Vaard. If you get into cover, basically this encounter will be over.


Tal'Va'Nocht:

Spoiler:
The clamour of battle has barely subsided. Amidst the towers of the Seat of E'arch lie fallen bodies - demons, rakshasa sorcerer/priests, dragons. But the field is won.

There are few of you left now, the millennia of warfare with the rakshasa rajas having devastated the lands of your people and left only a tiny rump of kasathas still alive. But the slaughter has left the survivors hardened and determined. Your unit was in the vanguard, cutting down the rajas' foot soldiers.

And now, if the rumours are true, the end to war is in sight. Here, where the rakshasa general E'arch made his stand, is a nexus of power. Beyond the lip where the outpost stands, the volcano's crater plunges into the darkness until it reaches Kyber. Foul toxins seep up from the depths, filling the basin with poisonous vapours.

Geer'Ar'Jarsh, you commander, walks towards you. One of her arms is broken and strapped up, but the others are still free.

"Come," she says, "We need to keep watch while the ritual takes place."


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

GM:

Nocht nods, and draws gladi, his arms moving in the breastplate with practiced ease. He attaches the weapon cords to the swords one by one as he follows along. When done, he draws the darkwood shield from his back and straps it on with one hand, gladius dangling. By the time they arrive at the ritual site, he's armed with three weapons and defended by the shield. He had four gladi, a week ago, but the fourth had shattered in the skull of a Rakshasa sorcerer in the final battle.


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)

"Vaard, hurry!" Rehil shouts to the last party member exposed on the battlefield.

Wultram Denka wrote:

Little late for that Rehil :p

Wultram looks over the situation and decides they are better served by conserving energy against possible pursuers and and strides further into the jungle.

Yeah, you're right. I was a little worried about Vaard, but he's going before the archers. Looks like we'll all get clear.

Wultran strides? You are one cool cucumber. As soon as Otto gets moving Rehil's going to run as fast as he can.


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

Posting before my turn to speed things up:
Vaard runs southwest after the others.
If the dark green is difficult terrain, then he can get to AB42, otherwise he can get to 44Z (and off the map).


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 leave the flaming sphere to damage the arcane ballista as best he can, in case they need to return. He then moves toward the other retreating allies. dont have the map up on my phone but double move towards them


The group (with the exception of the lizardfolk who plunged into the lake to escape) flee into the forest. After a few minutes in the dark amongst the trees, they manage to regroup. Ashshar and Eshsheth arrive soon afterwards. There are shouts from the site of Da'sheth, but no evidence of pursuit. Weary and wounded, but thankfully all live, they retreat to their earlier campsite.

End of combat. 1,000xp each.

You can roleplay the post mortem of your attack if you want. However, to keep the ball rolling...

As the sun rises, it reveals a scene of intense activity below. Warforged are carrying crates and sacks up the gangplank and into the airship. Shelters are being disassembled. The mercenaries are pulling out.


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

XP 12,447 by my count, anyone verify that?

After the fight:

Wultram is silent untill the group gets to a place where they feel reasonably safe and start setting up camp. "That was a total failure. Only positive is that all are still standing. I think just leaving or hit and run tactics are only options from now on."

Rehil you had kept count on Ottos spells right? Just figuring how much healing we can get before tomorrow.

Morning:

Once the mage notices that the enemy is leaving he curses. "There goes our ticket out of here. No way we can take it now, not in this condition and with them prepared. We might as well wait them to leave and check out the abondoned camp and see what we can find out."


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

The lizardfolk wakes early to set up another security perimeter, patrolling the improptu camp and its surroundings.

As he returns, Ashshar sits in a log and tends to his wounds to the best of his abilities "Attack now... bad idea. They fend usss off easssily, magic isss hard to overcome... Scouting when they leave, that's better."


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 doubt we scared them off. They must have gotten what they came for," Rehil stares toward the enemy camp. "If Otto's right the world ends soon."

Let's place this conversation in the morning while Otto prays. I'm sure he'll have a lot to contribute, but this way we can work around his player's absence.

I was tracking Otto's channels and hp. I'm not sure about his spells at all. I'll track them down in the next day or three. No hurry with Aubrey gone.

12477 hp, double checked.


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*

"I agree, if they are leaving it is because they have what they want. The only idea I can think of at this very moment would be to try to sneak in again while they are occupied, and train the ballistae on the ship to scuttle it."

