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

Game Master Aubrey the Malformed


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

William will hang on to james as he swiftly moves.


Steam begins to curl from the mouth of the turtle. Then, with a whistling roar a huge pressurised gout blasts from its mouth. It scours the flesh from the bones of the lizardmen caught in the blast at the front of the camp, and rips off the front of the camp hut. Debris flies everywhere and the hut begins to lean alarmingly.

Those in the hut are fortunate enough to be juuust outside the immediate zone of the steam breath. However, it's practically demolished the hut and cooked a big load of Portforged's entangling vegetation. Everyone inside the hut (that's Rehil, Grazzat and Bokehn) is hit by flying debris - please roll your own 1d6 damage, with a DC 15 Reflex save for half damage. On the plus side (if it's a plus) you get a lovely view of the lake, albeit with a hungry dragon turtle in prominent view.

Also, because the hut has taken a pounding, anyone on the bridge (Wultram and Portforged) need to make a DC 15 Reflex save or fall into the water on either side taking 1d6 non-lethal damage.

The blackscale takes advantage of the explosion to strike out at Cole.

Club: 1d20 + 6 ⇒ (9) + 6 = 15 to hit, damage 2d8 + 4 ⇒ (2, 8) + 4 = 14
Bite: 1d20 + 4 ⇒ (1) + 4 = 5 to hit, damage 1d6 + 1 ⇒ (3) + 1 = 4

Nalvarren.


Initiative revised:
Nalvarren 21
Lizardmen 20
Rehil 15
Cole 13
Wultram 8
Grazzat 7
Bokehn 4
Portforged 3+
Will 3-

Map updated.


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

reflex save: 1d20 + 2 ⇒ (15) + 2 = 17


Initiative revised:
Nalvarren 21
Lizardmen 20
Rehil 15
Cole 13
Wultram 8
Grazzat 7
Bokehn 4
Portforged 3+
Will 3-

Map updated.

Actually, I realised I got a little ahead of myself as Nalvarren goes before the lizards. Nevermind, I don't think it'll make a difference. Nalvarren, then Rehil, then Cole.


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 forward an additional 30ft and draws his bow.


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 Reflex save 1d20 + 6 ⇒ (5) + 6 = 11 ... daamge 1d6 ⇒ 3

Grazzat Reflex save 1d20 + 2 ⇒ (1) + 2 = 3 ... daamge 1d6 ⇒ 2

Rehil is struck in the back by debris as he looks at the shore for more threats. Turning he sees the dragon turtle through the rent open wall.

Bokehn and Grazzat are going to block the bridge. Another route is called for.

The elf quickly pulls himself into the window and leaps toward shore. As he drops toward the water he holds his bow high, hoping to preserve the string from wetting.

Long jump Acrobatics 1d20 + 8 ⇒ (5) + 8 = 13 (works out to about 7' from a standing start) Rehil's goal is to reach shore as quickly as possible.

Soften fall Acrobatics 1d20 + 8 ⇒ (14) + 8 = 22 (When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen,)

I trust you to put him as far toward shore as you can.


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

The devastation behind Cole is lost in his more immediate fight for survival against the massive lizard-warrior. The club crashes down on his previously-injured shoulder, but his plating holds… barely. It drives him nearly to the ground, dropping him below the creature’s follow-up bite… which over-extends the lizard-man.

Cole seizes on the opening, hewing his thick blade into the creature’s exposed side.

Greatsword: 1d20 + 6 ⇒ (19) + 6 = 25 <— Crit?
Damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12
Crit Confirm: 1d20 + 6 ⇒ (10) + 6 = 16
Add’l Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14


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 manages to stay up despite that violent movement. He casts another spell hoping to drive the blackscale to run so they can get out of the reach of the turtle. "We need to get to the shore!"

Ref DC 15: 1d20 + 1 ⇒ (16) + 1 = 17
Cast Cause fear Will DC 17, 1d4 rounds of frightened on failed, success shaken for 1 round. If it fails it's save move towards shore EDIT: Does not affect creatures with 6hd or more. Oh and the ray has duration of 2 rounds.


Rehil lands in the water. He keeps his feet, but he sinks in the soft lake bed up to his knees, the water reaching his chest. (It's difficult terrain while you are in the water.)

Cole swings his sword in a do-or-die scything sweep. He rips open the blackscale's belly and disembowels it. The lizardman thuds to the earth. (Crit confirmed! Blackscale down.)

Wultram can redo his round.

Map updated.

Wultram, then Grazzat and Bokehn.


