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

Game Master Aubrey the Malformed


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

Cole nods. He straps his hammer to his back, accepts whatever spears are available, and stands to the side, clearly ready for whatever's next.

If there is a spear and 3 shortspears he could take, that'd be ideal.


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 lays aside his curve blade and pack. Thinking about some of the aquatic life they saw in the river, he elects to keep his chain shirt and dagger. He grabs a spear and a potion. Then he waits by the gunwale for everyone else.


The morning sun is hot and high in the sky when the boat enters the lake - which they last saw when Kalaktua attacked the deserted prospectors' base by the shore. The boat scuds over the lilypad-covered surface.

As the boat slows, Bokehn calls, "Should be about here."


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

Cole looks down into the water, judging the visibility. "Once we get down there, will we be able to see each other?"


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

"Probably not, until we are in her lair. The inside of the lair should be clear, she'd want to be able to see intruders. We can hear each other. A roll of twine might be a good idea, if we have any, tie ourselves 10 feet apart." He uncaps the potion and prepares to drink it when everyone else is ready.


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

"She would have wanted her lair to be clear for herself. Clear visibility to a dragon may not mean clear visibility to a soft-skin, especially underwater."
Vaard also prepares to dive in when the others are ready.


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

Tal looks at Vaard, and then taps a claw on his arm, where the snake like scales on his body. "Because we are in a new time, I will not challenge you to a duel over the insult. But I am no soft skin." He says in a soft voice, then gives a hiss of laughter. "Not least of which is because I'd need to tie two arms behind my back to make it a fair fight."


Any final preparations before you dive in?


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 looks lazily back and forth to follow the discussion. Lazily until a duel is mentioned. Then the elf ears swivel slightly forward and he comes out of his lounging slouch.

As tensions relax again so does the elf. He shuttles toward the stern to grab a coil of rope.

Tal's rope idea is a good one. Should help maintain contact in the murk.


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 hands over his longspear to the skeleton, deciding it would be useless for him to try fight down there anyway given his level of skill. "I can see living and undead that are rather close to me, regardless of my normal vision. We could have the skeleton and Cole lead the way since I doubt any possible predators would be interested given their lack of meat." The mage notes.

He gives Tal a glance. "Joking or not, you would do well not to underestimate him. I would put my money on him against most Rekkenmark academy's graduates."

In case someone is not too familiar with the lore. That place is probably the most prestigious military academy in the 5 nations. And most certainly thought as such by any Karn. Wultram would not really expect Tal to be aware but it is more like a compliment towards Vaard. Also I have what in simplified terms would be companys christmas party today, so I might not be posting untill late Sunday again, depending on how things go.


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

Cole watches Tal'Va'Nocht's reaction to Vaard, "You take offense at being called a soft-skin, but show that you have thin skin. Strange."

He begins pulling a length of long rope from his pack, "Wultram, can your creation see in the dark? I cannot? Maybe it should go first?" He looks over at the undead thing, "Or will it be able to make decisions well enough to be an effective front row?" He looks over at Vaard and Ashshar, "And maybe one of those should go next, being strong swimmers." He shrugs, "I might be best as a rear-guard until we're in the lair.


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 remains introspective as the others check their gear. He will take a spear or shortspear if any are left. He waggles his finger through the air as if writing on a board no one can see.

"Alright, I have some ideas. I can make it so five of us can breathe water for an hour, but we'd have to wait for it to expire if we make it back before an hour has transpired, since we'd lose the ability to breathe air. I'll turn myself into a frogman so I can see underwater and swim well enough. That one won't last terribly long and doesn't work so well if i try it on someone else. I could just enhance someone's ability to swim, but that'd last only a few minutes."


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

Tal looks at Nalverren, then the potions that were handed out. "Should we not just use the potions to breath int he water?"


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
Cole. wrote:

Cole watches Tal'Va'Nocht's reaction to Vaard, "You take offense at being called a soft-skin, but show that you have thin skin. Strange."

"An insult that should have resulted in a series of duels, even a blood fued? The fact I have not attacked him, would, I think, show restraint on my part befitting one of my station." Tal says, sounding offended. "And my skin is no thinner than anyone elses, save perhaps the turtle dragons. Why is it that my skin is suddenly being insulted at every turn? Are you now insulting me because I did not challenge him to a duel, is that it?"


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 chuckles. "Oh yeah, the potions. I got carried away and forgot about them. Yes, let's use those."


OK, the potions, of which there is one for each of you (including Cole, although he doesn't need one, but maybe Pooma didn't realise) and they will allo you to breathe underwater for ten hours. Frankly, if you are still down there after ten hours, you probably aren't breathing at all.

So I will assume you quaff your potions, those than need to, and that Nalverren will cast Form of the Boggard on himself.

The slayers of Kalaktua drop over the side of the boat and into the water. As predicted by the lizardfolk, the water is green and dark, and visibility poor.

OK, conditions are such that visibility is down to 30'. It is also fairly dark, so even within 30'it counts as dim light. However, although it doesn't increase the range at which you can see, if you have dark vision or low-light vision, you negate the penalties for dim light.

Perception checks, 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

Skelly has darkvision, Wultram has dreadsight but on things not noticed by it he takes penalties.

Skelly: 1d20 + 10 ⇒ (6) + 10 = 16
Wultram: 1d20 + 1 ⇒ (3) + 1 = 4


Dreadsight will count assuming the thing you are looking at qualifies.


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 feel like fish in the water... badum tss.
Punception: 1d20 + 10 ⇒ (17) + 10 = 27


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's enough from you, Emissary.

Perch-eption: 1d20 + 11 ⇒ (6) + 11 = 17

Low light vision in operation.