GM:
Or, perhaps is there a way i could get a message to Bokehn, who could relay it on and have the ship intercepted? it would be likely a great cost to Tharashk but it is a matter of securing their holdings.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Wultram wrote:
XP 12,447 by my count, anyone verify that?

This is what I have, too.

Cole is silent as they limp back to camp, and equally silent—other than his tools pinging and spanging on his frame—as he sits vigil for the night.

Craft: armorsmith: 1d20 + 10 - 15 ⇒ (17) + 10 - 15 = 12; Cole is back to full HP.

When the group begins to stir, and the activity is revealed below, Cole simply nods along with the group. Despite his non-human features, an internal struggle is obvious in his every motion.

“Yesterday was a disaster. And it seems I am unfit to give orders in combat.”

Then he goes back to his work, preparing his body for whatever ordeal yet lies ahead.


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 looks at the warforged after a brief moment of silence he remarks. "The finest minds to have ever walked out of Rekkenmark academy, could not have succeeded with the resources we had."


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)

The elf scowls. Too many of them. Not enough of us. And surprise was lost. At least no one died."


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

"I do hate to have lost our one ticket out of here, but at this point, I think Wultram and Ashshsar are right. If it's going to take them a while to clear out, do I need to go searching for fuel for everyone? I can help hunt for 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)

The elf shrugs. "We could make a last try if they don't leave by tonight."

Our food stores are probably quite low, but we've got great survival skills in the party. (Ashshar is now our best hunter!) I don't think food is a problem.

[ooc]


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

"I will accompany you, Cole." says Ashshar before parting to hunt.

Survival: 1d20 + 10 ⇒ (20) + 10 = 30
Did somebody say Greatest Hunter who ever Hunted?


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

The elf shrugs. "We could make a last try if they don't leave by tonight."

(Ashshar is now our best hunter!)

As it should be! :D

Cole looks up at Rehil, "Got a plan brewing?"


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)

"Keep the team together. Sneak close. If we see a weakness prepare ourselves and pounce."

At the end of the night's retreat Otto can channel twice 4d6 ⇒ (2, 1, 4, 2) = 9 If anyone is still down much he's got a few cures.

After the channels: Otto 49/51. Rehil 39/44.


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

"It was my sneaking that got us caught last time, I think. But if we can work around that, I'm in."


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

Vaard follows along with Cole and Ashar.
survival: 1d20 + 6 ⇒ (6) + 6 = 12
I could use a bit of healing also.


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

Note with the exception of Otto I will assume everyones profile has accurate HP.

Before they go to rest Otto changes the divine power of his spells to heal the group to best of his ability.

CMW Ashshar: 2d8 + 5 ⇒ (4, 5) + 5 = 14 39/52
CLW Ashshar: 1d8 + 5 ⇒ (2) + 5 = 7 45/52
CMW Nalverren: 2d8 + 5 ⇒ (3, 5) + 5 = 13 23/30
CMW Wultram: 2d8 + 5 ⇒ (8, 8) + 5 = 21 30/32
CLW Vaard: 1d8 + 5 ⇒ (3) + 5 = 8 49/51
CLW Rehil: 1d8 + 5 ⇒ (6) + 5 = 11 44/44
CLW Nalverren: 1d8 + 5 ⇒ (4) + 5 = 9 30/30

Once the next morning arrives he finishes the group of with a channel of energy.

Channel: 2d6 ⇒ (5, 4) = 9

And with that everyone is at full HP


The group clamber down the crater once more and head towards the site, trying to remain unobtrusive amongst the trees. As before, it is a tough scramble along steep gullies choked with vegetation and takes about an hour. As they arrive near the site of the battle, they are rewarded with the view of the airship ascending gracefully into the sky. Beneath it, suspended on heavy chains, hangs the inert form of the warforged titan. It swings out over the lake, gaining height before turning east. It crosses the lip of the crater and disappears.

Whereas before Da'sheth was an encampment, now it is just a deserted morass of churned earth littered with scraps of wood, paper and metal from the occupation. The towers stand empty and the various temporary shelters the mercenaries brought with them are gone.

With one notable exception. The strange fretwork tower and the metallic hut beside it are still in place. Lights of red, blue and green - possibly the glow from a large number of dragonshards of different types - wink in unintelligible patterns up and down the length of the structure. And seemingly trapped inside the tower, though hard to see from here, some sort of large creature droops unresistingly.

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