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

Plan: bust some heads.
Cole: ready.


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*

ready


The adventurers square their shoulders and walk towards the room with the group of Finbacks.

I assume you aren't sneaking - just walking in. Are you going to try to talk to them first or just going to lay waste?


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

immediate ultimatim while ready to lay the smack-down if they don't immediately do as we say.

... at last that's my vote. Cole's not going to be the first in.


Agreed.


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 groans inwardly at the noise the party makes.

He was hoping to creep up and charge them before the Finbacks knew they had company, seemed simpler somehow. But if the front runners want to deliver an ultimatum, he'll just have to grit his teeth. Youse guys are in charge now.


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

I didn't mean to change the plan. I'm happy to have Cole hang back to try to maintain some stealth ... he'll just have to be WAY back. And he'll come running when/if things go sideways. Your call.


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)

No. I think we want the impact that only Cole can provide early in this engagement. Vaard is a heavy hitter too, I think. Ashshar makes sense for fluff. Rehil can provide a reserve force for pursuit or trouble. Hopefully the casters don't need to actually cast yet, but if they can sew up the encounter with one big spell or contribute with lower level ones, great.


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 stay behind Cole but will provide melee support in the inevitable fracas (DM is making a map, after all.)


The would-be assassins move as a group to brazenly confront the lizardfolk. They are relaxing, sprawling and idly chatting. They are surprised as the adventurers simply walk up, and scramble for their weapons.


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)

Now! Hit them now while they're down! Rehil telepathically commands the others.

Yeah, like that will work.


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

"Leave them! We are not here for your blood, if you want to live stay down." Wultram commands in draconic.

Intimidate: 1d20 + 10 ⇒ (13) + 10 = 23


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)

Nice intimidate roll.

Rehil draws himself up, bow in one hand, the other near his curve blade.

aid another, intimidate: 1d20 + 4 ⇒ (11) + 4 = 15


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

Cole strides in at his appointed order in the plan, glaring at the guards. In Draconic, he adds his own warning.

"And your totem beast is slain. Your chief has broken oath. He will not see the next sun rise. You do not have to join him. Leave your weapons and make no noise as you leave. Now."

Intimidate, Aid Another: 1d20 + 5 ⇒ (16) + 5 = 21


The lizardfolk look at one another. Then one drops his club and move cautiously to leave, skirting round the scowling group to the exit. The others take his cue and follow him.

Well, that was easy - glad I didn't go to the effort of drawing up a map. 266xp each. You have two options now - effectively left or right.


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

Vaard heaves a sigh as the lizardfolk are scared without need for a fight.
I say...left.


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

Cole gives a single nod when they leave, then turns towards whatever awaits them next.

I have no opinion on our direction. I'm fine with left.

also, i have 6,981 for our new XP count. Confirm?


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*

WHEW


"Any track or sign that could help us? I don't know anything about that, but I figure you guys might have some talent..." offers Otto, unable to help further.


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

Cole I have the same XP count so pretty good chances it is correct.

"Rehill, Nalverren will you be continue scouting for us?" The mage asks. He then starts looking around hearing Otto's comment not really expecting to find something but might as well. "Either way we should move fast, no knowing when those 4 will get their courage back."

Perception: 1d20 + 1 ⇒ (10) + 1 = 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)

Same count on experience for me too.

Rehil smiles while the lizardmen depart. Even he can see the PR value of not leaving a bloody swath behind them.

He moves to the door and gives it a quick examination before passing through.

Perception, traps: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20 I've got trap spotter, but thought I'd roll on purpose this time.

Stealth: 1d20 + 11 ⇒ (1) + 11 = 12

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


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*

stealth: 1d20 + 10 ⇒ (10) + 10 = 20
perception: 1d20 + 7 + 1d6 ⇒ (18) + 7 + (4) = 29 +2 vs traps

Nalverren assists Rehil in scouting.


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)

Nalverren totally eclipses Rehil at scouting.

This time. ;-p


Nalverren and Rehil head further along the corridor. They enter another chamber. This one appears to be empty of inhabitants. The walls of the chamber are hung with bones, which turn slowly on the sinew cords they have been strung on. The majority seem to be skulls - mostly of large animals, plus a few lizardfolk and even one or two humans. Their empty eye sockets glower eerily in the half-light. The others are other parts of creatures, mostly long bones and a few sections of spine or pelvis. There has been no attempt to form them into whole articulated skeletons.

There are two further exits from this room. One heads down to the left, the other carries on level to the right.


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)

"Not what I think a chief's antechamber would look like," Rehil mutters. "I guess there's no accounting for taste."

He shrugs and continues to the right.

Perception, traps: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Stealth: 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 10 ⇒ (12) + 10 = 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*

yeah, i got decent or good rolls and you got bad rolls.

Nalverren whispers to Rehil "should we bring the group up to here, or check these two tunnels? I dont want to risk being split from 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)

Rehil nods and waits until the party is in sight before moving down the righthand passage.