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

Tal grimaces, and slides off the edge of the boat. His eyes fortunately have a secondary lid, like most lizardfolk. While his was designed to keep sand particles out of his eyes, it still helps under water. His darkvision allows him to see through the lack of light, although the murk is more like smoke than anything else, obscuring his vision.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25

EDIT : On double checking, no darkvision


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 + 13 ⇒ (7) + 13 = 20 +2 more vs traps


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

Cole drops the discussion on thin-skin, then plunges down into the dark water, where he struggles to see beyond the murk.

Perception: 1d20 + 15 ⇒ (7) + 15 = 22; no special senses


Under the water, Ashshar points out a large, blocky dark shape benathe them. As they approach, what might be a rock formation in fact turns out to be the weed-covered ruins of a large building, sunk under the waters of the lake by some ancient earthquake. The roof appears once to have been domed, but has since collapsed to form a wide entrance through the top and into the dark.


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 grips his borrowed spear and kicks down toward the sunken ruin.


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

Ashshar swims with the rest. At the sight of the ruins, the lizardfolk signals the rest to wait.

The hunter points to himself, then the ruins and finally motions from one to another. Before departing, he rises five clawed fingers three times.

I am trying to tell ya, boys, that I am scouting for another entrance and/or dangers. If I am not back in 15minutes, shit hit the underwater fan.


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

Cole drifts down in the murk, trying his best to maintain some kind of buoyancy in the water so as not to drag the team down to the lakebed.

So are we tied together? and does that mean Ashshar is cutting himself loose to scout?


Try a Survival check, someone, DC 10:

Spoiler:
Swimming about alone might not be entirely wise given the possible predators lurking in the lake.

Also, the DM rules that you can talk underwater, a handy side-effect of the Water-Breathing spell. Fun though it is to see the sign language.


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

Cole succeeds on a 1.

"Are you sure that's smart," the big 'forged says, his voice somehow reverberating through the waters, "predators are likely everywhere down here."


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 know... but I fear they may prey on uss... I could move through the plantss and rockss, obssscuring mysself." says the lizardfolk, watching their surroundings for such a path to swim through.


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

"In this instance, I think best to work as a small group. None of us are stealthy in this." Tal says as he floats toward the bottom. "Also, those of us with out darkvision shall be blind inside. Those with darkvision must guide us with some nearness until we are in a place where we can light the darkness without providing a dinner bell to the predators." Tal says softly through the water.

Although Tal doesn't know it, some of our illustrous water folks should know that sound carries a LOT farther through water than through air. ANd should warn us not to yell or anything.


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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 floats down with the party, careful not to get separated yet clearly his mind is elsewhere.

I should've devised an armored submersible for this... turtle's shell and some weights would've done it. Damn!


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Well, if Ashshar wants to go out and scout he can, just be forewarned.

<dusts off magalodon stats>


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

Just for the sake of movingthings faster alone, Ashshar stays with the rest.

"Mmmhh... you may be right, Emissssary of the Dragonss." says Ashshar at Tal's comment "We sshould hurry anyway, here we are exposssed."


The group descend through the aperture. Inside it appears to bne a large single chamber. Light slants in through the broken dome but the further reaches of the room are lost in the darkness.

Perception checks, please.


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

Perception: 1d20 + 15 ⇒ (15) + 15 = 30

Cole tries to pierce the gloom, and his voice reverberates to his teammates. "Would light help? Or just attract attention?"


If you get 20 or more on the Perception check:

Spoiler:
There is a flash of movement in the darkness.


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

"Movement." He points with his spear, "There."


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

Perception: 1d20 + 11 ⇒ (5) + 11 = 16


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 not untill..."

Wultram: 1d20 + 1 ⇒ (10) + 1 = 11
Skeleton: 1d20 + 10 ⇒ (19) + 10 = 29

"Saw it too." The skeleton pipes up. Wultram imidietly starts casting hoping to help them see whatever it was. Cast light, when he gets a chance.

GM:
Would the fact that the skeleton has a darkvision reveal anything more than just movement?


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 shakes his head, and let's himself drift down to land on the broken edge of the dome. Kneeling, he peers over the edge then nods and jabs his spear in the direction Cole pointed.

perception: 1d20 + 11 ⇒ (12) + 11 = 23

If we can see 30' radially and talk, then we can probably skip the rope.

Jab as in look that way. Not jab as in Attack!


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

perception: 1d20 - 1 ⇒ (13) - 1 = 12
The cold sun remains completely oblivious to whatever it is the others are seeing.


As Wultram ignites his Light spell, its flickering radiance illuminates the chamber. The remains of the dome interior show a dim blue, but the far reaches are lost in the murk. However, holding the attention most are two long, highly streamlined and armoured fish with narrow serrated jaws, each about twenty-five feet in length. Wultram's light fluoresces an eerie green-blue from their glassy eyes as they turn nimbly to attack.

Roll initiative.


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

Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

Does Cole know what they are?
Know (Nature): 1d20 + 4 ⇒ (20) + 4 = 24

EDIT: dang, i want to flip those. :/


Cole:

Spoiler:
They are giant gar. Basically, they will try and eat you, possibly whole.


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

DM:
So, Swallow Whole special ability? I don't know if you're being clever or not.


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

Init: 1d20 + 3 ⇒ (3) + 3 = 6

Just a note, as a player, I'd be fine with the GM rolling init for my character if it would speed up combat. No need to wait for me to post.


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

As Tal said, if you want to, please feel free to roll Initiative, Perception and whatever you beed from Ashshar.

Initiative: 1d20 + 2 ⇒ (4) + 2 = 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*

init: 1d20 + 3 ⇒ (11) + 3 = 14


It doesn't make much odds me rolling for you. Plus, you assume that I have everything prepared in advance and that me rolling your initiatives will therefore speed things up. That's a dangerous assumption...

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