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 smiles a bit as Cole finishes the blackscale. He then moves to shore and pushes his spear out towards Rehil. "Grab and hold on tight."

What I get for posting before hand. Anyways move to V6 and use ready action to pull Rehil to shore if he takes hold of the longspear. I assumed it would be doable as readied action.


That's fine - if Rehil gets within 10' of you, you can expend your readied action to move him to any square adjacent to you.

Someone please take Grazzat's turn.

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)

Grazzat waits for Bokehn to run the gangway to shore. Then the oversized lizardman squeezes through the door and makes his own way to the bank.

****

Rehil wades through the deep muck. He gratefully accepts the spear when offered and pulls himself toward the bank. "Thanks, Wultram."

Slow posting for me until after Christmas. I wish you all a very Merry Christmas.


The group hurriedly make their way to shore. The dragon turtle clambers over shattered timbers towards the ruined shacks, its cold reptilian eyes looking at the adventurers with detached curiosity. A track leading into the forest, under the circumstances, looks extremely inviting.

We don't need to go on inititiave order now. Post as you see fit.


OK, so what's the plan? Big turtle looking at you, wants to eat you, path into the jungle away from the turtle. You are also technically still in combat unless you decide the leave the vicinity.


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, perhaps you lot ought to get away from the water for a bit. I'm off this way."

With that, Nalverren heads down the path a ways to get out of the range of the turtle and far enough back that he would have time to flee should the turtle decide to leave the water.


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

"Yes we should leave and come back in a few hours in order to see what we can recover or salvage. Then our boss can tell us what he wants to do. Do we head for the previous camp or for the next one?" add william looking for a peice of wood that he could use a a club like weapon.


The group head hurriedly into the relative safety of the jungle. The crashing sounds of the dragon turtle demolishing the camp behind them fade into the distance. After beating their way through the undergrowth by the lake shore they emerge into the cathedral-like space under the canopy of the towering trees.

The new arrival might like to introduce himself. Also, Perception checks, DC 20:

Spoiler:
Small figures flit between the tree trunks. They run low, bows in hand, tails out behind them - poisondusk lizardfolk.

You are not surprised - roll initiative, but please do it in a spoiler.


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)

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Aubrey:
Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

Small as in smaller side of medium size or small as in small size?


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*

perception: 1d20 + 4 ⇒ (7) + 4 = 11

i was waiting to see if anyone was going to be like "wait, who are you?!?!" hahah


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

perception: 1d20 + 2 ⇒ (18) + 2 = 20

Spoiler:
initiative: 1d20 + 2 ⇒ (14) + 2 = 16


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)

Backing up a few seconds to the party's emergence into the cathedral-like space under the trees, but prior to the spoiler...

A mud-plastered elf trails the others down the narrow track into the jungle. He can't see much past Portforged's back, and he spends at least half the time looking behind himself anyway.

When they reach the broad clearing at the end of the trail, Rehil whistles. After the dense thickets surrounding the track, the wide spaces between the giant tree-trunks look like free fire zones. Almost unconsciously his hand reaches to his quiver and counts the arrows remaining. He regrets his profligate waste of arrows earlier, and the backpack he left on the boat.

He looks around at the others, ". Looks like we all made it."

Then his eyes focus on the new human. ".. and our numbers grow."


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*

"ah yes, Hello. What brings you to beautiful, exotic Xen'drik? Name's Nalverren." he says with a smirk.


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 will of Bokehn," Rehil announces while nodding his head at the putative leader. "And entirely too little pay."

~awkward pause~


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*

"ah, I see. I'm a prospector myself, but something's got the lizardfolk stirred up. Makes my life miserable. Any idea what's gotten into them?"


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 big elf shakes his head. "Bokehn, or Grazzat might have an idea, but the rest of us were hired because the lizard folk are stirred up. We don't know much except that now we're -- in a difficult position."

Up the creek without a paddle.


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

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

DM:
Init: 1d20 + 2 ⇒ (14) + 2 = 16

"Wouf! Grrrrr, Wouf ! Grrrr" James look in a certain direction


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

Perception: 1d20 + 2 ⇒ (11) + 2 = 13

"Well it does appear that they ransacked this outpost, and yes we have no idea why they are on a path to war"


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

"Does it really matter why they are on the warpath? The didn't seem too chatty back there or willing to solve the issue. We should be more concerned about how we are going to survive here." The mage notes to the conversation.

perception: 1d20 + 1 ⇒ (18) + 1 = 19


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, everything matters" Nalverren offers by way of rebuttal.


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)

".If knowing gave us leverage with the lizardmen it would matter. Otherwise the most important fact is downriver is that way."