Aubrey, can we retcon it so that having Ashshar 20' back from Nal and Rehil is SOP? That way he can direct the rest of the party through intersections and save time.


No problem.

Rehil creeps forward. He hears up ahead the hissing voices of more lizardfolk. As he pads up to check their numbers, his foot drags on the uneven floor. One of the Cold Suns in the next room glances up and spots the elf. He yells and grabs for his weapons.

Roll initiative. There are five of them. Map incoming.


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 curses inwardly at his clumsy foot.

Init: 1d20 + 4 ⇒ (17) + 4 = 21


Initiative: 1d20 ⇒ 4


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

Did you mean everyone? Ignore if you didn't.
Initiative: 1d20 + 1 ⇒ (12) + 1 = 13


I meant everyone - I'm sure the screaming will alert you.


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

You humans ... so excitable when your soft parts get pierced or squished.


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

Cole you have been hanging around too much with the finbacks, Rehil is an elf :P

init: 1d20 + 1 ⇒ (2) + 1 = 3 PANTS!


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

initiative: 1d20 + 2 ⇒ (6) + 2 = 8


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)

Wow.... Don't all come running at once to help.


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 ⇒ (15) + 3 = 18


Lizards 1d20 ⇒ 13
Ashshar 1d20 + 2 ⇒ (5) + 2 = 7

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

Map.


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)

At least Nalverren rolled well on initiative and is close.

"Wait until you see their backs," Rehil comments as he reaches for the sword handle at his shoulder. The elf launches himself forward and to his left, drawing the sword as he moves, and trusting that he'll be quicker than his adversaries.

He feints as he approaches the first, then twirls between two lizardmen and slides to a stop facing the entire crowd of enemies.

Full defense. (AC 21) Move to K5.

Acrobatics check to avoid AoO, made at speed. DC = (opponent's CMD + 10 for the speed): 1d20 + 10 ⇒ (7) + 10 = 17


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, seeing the elf rush in, follows suit, drawing his swordcane as he goes.

Move to M7 to flank L3 with Rehil

atk: 1d20 + 9 ⇒ (13) + 9 = 22 vs L3 AC
dmg: 1d6 ⇒ 4


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

Cole hustles up, doing his best to use his body to interrupt any kind of strategic formation the lizardfolk might attempt. The lizards had shown no training in tactics yet, but Cole’s shock-trooper instincts were hard to ignore.

Is running into the midst of them possible? Running requires a straight line, and Cole looks like he can make a straight-line movement to about O.6 without going through walls (though it’s close on a few of the corners). so, if possible, he’ll run to O.6 (at which point his AC will be 1 lower). If not, he’ll double move to M.11


There is technically a straight line between Cole and 06. So I'll allow it.

Rehil moves to block an exit. Nalverren follows him and pierces one of the lizard-warriors in the shoulder with his blade. Then Cole thunders up to grab their attention.

The lizardfolk spring to their feet.

L1 provokes an AoO from Cole and L3 from Nalverren. We'll resolve these first.


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*

AoO vs L3
atk: 1d20 + 7 ⇒ (10) + 7 = 17
dmg: 1d6 ⇒ 6


Nalverren finishes his foe off with a thrust through the chest.

L3 down.


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

AoO vs L1, longspear: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
damage: 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19


Cole's spear misses it's mark.

Three of the lizardmen close on Cole. The last backs up and shouts down the corridor.

Draconic:

Spoiler:
"The humans attack! Warn the Chief!"

L1, L2 and L5 attack Cole.
L1 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17 to hit, damage 1d8 + 1 ⇒ (8) + 1 = 9
L2 1d20 + 2 ⇒ (19) + 2 = 21 to hit, damage 1d8 + 1 ⇒ (5) + 1 = 6
L5 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 to hit, damage 1d8 + 1 ⇒ (8) + 1 = 9

EDIT: Crit from L5
1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 to confirm, extra damage 1d8 + 1 ⇒ (4) + 1 = 5

Vaard.

Map updated.


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

"Hurry necromancer, let us move!"
Vaard momentarily adjusts his bodily position and voice to inspire Wultram to move faster.
Using Pride Movement on Wultram:

Pride Movement:
Discipline: Golden Lion (Boost); Level: 1
Initiation Action: 1 swift action
Target: One adjacent ally
Duration: Instant

DESCRIPTION

By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator's turn.

Heeding his own advice, the cold sun darts forwards as fast as he can, arriving just within striking distance of the southern-most lizardfolk.
Double move to O8.


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)

Charging lanes are close to corners. If Ashshar can charge to N8 and attack L1 great. If not, then he moves to M5.

Morningstar: 1d20 + 4 ⇒ (2) + 4 = 6 .... damage: 1d8 + 2 ⇒ (1) + 2 = 3


Ashshar and Vaard head into the fight. But Ashshar's swing is clumsy and easily dodged.

Otto.

Map updated.


Too far to be helpful, Otto rushes forward.

M9

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