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 suppose. Where are you all headed? I was kinda stranded when the lizardfolk went berserk."


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

" well we are hired guard for that man over there and he was touring different camps picking up and dropping different crates. Now i think the game plan is just to make it out alive." says william


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

" Wouf ! "


Bokehn's Perception check: 1d20 + 6 ⇒ (12) + 6 = 18. Bokehn's initiative check 1d20 + 6 ⇒ (20) + 6 = 26

The adventurers pause for a moment to catch their breath and reassess, and to eye the surprise new arrival. But they get no respite as arrows begin to hiss through the trees. Small lizardfolk lurk among the dark boles. "Poisondusk!" yells Bokehn, grabbing for his weapons.

Roll initiative (of those who haven't done so). If you failed the Perception check above, you are surprised.

Map. The light green is just the ground - movement is normal as the floor is just leaf litter with very little undergrowth. The dark brown squares are trees - these are pretty tall, you can climb them if you wish (DC 10) and the trunks provide cover. The light brown rectangles as fallen logs. These are as tall as they are wide (i.e. if it is 5' wide it is 5' tall, 10' wide = 10' tall) and likewise provide cover. To climb over them (as opposed to going round them) is a DC 5 Climb check.

There is a square marked in the rough centre of the map. Please declare what space you are in within this square.


Initiatives so far
Bokehn (surprised) 26
Rehil 19
Portforged 16
James the dog 16
Grazzat ?
Cole ?
Wultram ?
Will ?
Nalverren ?

James' initiative will run on Will's when he gets an action in the first full round.


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, init: 1d20 + 4 ⇒ (17) + 4 = 21 N20
Grazzat, init: 1d20 + 2 ⇒ (12) + 2 = 14 P17

Grazzat, Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Surprise round:

Seeing the small figures and incoming arrows, Rehil yells, "Take cover!" and dashes for the log to the west. As he goes he draws an arrow and fits it to his bowstring.

Move to J25. Can medium size creatures fire over the top of the 5' logs?


Yes, a medium creature can fire over a 5' log.

Rehil rolled for initiative a few days ago. But you can keep the natural 17 he just got for your attack next round.

Map updated.


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

Init: 1d20 + 0 ⇒ (3) + 0 = 3

current AC 24 FF: 20


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 (surprised): 1d20 + 3 ⇒ (16) + 3 = 19 space L17 (trying to take cover from that tree)


Will, what are the positions for you and James?


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

Q18


Initiatives so far
Bokehn (surprised) 26
Rehil 19+
Nalvarren (surprised) 19-
Portforged 16
James the dog 16
Will (surprised) 3
Grazzat ?
Cole ?
Wultram ?


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

Apologies for the radio silence. The holiday break was far crazier than I was prepared for.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Cole—who’d only said a few words about his missing hammer since cleaning the gore of the huge lizard-man from his heavy blade and following the team away from the giant turtle—only impassively watches the exchange with the new human. His ocular orbs seem to be occupied with something back among the trees.

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Pleast put Cole in N.16


Poisondusks 1d20 + 3 ⇒ (14) + 3 = 17

Initiatives so far
Bokehn (surprised) 26
Rehil 19+
Nalvarren (surprised) 19-
Poisondusks 17
Portforged 16
James the dog 16
Grazzat 14 (surprised)
Cole 8
Will (surprised) 3
Wultram ?

Wultram?

Map updated.


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

Put Portforged on P20.


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 ⇒ (17) + 1 = 18
Put to location O21.


Initiative
Bokehn (surprised) 26
Rehil 19+
Nalvarren (surprised) 19-
Wultram (surprised) 18
Poisondusks 17
Portforged 16
James the dog 16
Grazzat 14 (surprised)
Cole 8
Will (surprised) 3

Map updated.

Arrows begin to fly.

L1 and L2 target Cole, L3 and L4 target Bokehn.
L1 1d20 + 5 ⇒ (5) + 5 = 10 to hit, damage 1d6 ⇒ 3
L2 1d20 + 5 ⇒ (2) + 5 = 7 to hit, damage 1d6 ⇒ 3
L3 1d20 + 5 ⇒ (1) + 5 = 6 to hit, damage 1d6 ⇒ 3
L4 1d20 + 5 ⇒ (2) + 5 = 7 to hit, damage 1d6 ⇒ 2
Wow, that was so pants.

Portforged.


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

Portforged, realizing that the lizardfolks were out of its range, ran around its allies towards the poisendusks. Move to O15, no standard action.


James.

Map updated.

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